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| UniversalSnip11-01-03, 11:17 PM | Quite a while ago Defiler, somebody I know in rl, posted a monk prestige class called the Ascensionist, which I think is pretty cool. However, it was pretty confusing (no insult meant), so most people never really read it. Thus, I've decided to sort of clean it up, because it deserves a look. The original Ascensionist: ascensionist While few monks learn how to acesend beyond their mortal formal, practicly none learn to to capitalize on ascension threw using their ki to temporarily ascend to new levels of perfection REQUIREMENTS To qualify to become an Ascentionist, a character must fulfill all the following criteria. Alignment: lawful BAB: null Skills: knowledge(ki): 9 level: 6 GAME RULE INFORMATION Ascensionist have the following game statistics. Base Attack Bonus: high Hit Die: d6 Saves: monk saves Class Skills: The Ascensionist's class skills are Balance(dex), Bluff(cha), concentration(con), Climb(dex), Jump(str), Intimidate(cha), Sense Motive(cha), Tumble(dex) skill point advancement: (level +3)(2+int). Class Features Weapon and Armor Proficiency: none Unarmed Damage: the Ascentionist unarmed attack deals damage equal to the unarmed damage of a monk equal to the level of his total monk levels+his class level Relearned Combat: Since the Acensionist's method of combat is based around ascension and therefore is different from any other strategy, he looses an base attack bonus granted from any class levels beside ascensionist class levels Ascension: As a free action an ascensionist can ascend. Each day the asecensionist gets a number of ascension points equal his ascensionist level, for each ascensionist point used the acsensionist acens one rank and gains 1 bonus to attack and damage this bonus lasts a number of rounds equal to your wisdom bonus at the end of the duration you may choose to either pay a number of ascension points equal to your previous ascension rank to restart the duration or he becomes exhausted for a number of rounds equal to the total amount of points you've spent since your ascension began. You cannot ascend more ranks then you have class levels Improved Ascention Pool: at 2nd level the ascensionist has a total number of ascension points equal to his class levelx2 Alacrity of Transcendence: at 3rd level the ascensionist may pay 10 acsention points to gain an extra attack at his full base attack bonus for a number of turns equal to twice his wisdom modifier after which he is treated as though fatigued for a number of minutes equal to 10-your wisdom modifier Superior Ascension Pool: at 7th level the ascensionist has a total number of ascension points equal to his class levelx4 Permanent Acsention: at 6th level the Ascensionist is so used to being in an ascended form that his permanently treated as though he is ascended a number of levels equal to one third his class level rounded down. When using the ascension ability simply add the levels you ascend to his permanent ascension level, you still can't have a total ascension level of more then his class levels. Also at the end of the duration of ascension to continue the ascension you he doesn't include the permanent ascension ranks and when calculating how long he is exhausted if he doesn't pay to continue the ascention. Radiant Aura: at 5th level when ascending to rank 5 or higher(including permanent ascension levels) the Ascensionist exudes a palpable aura of energy dealing 1d6 damage per 3 levels ascended to all enemies within 5 ft per 5 levels ascended each round(this includes friendly targets) Channel Ascension Energy: at 8th level the ascensionist can channel his ascension points into an attack as a full round action, if the ascensionist succeeds at a ranged touch attack they deal 1d6 damage per ascension level expended, no more then 1.5 times your class level in levels may be expended this way and this ability can be used a number of times per day equal to your wisdom modifier Transcendence: at 9th level when ascending to 8th level or higher(including permanent ascention levels) the ascensionist truelly transends, he becomes and outsider, and he gains damage reduction 10/+1 for every 5 ranks he is ascended(so 20/+1 for rank 10(which with lvl 9 permanent ascention is ascended 7 levels)) Ultimate Ascension: at 10th level the Ascentionist can ascend a number of levels up to twice his class level once per week, this transformation lasts until the end of the encounter, after which the ascensionist goes into a deep slumber for a number of hours equal to twice the number of rounds he was ascended if he is awakened from this sleep before he meets the requisite number of hours he must make a fortitude save(dc number of hours until he would have woken up) or die. Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +2 +2 Ascension 2nd +2 +3 +3 +3 Improved Ascension Pool 3rd +3 +3 +3 +3 Alacrity of Transendence 4th +4 +4 +4 +4 5th +5 +4 +4 +4 Radiant Aura 6th +6 +5 +5 +5 Permanent ascention 7th +7 +5 +5 +5 Superior Ascension Pool 8th +8 +6 +6 +6 Channel Ascension Energy 9th +9 +6 +6 +6 10th +10 +7 +7 +7 Ultimate acsention Btw as a side note the things i intended to be used as balace are 1). the Acsensionist at lvl 20 will have a bab of 20 non ascended 2). he has no way of bypassing damage reuction 3). low HD Cleaned Version: Ascensionist Many monks, with time, become capable of traveling beyond the restrictions of thier bodies. Few, however, are capable of turning their inward ki powers and throwing them into a new form of perfection: Ascension. Requirements To qualify to become an Ascensionist, a character must fulfill all the following criteria. Skills: Knowledge (ki): 9 Monk levels: 6 Ascensionists have the following game statistics. BAB: high Hit Die: d6 Saves: Same as monk core class Class Skills: The Ascensionist's class skills are Balance (dex), Bluff (cha), Concentration (con), Climb (dex), Jump (str), Intimidate (cha), Sense Motive (cha), and Tumble (dex) Skill Point Advancement: 2 + Int BAB Fort Ref Will Abilities 1. +1 +2 +2 +2 Ascension 2. +2 +3 +3 +3 Improved Ascension Pool 3. +3 +3 +3 +3 4. +4 +4 +4 +4 5. +5 +4 +4 +4 Alacrity of Transcendence, Radiant Aura 6. +6 +5 +5 +5 Permanent Ascension 7. +7 +5 +5 +5 Superior Ascension Pool 8. +8 +6 +6 +6 Ascension Channeling 9. +9 +6 +6 +6 Transcendence 10.+10 +7 +7 +7 Perfect Ascension Relearned Combat: The Ascensionist has a completely unique style of fighting, based, naturally, around Ascension. As such, other fighting styles are useless to him, and he loses all BAB not granted purely by the Ascensionist class. Ascension (Su): The mechanics of Ascension are as follows: 1) Every day, the Ascensionist gains a number of non-cumulative Ascension Points equal to his class level. 2) As a free action, the Ascensionist may trade in any number of Ascension Points on a one to one basis for Ascension Ranks. Each AR grants +1 to attack and damage rolls. The number of current Ascension Ranks may never exceed the Ascensionist's class levels. 3) The duration is equal to the Ascensionist's Wisdom modifier. When the Ascension ends, he must either pay a number of points equal to his prior Ascension Rank or become exhausted. The exhaustion lasts a number of rounds equal to the total number of points spent on the last Ascension. Improved Ascension Pool: At second level, the Ascensionist recieves twice the number of Ascension Points every day that he did previously. Alacrity of Transcendence (Su): At fifth level, the Ascensionist gains the ability to trade in ten Ascension Points for one extra attack at full BAB. The duration is equal to twice his wisdom modifier. When the ability ends, the Ascensionist feels drained and weak, and therefore is treated as fatigued for a length of ten minutes, minus the wisdom bonus. This does not affect his ARs. Radiant Aura (Su): Beggining at fifth level, whenever the Ascensionist achieves five ARs or more, he begins to radiate a disturbing aura that causes 1d6 damage per three ARs to all creatures within five feet. For every five ARs, the radius increases by five feet - for example, at ten ARs, all creatures within ten feet take 3d6 damage every round. Permanent Ascension (Su): At sixth level, the Ascensionist becomes so adapted to his higher self that he can, without thought, maintain a number of Ascension Ranks equal to one third of his class levels. These permanent ARs are ignored when calculating the costs and penalties of maintaining/losing ARs. However, his ARs still may not exceed his class level. Superior Ascension Pool: Beggining at seventh level, the Ascensionist's Ascension Points per day are equal to four times his class level. Ascension Channeling (Sp): An Ascensionist may, upon achieving eighth level, expend Ascension Points to create a lethal, full round action, ranged touch attack (he can do this a number of times per day equal to his wisdom modifier). Upon success, the target takes 1d6 damage per Ascension Point used. If the ascensionist attempts to use more than 1.5 times his class levels in Ascension Points, then he must make a reflex save (DC 10 + the number of points used) or it backfires and hits him. Otherwise, it strikes the target as usual. Transcendance (Su): At ninth level, whenever an Ascensionist has achieved eight or more ARs, he truly transcends, and is considered an outsider. This grants him DR 10/+1 for every five ARs (thus, at ten ARs, he has DR 20/+1). Perfect Ascension: Beginning at tenth level, an Ascensionist can reach twice his class level in ARs once per week. The effect lasts until the end of the encounter, after which he drops into a deep, dreamless slumber. For every round he was so ascended, he must sleep for two hours. If forcefully woken, he must make a fortitude save with a DC equal to the number of remaining hours. Upon failure, he dies immediately - otherwise, he is fatigued for twenty four hours. EDIT: Moved Alacrity of Transcendence to fifth level, because I realized it was impossible to use until then. |
| -Defiler of Souls-11-02-03, 11:13 PM | woot im clean! |
| UniversalSnip11-03-03, 12:03 AM | Yep... now let's see my next wish come off well, eh? ;) Just kidding. Glad you like it :D. |
| -Defiler of Souls-11-03-03, 12:32 AM | Originally posted by UniversalSnip Yep... now let's see my next wish come off well, eh? ;) Just kidding. Glad you like it :D. we'll see you:I wish i had a donut! me:you rip apart the space time continuem modifying the past drastically! you: wha- me: you were never born! you:but i- me:silence non-exestent person! |
| Xeviat-DM11-03-03, 06:08 AM | Okay, in the hopes of getting some thought out posts on my PrC threads, I'll start doing some reviews again. First off, my simplest advice is for you to analyze what your class looses compared to a single classed monk. Then look at what it gains. Then ask yourself, would you play either one over the other? Secondly, my review. First off, I think the class should have a lower BAB. Actually a 1/2 bab. The class's flavor seems to be that of a ki mystic, and should be poor at fighting when not using their "rage" ability. Partly a matter of flavor, but the additional +1 to hit is a large boon, especially when the class has a +17 BAB at level 20. Permanant Ascention really makes a lower BAB required, since it gives a constant attack and damage bonus. A lower BAB for the class would negate the attack bonus, and the lack of additional monk unarmed damage negates the damage bonus. True, those bonuses are short and can get costly, but you need to look at the worse case senario: Look at what this character could do at 10th PrC level if they put all their points into one round's worth of Ascention ranks and one extra attack. That is painful (just like the coup de grace weapon/psychofeedback trick in psionics). It's a one hit wonder, but what a wonder. Maybe some type of restriction on how many points can be spent at once, make the bonus more reasonable? You could probably figure out a way to make the bonus equal 1 ascendance per day per 3 levels at the highest bonus (which could be +1 per 2 levels or +1 per 3 levels, depending on the BAB they use). Please, try to not let their BAB be greater than a fighter's when they are using their most powerful ascendence ability. The fighter should always be the best warrior (though this is harder and harder to say as my knowledge of the game increases). I do like the idea, but your handling of it seems a little chopy since it isn't based off a preexisting mechanic. I'm also not sure about what |
| -Defiler of Souls-11-03-03, 12:20 PM | notice the very first ability that makes it so this class's bab overrides and erases all other bab so at lvl 20 you'll have a bab of 10 (1/2) the reason i chose to do this as oppose to 1/2 is because with 1/2 you can take another class with full bab and end with 15 bab with this you ca never have over 10 |
| Random Guy ZT11-15-03, 01:58 PM | Still think it's like a charatcer in Dragonball Z powering up to Super Sayian Goku: Oh no our power levels are almost equal I must do something drastic! Random Enemy: Wh-what are you doing (after saying this his mouth stays partly open while going like ah-ah-ah-agh) Goku:AHHHHHHHHHHHH (does this for about 10 min. before his hair turns golden) Random Enemy: *still has mouth partly open making wierd sounds* Goku: Now I will beat you! They fly at each other about to fight again and then... Will Goku win on the fight or will the Random Enemy emerge victouris. Find out on the next episoe of DBZ Title for next episoe: Goku wins And don't even get me started on how the Perfect Asension is like Super Sayian 3 |
| -Defiler of Souls-11-15-03, 08:01 PM | *hides his face in shame* |