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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Associations for Other Alternate Magic Systems


    Artificer Association
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    Artificer Association Progression (Based on Associate Level)
    Level At1 At2 At3 At4 At5 At6 Special
    Starter - - - - - - Artificer Knowledge
    1 - - - - - - Artificer-Item Creation, Artificer-Skill Mastery
    2 - - - - - -
    3 1 - - - - - Artificer-Bonus Feat
    4 1 - - - - -
    5 1 1 - - - - Artificer-Artisan Bonus
    6 1 1 - - - -
    7 1 1 - - - - Artificer-Bonus Feat
    8 1 1 - - - -
    9 1 1 1 - - - Artificer-Retain Essence
    10 1 1 1 - - -
    11 1 1 1 - - - Artificer-Bonus Feat
    12 1 1 1 - - -
    13 1 1 1 1 - - Artificer-Metamagic Spell Trigger
    14 1 1 1 1 - -
    15 1 1 1 1 1 - Artificer-Bonus Feat
    16 1 1 1 1 1 -
    17 1 1 1 1 1 1 Artificer-Metamagic Spell Completion
    18 1 1 1 1 1 1
    19 1 1 1 1 1 1 Artificer-Bonus Feat

    Artificer Skills: Add Spellcraft and Use Magic Device to your Trissociate class skill list.

    Artificer Class Features: You gain Artificer class features (Eberron Campaign Setting pg 30), which works just like a normal Artificer except as noted here. Your Artificer class features are gained according to the progression in the table above.

    Infusions: You gain infusions per day as an Artificer, following the table above (At1-At6). You receive extra infusions per day, based on your Intelligence score.

    Artificer-Item Creation (Ex): This functions as the Item Creation class feature of a normal Artificer, except as noted here: Like an Artificer, you have a Craft Reserve. However, unlike an Artificer, you never receive any Craft Reserve points from class levels. However, you can still store points into your Craft Reserve through the Retain Essence ability, once you have it.

    Additionally, whenever you craft an item, you can reduce the XP cost incurred, by using costlier materials. You can choose to reduce the XP cost of the item by any amount, and in exchange, its gold cost increases by 12.5 times the XP reduction. You can even reduce the XP cost to zero this way, in which case the gold cost for crafting the item becomes the same as its market price.

    If you have the Extraordinary Artisan feat, the discount to gold cost does not apply to the converted gold cost from reducing XP. E.g. lets say you are crafting an item which normally costs 1,000 gp / 80 XP. You have the Extraordinary Artisan feat which reduces the gold cost to 750 gp. If you then decide to convert all the XP cost into gold cost, the 80 XP becomes 1,000 gp, with no effect from Extraordinary Artisan, so the item now costs 1,750 gp.

    If you have the Legendary Artisan feat. you may discount the XP cost, before deciding how much XP cost to convert into gold cost. E.g. using the same 1,000 gp / 80 XP item example, you could apply Legendary Artisan to reduce the XP cost to 60. If you then decide to convert all the XP cost into gold cost, the 60 XP becomes 750 gp, so the item now costs 1,750 gp.

    This allows you to craft discounted items without having to spend personal XP (something which normal Artificers can rely on their Craft Reserve for). Likewise, this also allows you to craft and upgrade homonculus, which must be personally made. Finally, it allows you to proudly proclaim the Artificer's mantra: I made all of this myself!

    Artificer-Bonus Feat: You receive a bonus feat as the Artificer class feature. Additionally, since you do not naturally receive any Item Crafting feats, you may also select any Item Crafting feat which you qualify for, as your bonus feat.

    Special: If you possess the Craft Construct feat, you may upgrade your homunculus, as per the Artificer Craft Homunculus class feature.

    Automatic Mastery Talents
    Recover Infusion: You may recover an expended infusion, as if you did not use it. By entering Mastery Meditation and spending Mastery points equal to the infusion's level, you may restore an already used infusion. You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the infusion's level, you may recover that infusion as a free action, even when you are not in Mastery Meditation. You can only use this to recover infusions gained from the Trissociate Artificer Association. This is a supernatural ability.



    Binder Association
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    Binder Association Progression (Based on Associate Level)
    Level Maximum Binder Vestige Level Special
    Starter 1 Zero Soul Binding (1 Vestige), Pact Augmentation (1 ability)
    1 1 Least Soul Binding (1 Vestige), Suppress Sign
    2 1
    3 1 Lesser Soul Binding (1 Vestige), Pact Augmentation (2 abilities)
    4 1
    5 1 Soul Binding (1 Vestige)
    6 1
    7 2 Pact Augmentation (3 abilities)
    8 2
    9 3
    10 3
    11 4 Pact Augmentation (4 abilities)
    12 4
    13 5
    14 5
    15 6 Pact Augmentation (5 abilities)
    16 6
    17 7
    18 7
    19 8 Pact Augmentation (6 abilities)

    Binder Skills: Add Decipher Script to your Trissociate class skill list.

    Binder Class Features: You gain Binder class features (Tome of Magic pg 9), which works just like a normal Binder except as noted here. Your Binder class features are gained according to the progression in the table above. For Zero, Least, Lesser and Normal Soul Binding, the Binder associate's Effective Binder level is equal to his Trissociate level. Additionally, you qualify for the following feat:

    Insightful Binder:
    Requirements: Trissociate Binder 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 determine your Binding check, and the save DC of your Vestige granted powers. Additionally, whenever a Vestige granted power has a numeric effect which is based on Charisma bonus (such as the bonus to attack rolls for Andras Smite Good or Evil), you may use your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest). You may only apply this to the class abilities gained from the Trissociate Binder association.
    Special: You may buy this feat with Focus Features.

    Zero Soul Binding (Su): A Binder associate starts with the ability to bind Vestiges, but is unable to tap anything more than a fragment of their power. He can bind vestiges, falling under their influence and displaying their sign as normal, but he gains nothing from the pact beyond a single Pact Augmentation ability.

    Least Soul Binding (Su): A Binder associate begins to grasp the basics of how to bind vestiges, but is still unable to tap their full power. He only has access to one of the powers of his bound vestige. Essentially, this functions like the Bind Vestige (Tome of Magic pg 72) feat, except that you do not actually have the feat, and hence cannot take other feats that have the Bind Vestige feat as a pre-requisite (such as Improved Bind Vestige).

    Lesser Soul Binding (Su): A Binder associate learns how to draw upon one additional power from his bound Vestige. Essentially, this functions as though you had the Practiced Binder (Tome of Magic pg 74) feat.

    Special: Zero, Least and Lesser Soul Binding all count as having Soul Binding, for the purpose of qualifying for feats. Hence you can take other Binder feats such as Expel Vestige and Ignore Special Requirements.

    Soul Binding (Su): A Binder associate now understands how to draw on a Vestige's full power. He gains Soul Binding as the Binder class. However, he can only ever bind 1 Vestige at once.

    Automatic Mastery Talents
    Quicken Vestige Recovery: As a free action, you can spend Mastery points to reduce the waiting time of your Vestige Granted Power. Spending 1 Mastery point reduces the recovery time by 1 round. If you reduce the recovery time to zero, you can use it again immediately during your action. This is a supernatural ability.



    Eldritch Blast Association
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    Note: Unlike normal Warlocks, the Eldritch Blast association has no alignment restriction. It is this author's humble opinion that the ability to shoot beams of magic is so generic that there is no particular reason why its user cannot be lawful good.

    Eldritch Blast Association Progression (Based on Associate Level)
    Level Eldritch Blast Damage Eldritch Blast Shapes and Essences (Least) Eldritch Blast Shapes and Essences (Lesser) Eldritch Blast Shapes and Essences (Greater) Eldritch Blast Shapes and Essences (Dark) Special
    Starter 1 - - - -
    1 1d6 - - - -
    2 1d6 - - - -
    3 2d6 1 - - -
    4 2d6 1 - - -
    5 3d6 2 - - -
    6 4d6 2 - - -
    7 5d6 2 1 - -
    8 5d6 2 1 - -
    9 6d6 2 2 - -
    10 7d6 2 2 - -
    11 8d6 2 2 1 -
    12 8d6 2 2 1 -
    13 9d6 2 2 2 -
    14 10d6 2 2 2 -
    15 11d6 2 2 2 -
    16 12d6 2 2 2 -
    17 13d6 2 2 2 1
    18 14d6 2 2 2 1
    19 16d6 2 2 2 2

    Eldritch Blast (Sp): You gain an Eldritch Blast as a Warlock (Complete Arcane pg 5), except as noted here. Your invoker level is equal to your Trissociate level. Your damage progresses according to the 'Eldritch Blast Damage' column. The Save DCs (if any) are based on your Charisma. You gain Blast Shapes and Essences according to the 'Eldritch Blast Shapes and Essences' columns above, with the Shape and Essence grade in brackets. You may only take Blast Shapes and Essences for the Eldritch Blast association, and not other invocations (although you may gain other invocations through the Invocations association). Whenever you gain a Trissociate level, you may swap a Blast Shape or Essence known, with another of similiar grade. Additionally, you qualify for the following feats:

    Insightful Invoker:
    Requirements: Trissociate Invocation Associate OR Trissociate Eldritch Blast 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 determine the save DC of your Invocations and your Eldritch Blast. Additionally, whenever an Invocation, Eldritch Blast Shape or Essence has a numeric effect which is based on Charisma bonus (such as the bonus to saves for Dark One's Luck), you may use your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest).
    Special: You may buy this feat with Focus Features.

    Eldritch Blast Combination:
    Requirements: Trissociate Eldritch Blast Associate
    Benefit: By spending a full round action, you can use any standard action Eldritch Blast and take any one other standard action of your choosing, provided the other action is not another Eldritch Blast. However, your Eldritch Blast only does half its normal damage. This reduction in damage also applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast). You can choose to use your Eldritch Blast first, or to take the other standard action first, in whichever order you prefer. Spellcasters commonly use this feat to combine Eldritch Blast with their spells. For example, as a full round action, you may fire your Eldritch Blast ray, and cast a standard action spell, although your Eldritch Blast ray only does half its normal damage.
    Special: You may buy this feat with Focus Features.

    Special: You qualify for the following blast shapes and essences:

    Eldritch Weapon Charge
    Least; 1st level equivalent; Blast Shape
    As a move action but no more than once per round, you can charge any weapon (including natural weapons, unarmed strikes and ranged weapon ammunition) with your Eldritch Blast. The next successful attack with that weapon also affects the target as if struck by your Eldritch Blast, and discharges the stored Eldritch energy. If not used by the start of your next turn, this energy charge dissipates. Use of this blast shape does not provoke attacks of opportunities. This blast shape can also be used as a free action (but still only once per round), in which case your Edritch Blast does half its normal damage. This reduction in damage also applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast).
    Note: It is recommended that this invocation be used in place of Eldritch Glaive, which has very high damage potential, especially with the improved Eldritch Blast damage progression, on a build with high BAB, and extra attacks like Haste, Raging Mongoose and Robilar's Gambit, or which can make self copies via Fission and Body out of Body.

    Force Blast
    Lesser; 4th; Eldritch Essence
    This eldritch essence allows you to change your eldritch blast into a Force Blast. A Force Blast deals force damage, and can hence strike ethereal and incorporeal targets.

    Improved Eldritch Cone
    Dark; 8th; Blast Shape
    This blast shape invocation allows you to invoke your eldritch blast as a 50-foot cone. The improved eldritch cone deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage. Additionally, you can open up holes within the targeted area, each at least 5 ft cube in size, to avoid damaging allies.

    Sacred/Profane Blast
    Dark; 9th; Eldritch Essence
    This eldritch essence allows you to change your eldritch blast into a Sacred or Profane Blast (those who use it call it different names according to their alignment, but the effect is the same). A Sacred/Profane Blast is imbued with a fragment of divine energy, that allows it to function where mortal magic would normally fail. It ignores spell resistance and magic immunity, and can be used even in an antimagic field or dead magic zone.

    Automatic Mastery Talents
    Boost Eldritch Blast: As a free action, you can spend Mastery points to increase the damage dealt by your Eldritch Blast, and its save DC (if any). When you use your Eldritch Blast, you can spend 1 Mastery point, to add a number of d6 dice equal to your Trissociate Bonus, to the Eldritch Blast damage. At the same time, you also add your Trissociate Bonus to the save DC (if any). This can only be applied once to each use of your Eldritch Blast. When used with Eldritch Blast options that reduce damage (e.g. secondary targets of Eldritch Chain), add the Boost Eldritch Blast bonus to the total damage first, before applying the reduction. This is a supernatural ability.



    Invocation Association
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    Invocation Association Progression (Based on Associate Level)
    Level Invocations (Least) Invocations (Lesser) Invocations (Greater) Invocations (Dark) Special
    Starter 1 - - - Minor Invoker
    1 1 - - - Share Invocation
    2 1 - - -
    3 2 - - -
    4 2 - - -
    5 2 1 - -
    6 2 1 - -
    7 3 1 - - Second Invocation Instance
    8 3 1 - -
    9 3 2 - -
    10 3 2 - -
    11 3 2 1 -
    12 3 2 1 -
    13 3 3 1 - Quicken Invocation
    14 3 3 1 -
    15 3 3 2 -
    16 3 3 2 -
    17 3 3 2 1
    18 3 3 2 1
    19 3 3 2 2 Limitless Invocation Instance

    Invocation Skills: Add Spellcraft and Use Magic Device to your Trissociate class skill list.

    Invocations (Sp): You gain Charisma based Invocations according to the 'Invocations' columns above, with the Invocation grade in brackets. You may choose invocations from both the Warlock (Complete Arcane pg 5) and Dragonfire Adept list. Your Invoker level is equal to your Trissociate level. Whenever you gain a Trissociate level, you may swap an invocation known, with another of similiar grade.
    Special: If you took the Eldritch Blast Association, you may also purchase Invocations from this Association that apply to your Eldritch Blast. Additionally, you qualify for the following feat:

    Insightful Invoker:
    Requirements: Trissociate Invocation Associate OR Trissociate Eldritch Blast 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 determine the save DC of your Invocations and your Eldritch Blast. Additionally, whenever an Invocation, Eldritch Blast Shape or Essence has a numeric effect which is based on Charisma bonus (such as the bonus to saves for Dark One's Luck), you may use your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest).
    Special: You may buy this feat with Focus Features.

    Minor Invoker: Your starter ability is a single Invocation. However, you can use this Invocation only once per day. Additionally, if the Invocation has duration, it lasts for a maximum of 10 minutes, or its stated duration whichever is shorter. These restrictions are removed, when you attain Invocation Associate level 1. If Invocation is your primary Association, then these restrictions never take effect at all, even at Trissociate level 1.

    Share Invocation (Su): By spending a number of Mastery points equal to the invocation's effective spell level, you may cast an invocation that is normally personal only, on a willing target. The range of the invocation for that one casting is improved to touch. You can use this ability multiple times with the same invocation, and share it with multiple targets, provided you have the Mastery points to support it.

    Second Invocation Instance (Su): Starting from Associate level 9, by spending a number of Mastery points equal to the invocations effective spell level, you may cast an invocation a second time to create a second effect, without ending the first effect. E.g. Nightmares Made Real can normally be only cast once. With Second Instance, you can spend 5 Mastery points (the effective spell level of Nightmares Made Real) and create a second area of effect, without ending the first. You can still only have 2 instances at most. This ability can also be used on certain personal spells (e.g. using Second Instance with Dark One's Luck lets you add your Charisma bonus to 2 saves).

    Quicken Invocation (Su): Starting from Associate level 13, by spending a number of Mastery points equal to the invocations ESL, you may cast an invocation that normally takes a full round action or less, as a swift action. You may use this ability only at most once per turn, even if you have the ability to take multiple swift actions.

    Limitless Invocation Instance (Su): You are no longer limited to just 2 instances with Second Instance. You can create as many instances as you wish, so long as you have the Mastery points to support them.



    Magic Dilettante Association
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    This is based on the Arcane Dilettante class feature from the Factotum, but modified to allow you to pick up spells from any one spellcasting class. E.g. a Nature oriented character could mimic Druid spells, a character in an Oriental setting could mimic Wu Jen spells etc.

    Note that unlike Spellcasters/Manifesters, you can use these SLAs even if you have low mental stat score (e.g. if Stabby McFighter wants Haste). Unlike Magic Blooded, you can swap out your spells each day, which gives you far more versatility at the cost of less raw power (Need a skeleton army? Prepare Animate Dead. Need to get somewhere quickly? Prepare Teleport. Wondering what someone is up to? Prepare Scry. See how the Factotum in Silverclawshift's Crystal Cantrips was played).

    Magic Dilettante Association Progression (Based on Associate Level)
    Level Dilettante Points Dilettante Highest Spell Level Special
    Starter 1 0
    1 3 0
    2 4 0
    3 5 1
    4 7 1
    5 9 2
    6 11 2
    7 14 3
    8 17 3
    9 20 4
    10 24 4
    11 28 5
    12 32 5
    13 37 5
    14 42 5
    15 48 6
    16 54 6
    17 61 6
    18 68 6
    19 76 7

    Magic Dilettante Spell Like Abilities (Sp): When you gain this association, select a spellcasting class that provides 0th-9th levels spells. (E.g. within Core, there is Wizard/Sorcerer, Cleric and Druid. Outside of Core, there are other classes such as Wu Jen, Shugenja etc). If your selected class has a spell list that is customizable (e.g. Clerics can select domains which adds spells), then you may also customize your selected class spell list, and it cannot be changed thereafter (e.g. if you select Cleric, you may also pick 2 domains, and this choice is permanent once made).

    You may mimic spells from your selected class spell list, as spell-like abilities (SLAs). The highest level of the spell you may emulate is indicated by the 'Dilettante Highest Spell Level' column. You have a pool of Dilettante Points according to the table above. At the start of each day, choose spells from your selected class list, that you may mimic for that day. Each spell you select takes up a number of Dilettante points equal to twice its spell level. A level 0 spell takes up 1 Dilettante point. You cannot choose spells if you have insufficient Dilettante points. Nor can you choose the same spell more than once. You may prepare a new list of spells to mimic each day, and any unused SLAs from the previous day are lost.

    E.g. Lets say you have 4 Dilettante points, and your highest spell level is 1. You may select 2 level 1 spells, OR 1 level 1 spell and 2 level 0 spells, OR 4 level 0 spells. Additionally, you cannot select the same spell more than once, so you could take Magic Missile and Enlarge Person. But not 2 copies of Magic Missile.

    Your SLAs functions in all ways like a normal SLA (e.g. caster level equal to your Trissociate level, same casting time as the original spell, no somatic of verbal components, high ability score not required to cast the SLA) except as noted here: If the original spell has any costly material component, XP cost, sacrifice or corruption cost for your selected spellcasting class, you must pay the same cost when casting your SLA. Non-costly material components are not required. A costly focus which is not expended by the original spell when it is cast, is also not required for your SLA. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier).

    Automatic Mastery Talents
    Recover Spell Like Ability (Magic Dilettante): You gain the Recover Spell Like Ability talent as described above.



    Shadowcaster Association
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    This Shadowcaster Association was first written up by Xuldarinar

    Shadowcaster Association Progression (Based on Associate Level)
    Level Sc0 Sc1 Sc2 Sc3 Sc4 Sc5 Sc6 Sc7 Sc8 Sc9 Special
    Starter 1 - - - - - - - - - Shadowcaster-Fundamental of Shadow
    1 2 - - - - - - - - -
    2 3 - - - - - - - - -
    3 3 1 - - - - - - - - Shadowcaster-Apprentice Mysteries
    4 3 1 - - - - - - - -
    5 3 1 1 - - - - - - -
    6 3 1 1 - - - - - - -
    7 3 1 1 1 - - - - - - Shadowcaster-Sustaining Shadow (eat 1 meal/week)
    8 3 1 1 1 - - - - - -
    9 3 1 1 1 1 - - - - - Shadowcaster-Apprentice Mysteries (spell-like) & Initiate Mysteries
    10 3 1 1 1 1 - - - - -
    11 3 1 1 1 1 1 - - - - Shadowcaster-Sustaining Shadow (sleep 1 hour/day)
    12 3 1 1 1 1 1 - - - -
    13 3 1 1 1 1 1 1 - - - Shadowcaster Poison Immunity
    14 3 1 1 1 1 1 1 - - -
    15 3 1 1 1 1 1 1 1 - - Shadowcaster-Apprentice Mysteries (supernatural) & Initiate Mysteries (spell-like) & Master Mysteries
    16 3 1 1 1 1 1 1 1 - -
    17 3 1 1 1 1 1 1 1 1 - Shadowcaster Disease Immunity
    18 3 1 1 1 1 1 1 1 1 -
    19 3 1 1 1 1 1 1 1 1 1

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

    Shadowcaster Class Features: You gain Shadowcaster class features (Tome of Magic pg 111), which works just like a normal Shadowcaster except as noted here. Your Shadowcaster class features are gained according to the progression in the table above.

    Fundamental of Shadow (Su): You gain a single Intelligence-based Fundamental as a Shadowcaster. Your daily uses of your Fundamental are listed on the table above (Sc0).

    Mysteries and Paths: You gain Intelligence-based Mysteries as a Shadowcaster. Your daily Mystery uses for each level follows the table above (Sc1-Sc9). Your Caster level is equal to your Trissociate level. Your Mysteries advance in form as a Shadowcaster's, following the table above. Unlike a normal Shadowcaster, you do not learn a new Mystery at every level. Instead, when you acquire access to a new Mystery level, you gain one Mystery known of that level. Your Mystery access and Mystery DCs are based on your Intelligence score. Unlike a normal Shadowcaster, you gain extra uses of your Mysteries known based on your Intelligence score, in the manner described below.
    Shadowcaster Extra Mystery Uses: You gain extra mystery uses based on your Intelligence score, but instead of the normal formula, your extra mystery uses are calculated using the method described above.

    Shadowcaster Poison Immunity (Ex): You gain immunity to all poisons.
    Special: If you already have Poison Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Shadowcaster Disease Immunity (Ex): You gain immunity to all diseases, including supernatural diseases.
    Special: If you already have Disease Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Automatic Mastery Talents
    Recover Mystery or Fundamental (Shadowcaster): You may recover an expended Mystery or Fundamental as if you did not use it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the Mystery's level, you may restore a previously used Mystery. Level 0 Fundamentals cost no Mastery points to restore in this manner. You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the Mystery's level, you may recover that Mystery as a free action, even when you are not in Mastery Meditation. Level 0 Fundamentals cost 1 Mastery point to restore in this manner.



    Truenamer Association
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    This Barbarian Association was first written up by Xuldarinar. This Association only goes up to 4th level Lexicon of Perfected Map, so it does not gain access to Conjunctive Gate. Note that the official Truenamer is generally regarded to be broken (i.e. too weak) in its official state. If using this Association (or Truenamers in general), either reduce the skill check to 1xCR instead of 2xCR, OR allow the purchase of custom skill boosting items.

    Truenamer Association Progression (Based on Associate Level)
    Level Lexicon of the Evolving Mind Lexicon of the Crafted Tool Lexicon of the Perfected Map Special
    Starter 1/1st - -
    1 1/1st - - Truenamer-Known Personal Truename
    2 1/1st - -
    3 2/2nd - -
    4 2/2nd - -
    5 2/2nd 1/1st - Truenamer-Knowledge Focus
    6 2/2nd 1/1st -
    7 3/3rd 1/1st - Truenamer-Bonus Recitation Feat
    8 3/3rd 1/1st -
    9 3/3rd 2/2nd 1/1st Truenamer-Knowledge Focus
    10 3/3rd 2/2nd 1/1st
    11 4/4th 2/2nd 1/1st Truenamer-See The Named
    12 4/4th 2/2nd 1/1st
    13 4/4th 3/3rd 2/2nd Truenamer-Knowledge Focus
    14 4/4th 3/3rd 2/2nd
    15 5/5th 3/3rd 2/2nd Truenamer-Sending
    16 5/5th 3/3rd 2/2nd
    17 5/5th 4/4th 3/3rd Truenamer-Knowledge Focus
    18 5/5th 4/4th 3/3rd
    19 6/6th 5/5th 3/3th Truenamer-Speak Unto The Masses

    Truenamer Skills: Add Truespeak to your Trissociate class skill list.

    Truenamer Class Features: You gain Truenamer class features (Tome of Magic pg 198), which works just like a normal Truenamer except as noted here. Your Truenamer class features are gained according to the progression in the table above.

    Utterances (Sp): You gain the Utterances class feature, as the Truenamer class feature, except as noted here. Your utterances known for each lexicon follows the table above. The numbers indicate your utterances known/highest level of utterances for that particular lexicon.

    Automatic Mastery Talents
    Boost Truespeak: As a free action, by spending 2 mastery points, you may add your Trissociate level as a bonus to any Truespeak check you make. This stacks with the Skill Boost Learnable Mastery Talent if you have it, although Skill Boost seperately costs another Mastery point.



    Incarnate Association
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    Requirements
    Alignment: An Incarnate Associate must pick one extreme alignment component (good, evil, law, or chaos) and must be neutral in regards to the other alignment component.

    Incarnate Association Progression (Based on Associate Level)
    Level Incarnate Soul Melds Incarnate Essentia Incarnate Chakra Binds Special
    Starter - - - Incarnate-Detect Opposition 1/day, Incarnate Aura
    1 1 1 - Incarnate-Detect Opposition at will
    2 1 1 -
    3 1 1 1 Incarnate-Chakra Bind (Crown)
    4 1 1 1
    5 1 2 1 Incarnate-Chakra Binds (Feet, Hands), Incarnate-Share Chakra 1
    6 1 2 1
    7 2 3 1 Incarnate-Expanded Soulmeld Capacity +1
    8 2 3 1
    9 2 4 1 Incarnate-Rapid Meldshaping 1/day
    10 2 4 1
    11 2 5 1 Incarnate-Chakra Binds (Arms, Brow, Shoulders)
    12 2 5 1
    13 2 6 2 Incarnate-Share Chakra 2
    14 2 6 2
    15 2 7 2 Incarnate-Chakra Binds (Throat, Waist)
    16 2 7 2
    17 2 8 2 Incarnate-Chakra Bind (Heart), Incarnate-Expanded soulmeld capacity +2
    18 2 8 2
    19 2 9 2 Incarnate-Chakra Bind (Soul), Incarnate-True Incarnation

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

    Incarnate Class Features: You gain Incarnate class features (Magic of Incarnum pg 20), which works just like a normal Incarnate except as noted here. Your Incarnate class features are gained according to the progression in the table above. You use your Trissociate level to determine the Meldshaper level, for soulmelds shaped by your Incarnate Association.

    Incarnate-Detect Opposition 1/day (Sp): Your starter ability is to use Detect Opposition, as an Incarnate 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.

    Incarnate-Share Chakra (Su): Whenever you reshape your soulmelds, select a number of Soulmelds gained from your Incarnate Association, equal to the indicated number. You can bind these Soulmelds to a Chakra, and still benefit from a magic item that occupies the corresponding body slot. This functions like the Split Chakra feat for that body slot, except that you can change which soulmeld and body slot it applies to, each time you reshape your soulmelds.

    Automatic Mastery Talents
    Boost Essentia Pool: You gain the Boost Essentia Pool talent, as described above.



    Totemist Association
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    Totemist Association Progression (Based on Associate Level)
    Level Totemist Soul Melds Totemist Essentia Totemist Chakra Binds Special
    Starter 1 - - Totemist-Limited Meldshaping
    1 1 1 -
    2 1 1 -
    3 1 1 1 Totem Chakra Bind (+1 Capacity)
    4 1 1 1
    5 1 2 1 Totem Chakra Bind (+1 meldshaper level)
    6 1 2 1
    7 2 2 1 Totemist-Chakra Binds (Crown, Feet, Hands)
    8 2 2 1
    9 2 3 1 Totemist-Share Chakra 1
    10 2 3 1
    11 2 4 1 Totemist-Chakra Binds (Arms, Brow, Shoulders)
    12 2 4 1
    13 2 4 2 Totem Chakra Bind (Double Bind), Totemist-Share Chakra 2
    14 2 4 2
    15 2 5 2 Totemist-Chakra Binds (Throat, Waist)
    16 2 5 2
    17 2 6 2 Totem Chakra Bind (+2 Capacity)
    18 2 6 2
    19 2 7 2 Totemist-Chakra Bind (Heart)

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

    Totemist Class Features: You gain Totemist class features (Magic of Incarnum pg 29), which works just like a normal Totemist except as noted here. Your Totemist class features are gained according to the progression in the table above. You use your Trissociate level to determine the Meldshaper level, for soulmelds shaped by your Totemist Association.

    Totemist-Limited Meldshaping: Your starter ability is a single specific Soulmeld. Select any one Soulmeld that you qualify for, from the Totemist list. You can shape this Soulmeld, and this Soulmeld only. Upon reaching Associate level 1, this restriction is removed, and you can henceforth shape any Soulmeld you qualify for. If Totemist is your primary Association, then these restrictions never take effect at all, even at Trissociate level 1.

    Totemist-Share Chakra (Su): Whenever you reshape your soulmelds, select a number of Soulmelds gained from your Totemist Association, equal to the indicated number. You can bind these Soulmelds to a Chakra, and still benefit from a magic item that occupies the corresponding body slot. This functions like the Split Chakra feat for that body slot, except that you can change which soulmeld and body slot it applies to, each time you reshape your soulmelds.

    Automatic Mastery Talents
    Boost Essentia Pool: You gain the Boost Essentia Pool talent, as described above.


    Incarnum Notes:
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    Since the Wizard associate still gains access to his 9th level spells (as a capstone). Likewise the Incarnate/Totemist associate still has full access to their various Chakras. With the Totemist gaining the Heart Chakra and the Incarnate gaining Soul Chakra as their respective Capstones.

    As mentioned above, each Association should be about 1/4 the power of a Tier 3 class. The Totemist is considered tier 3, but that is in part because he comes with a fair chassis (Medium BAB, 4 skill points, d8 hit dice). So taking this into account, I thought it would be fair for an Association to have ~1/3 of a Totemist class features. A Totemist gets 9 Soulmelds, 20 Essentia, and 5 Chakra Binds. Divide by 3, this would give 3 Soulmelds, 6.66 Essentia, and 1.66 Chakra Binds. I have decided to round up Essentia to 7 and Chakra Binds to 2, but at the cost of reducing Soulmelds to 2.

    The Incarnate is considered tier 4, on a relatively poor chassis (poor BAB, 2 skill points, d6 hit dice). So again I thought it would be fair to have ~1/3 of his class features in an Association. An Incarnate gets 9 Soulmelds, 26 Essentia, and 5 Chakra Binds. Divide by 3, this would give 3 Soulmelds, 8.66 Essentia, and 1.66 Chakra Binds. I have decided to round up Essentia to 9 and Chakra Binds to 2, but at the cost of reducing Soulmelds to 2.

    Since unlike full Incarnate/Totemists, Associates don't have enough Soulbinds to justify taking the Split Chakra feat, to simplify things, I have also included Share Chakra class feature. This grants Incarnate/Totemist associates the versatility of being able to bind their Soul Meld to any Chakra with a magic item, without having to worry about which Split Chakra feats to take to unlock magic item slots.

    Some of you might be wondering why the Totemist gets limited Meldshaping, while the Incarnate does not. The simple answer is that (excluding Chakra binds) IMHO Incarnate soulmelds tend to be significantly stronger. Incarnates have things like Pauldrons of Health (disease immunity), Planar Ward (immune to mind control), and Dissolving Spittle (1d6 acid ranged touch attack), which are significant boosts to a level 1 character. Whereas Totemist soulmelds mostly just give some small bonus to something or other, which is more in line with what may be expected from a starter ability.

    For the Totemist it might seem odd between levels 7-10 that both Totem Chakra and Least Chakras (Crown, Feet, Hands) are open, but only 1 Chakra bind available. There would be few situations where any Least Chakra would be used over the Totem Chakra, making their availability somewhat redundant. However, this "redundancy" also appears on the original Totemist at level 5, so it appears to be an intentional design.

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