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Thread: Trissociate [3.5 Base Class] (PEACH)

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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    The Trissociate
    At the start of their career, most individuals have committed themselves to a particular occupation- some are trained in force of arms, some have mastered the arts of stealth and shadow, and still others learn to channel magic or psionics. But not a Trissociate. Rather than dedicating himself to any one specialty, Trissociates have instead picked up a mish-mash of abilities throughout their lives.

    The Trissociate is difficult to define. Depending on what are his Focus and Associations, he may be virtually anybody... or anything! A monstrous warrior, a skilled assassin, or (most commonly) a hybrid jack of all trades. And unlike the Chameleon who can change his abilities each day, a Trissociate's talents remain more or less the same throughout his career, with chosen abilities varying among individual Trissociates.

    Making a Trissociate
    Abilities: Depending on his chosen combat style, an Trissociate may (or may not) require high strength or dexterity to fight well, if he opts to specialize in fighting at all. As with any other class, a Trissociate can make use of a decent constitution score. And depending on his magical or psionic abilities, he may want a high Intelligence, Wisdom or Charisma score, and sometimes even all three.

    Races: Any race can become an Trissociate. No one race can claim a monopoly on the capacity to develop multiple talents. Although the inclination for such varied learning tends to be more prevalent among well-schooled nobles.

    Alignment: Trissociates can be of any alignment. Although certain Associations may require a particular Trissociate to be of a certain alignment.


    Class Features

    Table 1: The Trissociate

    Hit Die: d6

    Level Good Save Bad Save Mastery Points Trissociate Bonus Special
    1st
    +2
    +0
    1 1 Chosen Focus, Chosen Associations, Chosen Save, Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent (+1, total 1)
    2nd
    +3
    +0
    2 1
    3rd
    +3
    +1
    3 1 Focus Feature (+1, total 1)
    4th
    +4
    +1
    4 1
    5th
    +4
    +1
    5 2 Learnt Mastery Talent (+1, total 2)
    6th
    +5
    +2
    6 2
    7th
    +5
    +2
    7 2 Focus Feature (+1, total 2)
    8th
    +6
    +2
    8 2
    9th
    +6
    +3
    9 3 Learnt Mastery Talent (+1, total 3)
    10th
    +7
    +3
    10 3
    11th
    +7
    +3
    11 3 Focus Feature (+1, total 3)
    12th
    +8
    +4
    12 3
    13th
    +8
    +4
    13 4 Learnt Mastery Talent (+1, total 4)
    14th
    +9
    +4
    14 4
    15th
    +9
    +5
    15 4 Focus Feature (+1, total 4)
    16th
    +10
    +5
    16 4
    17th
    +10
    +5
    17 5 Learnt Mastery Talent (+1, total 1)
    18th
    +11
    +6
    18 5
    19th
    +11
    +6
    19 5 Focus Feature (+1, total 5)
    20th
    +12
    +6
    20 5

    Class Skills (2 + Int modifier per level): Appraise, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Ride, Sense Motive, Speak Language, Spot, Swim.

    A Trissociate's class features depend largely on which Focus and Associations he picked- simply knowing that someone is an Trissociate tells you very little about what he or she can actually do.

    Weapon and Armor Proficiency: A Trissociate is proficient with all simple weapons, light armor, and all shields (except for tower shields).

    Chosen Focus (Ex): On taking his first level in the class, a Trissociate selects 1 Focus from the list below. This Focus selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat). This focus determines amongst other things: his Base Attack Bonus, his good save, and his Focus Feature.

    Chosen Associations (Ex): On taking his first level in the class, a Trissociate selects 1 Primary Association, and 2 Secondary Associations from the list below. This selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat). Secondary Associations provide starter abilities even at first level.

    Focus Feature: These are features that depend on his selected focus, and are detailed further below.

    Chosen Save (Ex): Depending on the Focus he has picked, a Trissociate has one of his saves become good (Fortitude for Battle, Reflex for Skill, Will for Mental). Besides this Focus Save, he may pick a second save to have good progression. His third save then has poor progression, unless modified by one of the Trissociate selected Associations.

    Mastery Points (Ex): A Trissociate has a pool of Mastery points, which he can use to augment his abilities in various ways (depending on his selected Focus and Associations). A Trissociates has a maximum number of Mastery points as listed in the table above. He can restore 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Mastery points will be partially restored. Unless otherwise stated, any usage of his Mastery points is considered an Extraordinary ability. Additionally, he qualifies for the following feat:

    Extra Mastery Points
    Requirements: Mastery Points class feature
    Benefit: You gain 2 bonus Mastery points.
    Special: You can take this feat multiple times, gaining an additional 2 Mastery points each time. You may buy this feat with Focus Features.

    Mastery Meditation (Ex): A Trissociate can focus his mind to replenish the various spent abilities he gains from his Associations, usually (but not always) spending Mastery points in the process. Entering Mastery Meditation simply requires 5 minutes of concentration. Mastery Meditation ends when the Trissociate wants it to, although it also automatically ends whenever the Trissociate takes damage.

    While in Mastery Meditation, a Trissociate can freely channel as many Mastery points as he posesses, to recovering his Association's abilities. He cannot willingly move from his position, although he can be moved by others (e.g. if he is sitting on a cart), and as such is considered flat-footed while Meditating. Otherwise he can take any action he normally could, including casting spells.

    Adaptation: There are some character concepts for whom meditation might not be an appropriate activity. In these cases, you can replace Mastery Meditation with 5 minutes of some other suitable non-combat activity. For example, a pious character might pray for 5 minutes. Other possible activities include: martial exercises, polishing equipment, singing and dancing on the spot, howling (at the moon), or even simply resting.

    Trissociate Bonus (Ex): Many Mastery Talents (both learnt and automatic) provide a numerical bonus to a particular ability. The numerical bonus is based on the Trissociate bonus, which gradually improves as indicated, when the Trissociate advances.

    Armored Caster (Ex): When casting spells, invocations, and other similiar abilities that might be affected by Arcane Spell Failure which he gains from his Associations, a Trissociate can ignore Arcane Spell Failure from light armor, but not from shields. (Unless otherwise stated, Spell Like Abilites work normally and hence do not suffer from Arcane Spell Failure at all.)

    Learnt Mastery Talents (Ex): A Mastery Talent is a trick that costs Mastery points, and which a Trissociate can use to augment himself in some way. Some Mastery Talents are automatically known depending on his selected Associations (see Associations below). Whereas other must be learnt. This column indicates the number of Learnable Mastery Talents which a Trissociate knows.


    Multiclassed Trissociates
    If you are taking the Trissociate Base Class, you should not need to multiclass any further, since you can already customize your abilities quite extensively. However, there are certain situations where your Trissociate level is lower than your ECL (e.g. if you are using a Race with RHD). Under such circumstance, you may want to take the following feat:

    Practiced Trissociate:
    Requirements: At least 1 level in the Trissociate Base Class.
    Benefits:Your Trissociate level, for the purposes of determining the effectiveness of your Trissociate abilities increases by four. This benefit can't increase your Trissociate level higher than your Hit Dice. This affects the following Trissociate level related functions:
    • Caster level for your Spells and Spell-like Abilities
    • Manifester level for your Psionic Powers
    • Invoker level for your Invocations
    • Initiator level for your Sublime Maneuvers
    • Binder level for the purposes of determining effects of a Bound Vestige
    • Meldshaper level for Soulmelds.


    This does NOT increase your Trissociate level for anything else, such as what Trissociate abilities you can access. Among the things it does not affect are:
    • The size of your Lay on Hands pool
    • The size of your Touch of Vitality pool
    • The size of your Ki Pool
    • Your number of Power Points
    • The highest level Spell/Power/Invocation/Maneuver you can learn.
    • Binder level for the purpose of making Binding Checks.
    • The highest level Vestige you can bind.
    • The number of Soulmelds you can shape, the size of your Essentia pool, or the number of Chakra you can bind
    • Bonus HD from Trissociate levels and alternate lists of advanced animals for Animal Companions
    • etc



    Learnable Mastery Talents
    There are 2 types of Mastery Talents. Learnable Talents are gained according to the table above. Automatic Talents are automatically given, when a Trissocate selects specific Associations (detailed in the Associations section below). Whenever a Trissociate can learn a new Learnable Mastery Talent, he selects one talent from the list below. This selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat). Unless otherwise stated, all Learnable Mastery Talents are extraordinary abilities that are activated as a free action, and which do not require Mastery Meditation. The bonus each provides is an untyped bonus which stacks with everything else, but not with itself (so the same talent cannot be applied repeatedly).

    Save Boost: A Trissociate may spend 1 Mastery point as a free action to add his Trissociate bonus to all his saving throws. He can activate this talent even when it is not his turn. The effect lasts for 1 minute/Trissociate level.

    Fast Heal: A Trissociate may spend 1 Mastery point as a free action, to gain fast healing equal to half his Trissociate level (round down, minimum 1), for 5 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). He may choose to activate this ability even when he is dying, which automatically stabilizes him.

    E.g. Lets say a level 7 Trissociate (half Trissociate level round down is 3) is under the effect of the vigor spell which grants him Fast Healing of 2. He can activate his Trissociate Bonus Fast Healing of 3 points. He can choose to stack his Trissociate Fast Healing on top of the vigor spell for a total of 5 points of Fast Healing.

    Attack Boost: A Trissociate may spend 1 Mastery point as a free action to gain +1 to all attack rolls. The effect lasts for 1 minute/Trissociate level.

    Speed Boost: A Trissociate may spend 1 Mastery point as a free action to increase his speed for all modes of movement. The speed increase so gained, is equal to his Trissociate bonus multiplied by 5 ft. The effect lasts for 1 minute per Trissociate level.

    Skill Boost: Whenever he makes a skill check, a Trissociate may spend 1 Mastery point to gain a bonus equal to half his Trissociate level (round down, minimum 1) to that single skill check, regardless of how long the check takes (e.g. a Gather Information check may take several hours). He may also apply this bonus when he is taking 10 or 20 to that skill check (provided circumstances allow him to take 10 or 20 in the first place).

    Penetration: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster, manifester, invoker or meldshaper level rolls, for the purpose of overcoming spell or power resistance.

    Resilience: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to Dispel DC, making the effect harder to dispel. He can also apply this to the effective meldshaper level of his soulmelds, for the purposes of resisting suppression checks (e.g. Dispel Magic) and unshaping checks (Unshape Soulmeld and Soulmeld Disjunction). He may apply this bonus when he is shaping his soulmelds, and he must spend 1 Mastery point for each seperate soulmeld affected, and the effect lasts for 24 hours. Should he wish to regain the bonus beyond 24 hours, he must reshape his soulmelds and spend Mastery points again.

    Lingering: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster level for the purpose of determining the effect's duration. Spells / powers / soulmelds whose duration is not affected by caster level (e.g. endure elements) are not affected.

    Extended Reach: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to double the caster level, for the purposes of determining the effect's range. Spells / powers / soulmelds which have a fixed range (e.g. personal, touch) are not affected.


    List of Focus
    Below are the list of Focus available to a Trissociate. Each Trissociate selects one Focus, which determines among other things:
    * Base Attack Bonus progression
    * Skill Points and Hit Points per level
    * Weapon and Armor Proficiencies
    * Which of his saves gains good progression
    * What Focus Features he gains

    These focus are broadly grouped into 3 categories: Battle, Skill and Mental. All the focuses are summarized in the table below:
    Category Focus BAB Bonus HP per Level Skillpoints per Level Weapon Proficiencies Armor Proficiencies Other
    Battle Phalanx High +2 2 Simple Only Heavy
    Battle Training High +1 2 All Martial Heavy
    Battle Mobility High +2 2 All Martial Light
    Battle Guerrilla High +1 4 Simple + 1 Martial Light
    Battle Toughness High +3 2 Simple Only Light
    Skill Nomad Medium +3 4 Simple Only Light
    Skill Hunter Medium +2 4 All Martial Light
    Skill Skirmisher High +1 4 Simple Only Light
    Skill Stalker Medium +1 6 Simple + 1 Martial Light
    Skill Expert Medium +0 8 Simple Only Light
    Mental Mental Low +0 2 Simple Only Light More Mastery Points

    Battle Category
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    All Battle Category focuses have the following benefits:
    Base Attack Bonus: High
    Good Save: Fortitude
    Focus Feature: Your Trissociate level stacks with fighter levels (if any) when qualifying for fighter specific feats. Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
    *Fighter bonus feats
    *Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
    *You may also buy the Battle Hardened or General Attack Focus feats (below)

    Battle Hardened:
    Requirements: Battle Category Focus Trissociate
    Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
    Benefits: You gain DR 1/-. You may take this feat multiple times, and it stacks with itself.
    Special: This feat can stack with one other Damage Reduction effect of your choice, even if this other effect is not DR/-, although the secondary DR effect always applies first. You can change which secondary effect it stacks with whenever you take damage.

    E.g. Lets say you have taken Battle Hardened 3 times for DR 3/-. You then have Stoneskin cast on you which grants DR 10/Adamantine. You can choose to stack Battle Hardened on Stoneskin, so that when you are struck by a non-adamantine weapon, the first 13 points of damage are negated by the combined DR. In cases where the total damage is less than 13, the secondary DR applies first, so the first 10 points of damage is subtracted from Stoneskin's pool, and than after that the remaining 3 is negated by Battle Hardened. If however, you are struck by an adamantine weapon, only the first 3 points of damage are negated, from your Battle Hardened 3/-.

    General Attack Focus:
    Requirements: Battle Category Focus Trissociate
    Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
    Benefits: You can add a +1 untyped bonus to all attack rolls. You may take this feat multiple, and it stacks with itself.

    Battle: Phalanx Focus
    Hitpoints: You gain 2 bonus hit point per Trissociate level.
    Proficiencies: A Phalanx Focus Trissociate is proficient with all simple weapons. He is also proficient with all armor (heavy, medium and light), and shields (including Tower Shields).

    Battle: Training Focus
    Hitpoints: You gain 1 bonus hit point per Trissociate level.
    Proficiencies: A Training Focus Trissociate is proficient with all simple and martial weapons. He is also proficient with all armor (heavy, medium and light) and shields (including Tower Shields).

    Battle: Mobility Focus
    Hitpoints: You gain 2 bonus hit point per Trissociate level.
    Proficiencies: A Mobility Focus Trissociate is proficient with all simple and martial weapons. He is also proficient with light armor, and shields (except for Tower Shields).

    Battle: Guerilla Focus
    Skill Points per level: Levels in the Trissociate class grant you a total of 4 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.
    Hitpoints: You gain 1 bonus hit point per Trissociate level.
    Proficiencies: A Guerilla Focus Trissociate is proficient with all simple and 1 martial weapon of his choosing. He is also proficient with light armor and shields (except for Tower Shields).

    Battle: Toughness Focus
    Hitpoints: You gain 3 bonus hit point per Trissociate level.



    Skill Category
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    All Skill Category focuses have the following benefits:
    Base Attack Bonus: Medium
    Good Save: Reflex
    Skill List: All skills are added to your class skill list.
    Others: You choose may choose to gain either Trapfinding (as the Rogue class feature), or the Track feat on level 1. This choice once made, is permanent.
    Focus Feature: Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
    *Any feat that provides a bonus to one or more skills (including skill focus and the skill affinity feats)
    *Darkstalker (Lords of Madness)
    *Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
    *Alternatively, you may select Average Skill (see below)

    Average Skill:
    Requirements: Skill Category Focus Trissociate
    Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
    Benefit: A Trissociate may select any one skill on his class skill list. Henceforth he can always take 10 on any skill check based off that skill, even if stress and distractions would normally prevent him from doing so. This is similiar to the Rogue's Skill Mastery Special Ability, except that it only applies to one skill. This skill selection is permanent and may not be changed barring special and intensive retraining (read: DM fiat).
    Special: This feat can be selected multiple times. Each time it applies to a new skill.

    Skill: Nomad Focus
    Skill Points per level: Levels in the Trissociate class grant you a total of 4 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.
    Hitpoints: You gain 3 bonus hit points per Trissociate level.

    Skill: Hunter Focus
    Skill Points per level: Levels in the Trissociate class grant you a total of 4 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.
    Hitpoints: You gain 2 bonus hit points per Trissociate level.
    Proficiencies: A Hunter Focus Trissociate is proficient with all simple and martial weapons. He is also proficient with light armor and shields (except for Tower Shields).

    Skill: Skirmisher Focus
    Base Attack Bonus: High
    Skill Points per level: Levels in the Trissociate class grant you a total of 4 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.
    Hitpoints: You gain 1 bonus hit points per Trissociate level.

    Skill: Stalker Focus
    Skill Points per level: Levels in the Trissociate class grant you a total of 6 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.
    Hitpoints: You gain 1 bonus hit point per Trissociate level.
    Proficiencies: A Stalker Focus Trissociate is proficient with all simple and 1 martial weapon of his choosing. He is also proficient with light armor and shields (except for Tower Shields).

    Skill: Expert Focus
    Skill Points per level: Levels in the Trissociate class grant you a total of 8 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.



    Mental Category
    Spoiler
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    Mental Focus
    Base Attack Bonus: Low
    Good Save: Will
    Others: Mastery Pool follows this modified progression:

    Level Mastery Points
    1 2
    2 4
    3 6
    4 8
    5 10
    6 12
    7 14
    8 16
    9 18
    10 20
    11 22
    12 24
    13 26
    14 29
    15 32
    16 35
    17 38
    18 42
    19 46
    20 50

    Focus Feature: Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
    *Any Wizard Bonus Feat
    *Any Psion Bonus Feat
    *Any Feat that uses or augments Turn/Rebuke Undead (including divine feats)
    *Any feat the grants you one or more new Spell-Like Abilities (including Extra Invocation, provided you qualify)
    *Any feat the grants you additional uses of an existing Spell-Like Ability
    *Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
    *Alternatively, you may select Rapid Conversion (see below).

    Rapid Conversion:
    Requirements: Mental Category Focus Trissociate
    Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
    Benefits: Normally a Trissociates has to enter Mastery Meditation to efficiently convert his Mastery points to Spells or Power Points. If he performs the conversion outside of Mastery Meditation, the Mastery point cost is usually doubled. With Rapid Conversion, he may carry out an efficient conversion as a free action, once per day. When he uses Rapid Conversion, he can spend half his Trissociate level (rounded down) worth of Mastery points, as if he was in Mastery Meditation. He can spread this expenditure of Mastery points over multiple Talents.

    E.g. Lets say we have a level 10 Trissociate with Mental Focus. He can spend 5 Mastery points with one use of Rapid conversion, and he can spread this over multiple talents. With one use, he could recover a level 3 spell slot with 3 Mastery points, and spend another 2 Mastery points to regain 4 Power points. Or he could channel all 5 Master points to regain 10 Power points, at his choosing.

    Special: This feat can be selected multiple times. Each time, you gain an additional daily use of this ability.
    Last edited by JeminiZero; 2014-06-15 at 04:56 AM.