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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Divine Miscellaneous Associations


    Paladin Association
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    Requirements
    Alignment: Alignment requirements depend on what type of Paladin Association you pick. You must be Lawful Good to take this class as a traditional Paladin. Alternatively you may be an Paladin Associate of Freedom, Slaughter or Tyranny, and your alignment requirements and class features change accordingly.
    Adaptation: With DM permission, you may instead opt to smite your opposite on the Lawful-Chaos alignment axis. E.g. a Lawful character would Smite Chaos, and vice versa. This is especially appropriate for Half-Anarchic or Half-Axiomatic characters.

    Paladin Association Progression (Based on Associate Level)
    Level Paladin Bonus to Saves Paladin Smite Evil/Good Special
    Starter - - Paladin Detect Evil/Good 1/day, Aura of Good/Evil
    1 +1 1/encounter Paladin Detect Evil/Good at will
    2 +1 1/encounter
    3 +2 2/encounter Aura of Courage/Aura of Resolve/Debilitating Aura/Aura of Despair
    4 +2 2/encounter
    5 +3 3/encounter Smite Effect (Sicken)
    6 +3 3/encounter
    7 +4 4/encounter Smite Effect (Shaken)
    8 +4 4/encounter
    9 +5 5/encounter Penetrating Smite
    10 +5 5/encounter
    11 +6 6/encounter Smite Effect (Exhaustion)
    12 +6 6/encounter
    13 +7 7/encounter Smite Effect (Stagger)
    14 +7 7/encounter
    15 +8 8/encounter Good/Evil subtype
    16 +8 8/encounter
    17 +9 9/encounter Smite Effect (Stun)
    18 +9 9/encounter
    19 +10 10/encounter Smite Effect (Daze)

    Paladin Skills: Add Heal and Handle Animal to your Trissociate class skill list.

    Paladin Class Features: You gain Paladin class features, which works just like a normal Paladin except as noted here. Your Paladin class features are gained according to the progression in the table above. (If you are a Paladin variant, you may instead gain class features as a Paladin of Freedom, Slaughter or Tyranny.) Additionally, you qualify for the following feat:

    Insightful Paladin:
    Requirements: Trissociate Paladin Associate
    Benefits: You may use your Intelligence bonus, or your Wisdom bonus instead of your Charisma bonus (whichever of the 3 is highest), to determine your bonus to attack rolls when using Smite Good/Evil, the Save DC for your Smite effects, and for determining the bonus to your saving throws.
    Special: You may buy this feat with Focus Features.

    Paladin Bonus to Saves (Su): Like a Paladin, you gain the ability to add your Charisma bonus (if any), as an untyped bonus to all your saving throws. However, you do not have the ability to add your entire bonus. Instead you can add up to +N of your Charisma bonus (if any) as shown in the table above.

    E.g. Lets say that there is a Paladin Associate with 14 Charisma for a total bonus of +2. At Trissociate 1, he can add a +1 bonus to all his saves. At level 3 this bonus improves to +2. At level 3, he can add up to +3 to all his saves, but his Charisma bonus is only +2, hence his bonus to saves remains at +2. Should his Charisma bonus improve (e.g. Eagle Splendour is cast on him), then he can add the full amount of +3 to his saves.

    Paladin Smite Evil/Good (Su): Like a Paladin (or its variants) you gain the ability to Smite Evil (if you are good), or Smite Good (if you are Evil). This is similiar to the Paladin's ability except as noted here. You gain a number of uses per encounter, according to the table above. You may regain all your Smite attempts by entering Mastery Meditation.

    Whenever you make a melee attack, you may choose to make that attack a Smite Evil/Good attack. Doing so consumes one daily use of your Smite Evil/Good ability. this requires no action on your part, aside from the melee attack itself. This allows you to Smite Evil/Good as part of an iterative full attack, or as part of Sublime Maneuvers. You can Smite Evil/Good at most once per round, regardless of how many melee attacks you make.

    When you make a Smite Evil/Good attack, you add your Charisma bonus (if any) to your attack roll. If the attack misses, the Smite is wasted. If the target's alignment matches the alignment that you smite (e.g. target is evil and you used Smite Evil), you deal an extra 1 point of damage per Trissociate level. If you smite a Creature that is not evil, the Smite deals no additional damage, but the ability is still used up for that day.

    Paladin Detect Evil/Good 1/day (Sp) Your starter ability is to use Detect Evil/Good as a Paladin of the appropriate type, but you can only use it once per day, with no recovery mechanism. Only after attaining Associate level 1, can you use it at will.

    Smite Effect (Su): Your Smite attack can carry an additional effect as described below. These effects only apply if you use your Smite against a creature of the appropriate alignment (e.g. Smite Evil against an evil creature). You may only add one Effect to each Smite, and you can choose any effect available to you, each time you use Smite. The Save DC for a Smite effect is equal to (10 + Half your Trissociate level + your Charisma bonus).

    Sicken: The target must succeed on a Fortitude save or be Sickened for 5 rounds.

    Shaken: The target must succeed on a Will save or be Shaken for 5 rounds. This is a mind-affecting fear effect.

    Exhaustion: The target must succeed on a Fortitude save or be Exhausted for 3 rounds.

    Stagger: The target must succeed on a Fortitude save or be Staggered for 3 rounds

    Stun: The target must succeed on a Fortitude save or be Stunned for 2 rounds.

    Daze: The target must succeed on a Will save or be Dazed for 2 rounds. This is NOT a mind-affecting ability.

    Penetrating Smite (Su): When you use your Smite against a creature of the appropriate alignment (e.g. Smite Evil against an evil creature), that Smite attack ignores any damage reduction the creature has.

    Good/Evil subtype (Ex): You gain the Good subtype if you are good (or the Evil Subtype if you are evil).

    Automatic Mastery Talents
    Widen Aura: As a free action, by spending Mastery points, you may increase the range of your Aura of Courage (or appropriate alternate aura for Paladins of Freedom, Tyranny and Slaughter). For each Mastery point you spend, the aura area widens by another 10 ft (2 points for a extra 20 ft and so on). The effect lasts for 1 minute/Trissociate level. There is no limit to how far you can widen your Aura, although you need the Mastery points to support it.

    Recover Smite: By entering Mastery Meditation, you can recover uses of your Smite Evil/Good. Unlike other conversions, you may not spend more points to recover this outside of Mastery Meditation. While in Mastery Meditation, you can recover all your uses of Smite Evil/Good, but this does not cost any Mastery points. This allows you to recover all your uses between encounters. You cannot exceed your maximum uses.

    You can also use Rapid Conversion ability of the Mental focus with this Mastery talent. With Rapid Conversion, you can recover 1 daily use of Smite Evil/Good for each Mastery point spent. You are still subject to the normal limits for each use of rapid conversion.

    Second Smite: Normally you can Smite Evil/Good at most once per round. However, you can spend 1 Mastery point to make a second Smite Evil/Good attack in that round. This still consumes a daily use of your Smite Evil/Good in addition to the Mastery point. You are still limited to at most 2 Smites per round with this ability.

    Extra Smite Effect: Normally you can only add one Smite Effect to each Smite. However, you can spend 1 Master point to add a second Smite Effect to that Smite. You must select a different Smite Effect from the one that is already being used. You are still limited to at most 2 Smite Effects with this ability.



    Turn Undead Association
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    Requirements
    Alignment: You must be good or neutral to pick the Turn Undead association. If you are evil, see the Rebuke Undead association instead.
    Special: If you also have the Cleric Association as well, you must spontaneously cast Cure spells, to select the Turn Undead Association.

    Turn Undead Association Progression (Based on Associate Level)
    Level Turn Undead Spell Like Abilities Gained Special
    Starter Lay on Hands
    1 Cure Minor Wounds 1/day Turn Undead
    2
    3 Remove Fear 1/day, Protection from Evil 1/day
    4
    5 Remove Paralysis 1/day, Lesser Restoration 1/day
    6
    7 False Life 1/day, Consecrate 1/day
    8
    9 Remove Blindness/Deafness 1/day, Remove Disease 1/day
    10
    11 Magic Circle against Evil 1/day, Remove Curse 1/day
    12
    13 Neutralize Poison 1/day, Restoration 1/day
    14
    15 Death Ward 1/day, Break Enchantment 1/day
    16
    17 Heal 1/day, Regenerate or Greater Restoration 1/day
    18
    19 Mass Heal 2/day

    Turn Undead Spell-like Abilities (Sp): As you advance, you gain Spell Like Abilities according to the table above. The Caster level for these is equal to your Trissociate Level. These function as normal Spell Like Abilities (no components, same casting time as original spell, save DC equal to 10 + level of duplicated spell + Charisma modifier).

    Lay on Hands (Su): Your starter ability is Lay on Hands, as a Paladin, except as noted here. Your Lay On Hands point pool size is equal to your Trissociate Level multiplied by (your Trissociate bonus plus your Charisma bonus if any). E.g. a level 3 Trissociate with 14 Charisma (a bonus of +2), and a Trissociate bonus of +1 would have a pool size of: 3 x (2+1) = 9. Additionally, you qualify for the following feat:

    Insightful Turn Undead:
    Requirements: Trissociate Turn Undead Associate
    Benefit: 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 abilities of your Turn Undead Association. This only applies to your Turn Undead Association, and not to the Turn Undead or Lay On Hands gained from other classes. Firstly, you may use your highest mental ability score bonus to determine the size of your Lay On Hands pool, and the number of points recovered using the Recover Lay On Hands talent. Secondly, you may use your highest mental ability score bonus to determine the save DCs of your Turn Undead Spell-like Abilities. Thirdly, you may use your highest mental ability score bonus, to determine the number of times per day you may Turn Undead, the most powerful undead you can affect, and the total Hit Dice of undead you can Turn.
    Special: You may buy this feat with Focus Features.

    Turn Undead (Su): You gain the ability to Turn undead as a Cleric whose level is equal to your Trissociate level.

    Automatic Mastery Talents
    Recover Lay On Hands: You can add points to your Lay On Hands pool. Although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery point to recover a number of Lay On Hands points equal to (your Trissociate level + your Trissociate bonus + your Charisma bonus if any). You may accelerate the conversion process by spending more Mastery points. Even when you are not in Mastery Meditation, as a free action, by spending 1 point, you can recover a number of Lay On Hands points equal to half of (your Trissociate level + your Trissociate bonus + your Charisma bonus if any) round down, minimum 1. This is a supernatural ability.

    Recover Spell Like Ability (Turn Undead): You gain the Recover Spell Like Ability talent as described above.

    Emergency Turning: You gain the Emergency Turning talent as described above.



    Rebuke Undead Association
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    Requirements
    Alignment: You must be evil or neutral to pick the Rebuke Undead association. If you are good, see the Turn Undead association instead.
    Special: If you also have the Cleric Association as well, you must spontaneously cast Inflict spells, to select the Rebuke Undead Association.

    Rebuke Undead Association Progression (Based on Associate Level)
    Level Rebuke Undead Spell-like Abilities Special
    Starter Deadly Touch
    1 Inflict Minor Wounds 1/day Rebuke Undead
    2
    3 Bane 1/day, Protection from Good 1/day
    4
    5 Ghoul Touch 1/day, Blindness Deafness (as Wizard) 1/day
    6
    7 Command Undead 1/day, Desecrate 1/day
    8
    9 Ray of Exhaustion 1/day, Contagion 1/day
    10
    11 Magic Circle against Good 1/day, Bestow Curse (as Cleric) 1/day
    12
    13 Poison (as Cleric) 1/day, Enervation 1/day
    14
    15 Fear 1/day, Blight 1/day
    16
    17 Harm 1/day, Control Undead 1/day
    18
    19 Energy Drain 3/day

    Rebuke Undead Spell-like Abilities (Sp): As you advance, you gain Spell Like Abilities according to the table above. The Caster level for these is equal to your Trissociate Level. These function as normal Spell Like Abilities (no components, same casting time as original spell, save DC equal to 10 + level of duplicated spell + Charisma modifier).

    Deadly Touch (Su): Your starter ability is Deadly Touch, as a Paladin of Tyranny, except as noted here. Your Deadly Touch point pool size is equal to your Trissociate Level multiplied by (your Trissociate bonus plus your Charisma bonus if any). E.g. a level 3 Trissociate with 14 Charisma (a bonus of +2), and a Trissociate bonus of +1 would have a pool size of: 3 x (2+1) = 9. Additionally, you qualify for the following feat:

    Insightful Rebuke Undead:
    Requirements: Trissociate Rebuke Undead Associate
    Benefit: 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 abilities of your Rebuke Undead Association. This only applies to your Rebuke Undead Association, and not to the Rebuke Undead or Deadly Touch gained from other classes. Firstly, you may use your highest mental ability score bonus to determine the size of your Deadly Touch pool, and the number of points recovered using the Recover Deadly Touch talent. Secondly, you may use your highest mental ability score bonus to determine the save DCs of your Rebuke Undead Spell-like Abilities. Thirdly, you may use your highest mental ability score bonus, to determine the number of times per day you may Rebuke Undead, the most powerful undead you can affect, and the total Hit Dice of undead you can Rebuke.
    Special: You may buy this feat with Focus Features.

    Rebuke Undead (Su): You gain the ability to Rebuke undead as a Cleric whose level is equal to your Trissociate level.

    Automatic Mastery Talents
    Recover Deadly Touch: You can add points to your Deadly Touch pool. Although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery point to recover a number of Deadly Touch points equal to (your Trissociate level + your Trissociate bonus + your Charisma bonus if any). You may accelerate the conversion process by spending more Mastery points. Even when you are not in Mastery Meditation, as a free action, by spending 1 point, you can recover a number of Deadly Touch points equal to half of (your Trissociate level + your Trissociate bonus + your Charisma bonus if any) round down, minimum 1. This is a supernatural ability.

    Recover Spell Like Ability (Rebuke Undead): You gain the Recover Spell Like Ability talent as described above.

    Emergency Turning: You gain the Emergency Turning talent as described above.



    Psionic Associations


    Ardent Association
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    Ardent Association Progression (Based on Associate Level)
    Level Ardent Powers Known Ardent Maximum Power Level Known Special
    Starter - -
    1 1 1 Assume Ardent Psionic Mantle (2)
    2 2 1
    3 3 1
    4 3 1
    5 4 2
    6 4 2
    7 5 3
    8 6 3
    9 7 4
    10 7 4
    11 8 5
    12 9 5
    13 10 6
    14 10 6
    15 11 7
    16 12 7
    17 13 8
    18 13 8
    19 15 9

    Ardent Association Progression (Based on Trissociate Level)
    Level Ardent Power Points
    1 1
    2 2
    3 3
    4 5
    5 7
    6 9
    7 12
    8 15
    9 18
    10 22
    11 27
    12 32
    13 37
    14 43
    15 49
    16 56
    17 63
    18 70
    19 78
    20 86

    Ardent Skills: Add Psicraft and Autohypnosis to your Trissociate class skill list.

    Psionics: When you select this Association, pick two primary Mantles (Complete Psionic pg 66). You gain these Mantle's granted power. Unlike an Ardent you do not gain any secondary Mantles. Nor can you change your selected primary Mantle, barring special and intensive retraining (read: DM fiat).

    You gain Wisdom based Manifesting Powers as an Ardent (Complete Psionic pg 5). Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a Power Point pool, and can start taking Psionic feats (even if your Ardent association is secondary, and you do not know any powers yet). You also gain bonus Power Points based on your Wisdom score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Wisdom score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Wisdom score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points. Your Powers known however, is still based on your Associate level, and follows the 1st table above. You may only select powers from your chosen mantles.
    Note: You have the option of customizing one or both your selected mantle, and adding appropriate (read: DM approved) powers.

    Automatic Mastery Talents
    Recover Power Points: You gain the Recover Power Points talent as described above.



    Erudite Association
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    Erudite Association Progression (Based on Associate Level)
    Level Erudite Powers Known Erudite Maximum Power Level Known Erudite Unique Powers Per Day Special
    Starter - - -
    1 1 1 1
    2 2 1 2
    3 3 1 3
    4 4 1 4
    5 5 2 4
    6 6 2 5
    7 7 3 6
    8 8 3 7
    9 9 4 7
    10 10 4 8
    11 11 5 9
    12 12 5 10
    13 13 6 10
    14 14 6 11
    15 15 7 12
    16 16 7 13
    17 17 8 13
    18 18 8 14
    19 20 9 15

    Erudite Association Progression (Based on Trissociate Level)
    Level Erudite Power Points
    1 1
    2 2
    3 3
    4 5
    5 7
    6 9
    7 12
    8 15
    9 18
    10 22
    11 27
    12 32
    13 37
    14 43
    15 49
    16 56
    17 63
    18 70
    19 78
    20 86

    Erudite Skills: Add Psicraft and Autohypnosis to your Trissociate class skill list.

    Psionics: You gain Intelligence based Manifesting Powers as an Erudite. Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Erudite association is secondary, and you do not know any powers yet). You gain bonus Power Points based on your Intelligence score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Intelligence score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Intelligence score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points.

    Your Powers known however, is still based on your Associate level, and follows the 1st table above. The 'Erudite Powers Known' column indicates the powers you automatically gain for free, from advancing in levels. Besides these powers, you can also add additional powers to your repertoire. This works as per a normal Erudite except as noted here: Adding a new power costs 20 XP per Trissociate level.

    Erudite Unique Powers Per Day: An Erudite associate manifests psionic powers, paying for each manifestation with an expenditure of power points. Unlike a Psion, an Erudite associate is limited to manifesting a certain number of unique psionic powers from ALL levels per day, from the repertoire of powers he knows.

    Automatic Mastery Talents
    Recover Power Points: You gain the Recover Power Points talent as described above.



    Psion Association
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    Psion Association Progression (Based on Associate Level)
    Level Psion Powers Known Psion Maximum Power Level Known Special
    Starter - -
    1 1 1
    2 2 1
    3 3 1 Psion Bonus Feat
    4 4 1
    5 5 2
    6 6 2
    7 7 3
    8 8 3
    9 9 4
    10 10 4
    11 11 5 Psion Bonus Feat
    12 12 5
    13 13 6
    14 14 6
    15 15 7
    16 16 7
    17 17 8
    18 18 8
    19 20 9 Psion Bonus Feat

    Psion Association Progression (Based on Trissociate Level)
    Level Psion Power Points
    1 1
    2 2
    3 3
    4 5
    5 7
    6 9
    7 12
    8 15
    9 18
    10 22
    11 27
    12 32
    13 37
    14 43
    15 49
    16 56
    17 63
    18 70
    19 78
    20 86

    Psion Skills: Add Psicraft and Autohypnosis to your Trissociate class skill list.

    Psionics: You gain Intelligence based Manifesting Powers as a Psion. Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Psion association is secondary, and you do not know any powers yet). You gain bonus Power Points based on your Intelligence score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Intelligence score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Intelligence score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points.

    Your Powers known however, is still based on your Associate level, and follows the 1st table above. You do not have a discipline, and hence you cannot naturally select any Discipline Powers, although these may be acquired by other means (e.g. Expanded Knowledge Feat).

    Psion Bonus Feat: You gain a bonus feat as a Psion.

    Automatic Mastery Talents
    Recover Power Points: You gain the Recover Power Points talent as described above.



    Soulknife Association
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    This Association is intended to also emulate the Soulbow, via early access to Multiple Throw, and Extended Reach Soul Ability. With both of those you wind up pretty much with a Soulbow that adds Strength instead of Wisdom to damage. This can be used with Brutal Throw (Complete Adventurer pg 106) and Power Throw (Complete Adventurer pg 111) to create a Strength focused Archer.

    Soulknife Association Progression (Based on Associate Level)
    Level Special
    Starter Soulknife-Wild Talent, Mind Blade
    1 +1 Mind Blade, Soulknife Ability 1
    2
    3 Mind Blade enhancement (+1 bonus equivalent ability)
    4
    5 +2 Mind Blade, Soulknife Ability 2
    6
    7 Mind Blade enhancement (+2 bonus equivalent ability)
    8
    9 +3 Mind Blade, Soulknife Ability 3
    10
    11 Mind Blade enhancement (+3 bonus equivalent ability)
    12
    13 +4 Mind Blade, Soulknife Ability 4
    14
    15 Mind Blade enhancement (+4 bonus equivalent ability)
    16
    17 +5 Mind Blade, Soulknife Ability 5
    18
    19 Mind Blade enhancement (+5 bonus equivalent ability)

    Soulknife Skills: Add Autohypnosis and Tumble to your Trissociate class skill list.

    Soulknife-Wild Talent (Ex): You gain Wild Talent as a bonus feat. If you already have Wild Talent, you instead gain Psionic Talent as a bonus feat.

    Mind Blade (Su): You gain the use of a Mind Blade, as per the Soulknife Class feature. This functions in all ways like the Soulknife's Mind Blade, except as noted here. The enhancement bonus to attack and damage rolls, and the enhancement bonus pool for weapon special abilities follow the progression stated in the table above. You do not gain any other Soulknife class features (such as weapon focus or throw mind blade), unless selected as a Soulknife Ability (see below).

    Besides the standard Mind Blade enhancement options, you can also select the enhancement options that are available to the Soulbow. However, Soulbow enhancements that only work with ranged weapons (such as Seeking and Distance), function only when you throw your mindblade.

    Soulknife Ability: On Associate level 1, and every 4 levels thereafter, you can select a Soulknife Ability from the list below. Some Soulknife Abilities require previous knowledge of other Soulknife Abilities for selection, as noted below.

    Soulknife Ability Requirements Description
    Shape Mind Blade - You gain the Shape Mind Blade class feature as a Soulknife.
    Free Draw - You gain the Free Draw class feature as a Soulknife.
    Throw Mind Blade - You gain the Throw Mind Blade class feature as a Soulknife.
    Multiple Throw Throw Mindblade, Free Draw You gain the Multiple Throw class feature as a Soulknife.
    Extended Reach Throw Mindblade Your thrown Mind Blade has a range increment of 100 ft instead of 30 ft.
    Bladewind - You gain the Bladewind class feature as a Soulknife.
    Mind Blade Specific Feat See Text You gain a bonus feat of your choice, so long as that feat applies specifically to your Mind Blade. For example, Weapon Focus (Mind Blade) is a valid feat, whereas Weapon Finesse is not. You may also take feats that allow you to reshape your Mind Blade into other weapon forms. You must qualify for the feat in order to select it. For example, you need to have Weapon Focus (Mind Blade) before you can select Weapon Specialization (Mind Blade). You may select this Soul Ability multiple times, and each time you gain a new feat.

    Automatic Mastery Talents
    Rapid Reshape Mindblade Abilities: Normally a Soulknife Associate must spend 8 hours in concentration in order to reassign the weapon special abilities of his mindblade. However he can speed up the process by spending Mastery points. By spending 3 Mastery points, he can reassign +1 Enhancement Value as a free action (6 Mastery points for +2 Enhancement value, etc). E.g. Lets say that a Soulknife Associate has Mind Blade enhancement (+2 bonus equivalent ability), which he has assigned to Defending and Keen (+1 each). He can spend 3 Mastery points to change Defending to Vicious. Or he could spend 6 Mastery points to reassign both Defending and Keen to Wounding (+2 in all).



    Wilder Association
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    Wilder Association Progression (Based on Associate Level)
    Level Wilder Powers Known Wilder Maximum Power Level Known Special
    Starter - -
    1 1 1
    2 1 1
    3 2 1 Wilder-Wild surge +1, Wilder-Psychic Enervation
    4 2 1
    5 3 2
    6 3 2
    7 4 3 Wilder-Wild surge +2
    8 4 3
    9 5 4
    10 5 4
    11 6 5 Wilder-Wild surge +3
    12 6 5
    13 7 6
    14 7 6
    15 8 7 Wilder-Wild surge +4
    16 8 7
    17 9 8
    18 9 8
    19 10 9 Wilder-Wild surge +5

    Wilder Association Progression (Based on Trissociate Level)
    Level Wilder Power Points
    1 1
    2 2
    3 3
    4 5
    5 7
    6 9
    7 12
    8 15
    9 18
    10 22
    11 27
    12 32
    13 37
    14 43
    15 49
    16 56
    17 63
    18 70
    19 78
    20 86

    Wilder Skills: Add Psicraft and Autohypnosis to your Trissociate class skill list.

    Wilder Class Features: You gain Wilder class features, which works just like a normal Wilder except as noted here. Your Wilder class features are gained according to the progression in the table above.

    Psionics: You gain Charisma based Manifesting Powers as a Wilder. Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Wilder association is secondary, and you do not know any powers yet). You gain bonus Power Points based on your Charisma score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Charisma score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Charisma score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points.

    Automatic Mastery Talents
    Recover Power Points: You gain the Recover Power Points talent as described above.

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    Last edited by JeminiZero; 2014-06-15 at 04:58 AM.