Trissociate (Mental focus: Wizard, Archivist, Erudite)
Hit Die: D6
Class Feature Progression
Level |
Wz0 |
Wz1 |
Wz2 |
Wz3 |
Wz4 |
Wz5 |
Wz6 |
Wz7 |
Wz8 |
Wz9 |
Ac0 |
Ac1 |
Ac2 |
Ac3 |
Ac4 |
Ac5 |
Ac6 |
Ac7 |
Ac8 |
Ac9 |
Erudite Power Points |
Erudite Powers Known |
Erudite Maximum Power Level Known |
Erudite Unique Powers Per Day |
Special |
1 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
1 |
- |
- |
- |
Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent 1, Scribe Scroll, Scribe Scroll |
2 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
2 |
1 |
1 |
1 |
|
3 |
3 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
3 |
2 |
1 |
2 |
Focus Feature 1 |
4 |
3 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
3 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
5 |
3 |
1 |
3 |
|
5 |
3 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
3 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
7 |
4 |
1 |
4 |
Learnt Mastery Talent 2 |
6 |
3 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
3 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
9 |
5 |
2 |
4 |
|
7 |
3 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
3 |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
12 |
6 |
2 |
5 |
Focus Feature 2 |
8 |
3 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
3 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
15 |
7 |
3 |
6 |
|
9 |
3 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
3 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
18 |
8 |
3 |
7 |
Learnt Mastery Talent 3 |
10 |
3 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
3 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
22 |
9 |
4 |
7 |
|
11 |
3 |
1 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
3 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
27 |
10 |
4 |
8 |
Focus Feature 3, Wizard Bonus Feat |
12 |
3 |
1 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
3 |
1 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
32 |
11 |
5 |
9 |
Archivist Bonus Feat |
13 |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
- |
- |
3 |
1 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
37 |
12 |
5 |
10 |
Learnt Mastery Talent 4 |
14 |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
- |
- |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
- |
- |
43 |
13 |
6 |
10 |
|
15 |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
- |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
- |
- |
49 |
14 |
6 |
11 |
Focus Feature 4 |
16 |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
- |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
- |
56 |
15 |
7 |
12 |
|
17 |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
- |
63 |
16 |
7 |
13 |
Learnt Mastery Talent 5 |
18 |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
70 |
17 |
8 |
13 |
|
19 |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
- |
78 |
18 |
8 |
14 |
Focus Feature 5 |
20 |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
3 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
86 |
20 |
9 |
15 |
|
Other Progression
Level |
Base Attack Bonus |
Will |
Good Save |
Poor Save |
Mastery Points |
Trissociate Bonus |
1 |
+0 |
+2 |
+2 |
+0 |
2 |
1 |
2 |
+1 |
+3 |
+3 |
+0 |
4 |
1 |
3 |
+2 |
+3 |
+3 |
+1 |
6 |
1 |
4 |
+3 |
+4 |
+4 |
+1 |
8 |
1 |
5 |
+3 |
+4 |
+4 |
+1 |
10 |
2 |
6 |
+4 |
+5 |
+5 |
+2 |
12 |
2 |
7 |
+5 |
+5 |
+5 |
+2 |
14 |
2 |
8 |
+6/+1 |
+6 |
+6 |
+2 |
16 |
2 |
9 |
+6/+1 |
+6 |
+6 |
+3 |
18 |
3 |
10 |
+7/+2 |
+7 |
+7 |
+3 |
20 |
3 |
11 |
+8/+3 |
+7 |
+7 |
+3 |
22 |
3 |
12 |
+9/+4 |
+8 |
+8 |
+4 |
24 |
3 |
13 |
+9/+4 |
+8 |
+8 |
+4 |
26 |
4 |
14 |
+10/+5 |
+9 |
+9 |
+4 |
28 |
4 |
15 |
+11/+6/+1 |
+9 |
+9 |
+5 |
30 |
4 |
16 |
+12/+7/+2 |
+10 |
+10 |
+5 |
34 |
4 |
17 |
+12/+7/+2 |
+10 |
+10 |
+5 |
38 |
5 |
18 |
+13/+8/+3 |
+11 |
+11 |
+6 |
42 |
5 |
19 |
+14/+9/+4 |
+11 |
+11 |
+6 |
46 |
5 |
20 |
+15/+10/+5 |
+12 |
+12 |
+6 |
50 |
5 |
Class Skills (2 + Int modifier per level): Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Swim.
Wizard Skills: Add Spellcraft and Decipher Script to your Trissociate class skill list.
Archivist Skills: Add Spellcraft, Heal and Decipher Script to your Trissociate class skill list.
Erudite Skills: Add Psicraft and Autohypnosis to your Trissociate class skill list.
Weapon and Armor Proficiency: A Mental focus Trissociate is proficient with all simple weapons. He is also proficient with light armor, and with all shields (except for Tower Shields).
Focus Feature: Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
*Any Wizard Bonus Feat
*Any Psion Bonus Feat
*Any Feat that uses or augments Turn/Rebuke Undead (including divine feats)
*Any feat the grants you one or more new Spell-Like Abilities (including Extra Invocation, provided you qualify)
*Any feat the grants you additional uses of an existing Spell-Like Ability
*Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
*Alternatively, you may select Rapid Conversion (see below)
Rapid Conversion:
Requirements: Mental Category Focus Trissociate
Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
Benefits: Normally a Trissociates has to enter Mastery Meditation to efficiently convert his Mastery points to Spells or Power Points. If he performs the conversion outside of Mastery Meditation, the Mastery point cost is usually doubled. With Rapid Conversion, he may carry out an efficient conversion as a free action, once per day. When he uses Rapid Conversion, he can spend half his Trissociate level (rounded down) worth of Mastery points, as if he was in Mastery Meditation. He can spread this expenditure of Mastery points over multiple Talents.
E.g. Lets say we have a level 10 Trissociate with Mental Focus. He can spend 5 Mastery points with one use of Rapid conversion, and he can spread this over multiple talents. With one use, he could recover a level 3 spell slot with 3 Mastery points, and spend another 2 Mastery points to regain 4 Power points. Or he could channel all 5 Master points to regain 10 Power points, at his choosing.
Special: This feat can be selected multiple times. Each time, you gain an additional daily use of this ability.
Spellcasting: You gain Intelligence based prepared Arcane spells as a
Wizard. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wz0-Wz9). You gain bonus spell slots based on your Intelligence score.
Spellbook: A Wizard associate must study his spellbook each day, to prepare his spells. This functions like a Wizard's spellbook except as noted here. At Trissociate level 1, you can fill your spellbook with 5+Int modifier cantrips of your choice. If you begin play with at least 1 level in Trissociate, your first Spellbook is given to you free. Whenever you gain another level of Trissociate, you automatically learn 2 new spells, up to the highest level you can cast, as per a normal Wizard.
Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation or Metamagic feat of your choice, which you qualify for.
Spellcasting: You gain Intelligence based prepared Divine spells as an
Archivist. Your spells at each level follow the table above (Ac0-Ac9) Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above. Your spell access and spell DC are based on your Intelligence score. You bonus spells slots are based on your Wisdom score.
Prayerbook: An Archivist associate must study his spellbook each day, to prepare his spells. This functions like an Archivist's prayerbook except as noted here. At Trissociate level 1, you can fill your prayerbook with 5+Int modifier orisons of your choice. If you begin play with at least 1 level in Trissociate, your first prayerbook is given to you free. Whenever you gain another level of Trissociate, you automatically learn 2 new spells, up to the highest level you can cast, as per a normal Archivist.
Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation or Metamagic feat of your choice, which you qualify for.
Psionics: You gain Intelligence based Manifesting Powers as an
Erudite. Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. You gain bonus Power Points based on your Intelligence score. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Erudite association is secondary, and you do not know any powers yet).
Your Powers known however, is still based on your Associate level, and follows the 1st table above. The 'Erudite Powers Known' column indicates the powers you automatically gain for free, from advancing in levels. Besides these powers, you can also add additional powers to your repertoire. This works as per a normal Erudite except as noted here: Adding a new power costs 20 XP per Trissociate level.
Erudite Unique Powers Per Day: An Erudite associate manifests psionic powers, paying for each manifestation with an expenditure of power points. Unlike a Psion, an Erudite associate is limited to manifesting a certain number of unique psionic powers from ALL levels per day, from the repertoire of powers he knows.
Wizard Bonus Feat: You gain a bonus feat as per a Wizard.
Archivist Bonus Feat: You gain a bonus feat as per an Archivist.
Primary Automatic Mastery Talents
Recover Spell (Wizard): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).
You can only use this to recover spell slots gained from the specified Trissociate Association. It cannot be applied to spell slots gained from other classes or Associations (although they may their own equivalent of this talent). You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the spell slot's level, you may recover that spell slot as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 Mastery point to restore in this manner.
Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
Recover Spell (Archivist): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).
You can only use this to recover spell slots gained from the specified Trissociate Association. It cannot be applied to spell slots gained from other classes or Associations (although they may their own equivalent of this talent). You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the spell slot's level, you may recover that spell slot as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 Mastery point to restore in this manner.
Recover Power Points: You may recover Power Points. By entering Mastery Meditation and spending however many Mastery points you wish, you may restore 2 Power Points for each Mastery point used. You may not exceed your normal Power Point maximum. You may accelerate the conversion process by spending more Mastery points. As a free action, you may instead recover 1 Power Point for each Mastery point spent, even when you are not in Mastery Meditation. This is a supernatural ability.
Common Trissociate Class Features
(Author's Note: this set of features is common for all Trissociates regardless of Focus or Associations selection. You probably only need to read this once, when making your first Trissociate. Hence, it has been seperated out and placed at the end, so that you can skip it if you want, for subsequent Trissociates.)
Chosen Save (Ex): Depending on the Focus he has picked, a Trissociate has one of his saves become good (Fortitude for Battle, Reflex for Skill, Will for Mental). Besides this Focus Save, he may pick a second save to have good progression. His third save then has poor progression, unless modified by one of the Trissociate selected Associations.
Mastery Points (Ex): A Trissociate has a pool of Mastery points, which he can use to augment his abilities in various ways (depending on his selected Focus and Associations). A Trissociates has a maximum number of Mastery points as listed in the table above. He can restore 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Mastery points will be partially restored. Unless otherwise stated, any usage of his Mastery points is considered an Extraordinary ability.
Mastery Meditation (Ex): A Trissociate can focus his mind to replenish the various spent abilities he gains from his Associations, usually (but not always) spending Mastery points in the process. Entering Mastery Meditation simply requires 5 minutes of concentration. Mastery Meditation ends when the Trissociate wants it to, although it also automatically ends whenever the Trissociate takes damage.
While in Mastery Meditation, a Trissociate can freely channel as many Mastery points as he posesses, to recovering his Association's abilities. He cannot willingly move from his position, although he can be moved by others (e.g. if he is sitting on a cart), and as such is considered flat-footed while Meditating. Otherwise he can take any action he normally could, including casting spells.
Adaptation: There are some character concepts for whom meditation might not be an appropriate activity. In these cases, you can replace Mastery Meditation with 5 minutes of some other suitable non-combat activity. For example, a pious character might pray for 5 minutes. Other possible activities include: martial exercises, polishing equipment, singing and dancing on the spot, howling (at the moon), or even simply resting.
Trissociate Bonus (Ex): Many Mastery Talents (both learnt and automatic) provide a numerical bonus to a particular ability. The numerical bonus is based on the Trissociate bonus, which gradually improves as indicated, when the Trissociate advances.
Armored Caster (Ex): When casting spells, invocations, and other similiar abilities that might be affected by Arcane Spell Failure which he gains from his Associations, a Trissociate can ignore Arcane Spell Failure from light armor, but not from shields. (Unless otherwise stated, Spell Like Abilites work normally and hence do not suffer from Arcane Spell Failure at all.)
Learnt Mastery Talents (Ex): A Mastery Talent is a trick that costs Mastery points, and which a Trissociate can use to augment himself in some way. Some Mastery Talents are automatically known depending on his selected Associations (see Associations below). Whereas other must be learnt. This column indicates the number of Learnable Mastery Talents which a Trissociate knows.
Learnable Mastery Talents
Whenever a Trissociate can learn a new Mastery Talent, he selects one talent from the list below. This selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat). Unless otherwise stated, all Learnable Mastery Talents are extraordinary abilities that are activated as a free action. The bonus each provides is an untyped bonus which stacks with everything else, but not with itself (so the same talent cannot be applied repeatedly).
Save Boost: A Trissociate may spend 1 Mastery point as a free action to add his Trissociate bonus to all his saving throws. He can activate this talent even when it is not his turn. The effect lasts for 1 minute/Trissociate level.
Fast Heal: A Trissociate may spend 1 Mastery point as a free action, to gain fast healing equal to half his Trissociate level (round down, minimum 1), for 5 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). He may choose to activate this ability even when he is dying, which automatically stabilizes him.
E.g. Lets say a level 7 Trissociate (half Trissociate level round down is 3) is under the effect of the vigor spell which grants him Fast Healing of 2. He can activate his Trissociate Bonus Fast Healing of 3 points. He can choose to stack his Trissociate Fast Healing on top of the vigor spell for a total of 5 points of Fast Healing.
Attack Boost: A Trissociate may spend 1 Mastery point as a free action to gain +1 to all attack rolls. The effect lasts for 1 minute/Trissociate level.
Speed Boost: A Trissociate may spend 1 Mastery point as a free action to increase his speed for all modes of movement. The speed increase so gained, is equal to his Trissociate bonus multiplied by 5 ft. The effect lasts for 1 minute per Trissociate level.
Skill Boost: Whenever he makes a skill check, a Trissociate may spend 1 Mastery point to gain a bonus equal to half his Trissociate level (round down, minimum 1) to that single skill check, regardless of how long the check takes (e.g. a Gather Information check may take several hours). He may also apply this bonus when he is taking 10 or 20 to that skill check (provided circumstances allow him to take 10 or 20 in the first place).
Penetration: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster, manifester, invoker or meldshaper level rolls, for the purpose of overcoming spell or power resistance.
Resilience: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to Dispel DC, making the effect harder to dispel. He can also apply this to the effective meldshaper level of his soulmelds, for the purposes of resisting suppression checks (e.g. Dispel Magic) and unshaping checks (Unshape Soulmeld and Soulmeld Disjunction). He may apply this bonus when he is shaping his soulmelds, and he must spend 1 Mastery point for each seperate soulmeld affected, and the effect lasts for 24 hours. Should he wish to regain the bonus beyond 24 hours, he must reshape his soulmelds and spend Mastery points again.
Lingering: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster level for the purpose of determining the effect's duration. Spells / powers / soulmelds whose duration is not affected by caster level (e.g. endure elements) are not affected.
Extended Reach: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to double the caster level, for the purposes of determining the effect's range. Spells / powers / soulmelds which have a fixed range (e.g. personal, touch) are not affected.