In game terms, an ascetic character is one with the Vow of Poverty or Vow of Extravagance feat (this implicitely means that no ascetic character is neutral on the good/evil axis). The Nameburn Executioner prestige class is only available to ascetic characters, but the rules found in the Book of Exalted Deeds needed clarifications and an extension into epic levels, and so a revision is necessary. The content below is that revision, with adaptation for evil characters and those above level 20.
Table : Ascetic Character
AC bonus (Su). At 1st level, you receive a +4 bonus to your Armor Class. The bonus increases to +5 at 3rd level, and thereafter increases by +1 for each 3 character levels. This bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brillant energy weapons, however, do not ignore this bonus. If you are evil-aligned, it is a mere armor bonus. On the other end, if you are good-aligned, it counts as bonus an armor bonus and an exalted bonus, and stacks with neither.
Character Level Benefit 1st AC bonus +4, Bonus feat, Substitute materials 2nd Bonus feat 3rd AC bonus +5, Endure elements 4th Bonus feat, Exalted/Vile strike +1 (magic) 5th Sustenance (eat and drink) 6th AC bonus +6, Bonus feat, Deflection +1 7th Ability score enhancement +2, Resistance +1 8th Bonus feat, Mind shielding, Natural armor +1 9th AC bonus +7 10th Bonus feat, Damage reduction 5/magic, Exalted/Vile strike +2 (aligned) 11th Ability score enhancement +4/+2 12th AC bonus +8, Bonus feat, Deflection +2, Sustenance (breathe) 13th Energy resistance 5, Resistance +2 14th Bonus feat, Exalted/Vile strike +3, Freedom of movement 15th Ability score enhancement +6/+4/+2, AC bonus +9, Damage reduction 5/aligned 16th Bonus feat, Natural armor +2 17th Exalted/Vile strike +4, Regeneration, Resistance +3 18th AC bonus +10, Bonus feat, Deflection +3, True seeing 19th Ability score enhancement +8/+6/+4/+2, Damage reduction 10/aligned 20th Bonus feat, Energy resistance 15, Exalted/Vile strike +5
Bonus feat. At 1st level and every even level thereafter, you gain a bonus exalted feat (if you are good) or a bonus vile feat (if you are evil). You must still fulfill all the prerequisites of these feats, as normal. Bonus feats, unlike other benefits granted from being an ascete, are not retroactive (you only gain the bonus feats for the level you take this vow and future level). Thus, the bonus feat at 1st level is available only to characters with more than one feat at first level.
Substitute materials (Ex). Ascetes of any alignment can carry and use a spell component pouch. Good-aligned ascetes can use expensive material components, while evil-aligned ones can carry and own them, but the former cannot own them and the later cannot use them without breaking their vow. In either cases, when casting a spell with a material component costing over of 1 gp, you may substitute that component (with 1 XP being equivalent to 5 gp worth of the component).
Evil-aligned ascetes can own and use any focus required to cast their spells, but their divine focus (if they need one) must be a gold holy symbol (or something even more expensive).
Good-aligned ascetes, on the other hand, can use their own body as if it was any focus with a value of 1 gp or less (including a divine focus), or can spend experience points to permanently ignore the focus for one of their spell (in fact, the character turns his body into an eligible focus for that spell), with 1 XP being equivalent to 5 gp worth of the focus.
Endure elements (Ex). At 3rd level, you become immune to the effects of being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.
Exalted/Vile strike (Su). At 4th level, you gain a +1 enhancement bonus on all attack and damage rolls, and your weapons (including natural weapons) can overcome damage reduction as if they were magic weapons. The enhancement bonus rises to +2 at 10th level, to +3 at 14th level, to +4 at 17th level, and to +5 at 20th level. At 10th level, your weapons can overcome damage reduction as if they were good-aligned (if you are good) or evil-aligned (if you are evil). This ability is called Exalted strike for good-aligned ascetes and Vile strike for evil-aligned ones.
Sustenance (Ex). At 5th level, you no longer need to eat or drink. At 12th level, you no longer need to breathe. You still retain the ability to eat, drink or breathe, even if you don’t need to.
Deflection (Su). At 6th level, you receive a +1 deflection bonus to your Armor Class. This bonus increases to +2 at 12th level, and to +3 at 18th level.
Resistance (Ex). At 7th level, you gain a +1 resistance bonus to all saving throws. This bonus increases to +2 at 13th level, and to +3 at 17th level.
Ability score enhancement (Ex). At 7th level, you gain a +2 enhancement bonus to one ability score of your choice. At 11th level, the bonus to that score increases to +4 and you gain a +2 enhancement bonus to another ability score. At 15th level, the bonuses become +6 and +4 (respectively) and you gain a +2 enhancement bonus to a third ability score. At 19th level, the bonuses become +8, +6 and +4, and you gain a +2 enhancement bonus to a fourth ability score.
Natural armor (Ex). At 8th level, you gain a +1 natural armor bonus, or you existing natural armor bonus increases by +1. It increases an extra +1 at 16th level.
Mind shielding (Ex). Also at 8th level, you become immune to Detect Thoughts, Discern Lies, and any attempt to discern your alignment.
Damage reduction (Su). At 10th level, you gain damage reduction 5/magic. If you are good-aligned, this improves to 5/evil at 15th level and 10/evil at 19th level. If you are evil-aligned, this instead improves to 5/good at 15th level and 10/good at 19th level.
Energy resistance (Ex). At 13th level, you gain resistance 5 to acid, cold, electricity, fire, and sonic energy. At 20th level, this increases to resistance 15.
Freedom of movement (Ex). At 14th level, you can act as if continually under the effect of a Freedom of movement spell.
Regeneration (Ex). At 17th level, you heal 1 point of damage per level every hour rather than every day (This ability cannot be aided by the Heal skill). Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes.
True seeing (Su). At 18th level, you gain a continuous True seeing ability, as the spell.
The Epic Ascete
Table : Epic ascetic character
AC bonus (Su). The epic ascete’s exalted or armor bonus to armor class becomes +11 at 21st level and increases by 1 every 3 levels thereafter (24th, 27th, 30th, 33th, etc.)
Character Level Benefit 21st AC bonus +11, Eschew Materials, Ignore Material Components, Resistance +4 22nd Bonus feat, Fast Healing 1, Inherent ability bonuses +1, Spell resistance 23rd Damage reduction 15/aligned and epic, Exalted/Vile strike +6 (epic) 24th AC bonus +12, Bonus feat, Deflection +4, Inherent ability bonuses +2, Natural armor +3 25th Ability score enhancement +10/+8/+6/+4/+2/+2, Fast Healing 2, Faster ability healing (1/round and 1/hour), Resistance +5 26th Bonus feat, Exalted/Vile strike +7, Inherent ability bonuses +3, Sustenance (sleep) 27th AC bonus +13, Damage reduction 20/aligned and epic, Energy immunity (one), Energy resistance 25 28th Bonus feat, Fast Healing 3, Inherent ability bonuses +4 29th Death ward, Exalted/Vile strike +8, Resistance +6 30th AC bonus +14, Bonus feat, Deflection +5, Inherent ability bonuses +5 31st Ability score enhancement +12/+10/+8/+6/+4/+4, Damage reduction 25/aligned and epic, Fast Healing 4 32nd Bonus feat, Exalted/Vile Strike +9 Natural armor +4 33rd AC bonus +15, Mind blank, Resistance +6 34th Bonus feat, Energy Immunity (two), Energy resistance 35, Fast Healing 5 35th Damage reduction 30/aligned and epic, Exalted/Vile strike +10, Faster ability healing (2/round and 2/hour) 36th AC bonus +16, Bonus feat, Deflection +6 37th Ability score enhancement +14/+12/+10/+8/+6/+6, Fast Healing 6, Resistance +7 38th Bonus feat, Exalted/Vile strike +11 39th AC bonus +17, Damage reduction 35/aligned and epic 40th Bonus feat, Fast Healing 7, Natural armor +5
Bonus feat. The epic ascete gains a bonus exalted feat (if good-aligned) or vile feat (if evil-aligned) every 2 levels after 20th. He must still fulfill all the prerequisites of these feats. The player and GM should work to create epic exalted and vile feats as appropriate.
Substitute materials (Ex). This ability has no epic progression.
Endure elements (Ex). This ability has no epic progression.
Exalted/Vile strike (Su). The epic ascete’s enhancement bonus to attack and damage rolls becomes +6 at 23th level and increases by 1 every 3 levels thereafter (26th, 29th, 32th, 35th, etc.). Starting at 23th level, his weapons count as epic weapons for the purpose of overcoming damage reduction.
Sustenance (Ex). At 26th level, the epic ascete no longer needs to sleep and becomes immune to magical sleep effects. He must still rest in order to prepare arcane spells.
Deflection (Su). The epic ascete’s deflection bonus to armor class becomes +4 at 24th level and increases by 1 every 6 levels thereafter (30th, 36th, 42th, 48th, etc.).
Resistance (Ex). The epic ascete’s resistance bonus to saving throws becomes +4 at 21st level and increases by 1 every 4 levels thereafter (25th, 29th, 33rd, 37th, etc.).
Ability score enhancement (Ex). At 25th level, the epic ascete’s enhancement bonuses to his ability scores increase by 2 each, and his last two ability scores receive a +2 enhancement bonus to them. Every 6 levels after the 25th (31st, 37th, 43rd, 49th, etc.), his enhancement bonuses to ability scores increase by another 2.
Natural armor (Ex). The epic ascete’s natural armor bonus increases by 1 at 24th level and every 8 levels thereafter (32nd, 40th, 48th, 56th, etc.).
Mind shielding (Ex). This ability has no epic progression.
Damage reduction (Su). The epic ascete’s damage reduction becomes 15/epic and evil (if good-aligned) or 15/epic and good (if evil-aligned) at 23rd level and increases by 5 every 4 levels thereafter (27th, 31st, 35th, 39th, etc.).
Energy resistance (Ex). The epic ascete’s resistance to acid, cold, electricity, fire and sonic energy damage increases by 10 every 7 levels after 20, to a maximum of 55 at level 48.
Freedom of movement (Ex). This ability has no epic progression.
True seeing (Su). This ability has no epic progression.
Eschew Materials. At 21st level, the epic ascete gains Eschew Materials as a bonus feat. If he already has this feat, he may instead take any non-epic feat he qualifies for as a bonus feat. Unlike other bonus feats gained from ascetism, this one can be gained retroactively.
Ignore Material Components. At 21st level, the epic ascete gains Ignore Material Components as a bonus feat, even he does not meet its prerequisites. Unlike other bonus feats gained from ascetism, this one can be gained retroactively (assuming the character does not already have it, in which case he does not gain a feat to replace it).
Fast Healing (Ex). The epic ascete gains fast healing 1 at 22nd level. His fast healing increases by 1 every 3 levels thereafter (25th, 28th, 31st, 34th, etc.). This stacks with natural healing as well as other sources of fast healing.
Inherent ability bonuses (Ex). At 22nd level, the epic ascete gains a +1 inherent bonus to all ability scores. The bonus increases by 1 every 2 levels thereafter (to a maximum of +5 at 30th level). Multiple inherent bonuses to the same ability score do not stack.
Spell resistance (Ex). At 22nd level, the epic ascete gains spell resistance equal to 10 + his character level. If he already has an higher spell resistance, it is increased by 2.
Faster ability healing (Su). At 25th level, the epic ascete heals 1 point in each damaged ability score every round, and 1 point in each drained ability score every hour. Every 10 levels beyond 25, he heals one more point per round in each damaged ability score, and one more point per hour in each drained ability score. As a supernatural ability, this has no effect on ability burn. Faster ability healing from multiple sources (such as the binding of Naberius) stack.
Energy immunity (Ex). At 27th, 35th, 42nd, 49th and 55th level, the epic ascete becomes permanently immune to one of the five energy types (acid, cold, electricity, fire, or sonic energy).
Death ward (Su).. At 29th level, the epic ascete is permanently protected as if under the effect of a Death ward spell.
Mind blank (Su). At 33rd level, the epic ascete is permanently protected as if under the effect of a Mind blank spell. He can interrupt and resume this effect (for example, to benefit from a mind-affecting spell cast by an ally) as a free action.
The Epic Nameburn Executioner
Champions of Justice, epic nameburn executioners are never forgotten, their exploits keeping them alive in the mind of all that witnessed them sentence an outlaw to death. There is no saying that their activities often attract the attention of powerful enemies.
Hit Die: d8
Skill Points at Each Additional Level: 4 + Int modifier
Utterances. The epic nameburn executioner's effective caster level increases by 1 per level gained above 10th. The epic nameburn executioner continues to get utterances known at each new level, up to the maximum utterances known of the truenaming class to which the nameburn executioner belonged before adding the prestige class (or Truenamer, if he had no such class).
Lawful Decree (Sp). This class feature does not improve after 9th level.
Nameburn (Sp). The damage dealt by this class feature increases by 1d6 every odd level after 10 (including 11th level). The class feature's effective spell level increases normally (spell level=dices of damage dealt).
Nameguess (Su). You can use this class feature a number of times per day equal to your class level, as normal.
Resistances (Ex). This class feature does not improve after 8th level.
Remote Nameburn (Ex). The epic nameburn executioner can use his Nameburn remotely one more time per day every 3 levels after 9th.
Nemesis of Justice (Ex). This class feature does not improve after 5th level.
Immunities (Ex). This class feature does not improve after 10th level.
Bonus Feats: The epic nameburn executioner gains a bonus feat (selected from the list of epic nameburn executioner feats) every four levels after 10th.
Epic Nameburn Executioner Feats: Damage Reduction, Energy Resistance, Epic Reputation, Epic Skill Focus, Epic Spell Penetration, Epic Toughness, Epic Utterance Knowledge, Epic Will, Fast Healing, Improved Combat Casting, Improved Spell Resistance, Overcome Law of Resistance, Penetrate Damage Reduction, Perfect Health, Polyglot, Tenacious Utterance
The Epic Truenamer
Great knowledge, a sharp tongue, and strong dedication; nobody can ever become an epic truenamer if he does not have a generous amount of these qualities. Epic truenamers have reached the pinnacle of a lost art, and none of them were ever inconsequential to the world they lived in.
Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier
Utterances: The epic truenamer's effective caster level is equal to his class level. Use the truenamer's class level when determining the DC to resist his utterances, as normal. The truenamer does not learn additional utterances unless he selects the Epic Utterance Knowledge feat.
Knowledge Focus: At 22nd level, and every three levels thereafter, the epic truenamer gains a permanent +3 bonus on a Knowledge skill of his choice. Each time the truenamer gains this ability, he can apply it to a different Knowledge skill, or to the same Knowledge skill, if he wants to focus on a particular area of expertise.
See the named: The epic truenamer can use this ability one additional time per day at 24th level and every six levels thereafter.
Sending: The epic truenamer's effective caster level is equal to his class level, as normal. The truenamer can use this ability one additional time per day at 21st level and every three levels thereafter.
Bonus Feats: The epic truenamer gains a bonus feat (selected from the list of epic truenamer feats) every three levels after 20th. The epic truenamer can also select nonepic Recitation feats as bonus feats.
Epic Truenamer Feats: Augmented Alchemy, Craft Epic Staff, Efficient Item Creation, Epic Reputation, Epic Skill Focus, Epic Spell Penetration, Epic Utterance Knowledge, Epic Will, Improved Combat Casting, Overcome Law of Resistance, Polyglot, Scribe Epic Scroll, Tenacious Utterance
New Epic Feats
Spoiler: Epic featsEpic Exalted Body [Epic, Exalted]:
Your ritual purity gives you an unnatural resistance to anything that may affect your body in deleterious ways.
Prerequisites: Vow of Abstinence, Vow of Purity
Benefit: You gain a +4 perfection bonus on all Fortitude saves. In addition, you are immune to all poisons, and involuntary poisoning or intoxication (whether accidental or caused by an enemy) no longer counts as a breaking of your Vow of Abstinence.
Special: If you have Vow of Poverty, your perfection bonus on Fortitude saves is equal to 3 + ((character level -8)/12), rounded down.
Epic Exalted Mind [Epic, Exalted]:
Your devotion to the power of good has given you unshakable willpower.
Prerequisites: Vow of Chastity, Vow of Obedience
Benefit: You gain a +4 perfection bonus on all Will saves. In addition, you become immune to all unintended mind-affecting effects (although you may still accept to be affected by a mind-affecting spell or effect cast by an ally).
Special: If you have Vow of Poverty, your perfection bonus on Will saves is equal to 3 + ((character level -8)/12), rounded down.
Epic Utterance Knowledge [Epic]:
You learn two additional utterances.
Prerequisites: Truespeak 24 ranks, ability to use utterances of 4th level from the Lexicon of the Perfected Map.
Benefit: You learn two utterances of any level from the Lexicons of the Crafted Tool, Evolved Mind or Perfected Map.
Overcome Law of Resistance [Epic]:
The universe has an harder time resisting your utterances when you use them repeatedly in a short period of time.
Prerequisites: Truespeak 30 ranks, ability to speak five utterances, including one from the Lexicon of the Perfected Map.
Benefit: The first and second time you successfully speak an utterance in a day do not count toward the Law of Resistance. Furthermore, the DC to speak a given utterance again the same day only increases by +1 each time you speak it after that (so DC +0 the third time, DC +1 the fourth time, etc.).
Normal: The Law of Resistance applies every time you speak an utterance. The DC to speak a given utterance again the same day increases by +2 each time you speak it after the first.
Tenacious Utterance [Epic]:
Choose one of your utterances. That utterance cannot be dispelled, only suppressed.
Prerequisites: Truespeak 15 ranks, ability to speak one utterance.
Benefit: Choose one utterance you can speak, such as Archer's Eye. Whenever the chosen utterance (or it's reversed form) would otherwise end due to a dispel effect, the utterance is instead only suppressed for 1d4 rounds. The utterance still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dispel your own tenacious utterances normally. Speaking the same utterance again while it is suppressed dismisses it instantly (this is an exception to the statement that you cannot dismiss utterances).
Special: You may gain this feat multiple times. Each time you take this feat, it applies to a different utterance.
Tenacious Utterance counts as Tenacious Magic for the purpose of prerequisites. The Tenacious Magic feat shouldn't be applied to utterances.
Normal: You cannot dismiss your own utterances. The Law of Sequence prevents you from casting the same utterance again until the duration expires, even if the utterance is currently suppressed.