Special (Skill): You choose may choose to gain either Trapfinding (as the Rogue class feature), or the Track feat on level 1. This choice once made, is permanent. (Not included in the table above)
Focus Feature (Skill): Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
*Any feat that provides a bonus to one or more skills (including skill focus and the skill affinity feats)
*Darkstalker (Lords of Madness)
*Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
*Alternatively, you may select Average Skill (see below)
Average Skill:
Requirements: Skill Category Focus Trissociate
Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
Benefit: A Trissociate may select any one skill on his class skill list. Henceforth he can always take 10 on any skill check based off that skill, even if stress and distractions would normally prevent him from doing so. This is similiar to the Rogue's Skill Mastery Special Ability, except that it only applies to one skill. This skill selection is permanent and may not be changed barring special and intensive retraining (read: DM fiat).
Special: This feat can be selected multiple times. Each time it applies to a new skill.
Wizard 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).
Wizard Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of
the normal formula, your bonus spell slots are calculated using the method described here. You have a pool of Bonus Spell Slot points based on your Intelligence bonus, following the table below. The numbers along the top row (2nd or lower - 9th) indicate the highest level spell you have access to from your Wizard Association. And each row below that shows the Bonus Spell Slot points for a particular Intelligence bonus:
Intelligence Bonus |
Access to 2nd level spells or lower |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
+3 or lower |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
+4 |
1 |
1 |
2 |
2 |
2 |
2 |
2 |
2 |
+5 |
1 |
2 |
3 |
4 |
4 |
4 |
4 |
4 |
+6 |
1 |
2 |
3 |
5 |
6 |
6 |
6 |
6 |
+7 |
1 |
3 |
4 |
6 |
7 |
9 |
9 |
9 |
+8 |
1 |
3 |
5 |
7 |
8 |
10 |
12 |
12 |
+9 |
2 |
4 |
6 |
8 |
10 |
12 |
14 |
16 |
+10 |
2 |
4 |
6 |
9 |
11 |
13 |
15 |
18 |
E.g. So if you have access to 5th level spells, and your Intelligence bonus is +8, then reading 5th/+8 from the table above, you have 7 Bonus Spell Slot points. Whenever you refresh your spells, you can assign these Bonus Spell Slot points, to create the bonus spell slots for your Wizard Association. Each bonus spell slot costs a number of Bonus Spell Slot points equal to its spell level. Level 0 spells take up 0.5 Bonus Spell Slot points. You cannot create a bonus spell slot, if you do not have enough Bonus Spell Slot points. You must be able to cast spells from your Wizard Association of a particular level, in order to create a bonus spell slot of that level. Each time you refresh your spells, previously assigned bonus spell slots are lost (whether or not they were used), and you may reassign a new set of bonus spell slots.
Special: For values higher than what the table shows, use this formula to calculate your Bonus Spell Slot points: (Intelligence bonus - 1) x ( (Lower of (Intelligence bonus) OR (highest Wizard Association spell level) ) - 1) divide by 4, round down, minimum 1.
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.
Perfect Saves: A Trissociate normally has 2 good saves and 1 weak save. However, when he chooses the Martial Sage Association, all 3 of his saves gain Good progression.
Ki Points (Su): A Martial Sage Associate gains a pool of Ki points based on his Trissociate level, according to the table above. As long as he has at least 1 point in his pool, he gains an untyped +2 bonus to will saving throws. He gains his Ki points (and bonus to will saves) as a
starter ability, even if he does not yet have any abilities to spend Ki on. He can recover 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 Ki points will be partially restored. He may use his Ki points to perform a variety of tricks as listed below. Unless otherwise stated, the use of Ki points is a supernatural ability. While wearing medium or heavy armor, or carrying a medium or heavy load may affect his Wisdom Bonus to AC, it has no effect on his Ki points, or his usage of Ki abilities (including Ki Dodge). Finally, he qualifies for the following feat:
Archaic Sage:
Requirements: Trissociate Martial Sage Associate
Benefits: You may use your Intelligence bonus, or your Charisma bonus instead of your Wisdom bonus (whichever of the 3 is highest), to calculate your Wisdom to AC bonus, and the bonus to attack and damage for the Zen Weapon Strike Martial Sage ability (if you have selected it)
Special: You may buy this feat with Focus Features.
Maximum Ki Dodge Miss Chance (Su): By focusing his mind, a Martial Sage Associate finds he has a chance to dodge even the most accurate strikes. As a free action, he may choose to activate his Ki Dodge ability, and its effects last until the start of his next turn. Any enemy that tries to attack him with an attack that has an attack roll, has a chance of missing him. The maximum miss chance he can benefit from, is indicated in the table above. Activating Ki Dodge may cost Ki points depending on what amount of miss chance he chooses. He can choose to use less miss chance than his maximum, in order to conserve Ki points.
Ki Dodge Miss Chance |
Ki Point Cost |
20% or less |
free |
25-35% |
1 |
40-50% |
2 |
55-60% |
3 |
Because this ability relies on the Sages speed and reaction, rather than any concealment effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it. Also, because it is not concealment, the miss chance of Ki Dodge provides none of the benefits of concealment either: A Martial Sage cannot use Ki Dodge to hide. And a rogue attacking him still does sneak attack damage (provided the rogue manages to hit).
Although the effect of Ki Dodge is different and seperate from normal (visual) concealment, it does not stack with normal concealment. If a Martial Sage Associate has both Ki Dodge and normal concealment, then only the highest miss chance applies.
Rogue Class Features: You gain
Rogue class features, which works just like a normal Rogue except as noted here. Your Rogue class features are gained according to the progression in the table above.
Special: You can trade your Trap Sense, to gain the Penetrating Strike ACF (Dungeonscape).
Others: Your Rogue Association
starter ability is a single point of sneak attack damage.
Wisdom to AC (Ex): You gain the ability to add your Wisdom bonus (if any) as an untyped bonus to AC. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, when you use a shield, or when you carry a medium or heavy load. This bonus to AC does not stack with that gained from the Monk, Ninja or Swordsage classes.
You may choose to have this AC bonus apply either only when you are unarmored, or when you are wearing light or no armor. If you choose for this AC to apply only when you are unarmored, you gain the Unarmored Speed Bonus and Additional Unarmored AC bonus as shown in the table above. These bonuses are untyped and stack with all other bonuses. If instead you choose this Wisdom AC bonus to apply even when you are in light armor, you do not gain either the Speed Bonus nor the Additional AC bonus.
Martial Sage Ability (Ex/Su): At the Associate levels indicated in the table above, a Martial Sage Associate can gain a special ability of his choice from among the following options, provided he meets the requirements.
Shadow Sight (Ex):
You gain
Low-Light vision and
Darkvision 60 ft. If you already have Darkvision, its range improves by 60 ft.
Ki Parachute (Su):
You can spend one Ki point as a free action to slow your fall, as if under the effect of
Feather Fall. This effect lasts for 1 round per Trissociate level, or until you land, whichever occurs first. Additionally, you can share this effect with your allies, but only if you touch them. And they benefit from the effect only as long as you maintain physical contact.
Zen Weapon Strike (Ex):
You can add your Wisdom bonus (if any) subject to a maximum cap of +2, to all your weapon attack rolls (including ranged weapons, natural weapons and unarmed strike), and to your Strength bonus for the purposes of calculating weapon damage rolls. This ability can be taken multiple times, each time increasing the cap by another +2. E.g. Lets say we have a Martial Sage Associate with 14 Strength (a bonus of +2) and 16 Wisdom (a bonus of +3). If he takes Zen Weapon Strike once, he can apply his Wisdom bonus subject to the +2 cap, as a bonus to his weapon attack rolls. He can also add this bonus to his Strength bonus for determining weapon damage, so his effective Strength bonus would be 2 Str + 2 Wis = +4. If he wields a weapon in his main hand, he adds +4 damage. If he wields a weapon in his off hand, he adds +2 damage. If he wields a weapon in two hands, he adds +6 damage. If he takes Zen Weapon Strike a second time, it raises his Wisdom bonus cap to +4, however he only has a Wisdom bonus of +3.
Lesser Senses (Ex):
You gain
Blindsense equal to your Trissociate level x 5 ft. This stacks with any extraordinary Blindsense you have from other Associations.
Improved Senses (Su): (Requires: Trissociate Level 5, Lesser Senses)
You can see Invisible and Ethereal as the
See Invisibility spell.
Greater Senses (Ex): (Requires: Trissociate Level 9, Improved Senses)
You gain
Blindsight equal to your Trissociate level x 5 ft. This stacks with any extraordinary Blindsight you have from other Associations.
Perfect Senses (Su): (Requires: Trissociate Level 13, Greater Senses)
You can spend one Ki point as a free action, to gain a
True Seeing effect, that lasts for until the start of your next turn.
Ki Lesser Ghost Jump (Su):
You can spend one Ki point as a standard action, to teleport a distance equal to (5*Trissociate Level) ft. This functions as
Dimension Door, except as noted here. You must have line of sight and line of effect to your destination. You can bring along objects as long as their weight doesn't exceed your maximum load, but you may not bring along other creatures. You can continue to take actions after arriving at your destination, provided you have actions remaining.
Ki Improved Ghost Jump (Su): (Requires: Trissociate Level 9, Ki Lesser Ghost Jump)
This functions as Ki Lesser Ghost Jump except as noted here. You can spend 2 Ki points to teleport as a move action.
Ki Greater Ghost Jump (Su): (Requires: Trissociate Level 17, Ki Improved Ghost Jump)
This functions as Ki Lesser Ghost Jump except as noted here. You can spend 3 Ki points teleport as a swift action.
Ki Lesser Ghost Phase (Su):
You can spend one Ki point as a free action, to grant all your weapons and armor the
Ghost Touch property, until the start of your next turn. This lets you strike incorporeal creatures without suffering the normal miss chance.
Ki Improved Ghost Phase (Su): (Requires: Trissociate Level 9, Ki Lesser Ghost Phase)
By spending 3 Ki points as a swift action, a Martial Sage can now turn
Incorporeal. If he continuously reactivates this ability at the start of each turn, he is treated as being Incorporeal non-stop. E.g. if he starts his next turn in solid matter, but he reactivates this ability at the start of that turn, he is treated as never having materialized this turn, and is hence not shunted to the nearest open space.
Ki Greater Ghost Phase (Su): (Requires: Trissociate Level 15, Ki Improved Ghost Phase)
This works as Ki Improved Ghost Phase, except as noted here. A Martial Sage can now turn either Incorporeal or
Ethereal, choosing one or the other each time he activates this ability. Refer to
here for some of the differences between Incorporeal and Ethereal.
Evasion (Ex): (Requires: Trissociate Level 3)
You gain Evasion as a
Rogue.
Improved Evasion (Ex): (Requires: Trissociate Level 11, Evasion)
You gain Improved Evasion as a
Rogue.
Ki Lesser Ghost Fade (Su): (Requires: Trissociate Level 3)
You can spend 1 Ki point as a free action, to gain an
invisibility effect (as the spell), until the start of your next turn. The effect ends if you attack any creature.
Ki Improved Ghost Fade (Su): (Requires: Trissociate Level 7, Ki Lesser Ghost Fade)
You can spend 2 Ki points as a free action, to gain a
greater invisibility effect (as the spell), until the start of your next turn. You can attack creatures and still remain invisible.
Disease Immunity (Ex): (Requires: Trissociate Level 5)
You gain immunity to all diseases.
Poison Immunity (Ex): (Requires: Trissociate Level 5)
You gain immunity to all poisons.
Timeless Body (Ex): (Requires: Disease Immunity and Poison Immunity. It is permissible if these immunities come from other Associations. They need not necessarily be bought as Sage Abilities. But they must be from Associations and not race, templates, or other classes.)
You gain Timeless Body as a
Monk.
Lesser Diamond Soul (Ex): (Requires: Trissociate Level 5)
You gain Spell Resistance equal to your Trissociate level + 3. Unlike normal Spell Resistance, you may lower it to receive beneficial spells as a free action. You may similiarly raise your lowered Spell Resistance again as a free action. You may choose to lower and raise your Spell Resistance, even if it is not your turn. This allows you to benefit from helpful spells with minimal consequences.
Improved Diamond Soul (Ex): (Requires: Trissociate Level 9, Lesser Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 7.
Greater Diamond Soul (Ex): (Requires: Trissociate Level 13, Improved Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 11.
Perfect Diamond Soul (Ex): (Requires: Trissociate Level 17, Greater Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 15.
Acrobatic Charge (Ex):
You may charge over difficult terrain that normally slow movement, and through squares occupied by allies. This ability enables you to run down steep stairs, leap down from a balcony, or to tumble over tables to get to your target. Depending on the circumstance, you may still need to succeed on the appropriate checks (such as Balance, Jump or Tumble) to successfully move over the terrain.
Improved Flanking (Ex):
When you are flanking an opponent, you gain a +4 bonus on attacks instead of a +2 bonus on attacks. Other characters flanking with you do not gain this increased bonus.
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 Ki: You can add Ki points back to your pool, although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery point to gain a number of Ki points equal to half your Trissociate Level (round down, minimum 1). You may accelerate the conversion process by spending more Mastery points. As a free action, you can spend 1 Mastery point to recover a number of Ki points equal to one quarter of your Trissociate Level (round down, minimum 1), even when you are not in Mastery Meditation. This is a supernatural ability.
Boost Sneak Attack: As a free action, you may spend Mastery points to increase the damage dealt by a successful Sneak Attack. You activate this ability after making a successful Sneak Attack (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery point, and adds a number of d6 Sneak Attack dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). You may also sacrifice some or all of these additional dice, to activate abilities that require you to reduce the number of Sneak Attack dice. You can only use 'Boost Sneak Attack' once per turn, even if you have another Association besides Rogue that grants Sneak Attack.