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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Arcane Caster Associations


    Beguiler Association
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    Beguiler Association Progression (Based on Associate Level)
    Level Bg0 Bg1 Bg2 Bg3 Bg4 Bg5 Bg6 Bg7 Bg8 Bg9 Special
    Starter 2 - - - - - - - - -
    1 3 - - - - - - - - -
    2 4 - - - - - - - - -
    3 4 1 - - - - - - - - Beguiler-Advanced Learning 1
    4 4 2 - - - - - - - -
    5 4 2 1 - - - - - - -
    6 4 2 2 - - - - - - -
    7 4 2 2 1 - - - - - - Beguiler-Advanced Learning 2
    8 4 2 2 2 - - - - - -
    9 4 2 2 2 1 - - - - -
    10 4 2 2 2 2 - - - - -
    11 4 2 2 2 2 1 - - - - Beguiler-Advanced Learning 3
    12 4 2 2 2 2 2 - - - -
    13 4 2 2 2 2 2 1 - - -
    14 4 2 2 2 2 2 2 - - -
    15 4 2 2 2 2 2 2 1 - - Beguiler-Advanced Learning 4
    16 4 2 2 2 2 2 2 2 - -
    17 4 2 2 2 2 2 2 2 1 -
    18 4 2 2 2 2 2 2 2 2 -
    19 4 2 2 2 2 2 2 2 2 2 Beguiler-Advanced Learning 5

    Beguiler Skills: Add Balance, Disguise, Escape Artist, Sleight of Hand, Spellcraft, Tumble and Use Magic Device to your Trissociate class skill list.

    Beguiler Class Features: You gain Beguiler class features (Player Handbook 2 pg 6), which works just like a normal Beguiler except as noted here. Your Beguiler class features are gained according to the progression in the table above.

    Beguiler Spellcasting: You gain Intelligence based spontaneous Arcane spells as a Beguiler, except as noted here. When you gain access to a new level of spells, you automatically know all the spells for that level on the Beguiler spell list. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Bg0-Bg9).
    Beguiler Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Automatic Mastery Talents
    Recover Spell (Beguiler): You gain the Recover Spell talent as described above.



    Dread Necromancer Association
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    Requirements
    Alignment: You must be non-good to select the Dread Necromancer association.

    Dread Necromancer Association Progression (Based on Associate Level)
    Level Dn1 Dn2 Dn3 Dn4 Dn5 Dn6 Dn7 Dn8 Dn9 Special
    Starter - - - - - - - - -
    1 - - - - - - - - - Dread Necromancer-Charnel Touch
    2 - - - - - - - - -
    3 1 - - - - - - - - Dread Necromancer-Advanced Learning 1
    4 2 - - - - - - - -
    5 2 1 - - - - - - - Dread Necromancer-Negative Energy Burst 1/day
    6 2 2 - - - - - - -
    7 2 2 1 - - - - - - Dread Necromancer-Advanced Learning 2
    8 2 2 2 - - - - - -
    9 2 2 2 1 - - - - - Dread Necromancer-Negative Energy Burst 2/day
    10 2 2 2 2 - - - - -
    11 2 2 2 2 1 - - - - Dread Necromancer-Advanced Learning 3
    12 2 2 2 2 2 - - - -
    13 2 2 2 2 2 1 - - - Dread Necromancer-Negative Energy Burst 3/day
    14 2 2 2 2 2 2 - - -
    15 2 2 2 2 2 2 1 - - Dread Necromancer-Advanced Learning 4
    16 2 2 2 2 2 2 2 - -
    17 2 2 2 2 2 2 2 1 - Dread Necromancer-Negative Energy Burst 4/day
    18 2 2 2 2 2 2 2 2 -
    19 2 2 2 2 2 2 2 2 2 Dread Necromancer-Advanced Learning 5

    Dread Necromancer Skills: Add Disguise and Spellcraft to your Trissociate class skill list.

    Dread Necromancer Class Features: You gain Dread Necromancer class features (Heroes of Horror pg 84), which works just like a normal Dread Necromancer except as noted here. Your Dread Necromancer class features are gained according to the progression in the table above.

    Dread Necromancer Spellcasting: You gain Charisma based spontaneous Arcane spells as a Dread Necromancer, except as noted here. When you gain access to a new level of spells, you automatically know all the spells for that level on the Dread Necromancer spell list. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Dn1-Dn9).
    Dread Necromancer Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Automatic Mastery Talents
    Recover Spell (Dread Necromancer): You gain the Recover Spell talent as described above.



    Sorcerer Association
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    Sorcerer Association Progression (Based on Associate Level)
    Level So0 So1 So2 So3 So4 So5 So6 So7 So8 So9 Special
    Starter 1/1 -/- -/- -/- -/- -/- -/- -/- -/- -/-
    1 2/3 -/- -/- -/- -/- -/- -/- -/- -/- -/-
    2 2/4 -/- -/- -/- -/- -/- -/- -/- -/- -/-
    3 2/4 1/1 -/- -/- -/- -/- -/- -/- -/- -/-
    4 3/4 1/2 -/- -/- -/- -/- -/- -/- -/- -/-
    5 3/4 1/2 1/1 -/- -/- -/- -/- -/- -/- -/-
    6 4/4 1/2 1/2 -/- -/- -/- -/- -/- -/- -/-
    7 4/4 1/2 1/2 1/1 -/- -/- -/- -/- -/- -/-
    8 4/4 2/2 1/2 1/2 -/- -/- -/- -/- -/- -/-
    9 4/4 2/2 1/2 1/2 1/1 -/- -/- -/- -/- -/-
    10 4/4 2/2 2/2 1/2 1/2 -/- -/- -/- -/- -/-
    11 4/4 2/2 2/2 1/2 1/2 1/1 -/- -/- -/- -/-
    12 4/4 2/2 2/2 2/2 1/2 1/2 -/- -/- -/- -/-
    13 4/4 2/2 2/2 2/2 1/2 1/2 1/1 -/- -/- -/-
    14 4/4 2/2 2/2 2/2 2/2 1/2 1/2 -/- -/- -/-
    15 4/4 2/2 2/2 2/2 2/2 1/2 1/2 1/1 -/- -/-
    16 4/4 2/2 2/2 2/2 2/2 2/2 1/2 1/2 -/- -/-
    17 4/4 2/2 2/2 2/2 2/2 2/2 1/2 1/2 1/1 -/-
    18 4/4 2/2 2/2 2/2 2/2 2/2 2/2 1/2 1/2 -/-
    19 4/4 2/2 2/2 2/2 2/2 2/2 2/2 1/2 1/2 1/2

    Sorcerer Skills: Add Spellcraft to your Trissociate class skill list.

    Sorcerer Spellcasting: You gain Charisma based spontaneous Arcane spells as a Sorcerer. Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follow the tables above (So0-So9) and the numbers indicate Spell Slots/Spells Known. Starting from level 4 and every level thereafter (not just even levels), you can swap out one spell known for another at the same level.
    Sorcerer Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Automatic Mastery Talents
    Recover Spell (Sorcerer): You gain the Recover Spell talent as described above.



    Warmage Association
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    Warmage Association Progression (Based on Associate Level)
    Level Wm0 Wm1 Wm2 Wm3 Wm4 Wm5 Wm6 Wm7 Wm8 Wm9 Special
    Starter 2 - - - - - - - - -
    1 3 - - - - - - - - - Warmage Edge
    2 4 - - - - - - - - -
    3 4 1 - - - - - - - - Warmage-Advanced Learning 1
    4 4 2 - - - - - - - -
    5 4 2 1 - - - - - - -
    6 4 2 2 - - - - - - -
    7 4 2 2 1 - - - - - - Warmage-Advanced Learning 2
    8 4 2 2 2 - - - - - -
    9 4 2 2 2 1 - - - - - Warmage-Bonus Metamagic Feat
    10 4 2 2 2 2 - - - - -
    11 4 2 2 2 2 1 - - - - Warmage-Advanced Learning 3
    12 4 2 2 2 2 2 - - - -
    13 4 2 2 2 2 2 1 - - -
    14 4 2 2 2 2 2 2 - - -
    15 4 2 2 2 2 2 2 1 - - Warmage-Advanced Learning 4
    16 4 2 2 2 2 2 2 2 - -
    17 4 2 2 2 2 2 2 2 1 - Warmage-Bonus Metamagic Feat
    18 4 2 2 2 2 2 2 2 2 -
    19 4 2 2 2 2 2 2 2 2 2 Warmage-Advanced Learning 5

    Warmage Skills: Add Spellcraft to your Trissociate class skill list.

    Warmage Class Features: You gain Warmage class features (Complete Arcane pg 10), which works just like a normal Warmage except as noted here. Your Warmage class features are gained according to the progression in the table above.

    Warmage Spellcasting: You gain Charisma based spontaneous Arcane spells as a Warmage, except as noted here. When you gain access to a new level of spells, you automatically know all the spells for that level on the Warmage spell list. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wm0-Wm9).
    Warmage Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Warmage-Bonus Metamagic Feat: You gain any one metamagic feat which you qualify for.

    Automatic Mastery Talents
    Recover Spell (Warmage): You gain the Recover Spell talent as described above.



    Wizard Association
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    Wizard Association Progression (Based on Associate Level)
    Level Wz0 Wz1 Wz2 Wz3 Wz4 Wz5 Wz6 Wz7 Wz8 Wz9 Special
    Starter 1 - - - - - - - - -
    1 2 - - - - - - - - -
    2 3 - - - - - - - - -
    3 3 1 - - - - - - - -
    4 3 1 - - - - - - - -
    5 3 1 1 - - - - - - -
    6 3 1 1 - - - - - - -
    7 3 1 1 1 - - - - - -
    8 3 1 1 1 - - - - - -
    9 3 1 1 1 1 - - - - -
    10 3 1 1 1 1 - - - - -
    11 3 1 1 1 1 1 - - - -
    12 3 1 1 1 1 1 - - - -
    13 3 1 1 1 1 1 1 - - -
    14 3 1 1 1 1 1 1 - - -
    15 3 1 1 1 1 1 1 1 - -
    16 3 1 1 1 1 1 1 1 - -
    17 3 1 1 1 1 1 1 1 1 -
    18 3 1 1 1 1 1 1 1 1 -
    19 3 1 1 1 1 1 1 1 1 1

    Wizard Skills: Add Spellcraft and Decipher Script to your Trissociate class skill list.

    Wizard Spellcasting: You gain Intelligence based prepared Arcane spells as a Wizard. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wz0-Wz9).
    Wizard Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Spellbook: A Wizard associate must study his spellbook each day, to prepare his spells. This functions like a Wizard's spellbook except as noted here. At Trissociate level 1, you can fill your spellbook with 5+Int modifier cantrips of your choice. If you begin play with at least 1 level in Trissociate, your first Spellbook is given to you free. Whenever you gain another level of Trissociate, you automatically learn 2 new spells, up to the highest level you can cast, as per a normal Wizard.

    Automatic Mastery Talents
    Recover Spell (Wizard): You gain the Recover Spell talent as described above.


    Recommended Spell List
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    During actual play testing, I found that Wizard/Sorcerer associate based Gishes are a bit multi-attribute dependent. They don't have the resources to crank out Int/Cha as high as an actual dedicated Wizard/Sorcerer. As such it is usually more optimal for them to pick spells that do not have a save DC. For convenience, I've compiled a list of potentially useful spells with no save, or which have strong effects even when the save is made:

    No Save Spells (Core)
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    1. Magic Missile
    1. Ray of Enfeeblement
    3. Dispel Magic
    4. Dimensional Anchor
    4. Enervation
    4. Solid Fog
    5. Wall of Force
    5. Wall of Stone
    6. Greater Dispel Magic
    7. Force Cage
    7. Reverse Gravity
    8. Irresistable Dance
    8. Maze
    9. Energy drain
    And the entire Summon Monster Series


    Utility Spells (Core)
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    0. Detect Magic
    0. Light
    0. Mage Hand
    0. Message
    0. Prestidigitation
    1. Alarm
    1. Comprehend Languages
    1. Disguise Self
    1. Floating Disc
    1. Identify
    1. Magic Aura
    1. Mount
    1. Unseen Servant
    1. Ventriloquism
    2. Continual Flame
    2. Knock
    2. Rope Trick
    2. Shatter
    2. Spectral Hand
    2. Whispering Wind
    3. Phantom Steed
    3. Shrink Item
    3. Water Breathing
    3. Wind Wall
    4. Animate Dead
    4. Arcane Eye
    4. Detect Scrying
    4. Dimension Door
    4. Remove Curse
    4. Stone Shape
    5. Break Enchantment
    5. Contact Other Plane
    5. Passwall
    5. Permanency
    5. Prying Eyes
    5. Secret Chest
    5. Sending
    5. Teleport
    6. Contingency
    6. Move Earth
    6. Shadow Walk
    7. Control Weather
    7. Ethereal Jaunt
    7. Greater Teleport
    7. Mages Magnificent Mansion
    7. Phase Door
    7. Plane Shift
    7. Simulacrum
    8. Clone
    8. Dimension Lock
    8. Greater Prying eyes
    9. Etherealness
    9. Gate
    9. Teleportation Circle
    9. Wish


    Buff Spells (Core)
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    1. Endure Elements
    1. Enlarge Person
    1. Feather Fall
    1. Jump
    1. Mage Armor
    1. Protection From X
    1. Shield
    1. True Strike
    2. Alter Self
    2. Blur
    2. Invisibility
    2. Mirror Image
    2. Protection from Arrows
    2. Resist Energy
    2. See Invisibility
    2. Spider Climb
    2. Stat Buffs (Bull Strength, Cats Grace, Bears Endurance, Fox Cunning, Owls Wisdom, Eagle Splendor)
    3. Arcane Sight
    3. Displacement
    3. Fly
    3. Greater Magic Weapon
    3. Haste
    3. Heroism
    3. Invisibility Sphere
    3. Keen Edge
    3. Magic Circle Against X
    3. Protection from Energy
    3. Tongues
    4. Greater Invisibility
    4. Mass Enlarge Person
    4. Polymorph
    5. Overland Flight
    6. Antimagic Field
    6. Greater Heroism
    6. True Seeing
    7. Ethereal Jaunt
    7. Greater Arcane Sight
    7. Mass Invisibility
    7. Project Image
    7. Spell Turning
    8. Mind Blank
    8. Moment of Prescience
    8. Polymorph Any Object
    9. Foresight
    9. Shapechange
    9. Time stop


    No Save Spells (Splat)
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    0. Caltrops (SpC 42)
    1. Blockade (CSc 95)
    1. Lesser Orb of X (SpC)
    1. Lesser Shivering Touch (Frost 104)
    1. Ray of Clumsiness (SpC 166)
    1. Targetting Ray (SpC 219)
    2. Arcane Turmoil (CM 96)
    2. Cloud of Knives (PHB2 107)
    2. Curse of Impending Blades (SpC 56)
    2. Ray of Stupidity (SpC 167)
    2. Ray of Weakness (SpC 168)
    2. Stolen Breath (SpC 207)
    3. Chain Missile (SpC 44)
    3. Haboob (Sand 117)
    3. Legion of Sentinels (PHB2 116)
    3. Mass Curse of Impending Blades (SpC 57)
    3. Melf Unicorn Arrows (PHB2 119)
    3. Shivering Touch (Frost 104)
    4. Dispelling Screen (SpC 67)
    4. Orb of X (SpC)
    4. Wall of Sand (SpC 235)
    5. Channeled Lifetheft (CM 98)
    5. Orb of Dancing Death (MoE 99)
    5. Spell Theft (CSc 104)
    6. Freezing Fog (SpC 99)
    6. Ray of Entropy (SpC 167)
    7. Avasculate (SpC 19)
    8. Chain Dispel (PHB2 105)
    9. Reaving Dispel (SpC)
    9. Summon Elemental Monolith (SpC)
    And the Summon Undead Series.


    Utility Spells (Splat)
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    0. Stick (SpC 206)
    1. Benign Transposition (SpC 27)
    1. Deep Breath (SpC 61)
    1. Hoard Gullet (DrM 68)
    1. Stand (SpC 125)
    1. Summon Component (CM 118)
    1. Wave Blessing (Storm 125)
    2. Dimension Hop (PHB2 110)
    2. Discern Shapechanger (SpC 66)
    2. Dragoneye Rune (DrM 66)
    2. Force Ladder (SpC 97)
    2. Icicle (Frost 101)
    2. Quick Potion (SpC 164)
    2. Speaking Stones (MoE 102)
    2. Spymaster's Coin (CSc 104)
    3. Circle Dance (SpC 46)
    3. Corpse Candle (SpC 53)
    3. Dimension Step (PHB2 110)
    3. Skull Watch (SpC 191)
    3. Water to Acid (Storm 124)
    4. Ethereal Mount (SpC 85)
    4. Force Chest (SpC 97)
    4. Passage of Shifting Sands (DrM 70)
    4. Perfect Summons (BoED 103)
    5. Evacuation Rune (CSc 98)
    6. Eye of Stone (RoS 162)
    6. Trusted Bloodhound (CM 111)
    8. Greater Plane Shift (SpC 159)
    9. Ice Assassin (Frost 97)


    Buff Spells (Splat)
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    1. Bigby's Helpful Hand (PHB2 102)
    1. Bloodwind (SpC 33)
    1. Ebon Eyes (SpC 77)
    1. Fist of Stone (SpC 94)
    1. Friendly Face RoD 166)
    1. Nerveskitter (SpC 146)
    1. True Casting (CM 121)
    2. Create Magic Tattoo (SpC 55)
    2. Heroics (SpC 113)
    2. Jaws of the Moray (Storm 117)
    2. Kuo-Toa Skin (Storm 118)
    2. Mirror Move (Web)
    2. Sonic Weapon (SpC 195)
    2. Swift Fly (SpC 96)
    2. Swim (Storm 122)
    2. Wings of Cover (RoD 119, Sorcerer Only)
    2. Wraithstrike (SpC 243)
    3. Adept Spirit (MoI 98)
    3. Animate Weapon (CM 95)
    3. Anticipate Teleportation (SpC 13)
    3. Battlemagic Perception (HoB 125)
    3. Disobedience (CSc 97)
    3. Dragon Skin (SpC 73)
    3. Ferocity of Sanguine Rage (DrM 67)
    3. Girallon's Blessing (SpC 106)
    3. Greater Mage Armor (SpC 136)
    3. Greater Mighty Wallop (RoD 116)
    3. Heart of Water (CM 107)
    3. Sense of the Dragon (RoD 117)
    3. Sonorous Hum (SpC 196)
    3. Spellcaster's Bane (CArc 117)
    4. Assay Spell Resistance (SpC 14)
    4. Battle Hymn (SpC 25)
    4. Celerity (PHB2 105)
    4. Friendly Fire (ExEv 27)
    4. Greater Mirror Image (PHB2 120)
    4. Greater Resistance (SpC 174)
    4. Heart of Earth (CM 106)
    4. Mass Resist Energy (SpC 174)
    4. Ray Deflection (SpC 166)
    4. Spell Enhancer (SpC 198)
    4. Voice of the Dragon (SpC 232)
    5. Arcane Fusion (CM 96, Sorcerer Only)
    5. Dragonsight (SpC 73)
    5. Greater Blink (SpC 32)
    5. Greater Enlarger Person (SpC 82)
    5. Lord of The Sky (DrM 69)
    5. Mass Fly (SpC 96)
    5. Swift Etherealness (PHB2 113)
    6. Bite of the Weretiger (SpC 28)
    6. Brilliant Blade (SpC 40)
    6. Greater Anticipate Teleportation (SpC 13)
    6. Stone Body (SpC 207)
    6. Superior Resistance (SpC 174)
    7. Bite of the Werebear (SpC 28)
    7. Brilliant Aura (SpC 39)
    7. Elemental Body (SpC 78)
    7. Energy Absorption (CM 103)
    7. Energy Immunity (SpC 80)
    7. Ironguard (SpC 125)
    8. Ghostform (SpC 103)
    8. Greater Arcane Fusion (CM 96, Sorcerer Only)
    8. Greater Celerity (SpC 105)
    8. Superior Invisibility (SpC 125)
    8. Veil of Undeath (SpC 229)
    9. Absorption (SpC 6)
    9. Effulgent Epuration (SpC 78)
    9. Invoke the Magic (LoM 212)




    Arcane Caster Associations (Oriental)


    Maho-Tsukai Association
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    This Maho-Tsukai Association was first written up by Xuldarinar. Note that Tainted spellcasting has the potential to be incredibly powerful,if the caster can find some way of circumventing the disadvantages of Taint. He can then pump up his Taint score to ridiculous levels, granting him lots of bonus slots, and extremely high save DCs.

    Requirements
    Special: A Maho-Tsukai Associate begins play with a Taint score of 1.

    Maho-Tsukai Association Progression (Based on Associate Level)
    Level Mt0 Mt1 Mt2 Mt3 Mt4 Mt5 Mt6 Mt7 Mt8 Mt9 Special
    Starter 1/1 -/- -/- -/- -/- -/- -/- -/- -/- -/- Maho-Tsukai (Taint Suppression, Blood Component)
    1 2/3 -/- -/- -/- -/- -/- -/- -/- -/- -/-
    2 2/4 -/- -/- -/- -/- -/- -/- -/- -/- -/-
    3 2/4 1/1 -/- -/- -/- -/- -/- -/- -/- -/-
    4 3/4 1/2 -/- -/- -/- -/- -/- -/- -/- -/-
    5 3/4 1/2 1/1 -/- -/- -/- -/- -/- -/- -/-
    6 4/4 1/2 1/2 -/- -/- -/- -/- -/- -/- -/-
    7 4/4 1/2 1/2 1/1 -/- -/- -/- -/- -/- -/-
    8 4/4 2/2 1/2 1/2 -/- -/- -/- -/- -/- -/-
    9 4/4 2/2 1/2 1/2 1/1 -/- -/- -/- -/- -/-
    10 4/4 2/2 2/2 1/2 1/2 -/- -/- -/- -/- -/-
    11 4/4 2/2 2/2 1/2 1/2 1/1 -/- -/- -/- -/-
    12 4/4 2/2 2/2 2/2 1/2 1/2 -/- -/- -/- -/-
    13 4/4 2/2 2/2 2/2 1/2 1/2 1/1 -/- -/- -/-
    14 4/4 2/2 2/2 2/2 2/2 1/2 1/2 -/- -/- -/-
    15 4/4 2/2 2/2 2/2 2/2 1/2 1/2 1/1 -/- -/-
    16 4/4 2/2 2/2 2/2 2/2 2/2 1/2 1/2 -/- -/-
    17 4/4 2/2 2/2 2/2 2/2 2/2 1/2 1/2 1/1 -/-
    18 4/4 2/2 2/2 2/2 2/2 2/2 2/2 1/2 1/2 -/-
    19 4/4 2/2 2/2 2/2 2/2 2/2 2/2 1/2 1/2 1/2

    Maho-Tsukai Skills: Add Spellcraft to your Trissociate class skill list.

    Maho-Tsukai Class Features: You gain Maho-Tsukai class features (Oriental Adventures pg 237), which works just like a normal Maho-Tsukai except as noted here. Your Maho-Tsukai class features are gained according to the progression in the table above.

    Maho-Tsukai Spellcasting: You gain Taint based spontaneous Arcane spells as a Maho-Tsukai, except as noted here. Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follow the tables above (Mt0-Mt9) and the numbers indicate Spell Slots/Spells Known. Starting from level 4 and every level thereafter (not just even levels), you can swap out one spell known for another at the same level.
    Maho-Tsukai Bonus Spell Slots: You gain bonus spell slots based on your Taint score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Maho-Tsukai Cantrips: Unlike a normal Maho-Tsukai, your Maho-Tsukai Association provides cantrips. You may choose to gain level 0 spells known from the following list: Daze, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Inflict Minor Wounds, Mage Hand, Open/Close, Prestidigitation, Read Magic.

    Adaptation: The Taint described above refers to the system described in Oriental Adventures and Unearthed Arcana. With DM permission, you may instead use the Heroes of Horror Taint system (Heroes of Horror pg. 66), in which case you cast using Depravity instead.

    Automatic Mastery Talents
    Recover Spell (Maho-Tsukai): You gain the Recover Spell talent as described above.



    Wu Jen Association
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    Requirements
    Alignment: You must be non-lawful to select the Wu Jen association.

    Wu Jen Association Progression (Based on Associate Level)
    Level Wj0 Wj1 Wj2 Wj3 Wj4 Wj5 Wj6 Wj7 Wj8 Wj9 Special
    Starter 1 - - - - - - - - -
    1 2 - - - - - - - - - Wu Jen Watchful Spirit
    2 3 - - - - - - - - -
    3 3 1 - - - - - - - -
    4 3 1 - - - - - - - -
    5 3 1 1 - - - - - - -
    6 3 1 1 - - - - - - -
    7 3 1 1 1 - - - - - - Wu Jen Elemental Mastery
    8 3 1 1 1 - - - - - -
    9 3 1 1 1 1 - - - - -
    10 3 1 1 1 1 - - - - -
    11 3 1 1 1 1 1 - - - -
    12 3 1 1 1 1 1 - - - -
    13 3 1 1 1 1 1 1 - - - Wu Jen Spell Secret
    14 3 1 1 1 1 1 1 - - -
    15 3 1 1 1 1 1 1 1 - -
    16 3 1 1 1 1 1 1 1 - -
    17 3 1 1 1 1 1 1 1 1 -
    18 3 1 1 1 1 1 1 1 1 -
    19 3 1 1 1 1 1 1 1 1 1 Wu Jen Spell Secret

    Wu Jen Skills: Add Spellcraft to your Trissociate class skill list.

    Wu Jen Class Features: You gain Wu Jen class features (Complete Arcane pg 14), which works just like a normal Wu Jen except as noted here. Your Wu Jen class features are gained according to the progression in the table above.

    Wu Jen Spellcasting: You gain Intelligence based prepared Arcane spells as a Wu Jen. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wj0-Wj9).
    Wu Jen Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Spellbook: A Wu Jen associate must study his spellbook each day, to prepare his spells. This functions like a Wu Jen's spellbook except as noted here. At Trissociate level 1, you can fill your spellbook with 5+Int modifier cantrips of your choice. If you begin play with at least 1 level in Trissociate, your first Spellbook is given to you free. Whenever you gain another level of Trissociate, you automatically learn 2 new spells, up to the highest level you can cast, as per a normal Wu Jen.

    Automatic Mastery Talents
    Recover Spell (Wu Jen): You gain the Recover Spell talent as described above.

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    Last edited by JeminiZero; 2014-06-15 at 04:57 AM.