Ascetic (Apath)

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Unofficial rules compendium

Members of this brotherhood embody the highest levels of ascetic virtue. Disciplined and devoted to the arts of self-mortification, ascetics often set off into the wastes to pursue spiritual mastery.

The origin of the ascetic path comes from watching other paths to ascension. Outside the order, the path to wisdom—the path to one day becoming one of the spiritual elite—is one filled with uncertainty, one without guarantee of success or even survival. The process of transcendence involves an internal reconciliation of being and universe at the moment of ascension, wherein the disciple must face down the void within and, guided only by his own will, step upon the of the sublime. Few survive this moment of epiphany with their sanities intact. These sad souls know only madness, not truth, and may even become dangerous demons. Thus, a rigorous path has arisen among the disciples. This route, which involves slowly drawing in the power and wisdom over time, takes longer to walk, but all but guarantees the acolyte will survive the transformation that awaits him at the end, if only she can survive the trials of a hostile world.

Class Information

Ascetic is an alternate class to the monk. An ascetic cannot take levels in monk or another of the monk's alternate classes.

Publisher: Purple Duck Games.

Role: Younger ascetics are used by their brotherhoods as spies and scouts in the populated areas of the desert. They are not yet fully divine, so their presence and countenance do not frighten or disturb. Still, they are wiser and more easily trusted than other agents, able to take the business of the brotherhood out of the deep desert. This makes them perfect agents for the order in the field. Such young agents often team up with worthy outsiders and form strong and lasting bonds. Older brothers prepare for ascension through quests and trials, often deep in the desert, dungeons, or on other planes of existence.

Alignment: Any lawful.

Hit Die: d10.

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: The ascetic is an educated class and begins play at the same age as a wizard.

Class Skills

The ascetic's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Features

These are all the features of the ascetic class.

Weapon and Armor Proficiency

Ascetics are proficient with the club, dagger, javelin, quarterstaff, scimitar, shortspear, siangham, sling, and spear. Unlike the monk class they resemble, ascetics have no affinity for monk weapons. Ascetics are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Way of the Body AC Bonus (Ex)

The ascetic keeps a strict diet and spends countless hours meditating and conditioning her body to resist the heaviest of blows. Over time, her body comes to look like weathered rock, and is twice as hard. As long as she is not wearing any armor or using a shield, an ascetic gains a circumstance bonus to natural armor and CMD equal to her Constitution modifier. Note that temporary increases to Constitution, such as that gained from bear's endurance, do not affect the way of the body armor bonus.

At 3rd level, and every three levels thereafter, the ascetic's natural armor bonus increases by 1, to a maximum of +6 at level 18.

Endurance

A 1st level ascetic gains Endurance as a bonus feat.

Flurry of Blows

At 1st level, an ascetic can make a flurry of blows as a full-attack action. When making a flurry of blows, the ascetic can make one additional unarmed attack at her highest base attack bonus. She can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects.

At 11th level, an ascetic can make an additional unarmed attack at her highest base attack bonus whenever she makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist (Ex)

At 1st level, the ascetic gains Stunning Fist as a bonus feat, even if she does not meet the prerequisites. She counts ascetic levels as as a monk levels when using this feat. Any Fortitude save called for has a DC 10 + 1/2 her ascetic level + her Wisdom modifier. Beneficial effects can be used on a willing ally as a standard action, doing no damage.

At 4th level, and every 4 levels thereafter, the ascetic gains the ability to apply a new condition to the target of her Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the ascetic can affect the target as calm emotions for 1d6+1 rounds.

At 8th level, she can disrupt a spell on the target as a targeted dispel magic with caster level equal to the ascetic's class level. There is no saving throw against this effect.

At 12th level, she can make the target staggered for 1d6+1 rounds.

At 16th level, she can disrupt spells on the target as a targeted greater dispel magic with caster level equal to the ascetic's class level. There is no saving throw against this effect.

At 20th level, she can affect the target as euphoric tranquility for 2d6+1 rounds. A successful Fort save negates this effect. The DC of subsequent Will saves called for by euphoric tranquility is the same as the Fortitude save DC.

The ascetic must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike

Table: Small or Large Ascetic Damage
Ascetic
Level
Small
Ascetic
Damage
Large
Ascetic
Damage
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8

At 1st level, an ascetic gains Improved Unarmed Strike as a bonus feat. An ascetic's attacks can be with fists, elbows, knees, and feet. This means that an ascetic can make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an ascetic striking unarmed. An ascetic can apply her full Strength bonus on damage rolls for all her unarmed strikes. An ascetic's unarmed strikes deal lethal damage, although she can choose to deal nonlethal damage with no penalty on her attack roll. She can make this choice while grappling as well.

An ascetic's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by an ascetic's unarmed strike is determined by the unarmed damage column on Table: Ascetic. The damage listed is for Medium ascetics. The damage for Small or Large ascetics is listed in Table: Small or Large Ascetic Damage.

Enduring Soul (Ex)

A 2nd level an ascetic gains Diehard as a bonus feat. She can survive on only 1/4 of the food, water, air, and sleep she would normally require.

Evasion (Ex)

At 2nd level, an ascetic can avoid damage from many area-effect attacks. If an ascetic succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if an ascetic is wearing light armor or no armor. A helpless ascetic does not gain the benefit of evasion.

Fast Movement

At 3rd level, an ascetic gains an enhancement bonus to her land speed, as shown on Table: Ascetic. An ascetic in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su)

At 3rd level, an ascetic gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in an ascetic's ki pool is equal to 1/2 her ascetic level + her Wisdom modifier. As long as she has at least 1 point in her ki pool, she can make a ki strike.

At 3rd level, ki strike allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

At 7th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.

At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from her ki pool as a swift action, an ascetic can make one additional unarmed strike at her highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. An ascetic gains additional powers that consume points from her ki pool as she gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ascension of Sand (Ex)

The ascetic's route to perfection makes her extremely rugged, with chiseled features and skin like parched sand. She also attains a level of detachment that makes social graces alien to her.

At 4th level, the ascetic suffers a -2 penalty on Bluff, Diplomacy, and Disguise checks. She no longer needs to wear protective clothing in warm or cold conditions; her body functions as if she wore appropriate clothing.

At 8th level, the ascetic suffers a -4 penalty on Bluff, Diplomacy, and Disguise checks. She gains protection from temperatures equivalent to endure elements.

At 12th level, the ascetic looks more and more like a sandy earth elemental. The ascetic suffers a -6 penalty on Bluff, Diplomacy, and Disguise checks. She needs to pass a Disguise check (DC 5) to be taken as a humanoid; on a failure she is seen as some kind of monster and will likely be refused entry into cities, inns, and guarded areas. (An appropriate Knowledge check can still identify her for what she is.) She can use Stealth to hide in sandy areas even when she lacks cover or concealment, as the ranger's camouflage ability.

At 16th level, the penalty to Bluff, Diplomacy, and Disguise checks increases to -8. She can use Stealth to hide in sandy areas even when an onlooker is looking straight at her, as the ranger's hide in plain sight ability

Ki Power (Su)

At 4th level and every 2 levels thereafter, an ascetic can select one ki power. These powers allow the ascetic to perform amazing feats of mystical power and acrobatic prowess by expending points from her ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the ascetic to be of a specific level or higher before they can be chosen. Unless otherwise noted, an ascetic cannot select an individual ki power more than once.

Abundant Step (Su): An ascetic with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from her ki pool. The ascetic's caster level for this effect is equal to her ascetic level. She cannot take other creatures with her when she uses this ability. An ascetic must be at least 8th level before selecting this ki power.

Diamond Mind (Su): By spending 1 point from her ki pool as a swift action, an ascetic with this power can suppress a fear effect affecting her as if using remove fear, using her ascetic level as her caster level. She can spend 2 ki points to activate this ability even when frightened or panicked. An ascetic must be at least 6th level before selecting this ki power.

Diamond Resilience (Ex): By spending 1 ki point as a swift action, the ascetic gains DR 2/—. At 16th level, the damage reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. An ascetic must be at least 12th level before selecting this ki power.

Diamond Soul (Ex): An ascetic can spend 2 points from her ki pool as a swift action to gain spell resistance equal to her ascetic level + 10. This spell resistance lasts for a number of rounds equal to the ascetic's level. An ascetic must be at least 12th level before selecting this ki power.

Empty Body (Su): An ascetic with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using her ascetic level as her caster level. Using this ability is a move action that consumes 3 points from the ascetic's ki pool. This ability affects only the ascetic and cannot be used to make other creatures ethereal.

Feather Balance (Ex): An ascetic with this ability can spend 1 ki point as a swift action to achieve perfect balance. While this is active, the ascetic treats any Acrobatics attempt made to balance as if she had rolled a 20. This ability lasts for 1 minute.

Formless Mastery (Ex): An ascetic with this ability varies her styles, never repeating the same move twice and capitalizing on the weaknesses of an opponent's style. As long as she does not possess any style feat, the ascetic can spend 1 point from her ki pool as an immediate action to gain the following against opponents in the stance of a style feat: a +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to her ascetic level on damage rolls. These bonuses last until the end of the ascetic's next turn (or her current turn if she uses this ability on her own turn). The ascetic can activate this ability and the furious defense ki power with the same immediate action for a total cost of 3 ki points. An ascetic must be at least 7th level before selecting this ki power.

Furious Defense (Ex): By spending 1 point from her ki pool as an immediate action, an ascetic with this ki power can grant herself a +4 dodge bonus to AC until the end of her next turn. The ascetic can activate this ability and the formless mastery ki power with the same immediate action for a total cost of 3 ki points. An ascetic must be at least 7th level before selecting this ki power.

High Jump (Ex): An ascetic with this ki power adds her level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, she always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from her ki pool as a swift action, the ascetic gains a +20 bonus on Acrobatics checks to jump for 1 round.

Insightful Wisdom (Su): An ascetic with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the ascetic, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. An ascetic must be at least 8th level before selecting this ki power.

Ki Hurricane (Ex): As a full-round action, an ascetic with this ability can move up to twice her speed. At any point in that movement, the ascetic can spend 1 ki point to make the first attack in her flurry of blows. She can later spend another ki point to make the next attack in her flurry of blows, and so on, until she either stops spending ki points or has exhausted all the attacks from her flurry of blows. An ascetic must be at least 10th level and possess the sudden speed ki power before selecting this ki power.

Ki Metabolism (Su): An ascetic with this ability uses her ki to control her metabolism. As long as she has at least 1 point remaining in her ki pool, the ascetic needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish her ki pool), and can hold her breath for up to 1 hour per point of Constitution. As a move action, she can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time she enters this state, she indicates a preset period of time or a triggering condition, after which she awakens.

Ki Visions (Su): An ascetic with this ability often sees visions of spirits or hears the voice of her departed mentor in her dreams. On any given night during which the ascetic dreams, she can use this ability to gain the benefits of a divination. If she does, she spends 2 ki points from the next day's total. An ascetic must be at least 10th level before selecting this ki power.

Ki Volley (Su): When a targeted spell or spell-like ability fails to overcome the ascetic's spell resistance from diamond soul, she can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. An ascetic must be 16th level or higher and possess the diamond soul ki power before selecting this ki power.

Light Steps (Ex): An ascetic with this ki power can move effortlessly across nearly any surface. Whenever the ascetic activates her feather balance ki power, she can also ignore all difficult terrain. In addition, while active, she can cross any solid surface, even if it would normally not support her weight. This does not allow her to walk on liquids. An ascetic must be at least 8th level and have the feather balance ki power before selecting this ki power.

One Touch (Ex): As long as she has at least 1 point remaining in her ki pool, as a standard action, an ascetic with this power can make an unarmed strike against a foe as a touch attack. She adds 1/2 her ascetic level as a bonus on the damage roll. She can spend 1 ki point to double this bonus for that attack. An ascetic must be at least 12th level before selecting this ki power.

Qinggong Power (Su): An ascetic with this power selects any of the qinggong monk ki powers UM for which she qualifies, using her ascetic level as qinggong monk ki powers. An ascetic can select this ability multiple times. Each time, she must select a different qinggong monk ki power.

Slow Fall (Su): An ascetic can slow her descent by expending 1 point from her ki pool. When she uses this ability, she takes no damage from the fall (as if using feather fall). Unlike most monks, the ascetic need not be near a wall to do this.

Sudden Speed (Su): An ascetic with this ki power can spend 1 point from her ki pool as a swift action to grant herself a sudden burst of speed. This increases the ascetic's base land speed by 30 feet for 1 minute.

Water Sprint (Su): An ascetic with this ki power can spend 1 point from her ki pool as a swift action to gain the ability to walk on water, as if under the effects of water walk. Once activated, this ability lasts for 1 minute per ascetic level. An ascetic must be at least 6th level before selecting this ki power.

Wind Jump (Su): An ascetic with this ki power can spend 1 point from her ki pool as a move action to grant herself a fly speed (with perfect maneuverability) equal to her base land speed. She must end her movement each round on solid ground (or some other surface that can support her weight) or fall as normal. Once activated, this ability lasts for 1 minute. An ascetic must be at least 8th level and have the high jump ki power before selecting this ki power.

Wholeness of Body (Su): An ascetic with this ki power can heal her own wounds as a standard action. By spending 2 points from her ki pool, she can heal an amount of damage equal to 1d8 + her ascetic level.

Still Mind (Ex)

At 4th level, an ascetic gains a +2 bonus on saving throws against enchantment spells and effects.

Purity of Body (Ex)

At 5th level, an ascetic gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex)

At 5th level, an ascetic can learn one type of style strike. Whenever she makes a flurry of blows, she can designate one of her unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, an ascetic learns an additional style strike. She must choose which style strike to apply before the attack roll is made. At 15th level, she can designate up to two of her unarmed strikes each round as a style strike, and each one can be a different type. The ascetic can choose from any of the following strikes.

Defensive Spin: The ascetic spins about, confounding her foe. If the attack hits, the ascetic gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of her next turn. This bonus does not stack with itself.

Flying Kick: The ascetic leaps through the air to strike a foe with a kick. Before the attack, the ascetic can move a distance equal to her fast movement bonus. This movement is made as part of the ascetic's flurry of blows attack and does not require an additional action. At the end of this movement, the ascetic must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal.

Foot Stomp: The ascetic stomps on a foe's foot, preventing the opponent from escaping. If the attack hits and the ascetic ends her turn adjacent to that foe, the foe's movement is restricted. Until the start of the ascetic's next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the ascetic. Alternatively, it can attempt a combat maneuver check (against the ascetic's CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped.

Hammerblow: The ascetic links her hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the ascetic rolls her unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The ascetic must have both hands free to use this style strike.

Head-Butt: The ascetic slams her head into her enemy's head, leaving her foe reeling. If the attack hits and the foe is of the same size or one size smaller than the ascetic, the ascetic can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the ascetic, the ascetic takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The ascetic must attack with a head-butt to use this style strike.

Knockback Kick: The ascetic attempts to knock her foe back with a powerful kick. If the attack hits, the ascetic can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the ascetic. This distance increases by 10 feet for every 5 by which the check exceeds the foe's CMD, to a maximum distance equal to the ascetic's fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The ascetic must attack with a kick to use this style strike.

Leg Sweep: The ascetic attempts to sweep her foe's leg, knocking the opponent down. If the attack hits, the ascetic can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The ascetic must attack with a kick to use this style strike.

Rock Throw: The ascetic picks up and hurls a rock (or other heavy object) as an attack, using as much mystical as physical might. This is a thrown attack with a range increment of 20 ft. and deals damage equal to the ascetic's unarmed attack. If the attack hits a flying creature, that creature must make a Fortitude save (DC 10 + 1/2 the ascetic's level + the ascetic's Wisdom modifier) or immediately land in its current space. It can repeat this save each round on its turn to break the effect be able to fly again.

Shattering Punch: The ascetic delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The ascetic must attack with a fist to use this style strike.

Spin Kick: The ascetic spins about, delivering a kick her foe did not expect. The ascetic makes her attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The ascetic must attack with a kick to use this style strike.

Soul of Sand (Su)

At 6th level, an ascetic's natural armor bonus protects against incorporeal touch attacks and her natural attacks do full damage to ethereal or incorporeal creatures, as ghost touch, but without any possible hindrances.

Improved Evasion (Ex)

At 9th level, an ascetic's evasion ability improves. She still takes no damage on successful Reflex saving throws against attacks, but henceforth she takes only half damage on failed saves. A helpless ascetic does not gain the benefit of improved evasion.

Renunciation (Ex)

At 10th level the ascetic has almost completely renounced the physical world. She need not eat, drink, sleep, or even breathe. She is immune to all poisons and can survive unharmed when underwater, buried, or in a vacuum. She regains spent ki points at dawn.

Tongue of the Sun and Moon (Ex)

At 13th level, an ascetic can understand and speak with any living creature, as if under a permanent tongues effect.

Damage Reduction (Su)

At 14th level, an ascetic has grown so powerful through her rigorous discipline that she gains damage reduction 5/chaotic.

Timeless Body (Ex)

At 17th level, an ascetic no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Age bonuses still accrue, and the ascetic still dies of old age when her time is up.

Aura of Serenity (Su)

At 18th level, the ascetic gains the ability to project her understanding of the wisdom of the divine upon others, unburdening the souls of those in mental or spiritual turmoil. The ascetic projects her aura as a swift action that consumes 2 points from her ki pool, and all creatures within 30 feet must succeed on a Will save (DC equal to 10 + 1/2 the ascetic class level + Wis modifier) or be affected. The ascetic can choose whether to include herself in the effect.

This has the effect of calm emotions and also negates all mind-affecting effects and effects that give a bonus or penalty to Intelligence, Wisdom, or Charisma or skills based on these abilities. This also cures all ability damage and drain to Intelligence, Wisdom, or Charisma.

Effects that have been affecting the target for 24 hours or more are not negated. A creature that successfully saves automatically succeeds on saving throws against this ability from same ascetic’s aura for 24 hours.

Profound Calm (Ex)

At 19th level an ascetic gains the ability to enter and exit a state of perfect calm as a full-round action. During this time, she can take no actions (except to leave the trance), but she is fully aware of her surroundings does not eat, drink, sleep, or age and regains ki at the rate of 1 point per 10 minutes spent in calm. She cannot use this ability to gain an amount of ki in excess of her maximum. An ascetic can remain in this state for decades at a time.

Sublime Transcendence

At 20th level, the ascetic becomes a magical creature. She is forevermore treated as an outsider rather than a humanoid (or whatever her original creature type was) for the purpose of spells and magical effects. Additionally, the ascetic gains damage reduction 10/chaotic, which allows her to ignore the first 10 points of damage from any attack made by a nonchaotic weapon. Unlike other outsiders, the ascetic can still be brought back from the dead as if she were a member of her previous creature type.

Table: Ascetic

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Unarmed
Damage
AC
Bonus
Fast
Movement
1st +1 +2 +2 +2 Endurance, flurry of blows (bonus attack), stunning fist, unarmed strike 1d6 +1 +0 ft.
2nd +2 +3 +3 +3 Enduring soul, evasion 1d6 +1 +0 ft.
3rd +3 +3 +3 +3 Fast movement, ki pool, ki strike (magic) 1d6 +1 +10 ft.
4th +4 +4 +4 +4 Ascension of sand (-2), ki power, still mind, stunning fist (fatigued) 1d8 +2 +10 ft.
5th +5 +4 +4 +4 Purity of body, style strike (1/round) 1d8 +2 +10 ft.
6th +6/+1 +5 +5 +5 Ki power, soul of sand 1d8 +2 +20 ft.
7th +7/+2 +5 +5 +5 Ki strike (cold iron/silver) 1d8 +2 +20 ft.
8th +8/+3 +6 +6 +6 Ascension of sand (-4, endure elements), ki power, stunning fist (calm emotions) 1d10 +3 +20 ft.
9th +9/+4 +6 +6 +6 Improved evasion, style strike 1d10 +3 +30 ft.
10th +10/+5 +7 +7 +7 Ki power, ki strike (lawful), renunciation 1d10 +3 +30 ft.
11th +11/+6/+1 +7 +7 +7 Flurry of blows (bonus attack) 1d10 +3 +30 ft.
12th +12/+7/+2 +8 +8 +8 Ascension of sand (camouflage), ki power, stunning fist (staggered) 2d6 +4 +40 ft.
13th +13/+8/+3 +8 +8 +8 Style strike, tongue of the sun and moon 2d6 +4 +40 ft.
14th +14/+9/+4 +9 +9 +9 DR 5/chaotic, ki power 2d6 +4 +40 ft.
15th +15/+10/+5 +9 +9 +9 Style strike (2/round) 2d6 +4 +50 ft.
16th +16/+11/+6/+1 +10 +10 +10 Ascension of sand (hide in plain sight), ki power, ki strike (adamantine), stunning phist (dispel magic) 2d8 +5 +50 ft.
17th +17/+12/+7/+2 +10 +10 +10 Style strike, timeless body 2d8 +5 +50 ft.
18th +18/+13/+8/+3 +11 +11 +11 Aura of serenity, ki power 2d8 +5 +60 ft.
19th +19/+14/+9/+4 +11 +11 +11 Flawless mind 2d8 +5 +60 ft.
20th +20/+15/+10/+5 +12 +12 +12 Ki power, stunning fist (euphoric tranquility), sublime transcendence 2d10 +6 +60 ft.

Localization

Moving the ascetic out of the desert is mostly a cosmetic change; instead of becoming more and more like sand, a sea ascetic would become like salt, an arctic ascetic like ice, a mountain ascetic like rock, and so on. Wherever they come from, ascetics prefer the empty wilderness to the hustle and bustle of settlements.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.

  • Dwarf: Add 1/3 to the natural armor bonus granted by way of the body.
  • Elf: Add +1 to the bonus granted by the fast movement ability. In combat this option has no effect unless you have selected it five times (or another increment of five).
  • Gnome: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the your unarmed strike (minimum of 0).
  • Half-Elf: Add +½ on Escape Artist and Acrobatics checks.
  • Half-Orc: Add +1 to the your CMD when resisting a grapple and +½ to the number of stunning attack attempts per day.
  • Halfling: Add +1 to the number of stunning attack attempts per day.
  • Human: Add +¼ point to the your ki pool.


  • Anpur: Add +2 to the bonus granted by the fast movement ability in desert terrain only. In combat, round this bonus down to the closest multiple of 5 ft.
  • Hobgoblin: Add a +¼ bonus on combat maneuver checks made to grapple or trip.
  • Ifrit: Add ¼ fire damage to your unarmed attacks.
  • Kobold: Add +⅓ to your natural armor racial ability.
  • Orc: Add +¼ to the your CMB when when making a bull rush or grapple combat maneuver.
  • Oread: Add ¼ acid damage to your unarmed attacks.
  • Ratfolk: Subtract 1 from the Stealth penalty you suffer from movement.
  • Samsaran: Add a +½ bonus on your saving throws to resist death attacks.
  • Strix: Add +3 To your fly speed. This bonus cannot exceed your fast movement bonus and applies under the same circumstances. In combat this option has no effect unless you have selected it five times (or another increment of five).
  • Sylph: Add ¼ electricity damage to your unarmed attacks.
  • Tengu: Add +1/2 to Survival checks.
  • Zendiqi: + 1/2 to Perception, Stealth, and Survival checks.
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