Covenant of the Warp (3.5e Feat)

AC Bonus : At 1st level an warpbond gains a +3 armor bonus to AC. This is a force effect, like mage armor, and applies to incorporeal touch attacks. It increases by 1 at 3rd and every odd level after.

Warp Power (Lesser): The warp favor you, allowing you to select a benefit from the choices below at 1st level and every odd level beyond. Blessings can only selected once unless stated otherwise.

Eidetic Preparation: You no longer need a spellbook, instead you can prepare spell from memory as if you had the spell mastery feat for each spell you know. You still need to pay any cost to add spells to your 'spellbook' and take the same time to prepare or inscribe, instead of using ink and other arcane substance you use incense and the like. You need the ability to prepare spell from a spellbook in order to take this warp power.

Detect Magic : You gain detect magic at will.

Extraordinary Skills : You gain a +2 competence bonus on all skill checks.

Support of the Warp : You add your HD as a bonus to strength for determining your carrying capacity.

Sustenance : You no longer need to eat or drink. Sleeping only takes 2 hours instead of 8 (though you must still rest 8 hours to refresh spells and similar abilities).

Unblemished : You are never stained with blood, and are immune to any forms of bleeding damage, or ability damage based on blood loss (such as a Wounding weapon or a vampire's Blood Drain).

Warp Speed : All your mode of movement increase by 5'.

Natural Armor : At 2nd level the warpbond gains a +1 enhancement bonus to natural armor. This does not stack with effects like barkskin, but does stack with natural armor as part of race or template. You gain an additional +1 natural armor at 4th and every four levels beyond.

Damage Reduction : At 2nd, the warpbond gains damage reduction equal to 1/2 their character level. It starts out as DR/magic, and becomes DR/evil at 10th level and beyond.

Bonus Feat: At 3rd level you gain a bonus feat, and another bonus feat every three levels beyond. The bonus feat must be chosen from the following list: spellgifted feats and abyssal inheritor feats. (more ideas?)

Deflection : At 4th level an ascetic gains a +1 deflection bonus, and another +1 bonus every four levels.

Rift Strike : At 4th level, any weapons an ascetic uses gains a +1 enhancement bonus to attack and damage, and counts as a magical weapon. You gain another +1 bonus every four levels. At 12th level, it counts as a aligned weapon (of the wielder alignment), and at 20th level it counts as an epic weapon (in spite of not being a minimum of +6 enhancement).

Resistance : At 4th level, an warpbond gains a +1 resistance bonus to all saves, and another +1 bonus every four levels.

Ability Score Enhancement : At 5th level, an warpbond gains a +2 enhancement bonus to one ability score of his choice. At 9th (and every four levels beyond) he gains an extra +2 bonus to that score and a +2 bonus to another ability score. The next time he gains a +2 to two ability scores and a +2 to a new score, and so on and so on.

Energy Resistance : At 5th level a warpbond gains energy resistance 5 against acid, cold, electricity, fire, and sonic. This rises to energy resistance 10 at 10th level, energy resistance 20 at 15th level, and energy resistance 30 at 20th level.

Warp Power (Moderate): At 9th and beyond you may select from the moderate or lesser blessing list.

Rift Flight : As a standard action you can unfurl glowing ethereal wings or any other appropriated visual and fly with a speed of 60 ft (good). You may fly up to 1 minute/level per day, split up however you wish (minimum 1 minute). Dismissing the wings is a free action.

Fast Healing : You gain fast healing 3.

Greater Sustenance : This acts like sustenance, but now you do not need to breathe or sleep. You are immune to sleep effects, and are always under an endure elements effect. Requires sustenance.

Aligned Strike : Any weapons you use gain the Holy (if Good)/Anarchic (if chaotic neutral)/Axiomatic (If lawful neutral)/Unholy (if evil) enhancement in your hands.

Mind Shielding : You become immune to detect thoughts, discern lies, and any attempt to to discern your alignment.

Spell Resistance : You obtain spell resistance equal to your HD + 10, toggled as a free action. If you already have spell resistance, you gain +3 to your spell resistance instead.

Walk on Water : You can walk on water as if it was solid ground, and can always choose to surface to the top of the water at a rate of 60 ft. a round, no swim check required. You can move on other liquids as well, but you are not protected from any side effects such as trying to walk on acid or lava.

Warp Power (Greater): At 17th level and beyond you may select from the greater, moderate, or lesser powers.

Death Ward : You are constantly under the effects of death ward.

Freedom of Movement : You are constantly under the effects of freedom of movement.

Greater Rift flight : This acts like rift flight, but now permits flight up to 120 ft (perfect), and is constant. Requires rift flight.

Mind Blank : You are constantly under the effects of mind blank. Requires mind shielding.

Regeneration : Your fast healing becomes regeneration, bypassed by acid, cold, electric, fire, and evil damage.

Second Wind : Once per day if you are killed you immediately are brought back to life by a heal spell. If killed by a death effect or other source of non-hp damage you still respawn, but are left with 1 hp.

True Seeing : You are constantly under the effects of true seeing.

Epic Convenant of the Warp
Bonuses and abilities continue to grow in epic levels, such as the increasing ability score enhancement bonus and the warp powers. In the rare case you run out of warp powers, you obtain bonus feats instead.