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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.

    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-Walker)
    *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)
    *Ranger (2 weapon fighting)
    *Sublime (2 hander power attack)
    *Weapon Master (2 hander power attack)
    *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-Walker)
    *Half-Fey with Physical Magic feat (Can select Dex for Fey Ability Score Boost)
    *Soulknife (2 weapon fighting)
    *Ranger (Archery)
    *Rogue (2 weapon fighting/Archery)
    *Scout (2 weapon fighting/Archery)
    *Weapon Master (2 weapon fighting/Archery)
    *Sublime (2 weapon fighting)
    *Lycanthrope (spend Lycanthrope Ability on Dex boost)

    Intelligence
    *Most Half-Bloods with SLAs (Anarchic, Axiomatic, Celestial, Farspawn, Fiend, Plant, Shadow-Walker)
    *Half-Dragon (Can select Int for Half-Dragon Ability Boost)
    *Half-Fey (Can select Int for Fey Ability Score Boost)
    *Wizard
    *Wu Jen
    *Archivist
    *Erudite
    *Psion
    *Artificer
    *Binder (with Insightful Binder feat)
    *Invocation (with Insightful Invoker feat)
    *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-Walker)
    *Half-Dragon (Can select Wis for Half-Dragon Ability Boost)
    *Half-Fey (Can select Wis for Fey Ability Score Boost)
    *Cleric
    *Druid
    *Spirit Shaman (requires Cha for spell DC)
    *Ardent
    *Binder (with Insightful Binder feat)
    *Invocation (with Insightful Invoker feat)
    *Incarnate (Save DC focus)
    *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-Walker)
    *Half-Dragon (Can select Cha for Half-Dragon Ability Boost)
    *Half-Fey (Can select Cha for Fey Ability Score Boost)
    *Sorcerer
    *Favored Soul (requires Wis for spell DC)
    *Shugenja
    *Spirit Shaman (with Dynamic Priest feat)
    *Turn Undead
    *Rebuke Undead
    *Binder
    *Invocation
    *Dragon Shaman
    *Martial Sage (with Archaic Sage feat)
    *Marshal
    *Magic Blooded
    *Psionic Blooded

    Ability Independent
    *Invocation (select only Invocations with no save DC)
    *Incarnate (buffing, protection, and no-save focus)
    *Animal Companion
    *Bard
    *Martial Sage (Ignore Wis to AC bonus. Wear heavy armor/carry a shield and just use Ki abilities)
    *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.

    For the top tier classes, I have tried to break it down to slightly less than 1/4 of the power. E.g. whereas a 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 anywhere near as many feats.

    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.

    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)



    Progressive Wings
    This is not an Association in its own right. Rather, some Associations in this section below grant wings in one form or another. These wings are not fully functional at level 1, but rather they develop progressively, similiar to the Wings aspect of a Dragonborn of Bahumat. Rather than repeat the description for each, seperately, they have been centralized here for convenience.

    Progressive Wings (Ex): You gain Progressive Wings, as appropriate for your ancestry, usually white bird-like feathered wings.

    Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).

    Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load. Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
    Special: If you already have Progressive Wings 2 from another association, you instead gain any bonus feat which you qualify for.

    Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.
    Special: If you already have Progressive Wings 3 from another association, you instead gain any bonus feat which you qualify for.

    Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.

    Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.
    Last edited by JeminiZero; Today at 10:00 AM.