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The Ascendant

Ascension is a process that allows beings to be able to separate from their physical bodies and to live eternally as pure energy in a
superior plane with a greater amount of knowledge and power. It can be a mental, spiritual or evolutionary processa direct result
of obtaining a certain level of wisdom and knowledge as a civilization.
The Ancients were the first race to ascend and some of them, such as Oma Desala, attempted to teach the "lowers" to ascend
without the use of technology.
Note: Unlike standard character classes, Ascension Tiers do not increase Hit Dice, base attack bonus, base saving throw bonuses, or
skill points with level. They also do not affect when a character acquires feats. However, some of these aspects of the character can
be affected indirectly by alterations in Hit Die type, ability score changes, special attacks or qualities, bonus feats, and so on.
Requirements
To qualify to become an Ascendant, a character must fulfill all the following criteria.
Allegiance: Any Good or Any Lawful.
Special: The following are a list of special requirements for the Ascendant.
The character must possess one of the following: the Eidetic Memory evolutionary advantage, the Photographic Memory
feat or the Inherited Memory quality.
Must show some sign of evolution prior to taking levels in this class.
The character must also hold to a moral code. This code must include a value on sentient life and a method of selfreflection and personal understanding.
Ascension Tier Features
All of the following are features of Ascension Tiers.
Table: The Ascendant
Tier
Ability Score
1st

2nd
3rd
4th
5th
6th
7th
8th
9th
10th

1st

2nd

3rd

4th

5th

Features
Energy Sense, Psion,
Road to Ascension
Aura Reading
Alter Ego
Soul Searching
Energy Manipulation

Energy Sense (Su): With a successful Concentration check the Ascendant can detect energy signatures within 50ft. The DC for the
check is set by the GM based on energy type and strength. Energy strength and additional details are revealed for every 5 points
over the DC the check was made by. However, identifying the specific type of energy may require other skill checks.
Psion: At 1st level, the Ascendant must choose to be a Physical Adept, Mentalist or Telepath Disciple. Once chosen, the Ascendant
may begin choosing feats from their respective Psion feats category. The Ascendant must still have the feat slots available for any
feats he selects, and must still meet any additional prerequisites for any feat chosen.
In addition, the characters Psion level is equal to their Ascension Tiers plus any class, feat or other character ability which increases a
characters Psion level.

Ability Score: Upon reaching the 2nd Ascension tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and
10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a
different ability score.
Road to Ascension: Every Ascendant travels a Road towards Ascension. Each Road represents a journey into legend, and each tier in
that Road grants abilities and features related to that pursuit.
Upon achieving his 1st ascension tier, a character must choose to become a disciple of a road. Characters can choose from the
following Roads to Ascension.

Disciple of the Mentalist: Where physical adepts focus on the body and telepaths reach into the minds of others, mentalists
enhance the powers of their own minds.
Table: Disciple of the Mentalist
Tier
Road Features
1st
Psychoinventive Basics
2nd
Psychokinetic Basics
rd
3
Telekinetic Basics
4th
Telekinetic Mastery
5th
Psychokinetic Mastery
6th
Psychoinventive Mastery
7th
Instinct Junction
8th
Energy Junction
th
9
Evolved Mind
10th Ultimate Mentalist
All requirements for these feats including psion
level and ability scores are waived.

Disciple of the Physical Adept: Psions who specialize in body-affecting powers are called physical adepts. They are capable
of a variety of superhuman feats that make them extremely valuable to any team.
Table: Disciple of the Physical Adept
Tier
Road Features
1st
Adrenal Basics
2nd
Metabolic Basics
3rd
Sensory Basics
th
4
Metabolic Mastery
5th
Sensory Mastery
6th
Adrenal Mastery
7th
Recuperation Junction

8th
9th
10th

Coordination Junction
Perfect Harmony
Ultimate Adept

All requirements for these feats including psion


level and ability scores are waived.

Disciple of the Telepath: Whether as tools of interrogation, investigation, or brainwashing, telepath's are the cutting edge of
psion development in the information age.
Table: Disciple of the Telepath
Tier
Road Features
st
1
ESP Basics
2nd
Intuitive Basics
3rd
Imprint Basics
4th
ESP Mastery
5th
Intuitive Mastery
th
6
Imprint Mastery
7th
Connection Junction
8th
Premonition Junction
9th
Expanded Horizons
10th Ultimate Telepath
All requirements for these feats including psion
level and ability scores are waived.

Aura Reading (Su): The Ascendant can determine a targets current emotional state after 1 minute of social interaction or study and
a successful Sense Motive check. This also provides a +2 bonus to social checks (Sense Motive, Diplomacy, Gather Information etc.)
against the target for the scene. If the target is using Bluff, Blend or other social concealment abilities to hide their true emotion the
Ascendant must win a Sense Motive check against that skill to get the information and bonus.
Alter Ego (Su): At 5th level, the Ascendant gains the Ascended ability to rearrange his classes and levels. This process requires the
character to expend an Action Die and succeed at a Concentration check, DC equal to 10 plus the Ascendants character level. If the
Concentration check is successful, the Ascendant may spend 8 hours per day, up to his character level in days of meditation; at the
end of this period he may select a new combination of classes and levels equal to the number of days he spent in meditation.
Some character options require you to work with a trainer; without a trainer these options are not available.
Soul Searching (Su): With intense study of a target for 1 minute, the target makes a Will Save (DC = 10 + Ascension Tier + Wisdom
modifier). If the Concentration check is successful, the GM reveals the following:
Current emotional state (per Aura Reading but the bonus is increased to +10).
Alignment.
How far the target is on the Road to Ascension.
Moral descriptions of the target (charitable, cruel, etc.).
With the expenditure of an Action Die the Ascendant can get an explanation why the moral description was used. Example: A
General orders the bombing of civilization population. The moral description might be blood thirsty the explanation will not tell the
exact quantity of casualties or name of the village but the idea of what was ordered will become clear. If a target is successfully Soul
Searched they can never mask their identity from the Ascendant using Aura Reading. The moral descriptions are given by the
universe based on the general morality of the galaxy and not influenced by the personal beliefs or justifications of the Ascendant or
target.
Energy Manipulation (Su): As a Full Round action the Ascendant can raise or lower the Power of any energy source within 30ft by an
amount up to their Ascension Tier. Power lowered to 0 causes the object to cease to function. Raising the Power level costs 1
vitality per round. If the Power level is raised to twice its rating, it could cause an overload. Other effects of raising or lowering the
power level are determined by the GM based on the amount. This Power is active as long at the Ascendant concentrates on it.