Ascetic
Curious must be the lives of Ascetics, people who, when faced with a Realm of Terror resplendent with decadence and temptation, do not only turn a blind eye. For them there can be no wine worth drinking, no feast worth gorging, no revelry worth costing the self. Worthiness for an Ascetic can be found only in discipline. In refusal, enlightenment. In abstinence, peace. In training, ferocity. Through how any one Ascetic comes to these truisms is a story their own, all understand that the greatest wellspring of power must come from the body and soul.
Though often reclusive, Ascetics may be found anywhere beyond the Misty Border. The inherent nature of their “journey” permits a level of verisimilitude to practice in their lonesome without any need for public scrutiny. Some may even collect themselves into temples and monasteries that adhere to any particular ideoligion, but this is not necessary for an Ascetic to obtain their truths in the Realms of Terror. Others ruthlessly ascend with dogged, almost frantic necessity, unaware—or perhaps bidding—that they will collide eventually with the real bearer of their “ascension”: the Dread Astral.
Ascetics as Adventurers
Though Ascetics are preferential to lives of hermitage and quiet introspection, circumstances do not usually permit that they be apart from society altogether in the demiplane. This adversity may motivate the Ascetic to move from mere exercise but separately others may feel that it is their mission to eliminate threats to greater harmony. Indeed, meditation on one’s own philosophies can drive certain moral obligations. Some may even travel as teachers, seeking students to share their truths.
Ideology and Alignment
All Ascetics are necessarily lawful. They live in the serenity of discipline because they believe it to be a better state—an ideal state—for being, or because an unkind and random material world is one they must transcend. Some may believe compassion and pursuing a better tomorrow to uphold their ideal of an harmonic oneness, where others characterize their struggle as beyond moral description, and others still might yet believe that power for power’s sake should be their path to ascendancy before any other. Organized civilization is a cold comfort for an Ascetic as their platonic, often idealized version of “law and order” rarely translates to any public authority in the Core—defying these unjust societies may well fall within their mission for enlightenment.
Those practicing their truths beyond the Misty Border do not require any connection to the Divine, though many from Outlander worlds have and continue to maintain their faiths. Absolving from material wealth and devoting oneself to a higher purpose is the theoretical core from which many ideoligions seem to revolve however in practice church structures may be contrary to these tenets which bind the Ascetic save for remote monasteries. A shadowy cult proselytizing that the only true Divine is Man and Man alone has much in appealing to Ascetics willing to put aside any moral question so to be with their likeminded brothers and sisters.
Origins
To become an Ascetic is not a decision made through accident. Although circumstances may force a person to survive on limited means, only continued acts of will with commitment to cause, power and the self may begin the transformation from mundane to aspirant. Some will have masters who educate them in what become their truths, or have sought scholarship with other students. Others may yet grow disgusted with the corruption that follows wealth and excess, seeking to “purify” their existence. Those who take on these oaths could do so as an act of penance for their own past failures, and there are those who are warriors fighting in the belief that there can be no harmony without taking it through violence.
Races
Ascetics are outliers—most humans would consider participation in society at all levels to be necessary for survival in the harsh environments, physical or social, found in the Core. Dwarves, especially those of Darkonian descent now displaced by the Ruination of Darkon may find peace in passionate self-reliance. Elves possess long memories and varied worldviews, permitting those seeking a refuge from the chaotic climes of their ancestry and wealth of probable philosophies. Half-elves may turn to asceticism when they cannot find another place in the world. Though halflings thrive in communities, these communities may well venerate humility as their ultimate ideal. Caliban, through struggled to find masters, may achieve these truths as a result of controlling their own challenging natures.
Other Perspectives
Common is the Ascetic who thinks themselves blessed to be ignored by the local populace, where they will not have to bear ignorant accusations as to their motives or how they complete such feats of apparently impossible strength or dexterity. Among other adventurers an Ascetic may find reception with curiosity or bemusement as they marvel at how they remain relevant despite fighting with what—to them—looks like little more than farming equipment if not their bare fists. Those whose studies lend them to guess from where an Ascetic might obtain their power, such as Wizards, may even come to fear them as living engines who can cut through spell-work as easy as breathing air.
Still, those of a similarly lawful view such as Inquisitors and Paladins may find themselves respecting the Ascetic’s dedication even should they disagree on which truths, tenets and oaths are the most important.
Ascetics in The Domains of Dread
For the first two levels, an Ascetic has at least 1 BAB
and d8 Hit Dice
, beginning play with (4 + INT) x 4 Skill Points
.
An Ascetic who ceases to be lawful or wears armor other than cloth ceases being able to express ki and forfeits all other class or archetype features. An Ascetic may only express ki through a weapon marked as an appropriate Ascetic weapon, or their bare fists.
Class Features
Ki pool (Su)
: Ascetics use ki, a supernatural force embodied by the Ascetic whose origins stem from the Dread Astral. An Ascetic expends ki by manifesting ki abilities, other features which consume a set amount per activation. Their base ki pool before modifiers is 6 + WIS + 2/2 levels
.
Ki strike (Su)
: Consumes 1
ki as a free action to initiate a ki strike on the Ascetic's next attack as a standard maneuver, choosing from the following as additional effects:
Dazes
the target;Shakes
the target;- Inflicts
1d4 bleeding damage/round
for3 rounds
; Slows
the target.
Unhindered (Ex)
: So long as an Ascetic does not wear armor other than cloth, they are bestowed an untyped AC bonus
equal to the number shown, minimum +0
, and do not require lit campfires in order to successfully rest.
Evasion (Ex)
: The Ascetic allocates evasion as a bonus feat. Whenever a Reflex save
is taken for half damage, the Ascetic instead takes no damage if the save succeeds.
Ki mobility (Su)
: Consumes 2
ki as a free action to enhance the Ascetic's movement speed equal to the number shown. Counts as a reaction and shares duration, substituting Ascetic level for caster level.
Still mind (Ex)
: The Ascetic enjoys +2 to saves made against mind-affecting spells and spell-like effects
.
Ki maneuver (Su)
: Consumes 2
ki as a free action to enhance the Ascetic's next maneuver, adding WIS
as a circumstantial bonus.
Wholeness of body (Ex)
: The Ascetic may initiate a focus or meditation action that lasts 20 seconds IRT
to restore their ki pool and heal 1d12 + WIS + 2/2 levels HP
. 1/rest
.
Improved evasion (Ex)
: The Ascetic allocates improved evasion as a bonus feat. Even if the Ascetic fails a Reflex save
to take no damage, they will only take half damage.
Diamond body (Ex)
: The Ascetic gains immunity to all mundane and mundane poisons. Even magical poisons will expire 1.50x faster than base values
.
Illuminate (Ium)
Requirements
: LE, LN, LG alignmentBAB
: 1Hit Dice
: d6Weapon Proficiencies
: Simple, ExoticSkill Points per Level
: 4 + INTPrimary Saving Throw
: AllClass Skills
: Acrobatics, Handle Medicine, Intimidate, Intuition, Knowledge, Lore, Perception, Sleight of Hand, Stealth, Survival, TumbleUnavailable Skills
: Handle Animal, Handle Magical Device
Level | BAB | Fort | Ref | Will | Special | Honed Blades | Ki Pool | Ki Mobility |
---|---|---|---|---|---|---|---|---|
1st | +1
|
+2
|
+2
|
+2
|
Unhindered, ki strike, honed blades, general feat | +1d6 piercing
|
+0
|
+0%
|
2nd | +2
|
+3
|
+3
|
+3
|
Evasion | +1d6 piercing
|
+2
|
+0%
|
3rd | +3
|
+3
|
+3
|
+3
|
Cut beyond, ki mobility, general feat, bonus illuminate feat | +1d6 piercing
|
+2
|
+10%
|
4th | +4
|
+4
|
+4
|
+4
|
Unhindered +1, ASI | +1d6 piercing
|
+4
|
+10%
|
5th | +5
|
+4
|
+4
|
+4
|
Still mind, ki maneuver | +1d8 piercing
|
+4
|
+10%
|
6th | +6/+1
|
+5
|
+5
|
+5
|
Cut beyond +1, general feat, bonus illuminate feat | +1d8 piercing
|
+6
|
+20%
|
7th | +7/+2
|
+5
|
+5
|
+5
|
Wholeness of body | +1d8 piercing
|
+6
|
+20%
|
8th | +8/+3
|
+6
|
+6
|
+6
|
Unhindered +2, ASI | +1d10 piercing
|
+8
|
+20%
|
9th | +9/+4
|
+6
|
+6
|
+6
|
See into astral, cut beyond +2, bonus illuminate feat | +1d10 piercing
|
+8
|
+30%
|
10th | +10/+5
|
+7
|
+7
|
+7
|
Improved evasion | +1d10 piercing
|
+10
|
+30%
|
11th | +11/+6/+1
|
+7
|
+7
|
+7
|
Diamond body | +1d10 piercing
|
+10
|
+30%
|
12th | +12/+7/+2
|
+8
|
+8
|
+8
|
Diamond soul, bonus illuminate feat, ASI | +2d6 piercing
|
+12
|
+40%
|
13th | +13/+8/+3
|
+8
|
+8
|
+8
|
Unhindered +3 | +2d6 piercing
|
+12
|
+40%
|
14th | +14/+9/+4
|
+9
|
+9
|
+9
|
Cut beyond +3, capstone illuminate feat | +2d6 piercing + 1d4 astral
|
+14
|
+50%
|
Archetype Features
Honed blades (Ex, Su [astral])
: Whenever the Illuminate uses an applicable Ascetic weapon which deals piercing damage
, they add the base die shown on the honed blades table as bonus damage. Honed blades does not apply to the secondary weapon if present by default, only the primary. May be toggled.
Cut beyond (Su)
: Whenever the Illuminate initiates ki strike, regardless if successful, they enter a state whereupon their next 1/2/3
weapon attacks will add 1d4 astral damage
and count as having +1/2/3 enhancement bonus
, reading from the number shown. Successive ki strikes will not add more instances of cut beyond, but will refresh it to 1/2/3
. If the Illuminate is already receiving astral damage
from another source, cut beyond upgrades the damage die.
See into astral (Su)
: The Illuminate becomes conscious of the Dread Astral and its intermingling with the Dread Material. Consumes 4
ki as a free action to gain 55% concealment
for a quick duration, substituting Ascetic level for caster level.
Diamond soul (Su)
: The Illuminate enjoys 6 + WIS SR
.
Monk (Mnk)
Requirements
: LE, LN, LG alignmentBAB
: 1Hit Dice
: d8Weapon Proficiencies
: Simple, ExoticSkill Points per Level
: 4 + INTPrimary Saving Throw
: AllClass Skills
: Acrobatics, Handle Medicine, Intimidate, Intuition, Knowledge, Lore, Perception, Sleight of Hand, Stealth, Survival, TumbleUnavailable Skills
: Handle Animal, Handle Magical Device
Level | BAB | Fort | Ref | Will | Special | Honed Fists | Flurry of Blows | Ki Pool | Ki Mobility |
---|---|---|---|---|---|---|---|---|---|
1st | +1
|
+2
|
+2
|
+2
|
Unhindered, ki strike, honed fists, general feat | 1d6 bludgeoning
|
-
|
+0
|
+0%
|
2nd | +2
|
+3
|
+3
|
+3
|
Evasion | 1d6 bludgeoning
|
-
|
+2
|
+0%
|
3rd | +3
|
+3
|
+3
|
+3
|
Flurry of blows, ki mobility, general feat, bonus monk feat | 1d6 bludgeoning
|
+0/+0
|
+2
|
+7%
|
4th | +4
|
+4
|
+4
|
+4
|
Unhindered +1, ASI | 1d6 bludgeoning
|
+1/+1
|
+4
|
+7%
|
5th | +5
|
+4
|
+4
|
+4
|
Still mind, ki maneuver | 1d8 bludgeoning
|
+2/+2
|
+4
|
+7%
|
6th | +6/+1
|
+5
|
+5
|
+5
|
Ki grapple, general feat, bonus monk feat | 1d8 bludgeoning
|
+3/+3/+0
|
+6
|
+14%
|
7th | +7/+2
|
+5
|
+5
|
+5
|
Wholeness of body | 1d8 bludgeoning
|
+4/+4/+0
|
+6
|
+14%
|
8th | +8/+3
|
+6
|
+6
|
+6
|
Unhindered +2, ASI | 1d8 bludgeoning
|
+5/+5/+0
|
+8
|
+14%
|
9th | +9/+4
|
+6
|
+6
|
+6
|
Ki whirlwind, improved ki strike, bonus monk feat | 1d10 bludgeoning
|
+6/+6/+1
|
+8
|
+21%
|
10th | +10/+5
|
+7
|
+7
|
+7
|
Improved evasion | 1d10 bludgeoning
|
+7/+7/+2
|
+10
|
+21%
|
11th | +11/+6/+1
|
+7
|
+7
|
+7
|
Diamond body | 1d10 bludgeoning
|
+8/+8/+8/+3
|
+10
|
+21%
|
12th | +12/+7/+2
|
+8
|
+8
|
+8
|
Diamond palms, bonus monk feat, ASI | 1d10 bludgeoning
|
+9/+9/+9/+4
|
+12
|
+28%
|
13th | +13/+8/+3
|
+8
|
+8
|
+8
|
Unhindered +3 | 2d6 bludgeoning
|
+9/+9/+9/+4
|
+12
|
+28%
|
14th | +14/+9/+4
|
+9
|
+9
|
+9
|
Quivering palm, capstone monk feat | 2d6 bludgeoning + 1d4 astral
|
+10/+10/+10/+5
|
+14
|
+35%
|
Honed fists (Ex, Su [astral])
: Whenever the Monk counts as being unarmed, they replace the weapon's base die with the one shown on the honed fists table.
Flurry of blows (Ex)
: The Monk may initiate flurry of blows as a free action, functioning as a toggle until deactivated by reactivating flurry of blows. While in this state, any unarmed attack will instead use the BAB
listed on the flurry of blows table, including additional attacks.
Ki grapple (Su)
: Consumes 2
ki to attempt to grapple an opponent the same size as the Monk, initiating a standard maneuver challenge check. If successful, the target cannot engage any other target in range other than the Monk without taking 2d6+WIS bludgeoning damage
and provoking an additional attack of opportunity. They have -2 effective AC and AB
while grappled. Ki grapple lasts for a number of rounds equal to half the Monk's level, rounded down
, if not broken by movement or disengagement. The Monk cannot attack anyone other than their ki grapple target without breaking the effect.
Ki whirlwind (Su)
: Consumes 4
ki to attempt to attack every target in melee range regardless of engagement with the Monk. These attacks are made at full BAB
.
Improved ki strike (Su)
: Ki strikes initiated by the Monk may now be selected to attempt to blind
or deafen
the target, and existing daze
or shaken
statuses on a target may be selected again to upgrade to confused
or frightened
, respectively.
Diamond palms (Su)
: The Monk's unarmed attacks count as having +1 enhancement bonus
.
Quivering palm (Su)
: Consumes 6
ki to attempt to place a mark on a melee target, initiating a standard maneuver challenge check. If successful, the Monk may reactivate quivering palm as a free action to deal 6d8+WIS astral damage
as their connection to the Dread Material is forcibly severed. The mark lasts for 6 rounds
, triggering at the end of the duration.
Shepherd (Shp)
Requirements
: LE, LN, LG alignmentBAB
: 1Hit Dice
: d10Weapon Proficiencies
: Simple, ExoticSkill Points per Level
: 4 + INTPrimary Saving Throw
: AllClass Skills
: Acrobatics, Handle Medicine, Intimidate, Intuition, Knowledge, Lore, Perception, Sleight of Hand, Stealth, Survival, TumbleUnavailable Skills
: Handle Animal, Handle Magical Device
Level | BAB | Fort | Ref | Will | Special | Honed Heft | Ki Pool | Ki Mobility |
---|---|---|---|---|---|---|---|---|
1st | +1
|
+2
|
+2
|
+2
|
Unhindered, ki strike, honed heft, general feat | +1d4 bludgeoning
|
+0
|
+0%
|
2nd | +2
|
+3
|
+3
|
+3
|
Evasion | +1d4 bludgeoning
|
+2
|
+0%
|
3rd | +3
|
+3
|
+3
|
+3
|
Tend the flock, ki mobility, general feat, bonus shepherd feat | +1d4 bludgeoning
|
+2
|
+5%
|
4th | +4
|
+4
|
+4
|
+4
|
Unhindered +1, ASI | +1d6 bludgeoning
|
+4
|
+5%
|
5th | +5
|
+4
|
+4
|
+4
|
Still mind, ki maneuver | +1d6 bludgeoning
|
+4
|
+5%
|
6th | +6/+1
|
+5
|
+5
|
+5
|
Ki ablation +1, general feat, bonus shepherd feat | +1d6 bludgeoning
|
+6
|
+10%
|
7th | +7/+2
|
+5
|
+5
|
+5
|
Wholeness of body | +1d8 bludgeoning
|
+6
|
+10%
|
8th | +8/+3
|
+6
|
+6
|
+6
|
Unhindered +2, ASI | +1d8 bludgeoning
|
+8
|
+10%
|
9th | +9/+4
|
+6
|
+6
|
+6
|
Astral foresight, ki ablation +2, bonus shepherd feat | +1d8 bludgeoning
|
+8
|
+15%
|
10th | +10/+5
|
+7
|
+7
|
+7
|
Improved evasion | +1d10 bludgeoning
|
+10
|
+15%
|
11th | +11/+6/+1
|
+7
|
+7
|
+7
|
Diamond body | +1d10 bludgeoning
|
+10
|
+15%
|
12th | +12/+7/+2
|
+8
|
+8
|
+8
|
Diamond spirit, bonus shepherd feat, ASI | +1d10 bludgeoning
|
+12
|
+20%
|
13th | +13/+8/+3
|
+8
|
+8
|
+8
|
Unhindered +3 | +1d10 bludgeoning
|
+12
|
+20%
|
14th | +14/+9/+4
|
+9
|
+9
|
+9
|
Ki ablation +3, capstone shepherd feat | +1d10 bludgeoning + 1d4 astral
|
+14
|
+25%
|
Honed heft (Ex, Su [astral])
: Whenever the Shepherd uses an applicable Ascetic weapon which deals bludgeoning damage
, they add the base die shown on the honed heft table as bonus damage. Honed heft does not apply to the secondary weapon if present by default, only the primary.
Tend the flock (Ex)
: Whenever the Shepherd initiates ki strike regardless of success, they also swing their weapon in a wide arc, attempting to disrupt the cast or action of any opponent in a cone, initiating standard maneuver challenge checks. If successful, they must engage the Shepherd for at least 1 round
no matter their original target plus an additional round every 2 levels after the 3rd, maximum +4
or disengage, suffering attacks of opportunity.
Ki ablation (Su)
: Consumes 2
ki as a free action to gain untyped AC
equal to the amount shown as well as 5/- DR
against all sources of damage except force
and astral
for a quick duration, substituting Ascetic level for caster level.
Astral foresight (Su)
: The Shepherd calls upon the Dread Astral to illustrate a possibility, taking 20
on their next attack or save. Consumes 4
ki as a free action.
Diamond spirit (Su)
: The first time a Shepherd would be reduced to or below 0 HP
, they instead heal 12+WIS HP
. 1/rest
.