Martial Associations
Sublime (Point Pool) Association
Sublime (Point Pool) Association Progression (Based on Associate Level)
| Level | Highest Maneuver Level | Maneuvers Known | Stances Known | Sublime Point Pool Maximum (Recovery) | Special |
| Starter | 1 | 1 | - | 3 (0) | No Combat Recovery |
| 1 | 1 | 2 | 1 | 3 (1) | |
| 2 | 1 | 2 | 1 | 6 (1) | |
| 3 | 2 | 3 | 1 | 9 (2) | |
| 4 | 2 | 3 | 1 | 12 (2) | |
| 5 | 3 | 4 | 2 | 15 (3) | |
| 6 | 3 | 4 | 2 | 18 (3) | |
| 7 | 4 | 5 | 2 | 21 (4) | |
| 8 | 4 | 5 | 2 | 24 (4) | |
| 9 | 5 | 6 | 3 | 27 (5) | |
| 10 | 5 | 6 | 3 | 30 (5) | |
| 11 | 6 | 7 | 3 | 33 (6) | |
| 12 | 6 | 7 | 3 | 36 (6) | |
| 13 | 7 | 8 | 3 | 39 (7) | |
| 14 | 7 | 8 | 3 | 42 (7) | |
| 15 | 8 | 9 | 4 | 45 (8) | |
| 16 | 8 | 9 | 4 | 48 (8) | |
| 17 | 9 | 10 | 4 | 51 (9) | |
| 18 | 9 | 10 | 4 | 54 (9) | |
| 19 | 9 | 11 | 4 | 60 (10) | |
Sublime (Point Pool) Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.
Maneuvers: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known and stances known are detailed in the table above. You always ready all the Sublime association maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial adepts, you may not swap out your maneuvers known when you level.
Sublime Point Pool: You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Sublime association maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.
Other Notes: Because you ready all the Sublime association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Sublime association maneuvers (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from other Martial Adept Feats, such as Martial Study and Martial Stance.
No Combat Recovery: Your
starter ability is a single maneuver, selected as described above, from one of your 2 disciplines. You may use this maneuver once per encounter, spending 3 Sublime Points in the process. However, you have no Sublime Point recovery within combat, and so that maneuver can only be used once per encounter. When the fight is over, you may replenish your Sublime Point Pool by entering Mastery Meditation which restores it to full.
Automatic Mastery Talents
Recover Sublime Points: Without needing to enter Mastery Meditation, as a free action, you may spend Mastery Points to regain Sublime Points. Each Mastery Point you spend provides you with 3 Sublime Points. You still cannot exceed your pool's maximum size.
Archive
Spoiler
This is the original Sublime Association, along with the Cooldown system. In actual playtesting , it was found that keeping track of the cooldown on 7 different Maneuvers at once was a logistic nightmare. Hence the simplified Point Pool system was devised. This older version is kept here for reference purposes.
Sublime (Cooldown) Association
Sublime (Cooldown) Association Progression (Based on Associate Level)
| Level | Highest Maneuver Level | Maneuvers Known | Maneuvers Readied | Stances Known | Special |
| Starter | 1 | 1 | 1 | - | No Combat Recovery |
| 1 | 1 | 2 | 1 | 1 | |
| 2 | 1 | 2 | 2 | 1 | |
| 3 | 2 | 3 | 2 | 1 | |
| 4 | 2 | 3 | 2 | 1 | |
| 5 | 3 | 4 | 2 | 2 | |
| 6 | 3 | 4 | 3 | 2 | |
| 7 | 4 | 5 | 3 | 2 | |
| 8 | 4 | 5 | 3 | 2 | |
| 9 | 5 | 6 | 3 | 3 | |
| 10 | 5 | 6 | 4 | 3 | |
| 11 | 6 | 7 | 4 | 3 | |
| 12 | 6 | 7 | 4 | 3 | |
| 13 | 7 | 8 | 4 | 3 | |
| 14 | 7 | 8 | 5 | 3 | |
| 15 | 8 | 9 | 5 | 4 | |
| 16 | 8 | 9 | 5 | 4 | |
| 17 | 9 | 10 | 5 | 4 | |
| 18 | 9 | 10 | 6 | 4 | |
| 19 | 9 | 11 | 6 | 4 | |
Sublime (Cooldown) Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.
Maneuvers: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known, maneuvers readied and stances are detailed in the table above. Unlike other Martial adepts, you may not swap out your Maneuvers known when you level.
Recovery: When you initiate a maneuver, you must wait a number of rounds equal to the maneuver's level before you can initiate it again.
Changing Maneuvers Readied: You can change your maneuvers readied by taking the following steps:
1) The maneuver to be swapped out must be ready to initiate
2) You swap out the previous maneuver and swap in the new maneuver as a free action.
3) The maneuver swapped in acts as if it was just expended, with recovery time as appropriate.
Other Notes: You cannot apply the Adaptive Style feat to swap maneuvers you gain from your Sublime association (although you may still use it for Martial Adept classes to which it applies). However you can still take and benefit normally from almost all the other Martial Adept Feats, including: Extra Maneuver Readied, Martial Study and Martial Stance.
No Combat Recovery: Your
starter ability is a single maneuver, selected as described above, from one of your 2 disciplines. You may use this maneuver once per encounter. You cannot recover this maneuver, even through the use of Master Points. Instead, you can only recover this maneuver, while in Mastery Meditation, although this does not cost you any Mastery Points. Once you attain Sublime Associate level 1, this recovery restriction is removed, and you may recover your maneuvers normally, as described above. If Sublime is your primary Association, then these restrictions never take effect at all, even at Trissociate level 1.
Automatic Mastery Talents
Quicken Maneuver Recovery: You may shorten the recovery time for a maneuver. As a free action, you can spend 1 mastery point to reduce the waiting time of any one maneuver by 1 round. If you reduce the waiting time to zero in such a manner, you may immediately initiate that maneuver during your action, or swap it out for another.
Weapon Master Association
Weapon Master Association Progression (Based on Associate Level)
| Level | Special |
| Starter | Chosen Proficiency |
| 1 | Chosen Flurry (Least) |
| 2 | |
| 3 | Chosen Weapon Ability 1 |
| 4 | |
| 5 | Chosen Weapon Bonus +1 |
| 6 | |
| 7 | Chosen Flurry (Lesser) |
| 8 | |
| 9 | Chosen Weapon Ability 2 |
| 10 | |
| 11 | Chosen Weapon Bonus +2 |
| 12 | |
| 13 | Chosen Flurry (Improved) |
| 14 | |
| 15 | Chosen Weapon Ability 3 |
| 16 | |
| 17 | Chosen Weapon Bonus +3 |
| 18 | |
| 19 | Chosen Flurry (Greater) |
Chosen Weapon Type: When you select the Weapon Master association, you must select a weapon type to which your class features apply. This selection is permanent barring special and intensive retraining (read: DM fiat). You can select unarmed strike as your chosen weapon, in which case some of the association class features, will change as described below.
Chosen Proficiency (Ex): As your
starter ability, you gain proficiency with your Chosen Weapon Type. If you are already proficient with your Chosen Weapon, you get a bonus feat of your choice, provided that feat specifically applies only to your chosen weapon type (e.g.
Weapon Focus is valid, but
Weapon Finesse is not).
Special: If you selected unarmed strike as your chosen weapon type, you gain the
Improved Unarmed Strike feat if you do not already have it. Or, if you already have the Improved Unarmed Strike feat, you gain a bonus feat of your choice, that specifically applies to Unarmed Strike.
Like a
Monk, your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Unlike a monk, your hands must not be holding anything to use them in an unarmed strike. You also distinguish between your main hand and off-hand.
Additionally, when you make an unarmed strike, you can choose to use both arms together as if they were a single two-handed weapon. This allows you to do anything with them, as you might a normal two-handed weapon (except perhaps throwing the weapon). You can apply 1-1/2 your strength modifier as bonus damage, and when you power attack, you gain +2 damage for each -1 attack penalty.
Chosen Flurry (Ex): When you perform a
full attack, or a
charge attack with your chosen weapon type, you can choose to make one additional attack, at your highest BAB.
Least: You make one extra attack, and all other attacks that round suffer from a -2 attack roll penalty.
Lesser: Your extra attack, and all other attacks that round suffer from a -1 attack roll penalty.
Improved: You no longer suffer an attack roll penalty for using Flurry.
Greater: When you use flurry, you can now make 2 additional attacks at your highest BAB instead of just 1.
Chosen Weapon Ability: At the indicated levels, you may select an ability that applies to your chosen weapon type, from the menu below. Unless otherwise stated, each ability can only be selected once.
Magical Touch (Su): Whenever you hold a weapon whose type is your chosen weapon type, the weapon gains a +1 enhancement bonus on top of its existing enhancement effect. Treat a mundane weapon as having an enhancement bonus of +0, which becomes +1 in your hands, and hence counts as a magic weapon. Similiarly, if you hold a weapon with a +5 base enhancement bonus, it becomes +6 weapon in your hands, and hence counts as epic. This requires no action on your part, beyond simply holding the weapon. The effect ends the moment the weapon leaves your hands. If you selected unarmed strike as your chosen weapon type, you can apply Magical Touch to either your bare hands, or to your gauntlets as you wish. This ability can only be selected once.
Iron Grip (Ex): You may add your Trissociate level to your rolls for resisting disarm. You cannot select this ability if your chosen weapon is unarmed strike.
Untouchable Weapon (Ex): You may add your Trissociate level to your rolls against any attack or effect that aims to damage or destroy your chosen weapon. This includes your opposed roll to resist sundering, and your saving throws against acid or rust effects (but only if these effects are directly targetting your chosen weapon). You cannot select this ability if your chosen weapon is unarmed strike.
Penetrating Strike (Ex): Whenever you use your chosen weapon to strike a creature with damage reduction, or an object with hardness, you may ignore 4 points of the effective damage reduction or hardness (to a minimum of 0) when rolling for damage. You may select this ability multiple times, and its effects stack. E.g. Lets say you have selected Penetrating Strike once, and strike a creature with 5/- damage reduction. The creature's damage reduction is considered to be 1/- when you roll for damage.
Bonus Feat: You may select any feat that you qualify for, provided that the feat applies only to your chosen weapon type. You may select this ability multiple times, choosing a different feat each time.
Chosen Weapon Bonus (Ex): When using your chosen weapon type, add the indicated number as an untyped bonus to your attack rolls for that chosen weapon type. You also add indicated number as a bonus to damage for your chosen weapon type, when you wield it in one hand. If you are wielding your chosen weapon in two hands, you instead add twice the indicated number as a bonus to damage (this includes cases where your chosen weapon is unarmed strike and you use both arms together as if they were a single two-handed weapon).
Automatic Mastery Talents
Chosen Damage Boost: When you hit with your chosen weapon, but before you roll for damage, you can trigger this ability at the cost of 1 Mastery point, to add a bonus to damage equal to your Trissociate level. This ability can be used at most once per round.
Chosen Seeking Strike: When you make an attack roll, or a concealment roll with your chosen weapon, and you miss, you may activate this ability at the cost of 1 Mastery point to reroll that attack or concealment roll. This ability can be used at most once per round.
Chosen Pounce: You can make extra attacks at the end of a charge, in addition to those granted by Flurry. This functions like
pounce, except that you do not automatically get a full attack. Instead, you can make one additional attack for each Mastery Point you spend as part of your attack action.
E.g. Lets say we have a level 7 Weapon Master Associate, who also has Battle Focus (hence his Base Attack Bonus is +7/+2). When he makes a charge attack, he can choose to use flurry to make 2 attacks at +7 BAB, but all his attacks for that round suffer from a -1 penalty. In addition, he can choose to use Chosen Pounce once, to make an additional attack at +2 BAB.
If the Weapon Master Associate also has haste, he can choose to use Chosen Pounce twice, to make two additional attacks: one at the haste-granted +7 BAB, and the second at +2 BAB. Or he can choose to apply Chosen Pounce just once, for the haste-granted +7 BAB attack. Or he can choose not to apply Chosen Pounce at all, and just make 2 flurry attacks.