Sustenance
No need to Breath
Endure Elements
Mind Shielding
Freedom of Movement
Regeneration
True Seeing constant effect
AC Bonus (Su): The character gains a +26 exalted bonus to AC.
Resistance (Ex): The character gains a +15 resistance bonus to saving throws.
Holy Aura (Su): The character is surrounded at all times by the effects of the holy aura spell. This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.
Exalted Strike (Su): + 16 enhancement bonus to attack and damage rolls. All weapons are considered to be epic epic and silver/cold iron. They also have the holy and holy power abilities.
Ability Score Enhancement (Ex): + 32 , 30, 28, 26, 24 and 22 enhancement bonus to ability
Fast Healing (Ex): Fast Healing 13
Damage Reduction (Su): DR 40 vs Epic & Evil
Deflection (Su): +11 Deflection bonus to AC
Inherent Bonus (Ex): +5 inherent bonus to all stats
Natural Armour (Ex): +8 Natural Armor
Bonus Feats: An epic ascetic 25 bonus feats.
Holy Wake (Ex): The character does not need to sleep and is immune to all natural and magical sleep effects. A spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance.
Energy Resistance (Ex): Immunity to acid, cold, electricity, fire and sonic.
Timeless Body (Ex): No more age penalties
Swiftness (Su): The character's speed doubles (this does not stack with any magical or supernatural enhancements to speed) and he gains the evasion ability (as the monk class feature). He also gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks. Three times per day, he can act as though under the effects of a haste spell for 20 rounds.
Tongues (Ex): The character can communicate with any creature, as though under the effects of a tongues spell.
Aura of Menace (Su): A righteous aura surrounds the character when he is in combat or angry. Any hostile creatures within a 20-foot radius of the ascetic must succeed on a Will save to resist its effects. The save DC is equal to 47 + the ascetic’s Charisma modifier. Those who fail take a -14 penalty on attacks, AC and saves. This penalty lasts for 24 hours or until they successfully hit the ascetic. A creature that has successfully resisted or broken the effect cannot be affected again by the ascetic’s aura for 24 hours.
Special Abilities:
Exalted Warrior (Ex) – The ascetic's base attack bonus increases to +20/+15/+10/+5. This increase is applied before Epic modifiers.
Exalted Lifespark (Su)
You are constantly under the effects of Deathward. Additionally, you may Turn Undead, as a Cleric of 1/2 your level, a number of times each day equal to your Charisma modifier. If you can already Turn Undead, you Turn as if you were 5 levels higher in the class that granted the ability, and you receive Extra Turning as a bonus feat.
Exalted Grace (Ex)
The Ascetic's pre-Epic base save bonuses increase to Fort +12, Ref +12, Will +12.
Greater Exalted Grace (Ex)
The Ascetic may add his Charisma modifier as a Sacred bonus to saving throws. Prerequisite: Exalted Grace.
Exalted Magic (Su)
Any damaging spell the Ascetic casts is treated as Purifed and Consecrated, without increasing the casting time or using a higher-level spell slot. In addition, he receives a +2 bonus to overcome the spell resistance of evil creatures; this stacks with Spell Penetration and similar effects. The benefits of this power do not apply to any Spell-like or Supernatural abilities the Ascetic may possess.
Improved Exalted Strike (Su)
You may select a number of weapon enhancements, whose total "plus value" cannot exceed your Charisma modifier, to be applied to any weapon you wield, including natural weapons and unarmed strikes. You need not spend the entire amount at once, and may select new enhancements if your Charisma permanently increases in the future. Once chosen, these enhancements cannot be changed; this ability cannot be taken more than once. Note that selecting Holy or Holy Power would be redundant. Example: an Ascetic with 30 Cha (+10 modifier) could choose to make his weapons (and fists, claws, etc.) Speed (+4), Brilliant Energy (+4), and Flaming Burst (+2). If his Charisma later permanently increases to 32, he could add the Spell-storing property, as well.