A mysterious order of monastic philosophers claimed one of the rocky islands not far from the Kingdom of Sails and there built for themselves an impregnable fortress in which they train, meditate, and reflect on the nature of existence.
Called ascendants, their methods resemble those of other sequestered mystic warriors, in that the fruits of their labor allow them to transcend the normal limits imposed by their fragile forms. Where they differ, however, is how they tap into the power of their souls and minds and draw mystical energy from both, which enables them to perform astonishing feats, move objects and creatures with thought alone, and find ways to overcome any threat they might encounter.
Level 3 Ascendant
Attributes. Increase two by 1
Characteristics. Health +4, Power +1
Languages and Profession. You can speak another language or add a profession to your list of professions.
Magic You discover the Soul or Telekinesis tradition or learn one Soul or Telekinesis spell.
Ascendant Defense When you’re not wearing armor, your Defense equals 2 + your Will score.
Unwavering Resolve When your mind is focused on your use of the Focus Mind talent(see Telekinesis or Telepathy), you make challenge rolls to resist gaining Insanity with 2 boons.
Level 6 Ascendant
Characteristics. Health +4
Magic You learn one spell.
Ascendant Strike You can use an action to fly up to your Speed. At any point during your movement, you can make an attack with a melee weapon. When your mind is focused from your use of the Focus Mind talent, your attack deals 1d6 extra damage. If you get a success on the attack roll, you can also use a triggered action to expend the casting of a Soul or Telekinesis spell.
If you expend the casting of a Soul spell, the attack deals 1d6 extra damage plus 1d6 extra damage per rank of the casting you expended. If you expend the casting of a Telekinesis spell, you can fly up to your Speed once more, and your movement does not trigger free attacks. In addition, until the end of the next round, you impose a number of banes on all attack rolls made against you equal to 1 + the rank of the Telekinesis spell you expended.
Once you use this talent, you must wait at least 1 minute before you can use it again.
Level 9 Master Ascendant
Characteristics. Health +4, Power +1
Magic You learn one spell.
Mind and Soul When your mind is focused from your use of the Focus Mind talent and you cast a Soul or Telekinesis attack spell, you make the attack roll with 1 boon and you impose 1 bane on challenge rolls made to resist the spell.
Soul Energy You can use an action and expend the casting of a Soul spell to heal damage equal to 1d6 + 1d6 per rank of the spell whose casting you expended.
Telekinetic Might You can use an action and expend the casting of a Telekinesis spell to gain a bonus to Defense equal to 1 + the rank of the spell whose casting you expended. The bonus lasts for 1 minute.