Half-Blood Associations (Part 1)
While the name "Half-Blood" implies that these Associations are the result of one parent being the specified creature type, that need not always be the case.
*Sometimes, the Trissociate is a particularly strong manifestation of some distant non-humanoid ancestor.
*At others, the blood lineage is faint, but is gradually augmented as the Trissociate advances and unlocks the secrets of his bloodline, much like a
Dragon Disciple.
*Alternatively, these Associations may be used to signify that the Character IS a creature of that type, but has yet to access the full powers available to his kind for whatever reason. In such cases, these Associations can be considered a method of mimicking savage species style monster progression.
Whenever the character has a type other than humanoid, and undergoes a type change, refer to the Type Pyramid (Savage Species 142) to determine whether or not the type change takes effect. Many of the half-blood associations provide a fixed list of Spell Like Abilities. However, with DM permission, you may choose to
customize this SLA list to reflect a particular ancestry.
Bloodline Association
You may choose to take a Major
Bloodline as one of your Associations. Besides the officially listed Bloodlines, your DM may also allow you to take a
homebrew bloodline. Doing this works the same as a normal Bloodline, except as noted here:
*You do not take Bloodline levels, being chosen as an Association "pays" for the Bloodline.
*The Bloodline must always be taken as a Secondary Association
*However, despite being a Secondary association, you gain the Bloodline's benefits at the same Trissociate level (e.g. Bloodline level 1 at Trissociate level 1).
Spoiler
Thanks to Pyromancer & Edrogrimshell for this suggestion. This is really meant to tie in with the various Homebrew bloodlines, which are reasonably powerful, especially all of
Welknair's work. Those of you who want to use bloodlines without fiddling with bloodline levels can now do so easily enough.
The additional rules on being used as a Secondary Association with Primary Association progression is due to the 20 level spread of (most) Major Bloodlines, and the fact that they get their *real* special abilities at even levels. Since the Trissociate class was originally designed with the Secondary associations to provide class features at even levels (to minimize dead levels), the best logical fit then, is for Bloodline to take a Secondary Association slot, but without delayed progression.
The official bloodlines are generally noted to be rather weak. As such if you want to use them, you should probably combine two Major official Bloodlines into a single Association, to keep it competent. Although the backstory on how such a mixture of genetics took place might be a little
squicky.
Elemental-Savant Association
Elemental-Savant Association Progression (Based on Associate Level)
| Level | Elemental Fortification | Elemental Strike: Damage | Elemental Strike: Range | Special |
| Starter | - | - | - | Elemental Bonus to Saves |
| 1 | 10% | 1d4 | 15 ft cone/30 ft line and ray | Darkvision 60 ft, Elemental Energy Resistance |
| 2 | 10% | 1d4 | 15 ft cone/30 ft line and ray | |
| 3 | 20% | 2d4 | 20 ft cone/40 ft line and ray | No need for Food or Water |
| 4 | 20% | 2d4 | 20 ft cone/40 ft line and ray | |
| 5 | 30% | 3d4 | 25 ft cone/50 ft line and ray | No need for Sleep |
| 6 | 30% | 3d4 | 25 ft cone/50 ft line and ray | |
| 7 | 40% | 4d6 | 30 ft cone/60 ft line and ray | Immune to Flanking |
| 8 | 40% | 4d6 | 30 ft cone/60 ft line and ray | |
| 9 | 50% | 5d6 | 35 ft cone/70 ft line and ray | No need to Breath |
| 10 | 50% | 5d6 | 35 ft cone/70 ft line and ray | |
| 11 | 60% | 6d6 | 40 ft cone/80 ft line and ray | Elemental Energy Immunity |
| 12 | 60% | 6d6 | 40 ft cone/80 ft line and ray | |
| 13 | 70% | 7d8 | 45 ft cone/90 ft line and ray | Immunity to Poison |
| 14 | 70% | 7d8 | 45 ft cone/90 ft line and ray | |
| 15 | 80% | 8d8 | 50 ft cone/100 ft line and ray | Immunity to Paralysis |
| 16 | 80% | 8d8 | 50 ft cone/100 ft line and ray | |
| 17 | 90% | 9d8 | 55 ft cone/110 ft line and ray | Immunity to Stunning, Timeless Body |
| 18 | 90% | 9d8 | 55 ft cone/110 ft line and ray | |
| 19 | 100% | 10d10 | 60 ft cone/120 ft line and ray | Elemental Transformation |
Chosen Element and Energy: When you select the Elemental Savant Association, pick a subtype, which is associated with a given energy type. The available subtypes (and corresponding energy types) are: Earth (Acid), Fire (Fire), Air (Electricity), and Water (Cold). This selection is permanent barring special and intensive retraining (read: DM fiat).
Elemental Fortification (Ex): As you become more Elemental-like, you become less vulnerable to precision damage. When you are struck by a critical hit, or a precision damage attack (such as sneak attack, sudden strike or skirmish), there is a chance that the critical hit or precision damage is negated and damage is instead rolled normally, as indicated by the percentage in the column.
Elemental Strike (Su): At will, but no more than once per round, you may use an Elemental Strike. This does damage of your chosen energy type, according to the table above. As a supernatural ability, Elemental Strikes do not provoke Attacks of Opportunity. Your options are as follows:
*As a full round action, you can fire a cone or a line. Those caught in the area can make a reflex save to half the damage received (DC 10 + half your trissociate level + your highest mental ability score modifier). You can also use this ability as a standard action, but Elemental Strike only deals half its of normal damage.
*As a standard action, you can fire a ray. You must succeed on a ranged touch attack against a single target within range, but your target does not get a save.
*As a move action, you can charge any melee weapon (including natural weapons or unarmed strikes) with elemental energy. The next successful melee attack with that weapon also deals Elemental Strike damage to the target, and discharges the elemental energy. There is no save to reduce the damage. If not used by the start of your next turn, this elemental energy charge dissipates. You can also charge your weapon as a swift action, but Elemental Strike only does half of its normal damage.
Elemental Strike Feats: Your Elemental Strike counts as a Breath Weapon for the prerequisite and benefit of feats. Hence, you can augment your Elemental Strike with feats that also apply to breath weapons without a cooldown (similiar to a Dragonfire Adept from Dragon Magic).
Special: You can qualify for the following feats from Races of Dragon despite not having the Dragonblood subtype: Entangling Exhalation, Exhaled Barrier and Exhaled Immunity.
Elemental Strike Items: Like a Warlock, you may use the following items to augment your Elemental Strike.
Gauntlets of Eldritch Energy (Magic Item Compendium): When activated, these gauntlets transform your Elemental Strike, so that it now deals energy damage of a type, as determined by the gauntlets.
Warlock's Sceptre (Magic Item Compendium) and Lesser and Greater Chasuble of Fell Power (Complete Arcane): These items increase the damage of a Warlock's eldritch blast, and can likewise be applied to your Elemental Strike. Normally these items improve a warlock's damage by a number of d6 dice. However, when applied to Elemental Strike, they instead improve damage, using the same type of dice which the Elemental Strike currently uses. The size of the dice used remains the same. For example, the Greater Chasuble of Fell Power would improve Eldritch Blast by 2d6. When applied to your Elemental Strike, it improves damage by 2dX, where X is the damage dice which your Elemental Strike currently uses.
Adaptation: It is quite possible for Elemental Strike not to be an energy, but a physical effect instead. An Earth Elemental Savant could fire a sandblast effect for his cone/line, and hurl a shard of rock as his ray. Similiarly, Water Savants could hammer their foes with solid ice, or 'hard' water, and Air Savants could use blasts of razor wind. In this case, the Elemental Strike deals physical damage, which is subject to DR. It deals bludgeoning, slashing, or piercing damage (choosable each time by the user), that is magical for the purposes of overcoming damage reduction.
Elemental Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: poison, sleep effects, paralysis, and stunning. Later on, you gain immunity to these various effects.
Elemental Energy Resistance (Ex): You gain Energy Resistance to your chosen energy type. The amount of energy resistance is equal to your Trissociate Level x3. (E.g. 3 at level 1, 6 at level 2 and so on).
No need for Food or Water (Ex): You no longer physically require food or water. But you can still consume it if you want to (e.g. to drink potions).
No need for Sleep (Ex): You no longer physically require sleep, although you must still rest to regain certain class features, such as spells. This also grants you immunity to sleep effects.
No need to Breath (Ex): You no longer need to breath. This also grants you immunity to suffocation effects.
Elemental Energy Immunity (Ex): You gain immunity to your chosen energy type. This replaces your Energy Resistance.
Elemental Transformation (Ex): Your ascension is complete. Your type changes to
Elemental, and you gain the same subtype as your chosen element. However, unlike normal elementals, you can be restored to life by raise dead, reincarnate, resurrection, and similiar effects.
Automatic Mastery Talents
Boost Elemental Strike: As a free action, you can spend Mastery Points to increase the damage dealt by your Elemental Strike, and its reflex save DC (if it is a cone or line). When you use your Elemental Strike, you can spend 1 Mastery Point, to add a number of dice equal to your Trissociate Bonus, to the Elemental Strike damage. The dice type (i.e. d4, d6, d8, d10) is the same dice type that your Elemental Strike currently uses. At the same time, you also add your Trissociate Bonus to the reflex save DC (if it is a cone or line). This can only be applied once to each use of your Elemental Strike. When used with Elemental Strike options that only deal half damage, add the Boost Elemental Strike bonus to the total damage first, before halving damage. This is a supernatural ability.
Spoiler
This association is for those of you out there who want to pick lightning and shout:
MASTERRRRR SPAAAAARK!
Half-Celestial Association
Requirements
Alignment: Half-Celestials are usually Good, but your DM may waive this requirement.
Special: You must not already have the Outsider type, or be a
Half-Celestial.
Half-Celestial Association Progression (Based on Associate Level)
| Level | Celestial Damage Reduction | Half-Celestial Spell Like Abilities Gained | Special |
| Starter | - | | Progressive Wings 1, Disease Resistance |
| 1 | 1/Evil | Protection From Evil 3/day, Bless 1/day | Progressive Wings 2, Darkvision 60 ft |
| 2 | 1/Evil | | |
| 3 | 2/Evil | Aid 1/day, Detect Evil 1/day | Daylight X/day |
| 4 | 2/Evil | | |
| 5 | 3/Evil | Cure Serious Wounds 1/day, Neutralize Poison 1/day | Progressive Wings 3, Resist Poison +4 |
| 6 | 3/Evil | | |
| 7 | 4/Evil | Holy Smite 1/day, Remove Disease 1/day | Celestial Chosen Energy Resistance 1 |
| 8 | 4/Evil | | |
| 9 | 5/Evil | Dispel Evil 1/day | Progressive Wings 4, Daylight at will |
| 10 | 5/Evil | | |
| 11 | 6/Evil | Holy Word 1/day | Celestial Chosen Energy Resistance 2 |
| 12 | 6/Evil | | |
| 13 | 7/Evil | Holy Aura 3/day, Hallow 1/day | Progressive Wings 5, Immunity to Disease |
| 14 | 7/Evil | | |
| 15 | 8/Evil | Mass Charm Monster 1/day | Celestial Chosen Energy Resistance 3 |
| 16 | 8/Evil | | |
| 17 | 9/Evil | Summon Monster IX (celestials only) 1/day | Half-Celestial Rapid Summons, Timeless Body |
| 18 | 9/Evil | | |
| 19 | 10/Evil | Resurrection 1/day | Celestial Outsider Transformation |
Half-Celestial 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:
Half-Celestial Physical Magic:
Requirements: Trissociate Half-Celestial 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 Half-Celestial Association. This does not affect the Spell Like Abilities gained from other sources.
Special: You may buy this feat with Focus Features.
Progressive Wings (Ex): You gain Progressive Wings, as appropriate for your ancestry, usually white bird-like feathered wings.
Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).
Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load.
Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round).
You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.
Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.
Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.
Disease Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all diseases.
Daylight X/day (Su): You gain the ability to use a
Daylight effect (as the spell) a number of times per day equal to your Trissociate level. On Associate level 9, you can use this effect at will.
Resist Poison +4 (Ex): You gain +4 Bonus to saving throws against Poison.
Celestial Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid). 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.
Immunity to Disease (Ex): You gain immunity to all diseases. This replaces Disease Resistance.
Half-Celestial 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 Half-Celestial Association.
Celestial Outsider Transformation (Ex): Your ascension is complete. Choose any 3 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to
Outsider, with the
Native subtype. However, you do not gain proficiency with Martial Weapons.
Automatic Mastery Talents
Recover Spell Like Ability (Half-Celestial): 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.
Half-Dragon Association
Requirements
Alignment: Usually, your alignment must match that of your chosen Dragon Type. But your DM may waive this requirement.
Special: You must not already have the Dragon type, or be a
Half-Dragon.
Half-Dragon Association Progression (Based on Associate Level)
| Level | HDAB1 | HDAB2 | HDAB3 | Half-Dragon Natural Armor Bonus | Half Dragon Breath Weapon Damage | Half Dragon Breath Weapon Size | Special |
| Starter | - | - | - | - | - | - | Progressive Wings 1, Dragonblood Subtype |
| 1 | 1 | - | - | +1 | 1d4 | 15 ft cone/30 ft line | Progressive Wings 2, Dragon Energy Resistance |
| 2 | - | - | - | +1 | 1d4 | 15 ft cone/30 ft line | |
| 3 | - | 1 | - | +2 | 2d4 | 20 ft cone/40 ft line | Half-Dragon Ability 1 |
| 4 | - | - | - | +2 | 2d4 | 20 ft cone/40 ft line | |
| 5 | - | - | 1 | +3 | 3d4 | 25 ft cone/50 ft line | Progressive Wings 3 |
| 6 | - | - | - | +3 | 3d4 | 25 ft cone/50 ft line | |
| 7 | 1 | - | - | +4 | 4d6 | 30 ft cone/60 ft line | Half-Dragon Ability 2 |
| 8 | - | - | - | +4 | 4d6 | 30 ft cone/60 ft line | |
| 9 | - | 1 | - | +5 | 5d6 | 35 ft cone/70 ft line | Progressive Wings 4 |
| 10 | - | - | - | +5 | 5d6 | 35 ft cone/70 ft line | |
| 11 | - | - | 1 | +6 | 6d6 | 40 ft cone/80 ft line | Half-Dragon Ability 3 |
| 12 | - | - | - | +6 | 6d6 | 40 ft cone/80 ft line | |
| 13 | 1 | - | - | +7 | 7d8 | 45 ft cone/90 ft line | Progressive Wings 5 |
| 14 | - | - | - | +7 | 7d8 | 45 ft cone/90 ft line | |
| 15 | - | 1 | - | +8 | 8d8 | 50 ft cone/100 ft line | Half-Dragon Ability 4 |
| 16 | - | - | - | +8 | 8d8 | 50 ft cone/100 ft line | |
| 17 | - | - | 1 | +9 | 9d8 | 55 ft cone/110 ft line | Dragon Energy Immunity, Timeless Body |
| 18 | - | - | - | +9 | 9d8 | 55 ft cone/110 ft line | |
| 19 | 1 | 1 | 1 | +10 | 10d10 | 60 ft cone/120 ft line | Immunity to Paralysis, Dragon Type |
Others: When you select this association, choose a Half-Dragon type. If you have any other Dragon based Associations that require you to select a Dragon type, you must pick the same Half-Dragon type as those Associations. For a list of available Half-Dragons, and their associated breaths and immunities refer to Draconomicon pg 166.
Ability Boost (Ex): Your ability scores increase as noted in the table above. These increases stack and are gained as if through level advancement. Select any 3 different ability scores except for Dexterity in order of priority (Dragons are mentally and physically superior to humanoids in all aspects except for Dexterity). We shall refer to these 3 selected scores as HDAB1, HDAB2 and HDAB3. These 3 ability score increase when you advance, as described in the table above.
Breath Weapon (Su): At Associate level 1, you gain a Breath Weapon which is usable as a standard action. Your Breath Weapon's shape and energy type is determined by your selected Dragon type. By default, after using your Breath Weapon, you must wait 1d4 round before you can use it again (although the application of Meta-Breath feats may increase the waiting time). Depending on your Breath Weapon's shape, its size is listed in the table above. Creatures hit by your Breath Weapon can make a reflex save to half the damage, with a DC equal to 10 + half your Trissociate level (round down) + your Constitution Modifier.
Progressive Wings (Ex): You gain Progressive Wings, resembling those of your chosen Dragon.
Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).
Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load.
Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round).
You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.
Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.
Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.
Dragonblood Subtype (Ex): You gain the Dragonblood subtype. Refer to Races of Dragon (pg 4) for details on this subtype.
Others: You gain class features as per the
Dragon Disciple prestige class according to the table above. However, you do not gain bonus arcane spells. Additionally, you qualify for the following feats.
Endure Exposure
Requirements: Trissociate Half-Dragon Associate
Benefits: You gain the ability to cast a Spell Like Ability, similiar to Endure Exposure (Dragon Magic pg 80). This is an actual Spell Like Ability rather than an invocation, and hence it has no verbal or somatic components, nor does it suffer from Arcane Spell Failure. You can use this a number of times per day equal to your Trissociate level. You can recover daily uses of your Endure Exposure Spell Like Ability, as per the
Recover Spell Like Ability talent. For purposes of adjudicating effects dependent on spell level, treat Endure Exposure as a level 1 spell.
Special: You may buy this feat with Focus Features.
Rapid Breath
Requirements: Trissociate Half-Dragon Associate.
Benefits: You can use your Breath Weapon as a swift action. Doing so adds 4 rounds to the recovery time of your breath weapon. Unlike Quicken Breath, you can use this feat, and the Maximize Breath Feat, on the same weapon at the same time, but doing so adds an additional 1 round to the recovery time of your breath weapon (on top of the 3 rounds from Maximize Breath, and the 4 rounds from Rapid Breath)
Special: You may buy this feat with Focus Features.
Dragon Energy Resistance (Ex): You gain Energy Resistance to the same energy type that your chosen Dragon is immune to. If your chosen Dragon is immune to multiple energy types, choose just one to which your resistance applies. The amount of energy resistance is equal to your Trissociate Level x3. (E.g. 3 at level 1, 6 at level 2 and so on).
Half-Dragon Ability (Ex): Each time you gain a Half-Dragon Ability, choose from one of the following. You cannot select the same ability more than once.
Darkvision: You gain Darkvision to 60 ft. If you already have Darkvision from another source, its range improves by 60 ft. You also gain low-light vision if you do not already have it.
Blindsense: You gain Blindsense to 30 ft. You must already have selected the Darkvision ability (as above) before you may select this ability.
Immunity to Sleep: You gain immunity to sleep effects.
Claws and Bite: You gain Claws and Bite attack, as appropriate for a
Half-Dragon of your size.
Dragon Energy Immunity (Ex): Your gain immunity to the same energy type as your Dragon Energy Resistance.
Immunity to Paralysis (Ex) You gain Immunity to Paralysis.
Dragon Type (Ex) Your type changes to Dragon. Your Blindsense improves to 60 ft.
Automatic Mastery Talents
Quicken Breath Weapon Recovery: As a free action, you can spend Mastery Points to reduce the recovery time of you Breath Weapon. Spending 1 Mastery Point reduces the recovery time by 1 round. If you reduce the recovery time to zero, you can use it again immediately during your action. This is a supernatural ability.
Boost Breath Weapon: As a free action, you can spend Mastery Points to increase the damage dealt by your breath and the reflex save DC. When you use your Breath Weapon, you can spend 1 Mastery Point, to add a number of dice equal to your Trissociate Bonus, to the Breath Weapon damage. The dice type (i.e. d4, d6, d8, d10) is the same dice type that your breath currently uses. If you apply meta-breath feats to your breath, the feat effects also apply to the extra damage dice. At the same time, you also add your Trissociate Bonus to the reflex save DC. You can only apply this talent at most once to each use of your breath weapon. This is a supernatural ability.