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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
    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.

    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 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.

    Others: You gain class features as a Paladin or its variants, according to the table above. 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 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
    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.

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

    Recover Lay on Hands or Deadly Touch: You gain the Recover Lay on Hands or Deadly Touch talent as described above.

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


    Rebuke Undead Association
    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.

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

    Recover Lay on Hands or Deadly Touch: You gain the Recover Lay on Hands or Deadly Touch talent as described above.

    Emergency Turning: You gain the Emergency Turning talent as described above.
    Last edited by JeminiZero; 2014-04-13 at 04:45 AM.