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Ascian

Ascians, the dark followers of their One True God: Zodiark. In His Eyes, all must be brought into what once was. Perfection of the soul is paramount and the dark is to be celebrated as a distant, stern Father: Not a radiant, coddling Mother. To bring His glory, the Ascians will do whatever it takes: One tragedy at a time. An ascian admonishes their foes with crippling curses, dark prophecies and mysterious mastery of both Physical and Metaphysical darkness. This is not to be confused for a capital “A” Ascians (which are like deacons and Popes in terms of power and rank) and lower case ascians (lesser followers that were not born from the perfect world but are enraptured by Zodiark himself).

The ascian is a deific order of the cleric class.

Limit Breaks (Su)

At 1st level, the ascian receives the Limit Breaks (Dark Prophecy and Final Eclipse).

Dark Prophecy (Su): This Limit Break allows the ascian to carry forth the certainty of Zodiark’s arrival. For a duration of 1 round + 1 round per four cleric levels after 1st, the ascian curses one target with a damning fate. For the first action taken each round, it automatically fails or is treated as a natural 1 if it requires a die roll.(This includes attacks, spells, spell-like abilities and any ability with the Ex/Su tag.) This limit break requires only a swift action.

Final Eclipse (Su): This Limit Break allows the ascian to conjure Zodiark’s primordial darkness, erasing all forms of light in one big burst. Choose an area within 60 feet. This Limit Break deals 1d6 points of shadow damage per cleric level to all enemies in a 40-ft.-cylinder high, 20-ft.-radius. A successful Reflex save (DC 10 + half of the cleric’s level + his Charisma modifier) halves this damage. In addition, creatures who fail the Reflex save must make another Reflex save or be knocked prone. If a creature that is immune to shadow damage gets hit with this limit break, they are instead dealt non-elemental damage equal to half the damage dealt.

Spells

An ascian can cast spells from either the red mage spell list or the necromancer spell list. Once this choice is made, it cannot be changed. An ascian begins play with 3 1st level spells of his choice from the selected spell list. The ascian also selects a number of additional 1st-level spells equal to his Wisdom modifier to add to his list of spells. Each time a character attains a new cleric level, he gains two spells of his choice to add to his list of spells. The two free spells must be of spell levels he can cast. Like most mages, an ascian can find or purchase scrolls with spells to add to his repertoire.

To learn or cast his selected spells, the ascian must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against an ascian spell is 10 + the spell level + his Wisdom modifier. In addition, an ascian gains additional MP for having a high attribute (Wisdom). All spells learned by the ascian uses his Wisdom modifier instead of the casting modifier used for all spells’ effects.

Class Skills

The ascian adds Stealth to his list of class skills. In addition, the ascian is gifted with an ageless knowledge. An ascian gets a bonus on all Knowledge skill checks equal to half his cleric level (minimum 1).

Favored Weapon

An ascian adds power staff to his list of weapon proficiencies.

Domains

An ascian gains access to two of the following domains: Darkness, Chaos, Destruction, Death, Void

Deity Abilities

An ascian gains the following abilities from his deity as he increases in level.

The Cursed Echo (Ex)

When an ascian channels energy, no matter his alignment, he always channels dark energy and cannot benefit from sacred bonuses. Profane bonuses he receives from other sources outside of his own class abilities and spell are increased by 1. In addition, the ascian gains darkvision out to 30 feet. If he already has darkvision, he increases the range by 15 feet.

Umbral Fraternity (Su)

At 1st level, an ascian can conjure darkness even in the brightest of areas. As a swift action, the ascian can reduce the lighting conditions within a 20-ft.-diameter circle within 30ft by 1 step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. If the ascian uses a standard action, the lighting conditions are reduced by 2 steps. If the ascian spends 2 MP and a standard action as part of this ability, he gains concealment as per the Obscure spell when in areas of dim light or darkness. This shift in lighting conditions lasts for a number of minutes equal to the ascian’s Wisdom Modifier, may be dismissed early with a standard action, and can be performed twice per day. The number of times per day increases by 1 for every four cleric levels thereafter.

Ravenous Assault (Su)

At 3rd level, an ascian can spend a use of Channel Energy to shoot a beam of consuming dark. The beam is a 30-ft.-line and all creatures caught in it must make a Reflex save (DC 10 + half of the cleric’s level + his Wisdom modifier). Failure results in the creatures taking the Channel Energy damage as shadow damage + the ascian’s Wisdom Modifier. A successful save halves the damage. This is a standard action that provokes attacks of opportunity.

Detached Essence (Su)

At 6th level, an ascian is slowly giving their soul to the loving dark. The ascian gains Shadow Resistance 4 and Holy Resistance 2. At 9th level and every three cleric levels thereafter, these resistances increase by 2. At 10th level, an ascian becomes immune to sleep effects, petrification, dimmed and blind effects. In addition, the ascian cannot be caught flat-footed in an area of dim light or darkness.

Umbral Blessing (Su)

The ascian starts to have a lingering dark imbued within them. At 9th level, the ascian is under a permanent Endark II spell and can use his Wisdom modifier instead of his Charisma modifier on damage rolls for the spell. In addition, the benefit from Umbral Fraternity is increased to represent the Obscure II spell and any darkness the ascian causes, either through mundane or magical means, counts as magical darkness.

Shadow Spreads (Su)

At 12th level, an ascian can travel the hidden passages in the dark. As a move-action, an ascian can teleport to an area of dim light or darkness within 60 feet. He can perform this action a number of times per day equal to his Wisdom modifier. In addition, while the ascian is in an area of dim light or darkness, any damaging spells, spell-like abilities, and class features that deal shadow damage deal bonus damage equal to half his cleric level.

The Yawning Maw (Su)

Zodiark begins to protect his children as their faith in him grows. At 15th level, an ascian permanently lowers the lighting conditions of any area he enters by 1 within 40 feet of him. In addition, as an immediate action, the ascian can spend a use of Channel Energy to cover himself in protective darkness. This grants him a +6 deflection bonus to AC for an oncoming attack roll or a +6 profane bonus to a single saving throw. If an attack roll would fail to hit or if the ascian succeeds on his saving throw, he regains a use of his Channel Energy feature.

Black Cauldron (Su)

At 18th level, the ascian’s very presence spreads Zodiark’s wrath. As a standard action, the ascian can curse all enemies within 30 feet to be afflicted with two of the following status effects (chosen when using this ability): Curse, Zombie, Blinded, Sapped, Slowed, Cowering, Deprotect, and Deshell. All enemies caught within the effect must make a Will save (DC 10 + half of the cleric’s level + his Wisdom modifier) or be afflicted with the chosen status effects. The ascian can perform this ability a number of times per day equal to his Wisdom modifier.

Ascian Ascendant (Su)

The ascian has ascended into the Realm of the Paragons, the dark delivers who wish to bring Zodiark back into the fold. At 20th level, as a full-round action, the ascian can ensorcel himself and gain the benefits of an Ascian Prime, an ascended entity of Zodiark. He gains the following benefits while in this form:

  • A +4 circumstance bonus to all Ability scores, saves and a +4 deflection bonus to AC.

  • A fly speed of 40 feet with perfect maneuverability.

  • The ascian absorbs Shadow damage, gains Holy Resistance 25, and Elemental Resistance 10 to all other elements.

  • The ascian cannot be grappled, bull rushed, overrun, and repositioned or be subject to effects that would cause those maneuvers.

  • The ascian gains immunity to polymorph effects, death effects, poison and disease effects, Slow, Stop and Curse.

  • The ascian gains SR 30 and all spells and attacks that target him while he is within an area of Dim light or darkness have a 50% chance to miss and fail. This miss chance does not stack with other miss chances.

This form lasts for 1 minute and can be performed once per day.