Ascendant (Kurakara) Character Class:
Koi'Kuma: Old Yhtillic for "Ascended One"
Kurakara: Carcosan Black Man for "Ascended"
* NOTE: Only characters who start with at least one psychic power or latent psychic ability at zero level can choose this class at first level.
While any character has a chance of starting with some random psychic powers, the Ascendant is extremely gifted with such powers. Your need to focus on such powers has limited your combat skills, though your abilities more than make up for this. The Ascendant is technically a mutant with few to no negative mutations. In addition to psi powers, the Ascendant develops Mutant super abilities as he/she progresses as well. Ascendants are sometimes mistaken for Sorcerers.
1st Level Ascendant get the following:
Equipment: Meditation/Foci Crystal, Cloak with Facewrap/Cowl
Class Specific Bonuses per level:
Level: Bonuses:
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First Level:
1 Title: []
Affiliation Modifier:
Attributes: +1 WIS,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities:
Class Upgrades: N/A
Combat: +1 Psychic Abilities,
Hit Points: 1D4+3+(CON modifier)
Power Points: +4 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: +2 Will,
Skills: +1 Arcane, Lore + 1, Arcane + 1,
Specializations: N/A
Weapon Proficiency: +1 Weapon Specialization,
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First Level Ascendant Abilities:
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Second Level:
2 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: +1 Psi Ability,
Class Upgrades: N/A
Combat: +1 Initiative,
Hit Points: 1D4+3+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: N/A
Specializations: N/A
Weapon Proficiency: N/A
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Second Level Ascendant Abilities:
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Third Level:
3 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: +3
Class Abilities: Create Psychic Weapon, Psychic Leap/Fall,
Class Upgrades: +1 "Ascendant Class Ability" (Not "Any Class Upgrade"),
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills: +1 Arcane,
Specializations: N/A
Weapon Proficiency: +1 Weapon Specialization,
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Third Level Ascendant Abilities:
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Psychic Leap/Fall:
At 3rd level the Ascendant gains the ability to make super human leaps. For every three full levels of the Ascendant, your character can
do a standing jump of ten feet and running jump of twenty feet. In addition, you take 1/2 damage from falls at 3rd level, 1/3 damage
at 6th level, 1/4 damage at 6th level, 1/5 damage at 9th level, 1/6 damage at 12th level and 1/8 damage at 15th level. If you are
falling near a cliff wall or other surface you take no falling damage if within ten feet from it, per three full levels of your Ascenant. (So
for example, a 9th level Ascenant will take no damage from a fall by being within thirty feet of a wall) This is because this ability takes
advantage of that nearby surface to telekinetically slow your decent.
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Create Psychic Weapon:
At 3rd level the Ascendant can learn to make a melee weapon of pure psychic energy. This weapon will start at 1D6 base damage. At higher levels the base damage increases and it is treated as an equivalent plus magic weapon. It also gains other bonuses as the character progresses in level.
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Fourth Level:
4 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: +1 Psi Ability, Mind Meld,
Class Upgrades: N/A
Combat: +1 Initiative,
Hit Points: 1D4+3+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: N/A
Specializations: N/A
Weapon Proficiency: N/A
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Mind Meld:
At 4th level the Ascendant can attempt to mind meld with another target. If target is unwilling but awake, they can make a WILL save modified by the difference between your level and their level/HD. Please note that mind melding with vastly different non-human/alien minds is dangerous and can lead to SAN loss. By means of this ability the Ascendant can communicate intimate emotions/thoughts/feelings. At higher levels this gains further abilities. All Mind Meld powers (including those described below) can only be used as many times per day as your character's level plus Intelligence modifier.
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Fourth Level Ascendant Abilities:
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Fifth Level:
5 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: +1 Mutant Super Ability,
Class Upgrades: +1 "Any Class Upgrade" (Not Ascendant Class Abilities),
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: N/A
Specializations: N/A
Weapon Proficiency: N/A
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Fifth Level Ascendant Abilities:
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Sixth Level:
6 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: +3
Class Abilities: +1 Psi Ability, Psychic Weapon treated as +1 weapon and new base damage is 2D6,
Class Upgrades: +1 "Ascendant Class Ability" (Not "Any Class Upgrade"),
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills: N/A
Specializations: N/A
Weapon Proficiency: +1 Weapon Specialization,
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Sixth Level Ascendant Abilities:
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Seventh Level:
7 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Thought Theif, Psionics Critical on Natural 19+, Catch & Contain Energy Blast,
Class Upgrades: N/A
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: +1 Arcane,
Specializations: N/A
Weapon Proficiency: N/A
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Seventh Level Ascendant Abilities:
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Catch & Contain Energy Blast:
This ability allows the Ascendant to stop lasers, cosmic beams, plasma blasts, fireballs, etc... This holds the energy in a form of temporal
containment for the duration.
To be effective, in addition to the Arcane check, you must make a successful EDIT (Psychic Parry) EDIT. If successful, the blast is contained
for the duration, which is one melee round per three full levels of the Ascenant.
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Thought Theif:
At 7th level the Ascendant can use his/her Mind Melding ability to steal knowledge from a target. For example one could attempt to learn the secrets of a psychic ability that only a specific class or race normally possesses or the details of a spell or rituals that you might later scribe for a Sorcerous ally. Such stolen information should be written down when learned. When the character gains a level and has free skill points or gains new psychic abilities, he/she may then gain such skill/ability without seeking a teacher. They DO NOT gain such abilities until
such points have been allocated.
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Eighth Level:
8 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: +1 Psi Ability, Psychic Weapon treated as +2 weapon and new base damage is 3D6,
Class Upgrades: N/A
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: N/A
Specializations: N/A
Weapon Proficiency: N/A
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Eighth Level Ascendant Abilities:
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Ninth Level:
9 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: +3
Class Abilities: Psychic Weapon inflicts critical hits on 19+,
Class Upgrades: +1 "Ascendant Class Ability" (Not "Any Class Upgrade"),
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills: +1 Arcane,
Specializations: N/A
Weapon Proficiency: +1 Weapon Specialization,
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Ninth Level Ascendant Abilities:
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Return Energy Blast:
At level Nine, your "Catch and Contain Energy Blast" upgrades to "Return Energy Blast". This allows you to on a following action or on
the next melee round to return a captured energy blast back upon your attacker, or up to it's remaining range of effect. You still need
to make a successful ranged attack roll.
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Tenth Level:
10 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: +1 Mutant Super Ability, Mind Shaper,
Class Upgrades: +1 "Any Class Upgrade" (Not Ascendant Class Abilities),
Combat: +1 Initiative,
Hit Points: 2+(CON modifier)
Power Points: +4 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: N/A
Specializations: N/A
Weapon Proficiency: N/A
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Tenth Level Ascendant Abilities:
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Mind Shaper:
At 10th level the Ascendant can use his/her Mind Melding ability to delete or insert memories into a target or change said memories in some way. This can include inflicting an insanity in a target with a rating equal to your level or alternatively repair an insanity in an individual in the same way. Such methods can only be done to the same target once per day. If you already have a psionic power that grants similar abilities, it's difficulty rating drops by 10 for whatever duplicated affect you are attempting, and cost 1 less PP, if applicable.
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Eleventh Level:
11 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Psychic Weapon treated as +3 weapon and new base damage is 4D6, Psionics Critical on Natural 18+,
Class Upgrades: N/A
Combat:
Hit Points: 2+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: +1 Arcane,
Specializations: N/A
Weapon Proficiency: N/A
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Eleventh Level Ascendant Abilities:
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Twelth Level:
12 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: +3
Class Abilities: Surged Return Energy Blast, +1 Psi Ability, Psychic Weapon inflicts critical hits on 18+,
Class Upgrades: +1 "Ascendant Class Ability" (Not "Any Class Upgrade"),
Combat:
Hit Points: 2+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills: N/A
Specializations: N/A
Weapon Proficiency: +1 Weapon Specialization,
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Twelth Level Ascendant Abilities:
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Surged Returned Energy Blast:
At level Twelve, your "Return Energy Blast" upgrades to "Surge Returned Energy Blast". This allows the Ascenant to increase the amount
of the energy attack by 1D12 damage for every three full levels of the Ascenant. Amplified damage will be of the same type of energy
attack that was originally contained/captured.
In addition, this ability also allows the Ascendant to fire a base energy attack of 1D12 per three full levels of the Ascenant even if
he/she has not captured and returned an energy attack. This base attack form is treated as a multi-spectrum laser for all intents and
purposes with a range of ten feet per level of the Ascendant and requires a ranged attack roll to hit.
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Thirteenth Level:
13 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Psychic Weapon treated as +4 weapon and new base damage is 5D6,
Class Upgrades: N/A
Combat:
Hit Points: 2+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: +1 Arcane,
Specializations: N/A
Weapon Proficiency: N/A
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Thirteenth Level Ascendant Abilities:
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Fourteenth Level:
14 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: +1 Psi Ability, Psychic Weapon inflicts triple damage on critical hits,
Class Upgrades: N/A
Combat:
Hit Points: 2+(CON modifier)
Power Points: +2 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: N/A
Specializations: N/A
Weapon Proficiency: N/A
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Fourteenth Level Ascendant Abilities:
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Fifteenth Level:
15 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: +3
Class Abilities: +1 Mutant Super Ability, Psychic Weapon treated as +5 weapon and new base damage is 6D6,
Psionics Critical on Natural 17+,
Class Upgrades: +1 "Any Class Upgrade" (Not Ascendant Class Abilities), +1 "Ascendant Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee Attack Action,
Hit Points: 2+(CON modifier)
Power Points: +4 PP
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills: N/A
Specializations: N/A
Weapon Proficiency: +1 Weapon Specialization,
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Fifteenth Level Ascendant Abilities:
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Ascendant Advancement Abilities: (Choose one at 5th, 10th & 15th level)
Choose one starting ability of another character class:
instead of choosing a class advancement ability, you can choose a starting ability of another class. Must be verified with the DM as being appropriate and learnable by your character.