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The Ascendant (3.5 Hypergish, PEACH)The Ascendant
Alignment: Any. An ascendant who draws power from a deity must be within the acceptable cleric alignments for that deity.
Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 1st +0 +0 +0 +2 Tricks, Shrug Off, Righteous Inspiration 4 1 2nd +1 +0 +0 +3 4 2 3rd +2 +1 +1 +3 4 2 4th +3 +1 +1 +4 4 3 1 5th +3 +1 +1 +4 4 3 2 6th +4 +2 +2 +5 4 3 2 1 7th +5 +2 +2 +5 4 4 3 2 8th +6/+1 +2 +2 +6 4 4 3 2 1 9th +6/+1 +3 +3 +6 4 4 3 3 2 10th +7/+2 +3 +3 +7 4 4 4 3 2 1 11th +8/+3 +3 +3 +7 4 4 4 3 3 2 12th +9/+4 +4 +4 +8 4 4 4 4 3 2 1 13th +9/+4 +4 +4 +8 4 4 4 4 3 3 2 14th +10/+5 +4 +4 +9 4 4 4 4 4 3 2 15th +11/+6/+1 +5 +5 +9 4 4 4 4 4 3 3 16th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 3 17th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 3 18th +13/+8/+3 +6 +6 +11 4 4 4 4 4 4 4 19th +14/+9/+4 +6 +6 +11 4 4 4 4 4 4 4 20th +15/+10/+5 +6 +6 +12 4 4 4 4 4 4 4
Hit Die: 1d8
All skills are class skills of the ascendant.
Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour proficiency
The ascendant is proficient with all simple and martial weapons, all light and medium armour, and all shields (except tower shields).
The ascendant casts spells which are drawn from the ascendant spell list. The ascendant's spells are either arcane and intelligence-based or divine and wisdom-based. Either way, no arcane spell failure chance is incurred. The save DC for spells is 10+the spell's level+your relevant ability modifier. You prepare spells directly off the ascendant spell list just like a cleric does.
The ascendant learns one trick per level from the ascendant trick list, using the rules for learning and re-learning tricks, though the ascendant can only ever re-learn one trick per day.
Righteous Inspiration (Ex)
The ascendant has the Righteous Desperation class feature, except that the ascendant's own spells are exempt. Ascendants must trust in their own power above the magic in petty items of lesser beings. An ascendant may cast spells from other classes, too, though if the ascendant gets the real Righteous Desperation class feature then all spells break that vow as normal (though there is no risk of losing ascendant class features in this way).
Shrug Off (Ex)
The ascendant has the Shrug Off class feature.
List of Ascendant Tricks
"Witness my ascension. Witness your doom."
The following are the ascendant tricks available to a ascendant. Note that if the ascendant is being used in the Pathfinder roleplaying system, all skill requirements should be reduced by 3.
Always Strike First
You are lightning fast, and none can match your speed.
Benefit: You can't be surprised; if there's a surprise round, you can always act in it. You always go first in the initiative order.
Special: Two or more creatures with this trick roll normally to determine which acts first, but all act before anyone else in the combat.
You acquire an unusually powerful animal who is fiercely loyal to you.
Benefit: This trick works just like the druid class feature of the same name, except that it only takes 3 hours' searching for a new animal to find such a creature.
Special: You can take this trick more than once. Its effects do not stack normally. Instead, the character's effective level for the animal companion is increased by 3. If the rules in the Epic Level Handbook are not in play, this trick can be taken no more than 6 times (at which point a companion from the level - 15 list treats the berserker as being of whatever level the character actually is).
You are adept at moving about even fully armoured
Benefit: You take no penalties for wearing armour or using a shield. For example, you don't take an armour check penalty and you can run at full speed.
Special: This doesn't protect you against curses, or breaking your vow. A shield, of course, still takes up the hand that holds it as normal.
You have an instinctive awareness of everything about you.
Benefit: You have blindsight out to 30 feet.
Special: This trick can be taken multiple times; the range of the blindsight stacks.
You can cast even with both hands full.
Benefit: Your spells with somatic components don't require a free hand. You can fulfill the component with whatever is in your hand.
Special: You still need to be able to move your hand.
You can make coups de grace against opponents you're fighting.
Benefit: You can Coup de Grace nonhelpless creatures, you can do so from up to 30 feet away, you can make Coups de Grace even against normally-immune foes, and making one doesn't take an attack of opportunity.
Special: If the target is immune to critical hits, resolve the Coup de Grace anyway; it's just not a critical hit.
Combat Maneuver Master
You are a legend at performing special attacks.
Benefit: You gain the benefits of the following feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Improved Overrun, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Improved Unarmed Strike, Improved Grapple. You also get a +5 bonus on your attack roll to perform cleaves, bull rushes, sunders, overruns, disarms, trips, and grapples as well as +5 bonus to any additional rolls needed to perform any of these actions, or a feint, successfully.
Special: You can use these feats as prerequisites, but you can't retrain them or use spells such as Embrace the Dark Chaos to remove them. An effect that would remove one of these feats, short of removing the trick itself, fails.
Your spells are stronger when you use them to help yourself.
Prerequisites: Empower Spell
Benefit: You may have any spell you cast on yourself benefits from the effects of the empower spell feat, if possible. You can still cast it normally if you prefer, however.
Special: Ego metamagic does not change the spell's effective level.
Your spells last longer when cast on you.
Prerequisites: Extend Spell
Benefit: You may have any spell you cast on yourself benefits from the effects of the extend spell feat, if possible. You can still cast it as a standard action if you prefer, however.
Special: Ego metamagic does not change the spell's effective level.
You cast spells faster on yourself.
Prerequisites: Ego Empower, Ego Extend, Quicken Spell
Benefit: You may have any spell you cast on yourself benefits from the effects of the quicken spell feat, if possible. You can still cast it as a standard action if you prefer, however.
Special: Ego metamagic does not change the spell's effective level.
You can make your full complement of attacks rapidly
Benefit: You can make a full attack as a standard action, or as part of a charge. You can make a full attack twice as a full action.
You can reach further than usual.
Benefit: You can reach 5 feet further in each direction than normal - for example, a medium creature with a greatsword can attack creatures 10 feet away or in the berserker's own square, while the same creature with a glaive can attack creatures five to fifteen feet away.
You can also make any number of attacks of opportunity each round.
Your weapon cuts through even ghosts and spirits.
Benefit: Your attacks function absolutely normally against incorporeal and even ethereal creatures, the force of your blow carrying through much like a force effect.
Special: Your attacks are treated as force effects for anything related to incorporeality and etherealness.
You know what an item does just by looking at it.
Benefit: You know what an item does just by looking at it. This includes its functions and how to activate them, its current hit point total, whether or not it is a cursed item, and anything else that is to do with an item's functionality, capabilities, or usage.
Special: This doesn't just apply to items that you can pick up and use, but also to houses, bridges, castles, and so forth.
You can obtain a creature who serves as your steed in battle.
Prerequisites: Class level 5th.
Benefit: You obtain the service of an unusually strong steed to aid you on the field of war. This steed is much like a Paladin's, though it doesn't reside in the celestial realm: you are responsible for its health. It gains no supernatural abilities, but it is a rare specimen that acquires sapience. You can obtain creatures such as giant eagles who are technically classified as magical beasts, though the resulting creature isn't actually magical in anything more than name.
Master at Arms
You can use any weapon proficiently
Benefit: Whenever you are wielding two weapons, you can wield them as though you had any feat with the words "Two-weapon fighting" in them as long as you meet the non-feat prerequisites. Whenever you are wielding a non-reach melee weapon in two hands (whether it is two-handed or not) you gain the benefits of the Power Attack feat. Whenever you're wielding a reach weapon, you gain the benefits of the combat reflexes feat. Whenever you're wielding a weapon in one hand and a shield in the other, you gain the benefits of combat expertise (even if you don't meet the prerequisite) and improved shield bash. If you're unarmed, you gain the benefits of improved unarmed strike. If you have a ranged weapon, you gain the benefits of point blank shot. If you're wielding a weapon in one hand and nothing in the other, you gain the benefit of weapon finesse.
Special: You are treated as having the benefit of the above feats for purposes of prerequisites, but any feat contingent on one of these feats is lost temporarily when you don't meet the correct conditions. For example, if you selected stunning fist using master at arms as the prerequisite, then you could not apply it to an attack with your left hand if you held a sword in your right.
Your attacks are difficult to heal and impossible to resist.
Benefit: Your attacks with any kind of weapon always do the full complement of damage, regardless of damage reduction, resistances, or any other clever way your opponent can think of to reduce the damage you deal. You can deal lethal or nonlethal damage entirely at your option, even if an opponent has a special ability such as regeneration which would normally stop you.
Any damage, lethal or nonlethal, that you deal should be tracked separately. This damage is impervious to magical healing and can only heal naturally or through other nonmagical action (including by the giving of long-term care).
Special: There's nothing to stop you missing due to cover, concealment, or simply failing to beat your foe's AC.
You have more raw ability in one or more areas.
Benefit: You gain a +4 perfection bonus divided as you wish between any number of ability scores.
Special: You can take this trick more than once. Its effects stack.
You can shoot past cover to strike foes you can barely see.
Benefit: You ignore all cover and concealment with any type of attack you make.
Special: Your opponent might still be invisible to you.
Scars of War
Your skin is tough enough to withstand a beating
Benefit: You gain a natural armour bonus to armour class equal to 1, plus 1 per 3 ascendant levels.
Snap Out of it!
You can allow people to regain control over themselves.
Benefit: You can negate the effect of an enchantment, illusion or telepathy by shouting at someone to snap out of it. This takes a swift action, as it's a little more strenuous than actually talking.
Special: Obviously, you can't end instantaneous effects like Phantasmal Killer.
You are faster than most
Benefit: You move twice as fast as normal. You can move up to half your new speed as an immediate action. You don't provoke attacks of opportunity for moving.
Special: You can move out of the effect of an ability, or out of a creature's attack. This might waste someone's action.
You can use your weapon as a focus for magical energy.
Benefit: When you cast a touch spell, you can make a weapon attack as part of the same action. The spell is delivered through the weapon, not through your hand.
You are much better at breaking objects.
Prerequisites: Strength 16+
Benefit: Your strength check result (including the D20 result) for any strength check to break any object (including, for example, walls) is multiplied by 5.
This allows you to pull off some exceptional feats. If you can pass a DC 60 strength check, you can break a Wall of Force, an item made of Riverrine, or a similar force effect. A DC 100 strength check will break pretty much anything. You can spend a burst point to break the target automatically.
Despite the name, this allows you to bring even magical flyers to the ground.
Benefit: Whenever you strike an opponent with an attack, you may injure them such as to prevent them flying for 1 round/2 levels (minimum 1). If they're actually flying, they fall (though spells such as Fly usually have special riders to prevent the user being damaged in this way).
Special: This doesn't prevent the use of spells like Feather Fall. For the purposes of this trick, any means of becoming airborne for longer than the duration of the actions taken to do so (such as levitation but not jumping) is treated as flight.
You swim masterfully, and move through water as though it were air even when you hit the bottom.
Prerequisites: Swim 4 ranks.
Benefit: You can hold your breath 10 times as long as normal. You get a +10 bonus on swim checks. When you're moving on ground that's under a body of water, the water doesn't slow or impede you.
You can move through any kind of terrain without issue.
Benefit: You don't take any penalties for moving through any type of terrain.
Ascendant Spell List
"My power extends beyond the physical and into the realms of the magical. Who am I to reject it?"
Create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.
Bless, burning hands, cause fear, chill touch, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, divine favour, endure elements, enlarge person, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, shocking grasp, sleep, summon monster I.
Aid, animal trance, bears endurance, bulls strength, cats grace, cure moderate wounds, darkness, death knell, delay poison, ghoul touch, invisibility, mirror image, resist energy, scorching ray, see invisibility, summon monster II, touch of idiocy, web.
Animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, dispel magic, fireball, haste, lightning bolt, neutralize poison, prayer, remove curse, remove disease, summon monster III, tongues, vampiric touch.
Cure critical wounds, dimension door, divine power, freedom of movement, greater invisibility, minor creation, polymorph, restoration, stoneskin, summon monster IV, wall of fire.
Baleful polymorph, break enchantment, commune, mass cure light wounds, major creation, raise dead, righteous might, plane shift, slay living, summon monster V, teleport, true seeing, wall of stone.
Antimagic field, blade barrier, chain lightning, create undead, disintegrate, greater dispel magic, heal, harm, quest, summon monster VI, wall of iron.