Heir Ascetic (Monk/Summoner)

(Original Concept by Vero)

Primary Class: Monk.

Secondary Class: Summoner.

Alignment: Any nonchaotic.

Hit Dice: d8.

Bonus Skills and Ranks: The heir ascetic selects three summoner skills to add to his class skills in addition to the normal monk class skills. The heir ascetic gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The heir ascetic is proficient with all simple weapons, plus the handaxe, kama, nunchaku, sai, short sword, shuriken, siangham, and temple sword*. The heir ascetic is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, an heir ascetic loses his AC bonus and his fast movement ability. (*Advanced Player’s Guide)

True Lineage (Ex): An heir ascetic’s true self has erroneously been fused with his corporeal form. By some twist of fate, the spirit of a dragon (chromatic or metallic), magical beast, or an outsider (celestial or fiend) has come to inhabit his natural body (human, elf, or other humanoid race). Although an heir ascetic appears normal for one of his race, there are outward signs of his true heritage and eventual destiny. This true lineage grants an heir ascetic the ability to assume the base form of his true self. An heir ascetic can assume his base form a number of times per day equal to 3 + his Charisma modifier, as a standard action. An heir ascetic can assume his base form for a number of minutes per day equal to his level + his Charisma modifier. These minutes do not need to be consecutive. While in his base form (including evolutions), the heir ascetic’s maximum number of attacks per round with natural weapons may not exceed that of his base attack bonus. For the purpose of these attacks, the heir ascetic’s base attack bonus is equal to his heir ascetic level, as shown under Natural Attacks on Table: Heir Ascetic. For all other purposes, such as qualifying for a feat or a prestige class, the heir ascetic uses his normal base attack bonus. This ability replaces stunning strike, flurry of blows, and slow fall.

At 1st level, an heir ascetic gains the ability to assume the base form (see Base Forms in the Eidolon entry of the Summoner class description) of his true lineage. 

Dragon: The heir ascetic can assume the serpentine base form and gains darkvision 60 feet. He must also select a one of the following dragon types and an associated subtype as his true lineage: chromatic (black, blue, green, red, white) or metallic (brass, bronze, copper, gold, silver).

Magical Beast: The heir ascetic can assume the quadruped base form, and gains darkvision 60 feet and low-light vision.

Outsider: The heir ascetic can assume the biped base form and gains darkvision 60 feet. He must also select either celestial or fiend as his true lineage.

Evolution: Starting at 2nd level, an heir ascetic can assume the form of a creature associated with his true lineage. He gains an evolution pool with a number of points as shown on Table: Heir Ascetic. Points from this pool can be spent on evolutions, like a summoner’s eidolon, but these evolutions are applied to the heir ascetic’s base form. These choices are not set. The heir ascetic can change them whenever he gains a level where the number in this pool increases. In addition, while in this evolved form, the heir ascetic gains a +2 bonus to his natural armor, and a +1 bonus to the following abilities, as determined by his true form: dragon (Strength and Constitution), magical beast (Strength and Dexterity), or outsider (Strength and Charisma). These bonuses increase by +2 and +1 respectively at 6th level and every four levels thereafter, to a maximum of +12 to natural armor, and +6 to the indicated abilities at 18th level. This ability replaces the bonus feats gained at 2nd, 6th, 10th, 14th, and 18th level.

An heir ascetic can select the following evolutions are determined by his true lineage. (*Advanced Player’s Guide, **Ultimate Magic)

Dragon: 1–point evolutions: basic magic**, bite*, claws*, climb*, gills*, improved damage*, improved natural armor*, low-light vision**, magic attack*, mount*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, sting*, swim*, tail*, tail slap*, wing buffet*; 2–point evolutions: ability increase*, energy resistance*, flight*, gore*, grab*, head**, immunity*, keen scent*, limb*, minor magic**, poison*, rake*, rend*, tremorsense*, trip *; 3–point evolutions: blindsense*, burrow*, damage reduction*, frightful presence*, major magic*, see in darkness**, swallow whole*; 4–point evolutions: blindsight*, breath weapon*, dimension door**, fast healing*, large*, spell resistance*, ultimate magic**.

Magical Beast: 1–point evolutions: basic magic**, bite*, claws*, climb*, hooves**, improved damage*, improved natural armor*, low-light vision**, magic attack*, mount*, pounce*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, sting*, swim*, tail*, tail slap*, tentacle*, wing buffet*; 2–point evolutions: ability increase*, energy resistance*, flight*, gore*, grab*, head**, immunity*, keen scent*, limb*, minor magic**, poison*, rake*, rend*, trample*, tremorsense*, trip*; 3–point evolutions: blindsense*, burrow*, damage reduction*, frightful presence*, major magic*, see in darkness**, swallow whole*, web*; 4–point evolutions: blindsight*, breath weapon*, dimension door**, fast healing*, large*, no breath**, spell resistance*, ultimate magic**.

Outsider (Celestial): 1–point evolutions: basic magic**, bite*, claws*, climb*, improved damage*, improved natural armor*, low-light vision**, magic attack*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, swim*, wing buffet*; 2–point evolutions: ability increase*, energy resistance*, flight*, grab*, immunity*, keen scent*, minor magic**, rake*, rend*, tremorsense*, trip*, weapon training*; 3–point evolutions: blindsense*, damage reduction*, frightful presence*, major magic*, see in darkness**, web*; 4–point evolutions: blindsight*, breath weapon (cold or electricity)*, dimension door**, fast healing*, large*, no breath**, spell resistance*, ultimate magic**.

Outsider (Fiend): 1–point evolutions: basic magic**, bite*, claws*, climb*, hooves**, improved damage*, improved natural armor*, low-light vision**, magic attack*, pincers*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, sting*, swim*, tail*, tail slap*, tentacle*, wing buffet*; 2–point evolutions: ability increase*, energy resistance*, flight*, gore*, grab*, head**, immunity*, keen scent*, limb*, minor magic**, poison*, rake*, rend*, tremorsense*, trip*, weapon training*; 3–point evolutions: blindsense*, damage reduction*, frightful presence*, major magic*, see in darkness**, web*; 4–point evolutions: blindsight*, breath weapon (acid or fire)*, dimension door**, fast healing*, large*, no breath**, spell resistance*, ultimate magic**.

Hereditary Form (Su): Beginning at 4th level, and again at 8th, 12th, and 16th level, an heir ascetic displays certain aspects of his true lineage while in his corporeal form. An heir ascetic gains the following abilities at the indicated levels according to his true lineage. These abilities do not function while the heir ascetic assumes his base or evolved form. This ability replaces still mind, ki pool, high jump, wholeness of body, abundant step, quivering palm, and empty body.

Dragon: The heir ascetic gains 1 bite attack (Medium 1d6; Small 1d4), a +1 bonus to natural armor, and a +2 bonus to his Strength score.

Magical Beast: The heir ascetic gains 1 bite attack (Medium 1d6; Small 1d4), a +1 bonus to natural armor, and a +2 bonus to his Dexterity score.

Outsider (Celestial): The heir ascetic gains a +1 bonus to natural armor, smite evil (as the paladin ability) once per day, and a +2 bonus to his Charisma score.

Outsider (Fiend): The heir ascetic gains a +1 bonus to natural armor, smite good (as the paladin ability) once per day, and a +2 bonus to his Strength score.

Perfect Form (Su): At 20th level, an heir ascetic gains the following additional abilities according to his true lineage. This ability replaces perfect self.

Dragon: The heir ascetic’s type changes to dragon, he gains immunity to paralysis and sleep, and his energy resistance (as dragon subtype) increases to 20. As a standard action, leathery dragon wings grow from his back, giving him a fly speed of 60 feet with average maneuverability. The heir ascetic can dismiss the wings as a free action. In addition, he can use dragon form 2/day which now functions as form of the dragon II.

Magical Beast: The heir ascetic’s type changes to magical beast, he gains the ability to sprint up to ten times his base land speed whenever he makes a charge, and his damage reduction increases to 10/cold iron. In addition, he can use beast form 2/day which now functions as beast shape IV.

Outsider (Celestial): The heir ascetic’s type changes to outsider (native), and his damage reduction increases to 10/magic. As a standard action, feathery angel wings grow from his back, giving him a fly speed of 60 feet with good maneuverability. The heir ascetic can dismiss the wings as a free action. In addition, he can use heavenly form 2/day which now functions as shape change.

Outsider (Fiend): The heir ascetic’s type changes to outsider (native), and his damage reduction increases to 10/magic. As a standard action, leathery bat wings grow from his back, giving him a fly speed of 60 feet with average maneuverability. The heir ascetic can dismiss the wings as a free action. In addition, he can use hellish form 2/day which now functions as shape change.

Table: Heir Ascetic