The Ascended

The Ascended are members of many species who, through being deemed as worthy by the Symbiotics, are granted their power in order to leave their respective planet, to represent their race in the galaxy. This permission is only given to paragons of the values representative each species or culture and those that the Symbiotics regard highly.

They are endowed with the power and guidance of a single Symbiotic. An Ascendant is fitted with a power source that houses the alien being and a neural link to it allowing communication. This power source, along with advanced Symbiotic technology based integrated bionics, allow them a savant level of control over these enhancements. As a result an Ascendant is able to use more bionic modifications than any other species and with the guidance of their Symbiote. These enhancements are much more powerful, if their body can handle it.

Class Information:

Hit Die: An Ascended gains 1d10 hit points per level. The character’s Constitution modifier applies.

Feats: The Ascended gains any new feat of their choice, at every even level; if they fulfill the feat’s prerequisites.

Class Skills
An Ascended’s class skills (and the key ability for each skill) are: Acrobatics (Dex), Climb (Str), Computer Use (Int), Demolitions (Int), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Navigate (Int), Survival (Wis), Stealth (Dex), Swim (Str).

Skill Points at Each Level: 1 + Int modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Class Features Reputation Bonus
1st +1 +2 +0 +2 Symbiotic Ally -
2nd +2 +3 +0 +3 Darkvision(60ft), Transhumanism -
3rd +3 +3 +1 +3 Bionic Integration, Bonus Feat -
4th +4 +4 +1 +4 Augmented, Transhumanism -
5th +5 +4 +1 +4 Precient, Darkvision(90ft) -
6th +6 +5 +2 +5 Bonus Feat, Transhumanism -
7th +7 +5 +2 +5 Prescient 2 -
8th +8 +6 +2 +6 Bionic Integration 2, Transhumanism, Darkvision(120ft) -
9th +9 +6 +3 +6 Bonus Feat -
10th +10 +7 +3 +7 Guidance, Transhumanism -
11th +11 +7 +3 +7 - -
12th +12 +8 +4 +8 Bonus Feat, Transhumanism -
13th +13 +8 +4 +8 Bionic Integration 3, -
14th +14 +9 +4 +9 Transhumanism -
15th +15 +9 +5 +9 Bonus Feat - -
16th +16 +10 +5 +10 Transhumanism -
17th +17 +10 +5 +10 - -
18th +18 +11 +6 +11 Bionic Integration 4, Bonus Feat, Transhumanism -
19th +19 +11 +6 +11 - -
20th +20 +12 +6 +12 Transhumanism -

Class Features


An Ascended maintains a neural link with their symbiote that in times of need can augment their actions. The Ascended gain a number of Synergy points equal to 6 + one-half their character level, rounded down, every time they attain a new level in this class. These points can be used by adding the result of a D6, to improve any D20 roll.

Character Level Synergy Point Dice Rolled
1st-7th 1d6
8th-14th 2d6
15th-20th 3d6

The Ascendant begins with the Endurance feat as a class feature.

Symbiotic Ally

At 1st level when an Ascended spends a Synergy point to modify the result of a saving throw, they may roll an additional 1d6 and take the best result, discarding the lower roll (or one of the lower rolls later on).


Beginning at 2nd level, an Ascendant gains bionic darkvision. They can see in total darkness out to a range of 60 feet. Darkvision is black-and white only, but is otherwise like normal sight. The range of the Ascendant’s darkvision improves to 90 feet at 5th level and 120 feet at 8th level.

The range of darkvision improves to 90 feet at 5th level and 120 feet at 8th level.


At 2nd level and every even level after that the Ascendant gains a bionic enhancement as if it were a feat or may modify an existing enhancement. (Must be taken from the Ascended Bionics list).

Bionic Integration

An Ascended’s integration with its symbiote spreads throughout their body and grants them physical strength and endurance greater than others of their species.

At 3rd level an Ascended can carry more heavy gear than the typical person. Their Strength is considered 4 points higher for the purpose of determining their carrying capacity.

At 8th level, an Ascended gains +2 to their Constitution score.

At 13th level, an Ascended gains +2 to their Strength score.

At 18th level, can make 2 additional melee attack actions during their turn.

Bonus Feats:

At 3rd, 6th, 9th, 12th, 15th, and 18th level, the Ascended gets a bonus feat. The bonus feat must be selected from the following list, and the Ascended must meet all the prerequisites of the feat to select it.

Advanced Combat Martial Arts, Advanced Firearms Proficiency, Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight, Broken and Bloody, Combat Expertise, Combat Reflexes, Combat Throw, Deadly Aim, Defensive Martial Arts, Elusive Target, Exotic Firearms Proficiency, Far Shot, Great Fortitude, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Nerve Pinch, Surface Vehicle Operation, Ultra Immune System, Weapon Focus, Whirlwind Attack, Zero-G Training.


At 4th level the maximum number of cybernetic attachments an Ascended can take are equal to 3 + the creature’s Constitution modifier and the Ascended gains the Cybertaker Feat.


An Ascended’s Symbiotic ally maintains a constant vigil on behalf of their counterpart, giving them advanced warning of a threat against them.

At 5th level, an Ascended can make Perception checks even while asleep, without penalty. (A sleeping character normally takes a –10 penalty on Perception checks).

At 7th level, an Ascended gains a +2 competence bonus on initiative checks.


At 10th level, when an Ascended spends a Synergy point to modify the result of an attack roll, she may roll an additional 1d6 and take the best result, discarding one of the lower rolls.

The Ascended

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