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Old 03-03-2012, 09:12 AM   Top  -  End  -  #14
JeminiZero
Ogre in the Playground
 
 
Join Date: Jan 2008
Default Re: Trissociate [3.5 Base Class] (PEACH)

Half-Blood Associations (Part 2)

Half-Farspawn Association
Requirements
Alignment: Half-Farspawn are usually Chaotic Evil, but your DM may waive this requirement.
Special: You must not already have the Outsider type, or be a Half-Farspawn (Lords of Madness pg 152).

Half-Farspawn Association Progression (Based on Associate Level)
Level Farspawn Natural Armor Bonus Half-Farspawn Spell Like Abilities Gained Special
Starter - Farspawn Alternate Form, Poison Resistance
1 +1 Blur 3/day Blindsense 60 ft
2 +1
3 +2 Touch of Idiocy 1/day Extra Tentacle 1, True Strike 1/day
4 +2
5 +3 Stinking Cloud 1/day Farspawn Chosen Energy Resistance 1
6 +3
7 +4 Blink 3/day Blindsight 60 ft
8 +4
9 +5 Greater Invisibility 1/day Extra Tentacle 2, True Strike 2/day
10 +5
11 +6 Telekinesis 1/day Farspawn Chosen Energy Resistance 2
12 +6
13 +7 Ethereal Jaunt 3/day Immunity to Poison
14 +7
15 +8 Scintillating Pattern 1/day Extra Tentacle 3, True Strike 3/day
16 +8
17 +9 Summon Monster IX (Creatures with Pseudonatural template instead of Celestial of Fiendish. Refer to Lords of Madness pg 161 or Complete Arcane pg 160) 1/day Half-Farspawn Rapid Summons, Timeless Body
18 +9
19 +10 Implosion 1/day Farspawn Outsider Transformation

Half-Farspawn 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-Farspawn Physical Magic:
Requirements: Trissociate Half-Farspawn 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-Farspawn Association. This does not affect the Spell Like Abilities gained from other sources.
Special: You may buy this feat with Focus Features.

Farspawn Alternate Form (Su): As a standard action, you can take the form of a grotesque, tentacled mass (or another appropriately gruesome form). Despite the alien appearance, your abilities remain unchanged. However, other creatures receive a -1 morale penalty on their attack rolls against you, when you are in this alternate form.

Poison Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all poisons.

Extra Tentacle (Ex): You grow an additional tentacle (on top of any you might already possess). You can use your tentacle(s) as natural weapons. When used as primary natural weapons, their bonus damage is equal to your strength bonus. When used as secondary natural weapons, they take -5 penalty to their attack roll, and their bonus damage is equal to half your strength bonus (rounded down). Your Extra Tentacles count as magic for the purposes of overcoming damage reduction. Their base damage and reach varies according to your size:

SizeTentacle DamageReach with Tentacles
Fine10 ft
Diminutive10 ft
Tiny1d20 ft
Small1d35 ft
Medium1d45 ft
Large1d610 ft
Huge1d815 ft
Gargantuan2d620 ft
Colossal3d630 ft

True Strike (Su): You can gain a +20 insight bonus on a single attack roll. This requires no action on your part beyond the action that makes the attack roll. In addition, you suffers no miss chance against a target that has concealment or total concealment for this attack roll.

Farspawn 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 Poison (Ex): You gain immunity to all poisons. This replaces Poison Resistance.

Half-Farspawn 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-Farspawn Association.

Farspawn 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-Farspawn): 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.

Recover True Strike: By entering Mastery Meditation, you can recover uses of your True Strike ability. Unlike other conversions, you may not spend more points to recover this outside of Mastery Meditation. While in Mastery Meditation, you can spend 1 Mastery Point to recover 1 daily use of True Strike. You cannot exceed your maximum daily uses.

Spoiler



Half-Fey Association
Requirements
Special: You must not already have the Fey type, or be a Half-Fey.

Half-Fey Association Progression (Based on Associate Level)
Level Fey Damage Reduction Half-Fey Spell Like Abilities Gained Special
Starter - Progressive Wings 1, Enchantment Saves Bonus
1 1/Cold Iron Charm Person X/day, Hypnotism 1/day, Faerie fire or Glitterdust 1/day Progressive Wings 2, Low Light Vision
2 1/Cold Iron
3 2/Cold Iron Detect law 3/day, Enthrall or Sleep 1/day Fey Ability Score Boost 1
4 2/Cold Iron
5 3/Cold Iron Protection from law 3/day Progressive Wings 3
6 3/Cold Iron
7 4/Cold Iron Confusion or Calm Emotions 1/day Fey Ability Score Boost 2
8 4/Cold Iron
9 5/Cold Iron Eyebite or Lesser Geas 1/day Progressive Wings 4
10 5/Cold Iron
11 6/Cold Iron Dominate person or Hold Monster 1/day Fey Ability Score Boost 3
12 6/Cold Iron
13 7/Cold Iron Mass Invisibility 1/day Progressive Wings 5
14 7/Cold Iron
15 8/Cold Iron Geas/Quest or Mass Suggestion 1/day Fey Ability Score Boost 4
16 8/Cold Iron
17 9/Cold Iron Insanity or Mass Charm Monster 1/day Charm Person At Will, Timeless Body
18 9/Cold Iron
19 10/Cold Iron Irresistible Dance 1/day Fey Type, Immunity to Enchantments

Half-Fey 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-Fey Physical Magic:
Requirements: Trissociate Half-Fey 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-Fey 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. Fey wings usually resemble those of a particular insect, such as colourful butterfly or translucent dragonfly 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.

Enchantment Saves Bonus (Ex): You add your Trissociate level, as racial bonus to saving throws against spells and effects from the Enchantment school.

Charm Person X/day (Sp): You gain the ability to cast Charm Person as a Spell Like Ability, a number of time per day equal to your Trissociate level. Unlike other half-Fey, you cannot use this at will until Associate level 17.

Fey Ability Score Boost (Ex): Select one particular ability score, from: Dexterity, Intelligence, Wisdom or Charisma (but not Strength or Constitution). You gain +1 to that selected score, as if gained through level advancement. Each time you gain this, you may select the same or a different ability score.

Fey Type (Ex): Your type changes to Fey.

Immunity to Enchantments (Ex): You becomes immune to all spells and effects from the Enchantment school. This ability replaces the Saving Throw Bonus.

Automatic Mastery Talents
Recover Spell Like Ability (Half-Fey): 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-Fiend (Standard) Association
Requirements
Alignment: Half-Fiends are usually Evil, but your DM may waive this requirement.
Special: You must not already have the Outsider type, or be a Half-Fiend.

Half-Fiend (Standard) Association Progression (Based on Associate Level)
Level Fiend Damage Reduction Half-Fiend (Standard) Spell Like Abilities Gained Special
Starter - Progressive Wings 1, Poison Resistance
1 1/Good Darkness 3/day Progressive Wings 2, Darkvision 60 ft
2 1/Good
3 2/Good Desecrate 1/day Fiendish Chosen Energy Resistance 1
4 2/Good
5 3/Good Unholy Blight 1/day Progressive Wings 3, Resist Disease +4
6 3/Good
7 4/Good Poison 3/day Fiendish Chosen Energy Resistance 2
8 4/Good
9 5/Good Contagion 1/day Progressive Wings 4
10 5/Good
11 6/Good Blasphemy 1/day Fiendish Chosen Energy Resistance 3
12 6/Good
13 7/Good Unholy Aura 3/day, Unhallow 1/day Half-Fiend Bite and Claw, Immunity to Poison
14 7/Good
15 8/Good Horrid Wilting 1/day Fiendish Chosen Energy Resistance 4
16 8/Good
17 9/Good Summon Monster IX (fiends only) 1/day Half-Fiend Rapid Summons, Timeless Body
18 9/Good
19 10/Good Destruction 1/day Fiend Outsider Transformation

Half-Fiend 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-Fiend Physical Magic:
Requirements: Trissociate Half-Fiend 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-Fiend 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. Fiend wings are usually bat-like or black feathered wings. Your wings develop until stage 4, and then no further.

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.

Poison Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all poisons.

Fiendish 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.

Resist Disease +4 (Ex): You gain +4 Bonus to saving throws against Disease

Half-Fiend Bite and Claw (Ex): You gain two claw attacks and a bite attack as a Half-Fiend. Your claws are the primary natural weapon and when you fight without weapons, you can use a claw when making an attack action.

Immunity to Poison (Ex): You gain immunity to all poisons. This replaces Poison Resistance.

Half-Fiend 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-Fiend Association.

Fiend 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-Fiend): 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-Fiend (Alu-Demon) Association
This functions in all ways as per a standard Half-Fiend, except as noted here. Your Spell Like Abilities follows the list below:

Half-Fiend (Alu-Demon) Spell Like Abilities Progression (Based on Associate Level)
Level Half-Fiend (Alu-Demon) Spell Like Abilities Gained
Starter
1 Charm Person 3/day
2
3 Detect Thoughts 3/day
4
5 Suggestion 3/day
6
7 Polymorph (humanoid only) 3/day
8
9 Dimension Door 1/day
10
11 Blasphemy 1/day
12
13 Unholy Aura 3/day, Unhallow 1/day
14
15 Horrid Wilting 1/day
16
17 Summon Monster IX (fiends only) 1/day
18
19 Destruction 1/day

Half-Alu-Demon Draining Touch (Su): You gain a touch attack, usable as a standard action once per round. This deals 1d6 points of negative energy damage, plus additional damage equal to your highest mental ability score bonus (Int, Wis or Cha). You gain half of any damage dealt in this manner back as healing. This replaces the Bite and Claw that a standard Half-Fiend normally gets.


Half-Fiend (Molydeus) Association
This functions in all ways as per a standard Half-Fiend, except as noted here. Your Spell Like Abilities follows the list below:

Half-Fiend (Molydeus) Spell Like Abilities Progression (Based on Associate Level)
Level Half-Fiend (Molydeus) Spell Like Abilities Gained
Starter
1 Darkness 3/day
2
3 Suggestion 1/day
4
5 Unholy Blight 1/day
6
7 Vampiric Touch 3/day
8
9 Baleful Polymorph 1/day
10
11 Blasphemy 1/day
12
13 Unholy Aura 3/day, Telekinesis 1/day
14
15 Horrid Wilting 1/day
16
17 Summon Monster IX (fiends only) 1/day
18
19 Trap The Soul 1/day

Damage Reduction: Your Damage Reduction is overcome by Cold Iron instead of Good aligned weapons.

Half-Molydeus Claws (Ex): You gain two claw attacks as a Half-Fiend, but no Bite attacks. This replaces the Bite and Claw that a standard Half-Fiend normally gets.

Last edited by JeminiZero : 01-25-2013 at 09:08 AM.
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