Stealth/Skill Associations
Martial Sage Association
Martial Sage Association Progression (Based on Associate Level)
| Level | Ki Dodge | Martial Sage Unarmored Speed Bonus | Martial Sage Unarmored AC Bonus | Special |
| Starter | - | - | - | Ki Pool |
| 1 | 25% | +00 ft | 1 | Martial Sage Ability 1, Wisdom to AC |
| 2 | 25% | +00 ft | 1 | |
| 3 | 30% | +10 ft | 1 | Martial Sage Ability 2 |
| 4 | 30% | +10 ft | 1 | |
| 5 | 35% | +10 ft | 2 | Martial Sage Ability 3 |
| 6 | 35% | +10 ft | 2 | |
| 7 | 40% | +10 ft | 2 | Martial Sage Ability 4 |
| 8 | 40% | +10 ft | 2 | |
| 9 | 45% | +20 ft | 3 | Martial Sage Ability 5 |
| 10 | 45% | +20 ft | 3 | |
| 11 | 50% | +20 ft | 3 | Martial Sage Ability 6 |
| 12 | 50% | +20 ft | 3 | |
| 13 | 55% | +20 ft | 4 | Martial Sage Ability 7 |
| 14 | 55% | +20 ft | 4 | |
| 15 | 60% | +30 ft | 4 | Martial Sage Ability 8 |
| 16 | 60% | +30 ft | 4 | |
| 17 | 65% | +30 ft | 5 | Martial Sage Ability 9 |
| 18 | 65% | +30 ft | 5 | |
| 19 | 70% | +30 ft | 5 | Martial Sage Ability 10 |
Martial Sage Skills: Add Balance, Escape Artist and Tumble to your Trissociate class skill list.
Perfect Saves: A Trissociate normally has 2 good saves and 1 weak save. However, when he chooses the Martial Artist Association, all 3 of his saves gain Good progression.
Ki Pool (Su): A Martial Sage associate gains a Ki pool equal to his Trissociate level plus his Wisdom bonus (if any). 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 Pool (and bonus to will saves) as a
starter ability, even though he does not yet have any abilities to spend Ki on. He may recover all his Ki points simply by resting for 8 hours. He may use this Ki Pool to perform a variety of tricks as listed below. Unless otherwise stated, each use of his Ki Pool is a supernatural ability that requires a free action and consumes 1 Ki point. Its effects last until the start of his next turn.
Ki Dodge (Su): Starting at Associate level 1, by spending Ki to focus his mind, a Martial Sage Associate finds he has a chance to dodge even the most accurate strikes. He effectively gains concealment (25% miss chance) against attacks. As he advances, a Martial Sage Associate finds he is able to dodge better than before. As he levels, his Ki Dodge miss chance improves as shown in the table above. It caps on Associate level 19, at 70% miss chance.
Because this ability relies on the Sages speed and reaction, rather than any visual distortion effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore visual concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it.
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. Finally, you also qualify 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 size of your Ki Pool
Special: You may buy this feat with Focus Features.
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 apply even against touch attacks or when the Trissociate is flat-footed. He loses this bonus when he is immobilized or helpless, he carries a shield, or when he carries 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.
Lesser Senses (Ex)
You gain
Blindsense 60 ft. If you already have Blindsense, its range improves by 60 ft.
Improved Senses (Su) (Requires: Martial Sage Associate Level 5, Lesser Senses)
You can see Invisible and Ethereal as the
See Invisibility spell.
Greater Senses (Ex) (Requires: Martial Sage Associate Level 9, Improved Senses)
You gain
Blindsight 60 ft. If you already have Blindsight, its range improves by 60 ft.
Perfect Senses (Su) (Requires: Martial Sage Associate 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: Martial Sage Associate Level 9, Ki Lesser Ghost Jump)
This functions as Ki Lesser Ghost Jump except as noted here. You can teleport as a move action instead of a standard action.
Ki Greater Ghost Jump (Su) (Requires: Martial Sage Associate Level 17, Ki Improved Ghost Jump)
This functions as Ki Lesser Ghost Jump except as noted here. You can teleport as a swift action instead of a standard 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 round. This lets you strike incorporeal creatures without suffering the normal miss chance.
Ki Improved Ghost Phase (Su): (Requires: Martial Sage Associate Level 13, Ki Lesser Ghost Phase)
By spending 1 Ki point as a free 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: Martial Sage Associate Level 17, Ki Improved Ghost Phase)
This works as Ki Improved Ghost Phase, except as noted here. A Martial Sage can now turn
Ethereal. Refer to
here for some of the differences between Incorporeal and Ethereal.
Evasion (Ex) (Requires: Martial Sage Associate Level 3)
You gain Evasion as a
Rogue.
Improved Evasion (Ex) (Requires: Martial Sage Associate Level 11, Evasion)
You gain Improved Evasion as a
Rogue.
Ki Lesser Ghost Fade (Su) (Requires: Martial Sage Associate Level 3)
You can spend 1 Ki point as a swift action, to gain an
invisibility effect (as the spell), until the start of his next round. The effect ends if you attack any creature.
Ki Improved Ghost Fade (Su) (Requires: Martial Sage Associate Level 7, Ki Lesser Ghost Fade)
You can spend 1 Ki point as a swift action, to gain a
greater invisibility effect (as the spell), until the start of his next round. You can attack creatures and still remain invisible.
Ki Greater Ghost Fade (Su) (Requires: Martial Sage Associate Level 11, Ki Improved Ghost Fade)
You can now activate your Improved Invisiblity as a free action, instead of a swift action. The effect still lasts until the start of your next turn.
Disease Immunity (Ex): (Requires: Martial Sage Associate Level 5)
You gain immunity to all diseases.
Poison Immunity (Ex): (Requires: Martial Sage Associate 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: Martial Sage Associate 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: Martial Sage Associate 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: Martial Sage Associate 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: Martial Sage Associate Level 17, Greater Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 15.
Automatic Mastery Talents
Recover Ki: You can add points to your Ki 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 twice your Trissociate Bonus. 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 your Trissociate Bonus, even when you are not in Mastery Meditation. This is a supernatural ability.
Ranger Association
Ranger Association Progression (Based on Associate Level)
| Level | Special |
| Starter | Ranger Track |
| 1 | Ranger-Favored Enemy (1st), Ranger-Wild Empathy |
| 2 | |
| 3 | Ranger-Combat Style (Rapid Shot or Two Weapon Fighting) |
| 4 | |
| 5 | Ranger-Favored Enemy (2nd), Ranger-Endurance |
| 6 | |
| 7 | Ranger-Improved Combat Style (Manyshot or Improved Two Weapon Fighting) |
| 8 | |
| 9 | Ranger-Favored Enemy (3rd), Ranger-Swift Tracker |
| 10 | |
| 11 | Ranger-Combat Style Mastery (Improved Precise Shot or Greater Two Weapon Fighting) |
| 12 | |
| 13 | Ranger-Favored Enemy (4th), Ranger-Woodland Stride |
| 14 | |
| 15 | Ranger-Camouflage |
| 16 | |
| 17 | Ranger-Favored Enemy (5th) |
| 18 | |
| 19 | Ranger-Hide in Plain Sight |
Ranger Skills: Add Survival and Handle Animal to your Trissociate class skill list.
Others: You gain class features as per the
Ranger according to the table above.
Automatic Mastery Talents
Boost Favored Enemy Skill: As a free action, you may spend Mastery points to increase the Favored Enemy bonus, for a previously selected Favored Enemy (whether gained from the Ranger Association, or from spending Character feats). By spending 1 Mastery point you can increase your Favored Enemy Bonus by an amount equal to your Trissociate Bonus.
This applies to all relevant Favored Enemy skill checks (Bluff, Listen, Sense Motive, Spot, and Survival) but not to weapon damage rolls. This bonus stacks with the Skill Boost Learnable Mastery Talent if you have it (although Skill Boost seperately costs another Mastery point). The effect lasts for 1 skill check, regardless of how long the check takes (E.g. a Survival check to track creatures of your Favored Enemy type can last for several hours).
E.g. lets say that you are a Ranger Associate. On level 1, you select Undead as your 1st Favored Enemy. On level 7, you increase your Undead Favored Enemy to +4. At the same time, your Trissociate bonus is +2. By spending 1 Mastery Point, you can increase your Undead Favored Enemy Bonus from +4 to +6.
Boost Favored Enemy Damage: This functions like Boost Favored Enemy Skill, except as noted here. The boosted Favored Enemy bonus applies to both skill checks and weapon damage rolls. However, the effect only lasts until the start of your next turn.
Adaptation:
With DM permission, you may also choose acquire Ranger alternate class features. In some instances however, you may not necessarily have all the ranger's class features, that are modified by the ACF. In such cases some DM adjudication may be necessary on what abilities you may gain or lose:
Example 1:You could take the
Urban Ranger alternate class features. Those class features which you possess may be replaced as normal.
*With DM permission, your Favored Enemy may be replaced with Favored Organization instead.
*Your Wild Empathy is only half as effective.
*You lose Woodland Stride and Camouflage.
*Your Track is replaced with Urban Tracking (and Swift Tracker works differently as well).
*Your Hide in Plain Sight works in any environment.
But you do not have all the class features which the Urban Ranger replaces:
*Your Ranger association does not provide any spellcasting, and hence you do not gain any bonus spells.
*Your Ranger association does not provide any animal companion, and hence the companion medium size limit, would also not apply.
Example 2: You might substitute all your Combat Styles for
Wildshape Ranger abilities.
Rogue Association
Rogue Association Progression (Based on Associate Level)
| Level | Rogue Sneak Attack | Special |
| Starter | +1 | |
| 1 | +1d6 | |
| 2 | +1d6 | |
| 3 | +1d6 +1d4 | Rogue-Trap Sense +1 |
| 4 | +1d6 +1d4 | |
| 5 | +2d6 +1d2 | Rogue-Uncanny Dodge |
| 6 | +2d6 +1d2 | |
| 7 | +3d6 | Rogue-Trap Sense +2 |
| 8 | +3d6 | |
| 9 | +3d6 +1d4 | Rogue-Improved Uncanny Dodge |
| 10 | +3d6 +1d4 | |
| 11 | +4d6 +1d2 | Rogue-Trap Sense +3 |
| 12 | +4d6 +1d2 | |
| 13 | +5d6 | Rogue-Special Ability 1 |
| 14 | +5d6 | |
| 15 | +5d6 +1d4 | Rogue-Trap Sense +4 |
| 16 | +5d6 +1d4 | |
| 17 | +6d6 +1d2 | Rogue-Special Ability 2 |
| 18 | +6d6 +1d2 | |
| 19 | +7d6 | Rogue-Trap Sense +5 |
Rogue Skills: Add Balance, Escape Artist, Sleight of Hand, Tumble and Use Magic Device to your Trissociate class skill list.
Others: You gain class features as per the
Rogue according to the table above.
Special: You can trade your Trap Sense, to gain the Penetrating Strike ACF (Dungeonscape).
Others: Your Rogue associate
starter ability is a single point of sneak attack damage.
Automatic Mastery Talents
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). If you have multiple attacks (e.g. from two weapon fighting or iterative BAB), you can apply Boost Sneak Attack to each successful attack seperately.
Scout Association
Scout Association Progression (Based on Associate Level)
| Level | Scout Skirmish | Special |
| Starter | - | Scout-Battle Fortitude +1 (Bonus to Fort and Initiative) |
| 1 | +1d3, +0 AC | |
| 2 | +1d3, +0 AC | |
| 3 | +1d6, +0 AC | Scout-Uncanny Dodge |
| 4 | +1d6, +0 AC | |
| 5 | +1d6, +1 AC | Scout-Fast Movement +10 ft |
| 6 | +1d6, +1 AC | |
| 7 | +1d6+1d3, +1 AC | Scout-Trackless Step |
| 8 | +1d6+1d3, +1 AC | |
| 9 | +2d6, +1 AC | Scout-Battle Fortitude +2 |
| 10 | +2d6, +1 AC | |
| 11 | +2d6, +2 AC | Scout-Flawless Stride |
| 12 | +2d6, +2 AC | |
| 13 | +2d6+1d3, +2 AC | Scout-Fast Movement +20 ft |
| 14 | +2d6+1d3, +2 AC | |
| 15 | +3d6, +2 AC | Scout-Camouflage or Blindsense 60 ft |
| 16 | +3d6, +2 AC | |
| 17 | +3d6, +3 AC | Scout-Battle Fortitude +3 |
| 18 | +3d6, +3 AC | |
| 19 | +3d6+1d3, +3 AC | Scout-Hide in Plain Sight or Blindsight 60 ft |
Scout Skills: Add Balance, Escape Artist and Tumble to your Trissociate class skill list.
Others: You gain class features as per the Scout (Complete Adventurer pg 10) according to the table above. Your
starter ability is Battle Fortitude +1.
Scout-Camouflage or Blindsense 60 ft (Ex): You may choose to gain one of the following abilities. Either: Camouflage as a Scout, or Blindsense 60 ft. If you already have Blindsense, and you select Blindsense 60 ft, then the range of your existing Blindsense is improved by 60 ft.
Scout-Hide in Plain Sight or Blindsight 60 ft (Ex): If you previously selected the Camouflage ability, you now gain Hide in Plain Sight. If you previously selected Blindsense 60 ft, you now gain Blindsight 60 ft. If you already have Blindsight, and you gain Blindsight 60 ft, then the range of your existing Blindsight is improved by 60 ft.
Shadow-Walker Association
Shadow-Walker Association Progression (Based on Associate Level)
| Level | Shadow Mantle | Shadow-Walker Spell Like Abilities Gained | Special |
| Starter | - | | Shadow-Walker Chosen Energy Resistance, Low light vision |
| 1 | 5% | Disguise Self 3/day | Dark Vision 60 ft |
| 2 | 5% | | |
| 3 | 10% | Darkness 3/day | Shadow Hide in Plain Sight (Lesser) |
| 4 | 10% | | |
| 5 | 15% | Major Image 1/day | Improved Dark Vision (60 ft) |
| 6 | 15% | | |
| 7 | 20% | Shadow Conjuration 1/day | Shadow Hide in Plain Sight (Improved) |
| 8 | 20% | | |
| 9 | 25% | Shadow Evocation 1/day | Shadow Subschool Enhancement (Lesser) |
| 10 | 25% | | |
| 11 | 30% | Shadow Walk or Plane Shift (to and from the Plane of Shadow only) 1/day | Shadow Hide in Plain Sight (Greater) |
| 12 | 30% | | |
| 13 | 35% | Greater Shadow Conjuration 1/day | Shadow Image, Shadow Speed Boost (+10 ft) |
| 14 | 35% | | |
| 15 | 40% | Greater Shadow Evocation 1/day | Shadow Subschool Enhancement (Improved) |
| 16 | 40% | | |
| 17 | 45% | Summon Monster IX (Creatures with the Shadow Creature Template instead of Fiendish or Celestial. See Manual of the Planes page 190 or Lords of Madness page 167) 1/day | Shadow-Walker Rapid Summons |
| 18 | 45% | | |
| 19 | 50% | Shades 1/day | Shadow Subschool Enhancement (Greater) |
Shadow Mantle (Su): At will, you can conceal yourself with shifting shadows. This ability provides concealment according to the table above. You can can dismiss or resume this effect as a free action. Darkvision and low-light vision offer no help in piercing the Shadow Mantle, but any creature that can see in magical darkness can ignore the miss chance, as can a creature with blindsight or true seeing. The shadows make it difficult to specifically target you, but your enemies are aware of your position. Hence you cannot use Shadow Mantle to make Hide checks. Shadow Mantle does not function in bright daylight, or similiar effects such as a daylight spell. It counts as the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.
Shadow-Walker Spell-Like Abilities Gained (Sp): You gain spell like abilities as you advance, following the progression above. The caster level equals your Trissociate level. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier). You qualify for the following feat:
Shadow-Walker Physical Magic:
Requirements: Trissociate Shadow-Walker Associate
Benefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Shadow-Walker Association. This does not affect the Spell Like Abilities gained from other sources.
Special: You may buy this feat with Focus Features.
Shadow-Walker Chosen Energy Resistance (Ex): Select one of the following energy types (Cold). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.
Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. This does not apply to Chosen Energy Resistance within the same Association, since you must select a different energy type each time. For example, if you select the same Chosen Energy Resistance for 2 different Associations, your energy resistance becomes twice your Trissociate level.
Shadow Hide in Plain Sight (Su): You can attempt to hide even while being observed, provided certain other conditions are met. You can even hide herself from view in the open without anything to actually hide behind:
Lesser: You can attempt to hide, so long as you are in an area of magical darkness.
Improved: You can attempt to hide, so long as you are in an area of shadowy illumination or darker, including total mundane darkness and magical darkness.
Greater: You can attempt to hide, so long as you are in an area that does not have full daylight or similiar effect. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Improved Dark Vision (Ex): Your darkvision now lets you see normally even in magical darkness, to a range of 60 ft.
Shadow Subschool Enhancement (Su): Your Shadow subschool spell-like abilities (Shadow Conjuration, Shadow Evocation, Greater Shadow Conjuration, Greater Shadow Evocation, and Shades) gained from the Shadow-Walker Association, improve as noted below. This does not apply to Shadow subschool spells or spell-like abilities you might have from other sources.
Lesser: Shadow Conjuration and Shadow Evocation are now 40% real.
Improved: Shadow Conjuration and Shadow Evocation are now 60% real. Greater Shadow Conjuration and Greater Shadow Evocation are 70% real.
Greater: Shadow Conjuration and Shadow Evocation are now 70% real. Greater Shadow Conjuration and Greater Shadow Evocation are 80% real. Shades is 90% real.
Shadow Image (Su): You can choose to cast your Major Image spell-like ability in a different way. When you choose to apply this ability, you can sustain your Major Image without needing to concentrate, but it lasts only for 1 round per Trissociate level. You do not need to apply this ability if you do not want to (i.e. you can still cast Major Image and concentrate on it normally). This only applies to the Major Image spell-like ability you get from your Shadow-Walker association.
Shadow Speed Boost (Ex): You gain an untyped bonus to all your movement modes, equal to the number indicated in the brackets. This bonus applies even to movement modes which you gain, that are in temporary in nature, such as flight from a Fly spell.
Shadow-Walker Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Shadow-Walker Association.
Automatic Mastery Talents
Recover Spell Like Ability (Shadow-Walker): You may recover an expended spell like ability as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending mastery points equal to the level of the spell, which the spell like ability duplicates, you may recover 1 use of that spell like ability. Level 0 spells cost no mastery points to restore in this manner.
You can only use this to recover spell like abilities gained from the specified Trissociate Association. It cannot be applied to spell like abilities gained from other classes or Associations (although they may have 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 level of the spell, which the spell like ability duplicates, you may recover that spell like ability as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 mastery point to restore in this manner.