Half-Blood Associations (Part 3)
Half-Plant Association
Requirements
Special: You cannot have the Woodling template (Monster Manual 3 pg 198). You must be corporeal, and your type must be animal, dragon, fey, giant, humanoid, magical beast, or monstrous humanoid.
Half-Plant Association Progression (Based on Associate Level)
| Level | Plant Damage Reduction | Plant Fortification | Plant Fire Vulnerability | Half-Plant Spell Like Abilities Gained | Special |
| Starter | - | - | - | | Plant Bonus to Saves |
| 1 | 1/Slashing | 10% | 5% | Entangle 1/day | Low-light Vision, Slam Attack |
| 2 | 1/Slashing | 10% | 5% | | |
| 3 | 2/Slashing | 20% | 10% | Summon Nature's Ally II 1/day | Half-Plant Rapid Summons |
| 4 | 2/Slashing | 20% | 10% | | |
| 5 | 3/Slashing | 30% | 15% | Speak With Plants 3/day | Immunity to Sleep |
| 6 | 3/Slashing | 30% | 15% | | |
| 7 | 4/Slashing | 40% | 20% | Summon Nature's Ally IV 1/day | Half-Plant Skill Bonus |
| 8 | 4/Slashing | 40% | 20% | | |
| 9 | 5/Slashing | 50% | 25% | Command Plants 1/day | Immunity to Poison |
| 10 | 5/Slashing | 50% | 25% | | |
| 11 | 6/Slashing | 60% | 30% | Summon Nature's Ally VI 1/day | Immunity to Paralysis |
| 12 | 6/Slashing | 60% | 30% | | |
| 13 | 7/Slashing | 70% | 35% | Animate Plants 1/day | Immunity to Polymorph |
| 14 | 7/Slashing | 70% | 35% | | |
| 15 | 8/Slashing | 80% | 40% | Summon Nature's Ally VIII 1/day | Timeless Body |
| 16 | 8/Slashing | 80% | 40% | | |
| 17 | 9/Slashing | 90% | 45% | Control Plants 1/day | Immunity to Stunning |
| 18 | 9/Slashing | 90% | 45% | | |
| 19 | 10/Slashing | 100% | 50% | Summon Nature's Ally IX 1/day | Immunity to Mind Affecting |
Plant Fortification (Ex): As you become more Plant-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.
Plant Fire Vulnerability (Ex): As you unlock the powers of your plant ancestry, you also become more vulnerable to their weaknesses. You take the indicated percentage of extra damage from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Half-Plant 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-Plant Physical Magic:
Requirements: Trissociate Half-Plant 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-Plant Association. This does not affect the Spell Like Abilities gained from other sources.
Special: You may buy this feat with Focus Features.
Plant Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: sleep, paralysis, poisons, polymorph, stunning and mind affecting effects. At later levels, you gain immunity to these various effects, as noted in the table above.
Slam Attack (Ex): You gain a slam attack, if you do not already have one, whose damage follows the table below. If you already have one, you can choose to retain your old damage value, or use the appropriate value from the table below, whichever is better.
| Size | Slam Damage |
| Fine | 1 |
| Diminutive | 1d2 |
| Tiny | 1d3 |
| Small | 1d4 |
| Medium | 1d6 |
| Large | 1d8 |
| Huge | 2d6 |
| Gargantuan | 2d8 |
| Colossal | 4d6 |
Half-Plant 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-Plant Association.
Half-Plant Skill Bonus (Ex): You begin to physically resemble a plant to such an extent that you gain a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.
Automatic Mastery Talents
Recover Spell Like Ability (Half-Plant): 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-Undead Association
Half-Undead Association Progression (Based on Associate Level)
| Level | Undead Fortification | Undead Damage Reduction | Undead Fast Healing (Max HP) | Special |
| Starter | - | - | - | Undead Bonus to Saves |
| 1 | 10% | 1/Silver and Magic | 1 (20%) | Immunity to non-lethal damage, Slam Attack, Darkvision 60 ft |
| 2 | 10% | 1/Silver and Magic | 1 (20%) | |
| 3 | 20% | 2/Silver and Magic | 1 (40%) | Ability Damage Immunity 1, Immunity to Sleep Effects |
| 4 | 20% | 2/Silver and Magic | 1 (40%) | |
| 5 | 30% | 3/Silver and Magic | 1 (60%) | Ability Damage Immunity 2, Immunity to Poison |
| 6 | 30% | 3/Silver and Magic | 1 (60%) | |
| 7 | 40% | 4/Silver and Magic | 1 (80%) | Ability Damage Immunity 3, Immunity to Disease |
| 8 | 40% | 4/Silver and Magic | 1 (80%) | |
| 9 | 50% | 5/Silver and Magic | 1 (100%) | Ability Drain Immunity 1, Immunity to Fatigue and Exhaustion |
| 10 | 50% | 5/Silver and Magic | 1 (100%) | |
| 11 | 60% | 6/Silver and Magic | 2 (100%) | Ability Drain Immunity 2, Immunity to Energy Drain |
| 12 | 60% | 6/Silver and Magic | 2 (100%) | |
| 13 | 70% | 7/Silver and Magic | 4 (100%) | Ability Drain Immunity 3, Immunity to Paralysis |
| 14 | 70% | 7/Silver and Magic | 4 (100%) | |
| 15 | 80% | 8/Silver and Magic | 6 (100%) | Ability Drain Immunity 4, Immunity to Death from Massive Damage |
| 16 | 80% | 8/Silver and Magic | 6 (100%) | |
| 17 | 90% | 9/Silver and Magic | 8 (100%) | Ability Drain Immunity 5, Immunity to Stunning |
| 18 | 90% | 9/Silver and Magic | 8 (100%) | |
| 19 | 100% | 10/Silver and Magic | 10 (100%) | Ability Drain Immunity 6, Immunity to Death Effects, Timeless Body |
Undead Fortification (Ex): As you become more Undead-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.
Undead Fast Healing (Ex): You gain the indicated amount of fast healing as you progress. However, you are initially unable to fast heal all your HP. Instead, your fast healing brings you up to a maximum percentage of your HP (rounded down), as indicated within the brackets. E.g. Lets say we have level 1 Half-Undead primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Hence his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.
Undead Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: sleep effects, non-lethal damage, poison, fatigue and exhaustion, disease, paralysis, energy drain, stunning, death from massive damage and death effects. At later levels, you gain immunity to these various effects.
Slam Attack (Ex): You gain a slam attack, if you do not already have one, whose damage follows the table below. If you already have one, you can choose to retain your old damage value, or use the appropriate value from the table below, whichever is better.
| Size | Slam Damage |
| Fine | 1 |
| Diminutive | 1d2 |
| Tiny | 1d3 |
| Small | 1d4 |
| Medium | 1d6 |
| Large | 1d8 |
| Huge | 2d6 |
| Gargantuan | 2d8 |
| Colossal | 4d6 |
Ability Damage Immunity (Ex): Select one physical ability score (Strength, Dexterity, Constitution). You gain immunity to Ability Damage to that score. Each time you gain this ability, select a different physical score.
Ability Drain Immunity (Ex): Select one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Drain to that score. Each time you gain this ability, select a different physical score.
Automatic Mastery Talents
Undead Faster Healing: This ability can be triggered by spending 1 Mastery Point as a free action and does not require Mastery Meditation. It lasts for 10 rounds, during which it increases your Undead Fast Healing amount by your Trissociate bonus. Additionally, during this time, you can Fast Heal up to 100% of your HP, regardless of your normal limit.
E.g. Lets say we have level 1 Half-Undead primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Normally his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1. But he can spend 1 Mastery Point to trigger
Undead Faster Healing, which increases his Fast Healing by his Trissociate Bonus (in this case +1), to a total of 2. And he can Fast Heal up to his full 8 HP.
Adapatation:
Undead and Constructs share many of the same immunities, so this could also be applied to a "Half-Construct" character, or one who is gradually mechanizing himself (like the Eberron Renegade Master Maker). In this case, you should replace the Damage Reduction with X/Adamantine instead.
Lycanthrope Association
Lycanthrope Association Progression (Based on Associate Level)
| Level | Lycanthrope Damage Reduction | Special |
| Starter | - | Lycanthrope Lesser Alternate Form, Lycanthrope Empathy |
| 1 | 1/Silver | Lycanthrope Alternate Form, Scent, Low-light vision |
| 2 | 1/Silver | |
| 3 | 2/Silver | Lycanthrope Ability |
| 4 | 2/Silver | |
| 5 | 3/Silver | Lycanthrope Ability |
| 6 | 3/Silver | |
| 7 | 4/Silver | Lycanthrope Ability |
| 8 | 4/Silver | |
| 9 | 5/Silver | Lycanthrope Ability |
| 10 | 5/Silver | |
| 11 | 6/Silver | Lycanthrope Ability |
| 12 | 6/Silver | |
| 13 | 7/Silver | Lycanthrope Ability |
| 14 | 7/Silver | |
| 15 | 8/Silver | Lycanthrope Ability |
| 16 | 8/Silver | |
| 17 | 9/Silver | Lycanthrope Ability |
| 18 | 9/Silver | |
| 19 | 10/Silver | Lycanthrope Ability (x2) |
Lycanthrope Skills: Add Survival to your Trissociate class skill list.
Selected Lycanthrope Animal: When you select the Lycanthrope Association, pick an animal. This animal must be one for which you qualify for as a
Lycanthrope. E.g. the animal must be within one size category of your original form.
Lycanthrope Damage Reduction: You gain the stated damage reduction in your hybrid and animal forms.
Lycanthrope Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as 'friend', 'foe', 'flee', and 'attack'.
Curse of Lycanthropy (Su): The ability to transmit the Curse of Lycanthropy with a bite, is not explicitly included amongst the abilities above. It is this author's humble opinion that whether this ability should be included, is best adjudicated by the DM, in discussion with the player. If included as written, the Curse of Lycanthropy can be used inflict alignment changes on otherwise unwilling NPCs. If its use is limited to willing subjects, it can be used to turn the helpless human villagers, along the path of an Orcish invasion, into an army of were-bears... which is admittedly kinda funny, but may not mesh well with the intended campaign setting or direction.
Lycanthrope Lesser Alternate Form (Su): Your
starter ability is the Lycanthrope Alternate Form (see below) except as noted here. You do not gain bite and claw attacks in hybrid form. You also do not gain any of the animal's natural weapons in animals form.
Lycanthrope Alternate Form (Su): You gain the shapechanger subtype. As a standard action at will, you can assume the form of your chosen animal or a hybrid shape that combines features of your normal and animal forms. This Alternate Form differs from that gained by normal Lycanthropes in many ways as noted below.
Both Animal and Hybrid Form:
*You use your own normal ability scores (unless augmented with the Physical Boost Lycanthrope Ability described below).
*You do not gain the animal's natural armor (unless augmented with the Physical Boost Lycanthrope Ability described below).
*You retain any Special Qualities of your original form. Additionally, unlike normal lycanthropes, you do not gain any of the animal's Special Qualities in any form, unless it is selected as a Lycanthrope Ability (See below).
*You do not gain any of the animal's special attacks or special qualities.
Specific to Animal Form:
*If the animal is the same size as you, or larger, your size remains the same (unless augmented with the Size Increase Lycanthrope Ability described below). If the animal is smaller, you shrink down to the animal's normal size. You gain a +2 size bonus to Dexterity, +1 to AC and Attack Rolls due to reduced size, but take a -2 size penalty on Strength.
*You lose any special attacks that are from the race and templates of your original form. You retain any special attacks that are from class levels, provided you retain the body parts required to make those special attacks.
*You lose your original movement modes, and gain the movement modes of the animal.
*If the animal has the aquatic subtype, then you gain that subtype while you are in animal form.
*You lose the ability to cast spells with verbal, somatic or material components.
*You gain the animal's natural weapons (but not special attacks that emulate natural weapons, such as rake).
Specific to Hybrid Form:
*You retain your original size regardless of the animal's size (unless augmented with the Size Increase Lycanthrope Ability described below).
*You retain all special attacks of your original form.
*You retain your original forms movement modes and speed, and do not gain any of the animals movement modes or speed.
*Unlike a normal Lycanthrope hybrid, you retain the ability to speak clearly, and to cast spells with verbal components (in addition to those with somatic and material components).
*You gain the bite or claw attacks that a Lycanthrope hybrid normally has.
Lycanthrope Ability: Whenever you gain this ability, select one ability from the menu below.
Size Increase (Su): You can only select this ability, if your chosen animal is larger than your original form, and it can only be selected once. Your hybrid and animal forms increase by 1 size category. You gain a +2 size bonus to strength, and a -2 size penalty to dexterity, and a -1 penalty on attack rolls and AC.
Physical Boost (Su): Select any two of the following: Strength, Dexterity, Constitution or Natural Armor. You gain a +1 bonus to each, while in animal or hybrid form. This ability can be selected multiple times and its effect stack.
E.g. Lets say we have a Lycanthrope associate who has selected the Eagle as his animal. At level 20, he would have gained a total of 10 Lycanthrope Abilities. Lets say he has used all of them to select Physical Boost, picking Strength and Constitution each time. Hence at level 20, he will gain a +10 bonus to Strength, and +10 bonus to Constitution when he shifts into hybrid or animal form.
Note: Normal Lycanthropes do not gain bonus hit points, from the Constitution score increase they get, as a result of shifting into animal or hybrid form. This is because any Hit Points from high Constitution in these forms, is already added to their animal hit dice and is therefore accounted for in their original forms.
Similiarly, for a Lycanthrope associate, any Constitution score boost in hybrid or animal form, also adds hit points to their original form. E.g. Lets say a Lycanthrope associate has 14 Constitution in his original form. He selects Physical Boost for Constitution twice. Hence, his Constitution in hybrid and animal forms is 16. When calculating his bonus hit points, we use the Constitution score of his hybrid and animal forms, instead of his base form. Hence he gains +3 bonus hit points per hit dice.
Wisdom Boost (Ex): You gain a +2 increment to Wisdom, as if gained through level advancement. This ability can only be selected once.
Special Quality (Ex): Select one special quality of the chosen animal. You gain that special quality in your original, animal and hybrid forms. This ability can be taken multiple times, selecting a different special quality each time.
Special Attack (Su): Select one special attack of the chosen animal. You gain that special attack in animal form, but not in original or hybrid form. This ability can be taken multiple times, selecting a different special attack each time.
Adaptation
This association can also be used to generally represent a shape-changing warrior. In such cases, your DM may choose to relax the normal requirements for both entry into the association, and animal selection. For example, he may allow a Warforged (living construct) to take this association, and let him transform into a Tyrannosaurus Rex (which is a huge animal, and normally would not be given to a medium Lycanthrope).
Magic Blooded Association
Magic Blooded Association Progression (Based on Associate Level)
| Level | Magic Blooded Spell Resistance | Magic Blooded Spell Like Abilities Gained | Special |
| Starter | Level + 0 | | |
| 1 | Level + 1 | 0th Level SLA 2/day | |
| 2 | Level + 2 | 0th Level SLA 2/day | |
| 3 | Level + 3 | 1st Level SLA 1/day | |
| 4 | Level + 4 | | |
| 5 | Level + 5 | 2nd Level SLA 1/day | |
| 6 | Level + 6 | | |
| 7 | Level + 7 | 3rd Level SLA 1/day | |
| 8 | Level + 8 | | |
| 9 | Level + 9 | 4th Level SLA 1/day | |
| 10 | Level + 10 | | |
| 11 | Level + 11 | 5th Level SLA 1/day | |
| 12 | Level + 11 | | |
| 13 | Level + 12 | 6th Level SLA 1/day | |
| 14 | Level + 12 | | |
| 15 | Level + 13 | 7th Level SLA 1/day | |
| 16 | Level + 13 | | |
| 17 | Level + 14 | 8th Level SLA 1/day | |
| 18 | Level + 14 | | |
| 19 | Level + 15 | 9th Level SLA 1/day | |
Magic Blooded Spell Resistance: You gain Spell Resistance according to the table above. Note that the 'Level' in the column refers to your Trissociate Level.
Magic Blooded Spell Like Abilities Gained (Sp): When you gain this association, select a spellcasting class that provides 0th-9th levels spells. (E.g. within Core, there is Wizard/Sorcerer, Cleric and Druid. Outside of Core, there are other classes such as Wu Jen, Shugenja etc). If your selected class has a spell list that is customizable (e.g. Clerics can select domains which adds spells), then you may also customize your selected class spell list, and it cannot be changed thereafter (e.g. if you select Cleric, you may also pick 2 domains, and this choice is permanent once made.)
You may acquire spells from your selected class spell list, as spell-like abilities (SLAs) following the table above. At the indicated levels, you may select a particular spell of the appropriate level, and gain it as a SLA. Additionally, whenever you gain another level in Trissociate, you may swap out one of your existing SLAs, for another of the same level, from your selected class spell list.
Your SLAs functions in all ways like a normal SLA (e.g. same casting time as the original spell, no somatic of verbal components) except as noted here: If the original spell has any costly material component, XP cost, sacrifice or corruption cost for your selected spellcasting class, you must pay the same cost when casting your SLA. Non-costly material components are not required. A costly focus which is not expended by the original spell when it is cast, is also not required for your SLA. 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).
Automatic Mastery Talents
Recover Spell Like Ability (Magic Blooded): 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.
Design Notes: