Astral Ascetic Class (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Eshmasesh

03-18-07, 10:37 PM
This is my first post on this board, and also my first attempt at making my own class for DnD. The original concept was to make a class that could redirect damage from allies to itself, a new take on a protection class (inspired because I LOVE the cleric spell Shield Other). After thinking of how to do this while including a rational medium, I ultimately came up with the Astral Ascetic. I put a lot of thought into the class and tried to balance it as well as possibly, so please give constructive criticisms only :P

The Astral Ascetic
Some characters in the world of dungeons and dragons are not satisfied solely by the call of adventure. A few of these individuals wish to spend their time in meditation, calming both the mind and the body in the hope of achieving enlightenment. An even smaller portion of these individuals discover, or are taught, how to achieve a deep level of subconscious though which allows one to connect into the astral plane. This act is more commonly known as "astral projection", and only the most disciplined practicioners of meditation can do this.

Adventures
An Astral Ascetic prefers a quiet lifestyle of meditation and study, possibly to help improve the community he lives in through volunteer work, but he will readily join any adventuring party if their goal is to defend the weak and innocent.

Characteristics
The key feature of an Astral Ascetic is his focus on meditation and concentration, the body and the mind. He always has great endurance and stamina as a result. He can easily stay alive in any fight, but he much prefers to stay on the defensive.
Because of his diligent training, he is able to project his consciousness into the astral plane, granting him certain benefits. Unlike spells, his astral connection gives him supernatural abilities which can help protect the party.
His best known feat is his ability to martyr the damage taken by his allies.

Alignment
An Astral Ascetic's dedication to improving his body and mind through meditation requires that they are of the lawful alignment. However, this does not necessarily reflect a political stance; all Sentinels are personally lawful.
Also, all Astral Ascetics must have a desire to protect the weak and the ones close to them. This requires that they are of the good alignment. This desire to protect typically extends even to those that are evil in regards to the law, but is not a requirement.

Religion
Although the original place of study is the Temple of the Astral, an Astral Ascetic does not necessarily have to be religious. The temple is merely a focal point for study and meditation, not for worship. However, some followers worship deities that value protecting the weak, such as Bahamut. They may also worship their racial deities (such as Garl Glittergold), since they value the protection of their race. An individual that abhors evil and desires its destruction might even worship St. Cuthbert.

Background
At one time, a group of thoughtful individuals with the knowledge of astral projection decided to work together in an attempt to discover just how far their astral projection abilities could take them, for the benefit of both themselves and of society. They discovered that they could visit people through the astral plane without needing to manifest physically and form small, protective connections with the individuals. Using these connections, they could relieve a person of their stress and pain while bringing it to themselves, making them into martyrs. Upon this discovery, they quickly formed The Temple of the Astrals, a temple dedicated to furthering the study of the astral plane and the protection of people in need through such study.

Most people join the Temple around their teenage years, but anyone who desires to learn can join at any age. They are assigned a teacher which usually has only one student at a time and stay with that teacher throughout their (or the masters') entire lives. It typically takes them years of practice with meditation and reaching into the astral plane before they learn how to use an Astral Ascetics's class abilities. Because of how small and tightly-knit the temple community is, all of them are friendly with eachother, even if their world views do not align perfectly.

Races
An Astral Ascetic can be of any race, as long as the race is not inherently evil. The vast majority of Sentinels are humans, elves, or gnomes, although dwarves and halfings are not unheard of. Half-Orcs are rare, but a good Half-Orc is embrassed with open arms into the temple.

Other Classes
Astral Ascetics get along very well with other classes which uphold protection and good. Although good clerics don't understand the nature of their abilities, they agree with their agendas and tend to be friendly, although some criticize and question their medium. However, they can not abide evil acts by their allies, and observing such actions will undoubtably cause character conflicts.

Role
The Astral Ascetic's combat prowess is very limtied, and they are rarely seen in the front line. However, they do have excellant fortitude, and will be seen if it will protect the back. They usually spend time in combat to mitigate damage from other, physically weaker party members, making them excellant protectors. Many great leaders consider having a Sentinel as a cohort, since their defensive capabilities benefit any character.

The Astral Ascetic Hit Die: d12
Base
Attack Fort Ref Will Armor
Level Bonus Save Save Save Bonus Special
1st +0 +2 +0 +0 +0 Astral Connection, Protective Block, Meditation
2nd +1 +3 +0 +0 +0 Improved Toughness
3rd +1 +3 +1 +1 +0 Elemental Ward
4th +2 +4 +1 +1 +0 Perfection of the Body
5th +2 +4 +1 +1 +1 Hostile Infusion
6th +3 +5 +2 +2 +1 Endurance
7th +3 +5 +2 +2 +1 Restore the Body
8th +4 +6 +2 +2 +1 Energy Dissipation 1
9th +4 +6 +3 +3 +1 Meditate, Greater
10th +5 +7 +3 +3 +2 Astral Weave, Steadfast Determination
11th +5 +7 +3 +3 +2 Diamond Body, Energy Dissipation 2
12th +6/+1 +8 +4 +4 +2 Astral Phase
13th +6/+1 +8 +4 +4 +2 Mettle
14th +7/+2 +9 +4 +4 +2 Energy Dissipation 3
15th +7/+2 +9 +5 +5 +3 Astral Jaunt
16th +8/+3 +10 +5 +5 +3 Meditate, Superior
17th +8/+3 +10 +5 +5 +3 Timeless Body, Energy Dissipation 4
18th +9/+4 +11 +6 +6 +3
19th +9/+4 +11 +6 +6 +3 Superior Fortitude
20th +10/+5 +12 +6 +6 +4 Energy Dissipation 5


Abilities: Constitution is the most important score, since it determines his natural armor bonus and hit points. Dexterity would help increase his AC, lessening the chance of getting hit and interrupted.
Alignment: Lawful Good
Hit Die: D12

Class Skills: Concentration, Craft, Escape Artist, Heal, Listen, Profession, Spot
Skill Points at first level: (2 + int modifier) x 4
Skill Points at second level: 2 + int modifier

Weapon/Armor Proficiency: Astral Ascetics are proficient with all simple weapons. They are not proficient with any armor or shield. Armor of any type interferes with a sentinel's attunement with his body, supressing all of his class abilities.

Natural Armor: An Astral Ascetic's dedication to honing his body grants him a bonus to armor which increases over time. When unarmored and unencumbered, the Astral Ascetic adds his constitution bonus (if any) to his natural armor. In addition, a sentinel gains a +1 bonus to AC at fifth level. This bonus increases by 1 for every five Astral Ascetic levels thereafter (+2 at 10th, +3 at 15th, and +4 at 19th).

Improved Toughness: At second level, an Astral Ascetic intensifies his training and dedication, increasing his endurance. This dedication progresses steadily, continuing to increase his amazing endurance. He gains an amount of hit points equal to his number of Sentinel levels.

Perfection of the Body (EX): At 4th level, an Astral Ascetic gains control over his body's immune system. He gains immunity to all diseases, including supernatural and magical diseases such as lycanthropy or mummy rot.

Endurance (SU): At 6th level, an Astral Ascetic gains the feat Endurance as a bonus feat.

Energy Dissipation (EX): Although an Astral Ascetic's Astral Projection abilities are directly connected to his physical body, he learns how to release some of the energy as a waste while it travels to him. At his 8th level, he can dissipate one point of astral energy damage normally transferred from an ally to himself into the astral plane. This increases by one for every three levels, allowing him to dissipate a maximum of 5 astral energy damage at level 20.

Steadfast Determination: At 10th level, an Astral Ascetic's great fortitude carries to his wisdom, calming his mind and senses. He gains steadfast determination as a bonus feat, allowing him to apply his constitution modifier to his will saves instead of wisdom. Also, he does not automatically fail a fortitude save for rolling a natural one.

Diamond Body (SU): At 11th level, an Astral Ascetic is in such firm control over his own metabolism that he gains immunity to poisons of all kinds.

Mettle: An Astral Ascetic's raw toughness allows him to shrug off magical effects that would otherwise damage or harm him. If an Astral Ascetic of at least 13th level succeeds on a fortitude or will save that would normally reduce the spell's effect, he suffers no effect from the spell at all. This can only be used on spells with a saving throw entry of "Will partial" or "Fortitude half" or something similar.

Timeless Body (EX): Upon attaining 17th level, an Astral Ascetic no longer takes penalties to his ability scores for aging and can not be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the Astral Ascetic still dies of old age when his time is up.

Superior Fortitude (SU): At 19th level, an Astral Ascetic has an amazing level of control over both body and mind equal to few others. He gains a +2 competence bonus to his constitution and a +1 bonus to his concentration.

Astral Connection: An Astral Ascetic's power comes from his knowledge of his own body and how to channel this by sheer force of will. All of the Astral Ascetic's abilities to extend his body are supernatural abilities, excluding Meditate.

In order for an Astral Ascetic to use these abilities, he must spend at least a half hour of meditation every morning, in which he goes into an altered state of consciousness which establishes a small connection to the astral plane. This can only be done if an Astral Ascetic has had a full night's rest and if he is uninterrupted the entire time. Once he achieves this state, the connection lasts for 24 hours, until he sleeps again, or until he takes an amount of astral energy damage equal to his hit points, whichever comes first. Additionally, any astral energy damage he might have during this time is healed; therefore, if an Astral Ascetic loses his connection by taking too much astral energy damage, spending a half hour in meditation to regain the connection will fully heal him of previously taken astral energy damage.

Protective Block: An Astral Ascetic with at least 3 ranks in Concentration can astrally project his body over an ally, redirecting some of an enemy's physical blow to himself. When using this ability, select an ally within 30 ft. and make a concentration check. For one round, you redirect an amount of damage equal to the result of the check minus 10 to the projection. Once the projection has taken this amount of damage, the ability ends and the [astral energy] damage transfers to you. If you directly take damage during that round, you must make a concentration check DC 10 + the damage dealt. If the check fails, this ability ends. Because of the nature of this ability, damage reduction and energy resistance do not lower the damage redirected to you.

For each additional 6 ranks in Concentration, he can select another ally to be affected by this ability. For example, a 6th level Sentinel with 9 ranks in concentration can select 2 allies with for this ability, and a 12th level with 15 ranks can select 3. The result of the check applies to each ally seperately for determing the amount of damage mitigated; this means that if one ally takes the maximum damage, the effect ends for that ally only. An Astral Ascetic can not select himself as a target.

Meditate: The only way for an Astral Ascetic to maintain his focus and not lose his connection to the astral plane by taking too much Astral Energy Damage is by meditating. This ability requires three full rounds of unbroken concentration in order to work. When a Sentinel has finished meditating for three rounds, make a concentration check. He heals an amount of astral energy damage equal to the result of the check.

Unlike the other abilities, Meditate requires total concentration to work, therefore provoking attacks of opportunity.

Elemental Ward: An Astral Ascetic of 3rd level and with 6 or more ranks in concentration learns how to mold his projection into a protective cover against damaging spells. This ability functions exactly like Protective Block, except it applies to energy damage dealt by spells only.

For each additional 6 ranks in Concentration, he can select another ally to be affected by this ability. For example, a 9th level Sentinel with 12 ranks in concentration can select 2 allies with for this ability, and a 15th level with 18 ranks can select 3. The result of the check applies to each ally seperately for determing the amount of damage mitigated; this means that if one ally takes the maximum damage, the effect ends for that ally only. An Astral Ascetic can not select himself as a target.

Hostile Infusion: An Astral Ascetic of 5th level and with 8 or more ranks in concentration discovers that he can redirect the astral energy damage dealt to him to another. He can only infuse the damage he has received through his supernatural abilities. As a move action, he can select an enemy and infuse an amount of astral energy damage up to his Astral Ascetic class level. The enemy must make a will save (DC 10 + 1/2 Sentinel level + Con modifier) against the Sentinel; if he succeeds, nothing happens. If he fails, then he takes an amount of normal lethal damage equal to the astral energy damage sent. This ability can be used once every three rounds.

Restore the Body: An Astral Ascetic of 7th level and with 12 or more ranks in concentration learns how to convert ability damage taken by an ally into astral energy damage. As a standard action, select an ally within 30 ft. You convert one point of ability damage from any one attribute into 10 points of astral energy damage which is transferred back to you.

Meditation, Greater: Once every three rounds, an Astral Ascetic of 9th level can take one full round action to use Meditate, but he takes a -10 on the check.

Astral Weave: An Astral Ascetic of 10th level and with 13 or more ranks in concentration can meld together the effects of Protective Block and Elemental Ward as a single standard action. The two effects are applied completely separetly, but Elemental Ward must use the same targets as Body Block. This supernatural ability can only be used once every five rounds.

Astral Phase: An Astral Ascetic of 12th level and with 15 or more ranks in concentration can use his projected consciousness to temporarily phase an ally into the astral plane. As an immediate action, he can select an ally which he is currently targeting with Body Block or Elemental Ward and phase her very briefly into the astral plane, causing one attack or one instant duration spell effect to automatically fail. As with all immediate actions, the Sentinel must be aware of the attack or spell in order to be able to use this supernatural ability.

If both the ally and the Astral Ascetic are targets of an instant duration spell effect that deals damage, however, this might not work. When an Astral Ascetic makes the concentration check DC 10 + the damage dealt by the spell, he must succeed or his ally instantly phases back to her location and undergoes the spell effect normally. This ability can be used once every five rounds.

Astral Jaunt: An Astral Ascetic of 15th level and with 18 or more ranks in concentration has become so familiar with the astral plane that he can briefly align his physical being with the plane. As an immediate action, he can use this ability to teleport himself up to 10 feet. Again, if he does that as a reaction to some action he must be aware of it; an immediate action can not be used when caught flat-footed. He can do this a number of times per day equal to his constitution modifier.

Meditation, Superior: An Astral Ascetic of 16th level no longer takes the -10 penalty from taking a single full round action to use Meditate.

The Nature of Astral Energy damage
The damage that an Astral Ascetic redirects is converted from its original nature-such as bludgeoning, fire, sonic, or even force damage-into a new type called Astral Energy Damage. Since the Sentinel's connection to the astral plane is entirely mental, this type of damage is mental in nature. It represents the deterioration of the Astral Ascetic's connection to the Astral Plane.

Astral Energy Damage functions similarly to non-lethal damage. When an Astral Ascetic's amount of Astral Energy Damage taken equals his current hit points, he loses the connection he initially made through meditation with the astral plane. None of his class supernatural abilities work, except for Meditate, which is the only way he can heal the damage, until he has spent another half hour in uninterrupted meditation to regain the connection.
deusexs

03-18-07, 10:45 PM
you bastard, you didnt credit me for any of my help
Eshmasesh

03-18-07, 10:47 PM
you bastard, you didnt credit me for any of my helpPfft, who the hell are you?
deusexs

03-18-07, 10:54 PM
Pfft, who the hell are you?

I'm right next to you
You're doing chemistry homework
Eshmasesh

03-19-07, 12:48 AM
Someone critique it pleeeeeease :(
kadeity

03-19-07, 01:02 AM
you *******, you didnt credit me for any of my help
Pfft, who the **** are you?
Profanity is a big NO NO for these forums.
watch your language.

Someone critique it pleeeeeease :(
A bump is a needless reply to move the topic to the front page or up in the page in the forums. This post constitutes a bump. You cant bump your own post within 24 hours of posting or bumping it.

I like the class IDEA, but the name doesnt go with it well.
A sentinel is someone who watches, like a sentry.
You should name it something that reflects its meditative focus.

theres a prestige class called "the contemplative" that is the sort of feel you should look for in a name. One that represents what the class does.

A "Sentinel" would be someone who watches or protects something hes watching over, like a bodyguard except protecting a thing or a place instead of a person. This class isnt that at all.



initially i thought you were this person
http://boards1.wizards.com/showthread.php?t=810779
http://boards1.wizards.com/showthread.php?t=810755

the sentinel name is what made me think it.
Eshmasesh

03-19-07, 07:28 PM
Well, I'd say it's been long enough and down enough pages now.

I suppose the name is slightly inaccurate, I was just trying to think of synonyms for "gaurdian" and didn't have a dictionary at the time. I'll have to rethink that.
deusexs

03-19-07, 07:44 PM
i have a question about astral energy damage.

should an enemy be damaged using hostile infusion, how would said target heal the damage?

can astral damage kill something, or can it just knock it unconscious?
Eshmasesh

03-19-07, 07:55 PM
i have a question about astral energy damage.

should an enemy be damaged using hostile infusion, how would said target heal the damage?

can astral damage kill something, or can it just knock it unconscious?...you could have just called me. o_O

I thought of that problem with Hostile Infusion yesterday, and added that the astral energy damage sent is converted into normal, lethal damage when the opponent fails its save. It says it in the description now.

No, it can't kill anything or knock it unconscious. AED is only taken by the class. Once the AED equals hit points, the person loses the connection he first made with the astral plane.

Actually, I should include that once the character is severed this way, he must meditate for another half-hour to regain the connection. Thanks :eek: