Animal Companion Association
Animal Companion Association Progression (Based on Associate Level)
Animal Companion Skills:
|Level || Animal Companion Bonus HD / Alternate Animal Companions (as Druid) || Special|
|Starter || - || Wild Empathy OR Magical Companion|
|1 || +0 || Animal Companion|
|2 || +1 || |
|3 || +2 || |
|4 || +2 / 4th Level or Higher (Level –3) || |
|5 || +3 || |
|6 || +4 || |
|7 || +4 / 7th Level or Higher (Level –6) || |
|8 || +5 || |
|9 || +6 || |
|10 || +6 / 10th Level or Higher (Level –9) || |
|11 || +7 || |
|12 || +8 || |
|13 || +8 / 13th Level or Higher (Level –12) || |
|14 || +9 || |
|15 || +10 || |
|16 || +10 / 16th Level or Higher (Level –15) || |
|17 || +11 || |
|18 || +12 || |
|19 || +12 || |
Add Handle Animal to your Trissociate class skill list.
Wild Empathy OR Magical Companion:
When you select the Animal Companion association, pick either the Wild Empathy or the Magical Companion class feature.
Wild Empathy (Ex):
You gain Wild Empathy as a Druid
equal to your Trissociate level. This option is more suited for nature-themed characters.
Magical Companion (Ex):
Your Animal Companion has its type changed to Magical Beast. If its intelligence score was lower than 3, it is increased to 3. Instead of bonus tricks, it gains a similiar bonus to intelligence score (e.g. bonus tricks +1, means that it gains an intelligence bonus of +1, for a total intelligence score of 4). It learns to speak a language of your choice. The choice of which language it knows is made when you first gain this feat and cannot be changed there after. It retains these benefits as long as it remains your Animal Companion, and loses them the moment it leaves your service (whether by death or release).
With DM permission, you may alter the appearance of your companion in some minor way with no mechanical benefit. This alteration is selected when you first gain a particular Animal Companion, and cannot be changed thereafter (but it still disappears when a particular animal leaves your service). Paladin Associates commonly take this option to create a powerful and intelligent mount, in place of the Special Mount that their compatriots normally get. Hence they make their Magical Companion look like either Celestial (for good Paladins) or Fiendish (for evil Paladins) creatures. Mage-type Trissociates may also use this as a substitute familiar.
Animal Companion (Ex):
You gain an animal companion similiar to a Druid, except as noted here. You may only have 1 companion at a time. As with a Druid, you can release your Animal Companion. When you do not have a companion (whether it was released or killed) you may gain a new one by meditating for 24 uninterrupted hours (not prayer, as your Animal Companion is not a Divine gift, but follows you based on some undefined inner quality). However, the advancement of your Animal Companion does not follow the standard progression for Druids. Instead, it gains bonus HD, following the table above.
Your companion has bonus natural armor equal to its bonus HD (NOT total HD). Your companion also has a bonus to Strength, Dexterity and Constitution, and knows bonus tricks (or has an equivalent bonus to Intelligence if it is a magical companion), equal to half its bonus HD rounded down. E.g. So +0 at bonus HD +1, +1 at bonus HD +2/+3, etc. Unlike a Druid, your companion gains a bonus to Constitution as well as Strength and Dexterity. Your companion also receives additional abilities based on its bonus HD, as indicated below:
|Animal Companion Bonus HD||Special Abilities|
|+0||Share Spells, Link|
Like a Druid, an Animal Companion Associate of sufficiently high level, can choose more powerful animals. These alternative Animal Companions work similiarly to those available to a druid, but they only become available at the levels indicated in the table above. Apply the indicated adjustment to your Associate level (in parentheses) for purposes of determining the companion's bonus HD (and associated natural armor, Strength, Dexterity and Constitution adjustment, bonus tricks, and Special Abilities). However, your Animal Companion total HD has a maximum limit equal to your Trissociate level + Trissociate bonus.
Lets say we have a Trissociate with Animal Companion as his primary association. He reaches level 4, and decides to change his Animal Companion to a black bear (a 3 HD animal). Following the table above, he takes a -3 adjustment to Associate level, for the purposes of calculating bonus HD. Hence he is treated as a 1st level Associate, and his black bear has a bonus HD of +0 from Trissociate levels.
You do not qualify for the Natural Bond feat. Instead, should you wish to improve your animal companion, you may take the following feats:
Improved Animal Companion:
Trissociate Animal Companion Associate
Your Animal Companion gains a bonus of up to +2 HD. You may take this feat multiple times, and its effect stacks. However, your companion's total HD can never exceed your Trissociate level + Trissociate Bonus. You can purchase this feat even if your Animal Companion would not currently benefit from it, so that it may gain these benefits later on, when you gain additional Trissociate levels. This bonus HD also adds toward calculating your companion's bonus to natural armor, Strength, Dexterity, Constitution, bonus tricks (or intelligence if it is a magical companion), and additional special abilities. This feat does not actually improve your Associate level, and hence it does not qualify you for more advanced alternate list of Animal Companions.
You may buy this feat with Focus Features.
Lets say we have a Trissociate with Animal Companion as his primary association. He selects a wolf as his animal companion, which starts with 2 HD. When he reaches Trissociate level 3, his wolf gains +2 HD as per the table above, bringing its total HD to 4 (the cap of Trissociate level + Trissociate bonus). However, at Trissociate level 4, his Wolf would not gain any HD. Hence, if he wants, our Trissociate can take the Improved Animal Companion feat on level 3, even though his wolf is already at the HD cap. The wolf would gain no benefit now, but when this Trissociate gains another level, his wolf would gain a total of +3 bonus HD (+2 from Trissociate levels and +1 partial benefit from this feat), bringing its total HD to 5.
Trissociate Animal Companion Associate with Magical Companion.
Your Magical Companion gains additional abilities as if it was a familiar. Firstly, it counts as a familiar for spells and items that specifically target familiars. Hence you could cast Enhance Familiar (SpC 82) on your companion. However, it continues to use its own hit dice, hit points and skills ranks. If it is killed, you still do not lose XP, and can replace it as per normal. Additionally, at the Trissociate levels indicated below, it gains additional abilities as a familiar:
04. Empathic Link
07. Deliver Touch Spells
10. Speak with Animals of its kind
13. Scry on Familiar
You may buy this feat with Focus Features.
Summary for building an Animal Companion
1. Select an animal
2. Find the Associate level penalty for this animal
3. Find the bonus HD for this animal, based on Associate level (adjusted by the penalty)
4. Add the bonus HD from Improved Animal Companion feat
5. However, the animal's total HD cannot exceed your Trissociate level + Trissociate Bonus
6. Add bonus natural armor (which is equal to bonus HD)
7. Add bonus to Strength, Dexterity, Constitution, and tricks known (which is equal to bonus HD/2 round down).
8. Add Special Abilities (based on bonus HD)
One of the core premises of the Trissociate, is to allow the creation of character concepts not normally supported by the rules. Hence, with DM permission, you may also use other animals as your companion (or even more esoteric creatures such as magical beasts and vermin) besides those listed above. In essence, you could add other creatures to the list of selectable companions, even if they are not animals. You can approximate which levels they should be available at, by comparing their CR with other animals available at each given level. If you are using the Wild Empathy Option, then your chosen companion should be non-sentient (intelligence of 2 or lower). Otherwise, if you are using the Magical Companion option, your chosen companion can either be sentient (intelligence of 3 or higher) or non-sentient (Magical Companion will grant it sentience regardless).
Lets say we have a Character who wants to ride around on a Monstrous Scorpion
. Assuming that the Character is medium sized, we need a Monstrous Scorpion of at least Large size or greater in order for it to be rideable. A Large Monstrous Scorpion has 5 HD, Improved Grab and a CR of 3. Comparing it with other creatures on the list, we find that it is most similiar to the Lion
, which is on the list at 7th level or higher (level -6). Hence, with DM permission, we could add Large Monstrous Scorpion to the 7th level or higher (level -6) list, for this character to pick. Since the Scorpion is non-sentient, we could use the Scorpion with both the Wild Empathy or Magical Companion options.
Lets say that we have a Character based off the Dragon Knight concept. Now having a full blown Dragon as a Companion is probably too powerful. But we could use a Dragon-like creature such as a CR 7 Dragonne
instead. Comparing it with other creatures on the list, we find that a Dragonne's CR is most similiar to the Dire Bear
, which is on the list at 13th level or higher (level -12). Hence, with DM permission, we could add Dragonne to the 13th level or higher (level -12) list, for this character to pick. Since the Dragonne is sentient, we should only its use with the Magical Companion option.
Automatic Mastery Talents
Animal Fast Healing:
An Animal Companion Associate may spend 1 Mastery Point to grant his Animal Companion fast healing equal to his Trissociate Bonus, for 10 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). If he activates this talent while his Animal Companion is dying, the Companion is automatically stabilized.
Bard Association Progression (Based on Associate Level)
|Level || Special|
|Starter || |
|1 || Bardic Music, Inspire Courage +1|
|2 || |
|3 || Bard Music Ability 1|
|4 || |
|5 || Inspire Courage +2|
|6 || |
|7 || Bard Music Ability 2|
|8 || |
|9 || Inspire Courage +3|
|10 || |
|11 || Bard Music Ability 3|
|12 || |
|13 || Inspire Courage +4|
|14 || |
|15 || Bard Music Ability 4|
|16 || |
|17 || Inspire Courage +5|
|18 || |
|19 || Bard Music Ability 5|
Add Perform to your Trissociate class skill list.
You gain Bard
Music class features as detailed in the table above. You have a number of songs per day equal to your Trissociate level. You gain Inspire Courage which improves at the levels indicated above. However, you do not naturally gain most normal Bard Songs. See Bard Music Ability
Bard Music Ability:
A Bard Associate automatically learns Inspire Courage
at Associate level 1. However, he does not naturally gain many of the Bard's other songs. Instead, he may choose to learn these other songs as additional Bard Music Abilities
, at the levels specified in the table above. Each Bard Song has a minimum Bard Associate level requirement, and may also require previous knowledge of other songs. These requirements are indicated in the table below.
Dragon Shaman Association
Dragon Shaman Association Progression (Based on Associate Level)
|Bard Song||Requires Song||Minimum Trissociate Level|
|Song of Freedom||-||15|
|Level || Draconic Auras Prepared (Strength) || Special|
|Starter || - || Touch of Vitality (Heal Wounds)|
|1 || 3 (+1) || |
|2 || 3 (+1) || |
|3 || 3 (+1) || Touch of Vitality (Remove Minor Conditions)|
|4 || 3 (+1) || |
|5 || 4 (+2) || |
|6 || 4 (+2) || |
|7 || 4 (+2) || Touch of Vitality (Remove Light Conditions)|
|8 || 4 (+2) || |
|9 || 5 (+3) || |
|10 || 5 (+3) || |
|11 || 5 (+3) || Touch of Vitality (Remove Moderate Conditions)|
|12 || 5 (+3) || |
|13 || 6 (+4) || |
|14 || 6 (+4) || |
|15 || 6 (+4) || Touch of Vitality (Remove Serious Conditions)|
|16 || 6 (+4) || |
|17 || 7 (+5) || |
|18 || 7 (+5) || |
|19 || 7 (+5) || Commune with Dragon Spirit|
When you select the Dragon Shaman association, choose a Dragon type. If you have any other Dragon based associations that require you to select a Dragon type, you must pick the same Dragon type as those associations. Your Draconic Aura energy type follows the class features of a Dragon Shaman for the appropriate Dragon.
Because the Dragon Shaman association does not provide skills or Draconic Adaptations, you can even choose Dragon types not available to normal Dragon Shamans, provided these Dragon Types are somehow associated with one of the 5 classic energy types (acid, cold, electricity, fire and sonic). For a list of available Dragons, and their associated energy types refer to any of the following sources: Draconomicon pg 166, Races of Dragon pg 103.
Draconic Auras Prepared:
Unlike a normal Dragon Shaman, you do not select new auras as you progress. Instead, you prepare your auras. By resting for 8 hours, and then meditating for 1 hour, you can prepare a number of draconic auras as indicated by the number in the column. These auras remain prepared until you choose to prepare a different set in their place, through the process described above.
Touch of Vitality (Su):
ability is the Touch of Vitality as a Dragon Shaman, except as noted here: Your Vitality pool is equal to 2x your Charisma Bonus (minimum 1) multiplied by your Trissociate level. Additionally, you qualify for the following feat:
Trissociate Dragon Shaman Associate
You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to decide the size of your Touch of Vitality pool, and the number of points recovered using the Recover Vitality Mastery talent.
You may buy this feat with Focus Features.
Remove Minor Conditions (Su):
You can choose to spend 5 Vitality points, to remove one of the following conditions: dazed, fatigued or sickened. You can also cure each point of ability damage, for 5 Vitality points (so 5 Vitality points for 1 ability damage, 10 points for 2 ability damage, and so on).
Remove Light Conditions (Su):
You can choose to spend 10 Vitality points to remove one of the following conditions: exhausted, nauseated, poisoned, or stunned.
Remove Moderate Conditions (Su):
You can choose to spend 20 Vitality points to remove one of the following conditions: blinded, deafened, diseased. You can also remove negative levels, at the cost of 20 Vitality points for each negative level.
Remove Major Conditions (Su):
You can choose to spend 40 Vitality points to remove one of the following conditions: Feeblemind, Insanity, Confusion, and similar mental effects. You can also cure each point of ability drain, for 40 Vitality points (so 40 Vitality points for 1 ability drain, 80 points for 2 ability drain, and so on). You can also remove unwanted polymorph effects (such as flesh to stone and baleful polymorph) but not voluntary polymorph effects (such as wildshape).
Automatic Mastery Talents
Boost Draconic Aura:
As a free action, by spending mastery points, you may increase the power of your Draconic Auras. By spending 1 Mastery Point, you can add your Trissociate bonus to your Aura's numerical bonus. The effect lasts for 1 round, until the start of your next turn. If you can project more than one Aura at once (e.g. Double Draconic Aura), then you must spend 1 Mastery point to boost each Aura seperately. This is a supernatural ability.
Widen Draconic Aura:
As a free action, by spending mastery points, you may increase the range of your Draconic Auras. For each mastery point you spend, the aura area widens by another 30 ft (2 points for a extra 60 ft and so on). The effect lasts for 10 rounds, and persists even if you switch auras during this period. There is no limit to how far you can widen your Draconic Aura, although you need the mastery points to support it. This is a supernatural ability.
As a free action, you can add points to your Touch of Vitality pool, although you may not exceed your maximum Vitality pool size. While in Mastery Meditation, you can spend 1 Mastery Point to recover a number of Vitality points equal to 2x the sum of your Charisma bonus (minimum 0) plus your Trissociate bonus <2*(Cha Bonus + Trissociate bonus)]. You may accelerate the conversion process by spending more mastery points. As a free action, by spending 1 point, you can recover a number of vitality points equal to your Charisma bonus (minimum 0) plus your Trissociate bonus, even when you are not in Mastery Meditation. This is a supernatural ability.
The Draconic Auras are strongly linked to a particular energy type (acid, cold, electricity, fire). This Association might hence be adapted to fit an "Elemental Shaman" concept, possibly taken in conjunction with the Elemental Savant association.
Marshal Aura Association
Marshal Aura Association Progression (Based on Associate Level)
Marshal Aura Skills:
|Level || Marshal Minor Auras Prepared || Marshal Major Auras Prepared (strength) || Special|
|Starter || 1 || - || Limited Marshal Aura|
|1 || 2 || - || |
|2 || 2 || - || |
|3 || 2 || 1 (+1) || |
|4 || 2 || 1 (+1) || |
|5 || 3 || 1 (+1) || |
|6 || 3 || 1 (+1) || |
|7 || 3 || 2 (+2) || |
|8 || 3 || 2 (+2) || |
|9 || 4 || 2 (+2) || |
|10 || 4 || 2 (+2) || |
|11 || 4 || 3 (+3) || |
|12 || 4 || 3 (+3) || |
|13 || 5 || 3 (+3) || |
|14 || 5 || 3 (+3) || |
|15 || 5 || 4 (+4) || |
|16 || 5 || 4 (+4) || |
|17 || 6 || 4 (+4) || |
|18 || 6 || 4 (+4) || |
|19 || 6 || 5 (+5) || |
Add Handle Animal and Perform to your Trissociate class skill list.
You gain class features as a Marshal, following the progression in the table above, except as noted here.
Marshal Minor Auras Prepared:
Unlike a normal Marshal, you do not select new auras as you progress. Instead, you prepare your auras. By resting for 8 hours, and then meditating for 1 hour, you can prepare a number of Marshal minor auras as indicated by the number in the column. These auras remain prepared until you choose to prepare a different set in their place, through the process described above. Additionally, you qualify for the following feat:
Trissociate Marshal Associate
You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to decide the bonus granted by your Marshal association Minor Aura.
You may buy this feat with Focus Features.
Marshal Major Auras Prepared:
This functions as 'Minor Auras Prepared', except that you can prepare a number of major auras, equal to the number indicated in the column. When you meditate to prepare your minor auras, you can prepare your major auras at the same time.
Your starter ability is a single minor aura. When you select Marshal as your secondary association, select any one minor aura. You can project this aura only, and cannot prepare another in its place (see 'Minor Auras Prepared' above). Additionally, the bonus which this aura may provide is capped at a maximum of +1. when you attain Associate level 1, these restrictions are removed. If Marshal is your primary association, these restrictions never comes into play.
Automatic Mastery Talents
Boost Marshal Aura:
As a free action, by spending mastery points, you may increase the power of your Major Aura (but not your Minor Aura). By spending 1 Mastery Point, you can add your Trissociate bonus to your Major Aura's numerical bonus. The effect lasts for 1 round, until the start of your next turn. If you can somehow project more than one Major Aura at once, then you must spend 1 Mastery point to boost each Aura seperately. This is a supernatural ability.
Widen Marshal Aura:
As a free action, by spending mastery points, you may increase the range of your Major and/or Minor Auras. For each mastery point you spend, the aura area widens by another 60 ft (2 points for a extra 120 ft and so on). You must spend points to widen each aura seperately. The effect lasts for 10 rounds, and persists even if you switch auras during this period. There is no limit to how far you can widen your Major and Minor Aura, although you need the mastery points to support it. This is a supernatural ability.