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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Associations
    On taking his first level in the class, a Trissociate selects 1 Primary Association and 2 Secondary Associations. These Association selections are permanent and cannot be changed, barring special and intensive retraining (read: DM fiat).

    Each Association gives the Trissociate additional Class Features which have been spread over 19 levels. Unless otherwise indicated, when the text or tables below indicate that the class feature is gained at a certain level, assume that this refers to the Associate level (which is not the same as the Trissociate level). For the Primary Association, the Associate level is equal to the Trissociate level. But for the 2 Secondary Associations, the Associate level is equal to the Trissociate level minus one (e.g. so the Class Features which are marked Associate level 1, only come in at Trissociate level 2).

    In addition, each association also has a set of starter class features which are gained at Trissociate level 1, regardless of whether the association is Primary or Secondary. These start class features include (but are not limited to) adding skills to your Trissociate class list and bonus languages. Hence, on Trissociate level 1, you gain both starter and Associate level 1 class features from your primary association. But only starter class features from your secondary associations.

    While the Primary and Secondary Associations have different rates of Class Feature progression, the effectiveness of a Class Feature is entirely dependent on the Trissociate level alone. E.g. if you pick Wizard as your Primary Association, and Sorcerer as one of your Secondary Association, then both your Wizard and Sorcerer spells will have the same Caster levels, which is equal to your Trissociate level. Although it is a Secondary Association, your Sorcerer spells will not suffer from any caster level penalty.

    The Associations below are broadly grouped according to their "type", although this grouping is mostly for ease of reference and has little impact on how they interact with one another.

    Note: There are no rules against selecting the same Association multiple times. However, do note that the EZ-Trissociate generator above does not have any special functions for handling multiple copies of the same Association. Hence it will output the exact same set of columns and text multiple times.

    Adaptation: Homebrew being what it is, you can customize a Trissociate beyond what is written here. For example, with DM approval, you can switch the half-blood SLAs for others of the same level. Additionally, you can change the number of Associations to something besides the default 3. E.g. 2 Associations for a low power game, and 4 or more for a high power game. (The EZ-Trissociate compiler has a "_Null" association which you can use to reduce your effective number of Associations, but there is currently no support for having 4 or more Associations, so you have to compile that manually).


    Bonus Spell Slots
    Previously, the spellcasting associations gained bonus spell slots for having a high Key Ability score, based on the normal formula. But this was found to be somewhat overpowering, as a triple spellcaster Association, with a Key Ability score of +9, would wind up with 3 bonus level 9 slots (on top of the 3 which his Associations provided) for a total of 6 spell slots (as well as 50 Mastery points if he took Mental Focus)! This is even more than a straight spellcaster with the same +9 Key Ability score. Instead, bonus spell slots (and mystery uses) should be calculated using the method below:

    Association Bonus Spell Slots: You gain bonus spell slots based on your Key Ability score, but instead of the normal formula, your bonus spell slots are calculated using the method described here. You have a pool of Bonus Spell Slot points based on your Key Ability bonus, following the table below. The numbers along the top row (2nd or lower - 9th) indicate the highest level spell you have access to from your Association. And each row below that shows the Bonus Spell Slot points for a particular Key Ability bonus:
    Key Ability Bonus Access to 2nd level spells or lower 3rd 4th 5th 6th 7th 8th 9th
    +3 or lower 1 1 1 1 1 1 1 1
    +4 1 1 2 2 2 2 2 2
    +5 1 2 3 4 4 4 4 4
    +6 1 2 3 5 6 6 6 6
    +7 1 3 4 6 7 9 9 9
    +8 1 3 5 7 8 10 12 12
    +9 2 4 6 8 10 12 14 16
    +10 2 4 6 9 11 13 15 18

    E.g. So if you have access to 5th level spells, and your Key Ability bonus is +8, then reading 5th/+8 from the table above, you have 7 Bonus Spell Slot points. Whenever you refresh your spells, you can assign these Bonus Spell Slot points, to create the bonus spell slots for your Association. Each bonus spell slot costs a number of Bonus Spell Slot points equal to its spell level. Level 0 spells take up 0.5 Bonus Spell Slot points. You cannot create a bonus spell slot, if you do not have enough Bonus Spell Slot points. You must be able to cast spells from your Association of a particular level, in order to create a bonus spell slot of that level. Each time you refresh your spells, previously assigned bonus spell slots are lost (whether or not they were used), and you may reassign a new set of bonus spell slots.
    Special: For values higher than what the table shows, use this formula to calculate your Bonus Spell Slot points: (Key Ability bonus - 1) x ( (Lower of (Key Ability bonus) OR (highest Association spell level) ) - 1) divide by 4, round down, minimum 1.


    A Beginner's Guide to Optimizing Association Selection
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    In my playtest experience, the biggest problem with the Trissociate is that you can wind up with serious Multiple Alignment Dependency issues. For example, a Psion-Sorcerer-Cleric needs high scores in all 3 mental stats (Int, Wis, Cha) to function well. Therefore, a quick and easy way to understand Associations is to think about them in terms of what high ability score they require. Additionally, some Associations can be used in a manner independent of ability scores. For example, Magic Blooded uses mental ability scores to determine the save DC for offensive SLAs. But if you only pick SLAs with no save (such as buff spells) then having all poor mental ability scores becomes unimportant.

    Therefore, the quick and easy way to select Associations, is to take those that require the same ability score and/or those which can function independently of ability score. For ease of reference, below is a list of current Associations sorted by Ability Score dependency.

    Strength
    *Most Half-Bloods with SLAs if you take the Physical Magic feat (Anarchic, Axiomatic, Celestial, Farspawn, Fiend, Plant, Shadow-Blooded, Worm-That-Walks)
    *Half-Dragon (Can select Str for Half-Dragon Ability Boost)
    *Paladin (secondarily requires decent Cha for smite, or Wis/Int if using Insightful Paladin)
    *Soulknife (2 hander power attack)
    *Incarnate (Melee focus)
    *Totemist (Melee focus)
    *Barbarian
    *Fighter
    *Knight (High Str for Damage)
    *Martial Initiator (2 hander power attack)
    *Ranger (2 weapon fighting. Note that since Ranger provides 2WF for free, it may be used with other Associations that work best with 2WF, but without needing high Dex, such as Rogue, Scout or Spellthief)
    *Weapon Master (2 hander power attack)
    *Shadow-Adept (2 hander power attack, requires high mental score for Shadow Hand save DCs)
    *Lycanthrope (spend Lycanthrope Ability on Str boost)

    Dexterity
    *Most Half-Bloods with SLAs if you take the Physical Magic feat (Anarchic, Axiomatic, Celestial, Farspawn, Fiend, Plant, Shadow-Blooded, Worm-That-Walks)
    *Half-Fey with Physical Magic feat (Can select Dex for Fey Ability Score Boost)
    *Soulknife (2 weapon fighting)
    *Fighter
    *Knight (High Dex for Combat Reflexes)
    *Martial Initiator (2 weapon fighting)
    *Ranger (Archery)
    *Rogue (2 weapon fighting/Archery)
    *Scout (2 weapon fighting/Archery)
    *Spellthief (2 weapon fighting/Archery)
    *Weapon Master (2 weapon fighting/Archery)
    *Shadow-Adept (2 weapon fighting, requires high mental score for Shadow Hand save DCs)
    *Lycanthrope (spend Lycanthrope Ability on Dex boost)

    Intelligence
    *Most Half-Bloods with SLAs (Anarchic, Axiomatic, Celestial, Farspawn, Fiend, Plant, Shadow-Blooded, Worm-That-Walks)
    *Half-Dragon (Can select Int for Half-Dragon Ability Boost)
    *Half-Fey (Can select Int for Fey Ability Score Boost)
    *Beguiler
    *Wizard
    *Wu Jen
    *Archivist
    *Turn Undead (with Insightful Turn Undead feat)
    *Rebuke Undead (with Insightful Rebuke Undead feat)
    *Erudite
    *Psion
    *Artificer
    *Binder (with Insightful Binder feat)
    *Eldritch Blast (with Insightful Invoker feat)
    *Invocation (with Insightful Invoker feat)
    *Magic Dilettante
    *Shadowcaster
    *Truenamer (need Cha for save DC)
    *Cunning
    *Dragon Shaman (with Insightful Vitality feat)
    *Marshal (with Insightful Marshal feat)
    *Martial Sage (with Archaic Sage feat)
    *Magic Blooded
    *Psionic Blooded

    Wisdom
    *Most Half-Bloods with SLAs (Anarchic, Axiomatic, Celestial, Farspawn, Fiend, Plant, Shadow-Blooded, Worm-That-Walks)
    *Half-Dragon (Can select Wis for Half-Dragon Ability Boost)
    *Half-Fey (Can select Wis for Fey Ability Score Boost)
    *Maho-Tsukai (require high Wis to offset effects of Taint)
    *Cleric
    *Druid
    *Spirit Shaman (requires Cha for spell DC)
    *Shaman
    *Turn Undead (with Insightful Turn Undead feat)
    *Rebuke Undead (with Insightful Rebuke Undead feat)
    *Ardent
    *Binder (with Insightful Binder feat)
    *Eldritch Blast (with Insightful Invoker feat)
    *Invocation (with Insightful Invoker feat)
    *Magic Dilettante
    *Incarnate (Save DC focus)
    *Cunning (With Archaic Cunning feat)
    *Dragon Shaman (with Insightful Vitality feat)
    *Marshal (with Insightful Marshal feat)
    *Martial Sage
    *Magic Blooded
    *Psionic Blooded

    Charisma
    *Most Half-Bloods with SLAs (Anarchic, Axiomatic, Celestial, Farspawn, Fiend, Plant, Shadow-Blooded, Worm-That-Walks)
    *Half-Dragon (Can select Cha for Half-Dragon Ability Boost)
    *Half-Fey (Can select Cha for Fey Ability Score Boost)
    *Dread Necromancer
    *Sorcerer
    *Warmage
    *Favored Soul (requires Wis for spell DC/with Charismatic Favored Soul feat)
    *Spirit Shaman (with Charismatic Spirit Shaman OR Dynamic Priest feat)
    *Shugenja
    *Turn Undead
    *Rebuke Undead
    *Wilder
    *Binder
    *Eldritch Blast
    *Invocation
    *Magic Dilettante
    *Cunning (With Archaic Cunning feat)
    *Dragon Shaman
    *Martial Sage (with Archaic Sage feat)
    *Marshal
    *Magic Blooded
    *Psionic Blooded

    Ability Independent
    *Eldritch Blast (select blast shapes and essences with no save)
    *Invocation (select only Invocations with no save DC)
    *Incarnate (buffing, protection, and no-save focus)
    *Animal Companion
    *Bard
    *Magic Dilettante (focus on no-save SLAs such as buffs)
    *Cunning (Ignore Int to Attack/Damage/AC.Saves. Focus on non-Int based abilities like Rerolls, Senses, and Swashbuckler features)
    *Martial Sage (Ignore Wis to AC bonus. Wear heavy armor/carry a shield and just use Ki abilities)
    *Wild Shape (works best on characters with low Str/Dex)
    *Divine-Blooded (only has protective class features)
    *Elemental Savant (supports a broad range of attack methods)
    *Half-Undead (only has protective class features)
    *Lycanthrope (spend Lycanthrope Ability on Con and Natural Armor boost)
    *Magic Blooded (focus on no-save SLAs such as buffs)
    *Psionic Blooded (focus on no-save PLAs such as buffs)


    Designing Your Own New Assocations
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    Perhaps you want to design an Association based on another class, which I have not covered. Here is a rough guide on things to keep in mind:

    As mentioned above, the target Tier for a Trissociate as a whole is 3 (fun without being overpowering). As such, the amount of features from your target class, to pack into an Association should depend in part on what tier that target class is.

    Despite the name, a Trissociate is actually made of FOUR components: 1 focus, and 3 Associations. Each component should be approximately Tier 5 on its own, having ~1/4 the power of a Tier 3 class. Keep in mind a class is not just its class features: hit points, BAB, Skills, and Saving throws also play a part. With regard to Focus, you can quickly see that Battle Focus is Fighter-lite (high BAB, high hit points, and a wider selection of bonus feats) and Skill Focus is Expert-plus (4-8 skill points per level, 2-0 bonus hit points, and Average Skill).

    For the top Tier 1 & 2 classes, I have tried to break it down to less than 1/4 of the original's power. E.g. whereas an unspecialized Wizard normally gains 4 spell slots at each spell level, a Trissociate only gains 1, and even then he has massively delayed spell progression. He also does not have any of the Wizard bonus feats, or a familiar.

    Whereas for lower tier base classes, its Association might carry more than 1/4 of what that class might do. E.g. The Paladin Association comprises about 1/2 of the Paladin's class features, and even that 1/2 has been significantly boosted.

    In general I try to give access to the top tier of abilities, but with delayed access and highly limited usage (so a Binder Associate can get level 8 vestiges, but can only bind 1 vestige at a time, and only gets it at level 19/20).

    How do you break down class features? That depends in part on how the class feature works

    For something which is a growing numerical value (e.g. sneak attack, power point pool), it is probably easier to scale it down (although how much to scale it down depends again on the tier). Even spell slots/spells known can be thought of like this. E.g. a Wizard Associate gains just 1 spell slot instead of 4.

    For class features that tend to be all or nothing (e.g. Half-Celestial flight, Paladin Divine Grace), I have tried to break it down to a scaling value gained at appropriate levels (e.g. Progressive Wings, scaling Divine Grace).

    Try to add class features, or advance existing class features of an Association (e.g. sneak attack) on odd Associate level. As mentioned above this minimizes dead levels, as the primary assocations will gain class features on odd Trissociate levels, while the secondary associations (with a 1 level delay) will gain class features on even Trissociate levels.

    The aim of this class is customization. Try to make an Association applicable to a variety of uses. For example, the Monk has Flurry of blows as one of its main class features, but it only applies to a limited selection of weapons. I have made it into the Weapon Master Association, and it now applies to any weapon, making it useful for Warriors and Archers as well.

    If you are uncertain as to what class features to add at which level, you can allow players to choose from several options. E.g. the Lycanthrope Association lets you pick what abilities you want. If some options are particularly strong, break this strong ability into smaller fragments that must be taken individually. E.g. the Martial Sage provides increasing spell resistance over several steps.

    Remember to provide feat support for alternate ability scores where reasonable. For example, a Martial Sage could use Archaic Sage to apply Intelligence or Charisma to determine his AC bonus and Ki pool, in place of wisdom. But a wizard Associate should NOT be able to use Constitution or Strength to determine his spell access and DC.

    See if the Association can utilize Mastery Points in some way. As a general rule of thumb: 1 Mastery Point should be about equal to 1 spell level (or 2 PP) out of combat. And 2 Mastery Points should be about equal to 1 spell level (or 2 PP) in combat.

    Approximate value of 1 MP (Outside of Combat)
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    *At level 1 using magic missle as a reference: 1d4+1 = 3.5 ave damage
    *At level 20 using magic missle as a reference: 5x(1d4+1) = 17.5 ave damage
    *At level 1 using Cure Light Wounds as a reference: 1d8+1 = 5.5 hp of healing
    *At level 20 using mass heal as a reference: 250 / 9 spell levels = ~27.78 hp of healing
    *At level 1 using resistance as a reference: +1 to saving throws over 1 encounter
    *At level 20 using superior resistance as a reference: +6 to saving throws / 6 spell levels = +1 to saving throws over 4 encounters (or approximately +4 over 1 encounter)
    *At level 1 using Guidance as a reference: +1 to a single skill check
    *At level 20 using Guidance of the Avatar as a reference: +20 to a skill check / 2 spell levels = +10
    *At level 20 using Quickened True Casting as a reference: +10 to CL to overcome SR / 5 spell levels = +2
    *At level 20 using Spell Enhancer as a reference: +2 to CL / 4 spell levels = 0.5 (benefits: overcomes SR, increased effect, harder to dispel, longer duration)




    Automatic Mastery Talents
    The talents listed below cannot be learnt. Instead, they are automatically known by the Trissociate, if he picks an Association that provides it. Some Automatic Mastery Talents are used by several Associations, and are described in the list below. Other talents are specific for a particular Association, and are hence described in the section for their respective Association.

    Unless otherwise stated, you need at least 1 Associate level, before you can apply Automatic Mastery Talents to abilities from that Association. Hence on your first level, you cannot apply Automatic Mastery Talents to the starter abilities of your secondary Associations. E.g. If you are Trissociate level 1, and have the Wizard Secondary Association, you start with single cantrip, but you cannot use Recover Spell to restore it after it has been cast, even if you possess the talent for a primary spellcasting association. Instead, you can apply Recover Spell to your Wizard Secondary Association only on Associate level 1 which is Trissociate level 2.

    Recover Spell (Association Name): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

    You can only use this to recover spell slots gained from the specified Trissociate Association. It cannot be applied to spell slots gained from other classes or Associations (although they may 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 spell slot's level, you may recover that spell slot 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 Spell Like Ability (Association Name): 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 Power Points: You may recover Power Points. By entering Mastery Meditation and spending however many Mastery points you wish, you may restore 2 Power Points for each Mastery point used. You may not exceed your normal Power Point maximum. You may accelerate the conversion process by spending more Mastery points. As a free action, you may instead recover 1 Power Point for each Mastery point spent, even when you are not in Mastery Meditation. This is a supernatural ability.

    Boost Essentia Pool: Unlike other Mastery Talents, this does not require you to enter Mastery Meditation (although you can use it during Mastery Meditation if you wanted to). As a free action, by spending 1 Mastery point, you may add a number of bonus Essentia points, equal to your Trissociate bonus to your pool. This bonus Essentia lasts for 1 round. If you reactivate this ability at the start of each turn, it is treated as if these bonus points continued to exist from the previous round, rather disappearing/reappearing at the start of each round. Hence you do not need to reassign them (but you can if you want to as per normal). You may only spend 1 Mastery point each round in this talent.

    Boost Sneak Attack: As a free action, you may spend Mastery points to increase the damage dealt by a successful Sneak Attack. You activate this ability after making a successful Sneak Attack (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery point, and adds a number of d6 Sneak Attack dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). You may also sacrifice some or all of these additional dice, to activate abilities that require you to reduce the number of Sneak Attack dice. You can only use 'Boost Sneak Attack' once per turn, even if you have another Association besides this one that grants Sneak Attack.

    Emergency Turning: When you have run out of Turning Attempts, you can instead spend Mastery points to Turn or Rebuke Undead. To do so, you take the normal action to Turn or Rebuke Undead, but instead of using Turning Attempts, you spend 2 Mastery points in the process. You must have no more Turning Attempts before you can use Emergency Turning. You can only use this ability to Turn or Rebuke Undead. You do not actually gain extra turning attempts as such, and so this ability cannot be used to fuel Divine feats like Divine Metamagic. This is a supernatural ability.

    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 5 rounds, during which it increases your Fast Healing amount by half your Trissociate level (round down, minimum 1). 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 Divine-Blooded 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 Divine-Blooded Faster Healing, which increases his Fast Healing by half his Trissociate level (in this case +1), to a total of 2. And he can Fast Heal up to his full 8 HP.
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    Last edited by JeminiZero; 2014-06-15 at 04:57 AM.