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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Martial & Melee Associations


    Barbarian Association
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    This Barbarian Association was first written up by Adam1949. Note that the design below tries to increase morale bonus to saves (arguably the weakest benefit of Rage) on the same level as additional rage per day (a fairly strong benefit), so that there are no dead levels.

    Barbarian Association Progression (Based on Associate Level)
    Level Barbarian Damage Reduction Special
    Starter -
    1 - Rage (+2 Str, +4 Con, +0 morale bonus to Will saves, -2 AC penalty) 1/day
    2 -
    3 1/- Rage (+4 Str, +4 Con, +0 morale bonus to Will saves, -2 AC penalty) 1/day
    4 1/-
    5 1/- Rage (+4 Str, +4 Con, +1 morale bonus to Will saves, -2 AC penalty) 2/day
    6 1/-
    7 2/- Rage (+4 Str, +6 Con, +1 morale bonus to Will saves, -2 AC penalty) 2/day
    8 2/-
    9 2/- Rage (+4 Str, +6 Con, +2 morale bonus to Will saves, -2 AC penalty) 3/day
    10 2/-
    11 3/- Rage (+6 Str, +6 Con, +2 morale bonus to Will saves, -2 AC penalty) 3/day
    12 3/-
    13 3/- Rage (+6 Str, +6 Con, +3 morale bonus to Will saves, -2 AC penalty) 4/day
    14 3/-
    15 4/- Rage (+6 Str, +8 Con, +3 morale bonus to Will saves, -2 AC penalty) 4/day
    16 4/-
    17 4/- Rage (+6 Str, +8 Con, +4 morale bonus to Will saves, -2 AC penalty) 5/day
    18 4/-
    19 5/- Rage (+8 Str, +8 Con, +4 morale bonus to Will saves, -2 AC penalty) 5/day

    Barbarian Class Features: You gain Barbarian class features, which works just like a normal Barbarian except as noted here. Your Barbarian class features are gained according to the progression in the table above. The benefits of your Rage do not follow the normal progression. Instead your Rage per day, and the benefits of Rage, are indicated in table above.

    Automatic Mastery Talents
    Extend Rage: As a free action, you may spend Mastery points to increase the length of your current rage. On the last round of your rage, you may spend 1 Mastery point to extend your rage by 1 round, so that the next round is the last round instead. You can repeat this for consecutive rounds, provided you have enough Mastery points. You can only use this ability if you are currently Raging.



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

    Effective Fighter Level: You have an effective Fighter level according to this column, for the purpose of qualifying for feats. This stacks with actual levels of Fighter or effective Fighter levels from other classes, if you have them.
    Special: If you have a Battle Category Focus, your effective Fighter level is instead equal to your Trissociate level.

    Fighter-Bonus Feat (Ex): You gain one Fighter feat which you qualify for. Additionally, you may also select Martial Weapon Proficiency and Armor Proficiency as your bonus feat, even though they are not normally Fighter feats.



    Knight Association
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    Knight Association Progression (Based on Associate Level)
    Level Special
    Starter Knight's Code
    1 Knight-Fighting Challenge +1, Knight-Mounted Combat
    2
    3 Knight-Shield Block +1, Knight-Bulwark of Defense
    4
    5 Knight-Test of Mettle, Knight-Vigilant Defender, Knight-Medium Armor Mastery or Armor Proficiency
    6
    7 Knight-Fighting Challenge +2, Knight-Shield Ally
    8
    9 Knight-Call to Battle +2, Knight-Heavy Armor Mastery or Armor Proficiency
    10
    11 Knight-Shield Block +2, Knight-Bonus Feat
    12
    13 Knight-Fighting Challenge +3, Knight-Daunting Challenge
    14
    15 Knight-Improved Shield Ally, Knight-Bonus Feat
    16
    17 Knight-Bond of Loyalty, Knight-Impetuous Endurance
    18
    19 Knight-Fighting Challenge +4, Knight-Shield Block +3, Knight-Loyal Beyond Death

    Knight Skills: Add Handle Animal to your Trissociate class skill list.

    Knight Class Features: You gain Knight class features, which works just like a normal Knight except as noted here. Your Knight class features are gained according to the progression in the table above. You may use your Trissociate level to determine the strength of your Knight abilities. You may use your Intelligence bonus or Wisdom bonus, instead of your Charisma bonus (whichever is the highest), to determine the saving throw DC for your Test of Mettle and Daunting Challenge class features. Additionally, the number of daily uses of your Knight's Challenge ability is equal to 1/2 your Trissociate level + your highest mental ability score modifier (Int, Wis or Cha; minimum once per day).

    Knight-Medium Armor Mastery or Armor Proficiency (Ex): If you have Medium Armor proficiency, you gain Medium Armor Mastery as a Knight. If you do not have Medium Armor proficiency, you instead gain Medium Armor proficiency.

    Knight-Heavy Armor Mastery or Armor Proficiency (Ex): If you have Heavy Armor proficiency, you gain Heavy Armor Mastery as a Knight. If you do not have Heavy Armor proficiency, you instead gain Heavy Armor proficiency.

    Automatic Mastery Talents
    Recover Knight's Challenge: As a free action which does not require Mastery Meditation, you may spend Mastery points to recover uses of your Knight's Challenge. You gain 1 Knight's Challenge for each Mastery point spent. You may not exceed your normal daily maximum.



    Martial Initiator Association
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    Martial Initiator Association Progression (Based on Associate Level)
    Level Martial Initiator Highest Maneuver Level Martial Initiator Maneuvers Known Martial Initiator Stances Known Martial Initiator Sublime Point Pool Maximum (Recovery) Special
    Starter 1 1 - 3 (0) No Combat Recovery
    1 1 2 1 3 (1)
    2 1 2 1 6 (1)
    3 2 3 1 9 (2)
    4 2 3 1 12 (2)
    5 3 4 2 15 (3)
    6 3 4 2 18 (3)
    7 4 5 2 21 (4)
    8 4 5 2 24 (4)
    9 5 6 3 27 (5)
    10 5 6 3 30 (5)
    11 6 7 3 33 (6)
    12 6 7 3 36 (6)
    13 7 8 3 39 (7)
    14 7 8 3 42 (7)
    15 8 9 4 45 (8)
    16 8 9 4 48 (8)
    17 9 10 4 51 (9)
    18 9 10 4 54 (9)
    19 9 11 4 60 (10)

    Martial Initiator Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.

    Martial Initiator Maneuvers and Stances: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known and stances known are detailed in the table above. You always ready all the Martial Initiator maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial Adepts, you may not swap out your Martial Initiator maneuvers known when you level.

    Martial Initiator Sublime Point Pool (Ex): You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Martial Initiator maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.
    Special: If you have a Sublime Point Pool from more than one Association, you may combine them together into a single pool. This lets you use Sublime Points from one Association to initiate maneuvers gained from another Association. You can still only adopt one stance at a time.
    Note: Because you ready all the Martial Initiator association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Martial Initiator association (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from certain other Martial Adept Feats, such as Martial Study and Martial Stance. Additionally you qualify for the following feats:

    Extra Sublime Points:
    Requirements: Trissociate Martial Initiator Associate
    Benefit: Your Sublime Point Pool Maximum size increases by 3. You can take this feat multiple times, and its effects stack. Additionally, your Sublime Point Pool Recovery rate increases by the number of times you took this feat, divided by 2, round down (e.g. +1 when you have taken this feat twice).
    Special: You may buy this feat with Focus Features.

    Lesser Copy Maneuver: (refer to linked thread)

    No Combat Recovery: Your starter ability is a single maneuver, selected as described above, from one of your 2 disciplines. You may use this maneuver once per encounter, spending 3 Sublime Points in the process. However, you have no Sublime Point recovery within combat (unless you also took the Extra Sublime Points feat), and so that maneuver can only be used once per encounter. When the fight is over, you may replenish your Sublime Point Pool by entering Mastery Meditation which restores it to full.

    Automatic Mastery Talents
    Recover Sublime Points: Without needing to enter Mastery Meditation, as a free action, you may spend Mastery points to regain Sublime Points. Each Mastery point you spend provides you with 3 Sublime Points. You still cannot exceed your pool's maximum size.



    Martial Sage Association
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    Martial Sage Association Progression (Based on Associate Level)
    Level Maximum Ki Dodge Miss Chance Martial Sage Unarmored Speed Bonus Martial Sage Unarmored AC Bonus Special
    Starter - - -
    1 15% +5 ft 1 Martial Sage Ability (+1, Total 1), Wisdom to AC
    2 15% +5 ft 1
    3 20% +10 ft 1 Martial Sage Ability (+1, Total 2)
    4 20% +10 ft 1
    5 25% +10 ft 2 Martial Sage Ability (+1, Total 3)
    6 25% +10 ft 2
    7 30% +15 ft 2 Martial Sage Ability (+1, Total 4)
    8 30% +15 ft 2
    9 35% +15 ft 3 Martial Sage Ability (+1, Total 5)
    10 35% +15 ft 3
    11 40% +20 ft 3 Martial Sage Ability (+1, Total 6)
    12 40% +20 ft 3
    13 45% +20 ft 4 Martial Sage Ability (+1, Total 7)
    14 45% +20 ft 4
    15 50% +25 ft 4 Martial Sage Ability (+1, Total 8)
    16 50% +25 ft 4
    17 55% +25 ft 5 Martial Sage Ability (+1, Total 9)
    18 55% +25 ft 5
    19 60% +30 ft 5 Martial Sage Ability (+1, Total 10)

    Martial Sage Association Progression (Based on Trissociate Level)
    Level Ki Points
    1 2
    2 5
    3 10
    4 15
    5 22
    6 30
    7 40
    8 50
    9 62
    10 75
    11 90
    12 105
    13 122
    14 140
    15 160
    16 180
    17 202
    18 225
    19 250
    20 275

    Martial Sage Skills: Add Balance, Escape Artist and Tumble to your Trissociate class skill list.

    Perfect Saves: A Trissociate normally has 2 good saves and 1 weak save. However, when he chooses the Martial Sage Association, all 3 of his saves gain Good progression.

    Ki Points (Su): A Martial Sage Associate gains a pool of Ki points based on his Trissociate level, according to the table above. As long as he has at least 1 point in his pool, he gains an untyped +2 bonus to will saving throws. He gains his Ki points (and bonus to will saves) as a starter ability, even if he does not yet have any abilities to spend Ki on. He can recover 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Ki points will be partially restored. He may use his Ki points to perform a variety of tricks as listed below. Unless otherwise stated, the use of Ki points is a supernatural ability. While wearing medium or heavy armor, or carrying a medium or heavy load may affect his Wisdom Bonus to AC, it has no effect on his Ki points, or his usage of Ki abilities (including Ki Dodge). Finally, he qualifies for the following feat:

    Archaic Sage:
    Requirements: Trissociate Martial Sage Associate
    Benefits: You may use your Intelligence bonus, or your Charisma bonus instead of your Wisdom bonus (whichever of the 3 is highest), to calculate your Wisdom to AC bonus, and the bonus to attack and damage for the Zen Weapon Strike Martial Sage ability (if you have selected it)
    Special: You may buy this feat with Focus Features.

    Maximum Ki Dodge Miss Chance (Su): By focusing his mind, a Martial Sage Associate finds he has a chance to dodge even the most accurate strikes. As a free action, he may choose to activate his Ki Dodge ability, and its effects last until the start of his next turn. Any enemy that tries to attack him with an attack that has an attack roll, has a chance of missing him. The maximum miss chance he can benefit from, is indicated in the table above. Activating Ki Dodge may cost Ki points depending on what amount of miss chance he chooses. He can choose to use less miss chance than his maximum, in order to conserve Ki points.

    Ki Dodge Miss Chance Ki Point Cost
    20% or less free
    25-35% 1
    40-50% 2
    55-60% 3

    Because this ability relies on the Sages speed and reaction, rather than any concealment effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it. Also, because it is not concealment, the miss chance of Ki Dodge provides none of the benefits of concealment either: A Martial Sage cannot use Ki Dodge to hide. And a rogue attacking him still does sneak attack damage (provided the rogue manages to hit).

    Although the effect of Ki Dodge is different and seperate from normal (visual) concealment, it does not stack with normal concealment. If a Martial Sage Associate has both Ki Dodge and normal concealment, then only the highest miss chance applies.

    Wisdom to AC (Ex): You gain the ability to add your Wisdom bonus (if any) as an untyped bonus to AC. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, when you use a shield, or when you carry a medium or heavy load. This bonus to AC does not stack with that gained from the Monk, Ninja or Swordsage classes.

    You may choose to have this AC bonus apply either only when you are unarmored, or when you are wearing light or no armor. If you choose for this AC to apply only when you are unarmored, you gain the Unarmored Speed Bonus and Additional Unarmored AC bonus as shown in the table above. These bonuses are untyped and stack with all other bonuses. If instead you choose this Wisdom AC bonus to apply even when you are in light armor, you do not gain either the Speed Bonus nor the Additional AC bonus.

    Martial Sage Ability (Ex/Su): At the Associate levels indicated in the table above, a Martial Sage Associate can gain a special ability of his choice from among the following options, provided he meets the requirements.

    Shadow Sight (Ex):
    You gain Low-Light vision and Darkvision 60 ft. If you already have Darkvision, its range improves by 60 ft.

    Ki Parachute (Su):
    You can spend one Ki point as a free action to slow your fall, as if under the effect of Feather Fall. This effect lasts for 1 round per Trissociate level, or until you land, whichever occurs first. Additionally, you can share this effect with your allies, but only if you touch them. And they benefit from the effect only as long as you maintain physical contact.

    Zen Weapon Strike (Ex):
    You can add your Wisdom bonus (if any) subject to a maximum cap of +2, to all your weapon attack rolls (including ranged weapons, natural weapons and unarmed strike), and to your Strength bonus for the purposes of calculating weapon damage rolls. This ability can be taken multiple times, each time increasing the cap by another +2. E.g. Lets say we have a Martial Sage Associate with 14 Strength (a bonus of +2) and 16 Wisdom (a bonus of +3). If he takes Zen Weapon Strike once, he can apply his Wisdom bonus subject to the +2 cap, as a bonus to his weapon attack rolls. He can also add this bonus to his Strength bonus for determining weapon damage, so his effective Strength bonus would be 2 Str + 2 Wis = +4. If he wields a weapon in his main hand, he adds +4 damage. If he wields a weapon in his off hand, he adds +2 damage. If he wields a weapon in two hands, he adds +6 damage. If he takes Zen Weapon Strike a second time, it raises his Wisdom bonus cap to +4, however he only has a Wisdom bonus of +3.

    Lesser Senses (Ex):
    You gain Blindsense equal to your Trissociate level x 5 ft. This stacks with any extraordinary Blindsense you have from other Associations.

    Improved Senses (Su): (Requires: Trissociate Level 5, Lesser Senses)
    You can see Invisible and Ethereal as the See Invisibility spell.

    Greater Senses (Ex): (Requires: Trissociate Level 9, Improved Senses)
    You gain Blindsight equal to your Trissociate level x 5 ft. This stacks with any extraordinary Blindsight you have from other Associations.

    Perfect Senses (Su): (Requires: Trissociate Level 13, Greater Senses)
    You can spend one Ki point as a free action, to gain a True Seeing effect, that lasts for until the start of your next turn.

    Ki Lesser Ghost Jump (Su):
    You can spend one Ki point as a standard action, to teleport a distance equal to (5*Trissociate Level) ft. This functions as Dimension Door, except as noted here. You must have line of sight and line of effect to your destination. You can bring along objects as long as their weight doesn't exceed your maximum load, but you may not bring along other creatures. You can continue to take actions after arriving at your destination, provided you have actions remaining.

    Ki Improved Ghost Jump (Su): (Requires: Trissociate Level 9, Ki Lesser Ghost Jump)
    This functions as Ki Lesser Ghost Jump except as noted here. You can spend 2 Ki points to teleport as a move action.

    Ki Greater Ghost Jump (Su): (Requires: Trissociate Level 17, Ki Improved Ghost Jump)
    This functions as Ki Lesser Ghost Jump except as noted here. You can spend 3 Ki points teleport as a swift action.

    Ki Lesser Ghost Phase (Su):
    You can spend one Ki point as a free action, to grant all your weapons and armor the Ghost Touch property, until the start of your next turn. This lets you strike incorporeal creatures without suffering the normal miss chance.

    Ki Improved Ghost Phase (Su): (Requires: Trissociate Level 9, Ki Lesser Ghost Phase)
    By spending 3 Ki points as a swift action, a Martial Sage can now turn Incorporeal. If he continuously reactivates this ability at the start of each turn, he is treated as being Incorporeal non-stop. E.g. if he starts his next turn in solid matter, but he reactivates this ability at the start of that turn, he is treated as never having materialized this turn, and is hence not shunted to the nearest open space.

    Ki Greater Ghost Phase (Su): (Requires: Trissociate Level 15, Ki Improved Ghost Phase)
    This works as Ki Improved Ghost Phase, except as noted here. A Martial Sage can now turn either Incorporeal or Ethereal, choosing one or the other each time he activates this ability. Refer to here for some of the differences between Incorporeal and Ethereal.

    Evasion (Ex): (Requires: Trissociate Level 3)
    You gain Evasion as a Rogue.

    Improved Evasion (Ex): (Requires: Trissociate Level 11, Evasion)
    You gain Improved Evasion as a Rogue.

    Ki Lesser Ghost Fade (Su): (Requires: Trissociate Level 3)
    You can spend 1 Ki point as a free action, to gain an invisibility effect (as the spell), until the start of your next turn. The effect ends if you attack any creature.

    Ki Improved Ghost Fade (Su): (Requires: Trissociate Level 7, Ki Lesser Ghost Fade)
    You can spend 2 Ki points as a free action, to gain a greater invisibility effect (as the spell), until the start of your next turn. You can attack creatures and still remain invisible.

    Disease Immunity (Ex): (Requires: Trissociate Level 5)
    You gain immunity to all diseases.

    Poison Immunity (Ex): (Requires: Trissociate Level 5)
    You gain immunity to all poisons.

    Timeless Body (Ex): (Requires: Disease Immunity and Poison Immunity. It is permissible if these immunities come from other Associations. They need not necessarily be bought as Sage Abilities. But they must be from Associations and not race, templates, or other classes.)
    You gain Timeless Body as a Monk.

    Lesser Diamond Soul (Ex): (Requires: Trissociate Level 5)
    You gain Spell Resistance equal to your Trissociate level + 3. Unlike normal Spell Resistance, you may lower it to receive beneficial spells as a free action. You may similiarly raise your lowered Spell Resistance again as a free action. You may choose to lower and raise your Spell Resistance, even if it is not your turn. This allows you to benefit from helpful spells with minimal consequences.

    Improved Diamond Soul (Ex): (Requires: Trissociate Level 9, Lesser Diamond Soul)
    This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 7.

    Greater Diamond Soul (Ex): (Requires: Trissociate Level 13, Improved Diamond Soul)
    This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 11.

    Perfect Diamond Soul (Ex): (Requires: Trissociate Level 17, Greater Diamond Soul)
    This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 15.

    Acrobatic Charge (Ex):
    You may charge over difficult terrain that normally slow movement, and through squares occupied by allies. This ability enables you to run down steep stairs, leap down from a balcony, or to tumble over tables to get to your target. Depending on the circumstance, you may still need to succeed on the appropriate checks (such as Balance, Jump or Tumble) to successfully move over the terrain.

    Improved Flanking (Ex):
    When you are flanking an opponent, you gain a +4 bonus on attacks instead of a +2 bonus on attacks. Other characters flanking with you do not gain this increased bonus.

    Automatic Mastery Talents
    Recover Ki: You can add Ki points back to your pool, although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery point to gain a number of Ki points equal to half your Trissociate Level (round down, minimum 1). You may accelerate the conversion process by spending more Mastery points. As a free action, you can spend 1 Mastery point to recover a number of Ki points equal to one quarter of your Trissociate Level (round down, minimum 1), even when you are not in Mastery Meditation. This is a supernatural ability.



    Ranger Association
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    Ranger Association Progression (Based on Associate Level)
    Level Special
    Starter
    1 Ranger-Combat Style (Rapid Shot or Two Weapon Fighting)
    2
    3 Ranger-Favored Enemy (1st)
    4
    5 Ranger-Endurance, Ranger-Woodland Stride
    6
    7 Ranger-Favored Enemy (2nd)
    8
    9 Ranger-Improved Combat Style (Manyshot or Improved Two Weapon Fighting)
    10
    11 Ranger-Favored Enemy (3rd)
    12
    13 Ranger-Combat Style Mastery (Improved Precise Shot or Greater Two Weapon Fighting)
    14
    15 Ranger-Favored Enemy (4th)
    16
    17 Ranger-Camouflage
    18
    19 Ranger-Favored Enemy (5th), Ranger-Hide in Plain Sight

    Ranger Skills: Add Survival and Handle Animal to your Trissociate class skill list.

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

    Automatic Mastery Talents
    Boost Favored Enemy Skill: As a free action, you may spend Mastery points to increase your Favored Enemy bonus to skill checks, for a previously selected Favored Enemy. By spending 1 Mastery point you can increase your Favored Enemy bonus by an amount equal to half Trissociate level (round down, minimum 1), for the purpose of skill checks.

    This applies to all relevant Favored Enemy skill checks (Bluff, Listen, Sense Motive, Spot, and Survival) but not to weapon damage rolls. This bonus stacks with the Skill Boost Learnable Mastery Talent if you have it (although Skill Boost seperately costs another Mastery point). The effect lasts for 1 skill check, regardless of how long the check takes (E.g. a Survival check to track creatures of your Favored Enemy type can last for several hours).

    E.g. lets say that you are a Ranger Associate. You have selected Undead as your one of your Favored Enemies, and your bonus is currently +4. On level 7 (half level round down is 3), by spending 1 Mastery point, you can increase your Undead Favored Enemy bonus from +4 to +7 for one skill check.

    Boost Favored Enemy Bonus: As a free action, by spending 1 Mastery point, you can increase your Favored Enemy bonus, for a previously selected Favored Enemy, by an amount equal to your Trissociate bonus. This applies to both skill checks and weapon damage rolls. However, the effect only lasts until the start of your next turn.

    Adaptation:
    With DM permission, you may also choose acquire Ranger alternate class features. In some instances however, you may not necessarily have all the ranger's class features, that are modified by the ACF. In such cases some DM adjudication may be necessary on what abilities you may gain or lose:

    Example 1:You could take the Urban Ranger alternate class features. Those class features which you possess may be replaced as normal.
    *With DM permission, your Favored Enemy may be replaced with Favored Organization instead.
    *Your Wild Empathy is only half as effective.
    *You lose Woodland Stride and Camouflage.
    *Your Hide in Plain Sight works in any environment.

    But you do not have all the class features which the Urban Ranger replaces:
    *Your Ranger association does not provide Track, and hence you do not gain Urban Tracking.
    *Your Ranger association does not provide any spellcasting, and hence you do not gain any bonus spells.
    *Your Ranger association does not provide any animal companion, and hence the companion medium size limit, would also not apply.

    Example 2: You might substitute all your Combat Styles for Wildshape Ranger abilities.



    Weapon Master Association
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    Weapon Master Association Progression (Based on Associate Level)
    Level Special
    Starter Chosen Proficiency
    1 Chosen Flurry (Least)
    2
    3 Chosen Weapon Ability 1
    4
    5 Chosen Weapon Bonus +1
    6
    7 Chosen Flurry (Lesser)
    8
    9 Chosen Weapon Ability 2
    10
    11 Chosen Weapon Bonus +2
    12
    13 Chosen Flurry (Improved)
    14
    15 Chosen Weapon Ability 3
    16
    17 Chosen Weapon Bonus +3
    18
    19 Chosen Flurry (Greater)

    Chosen Weapon Type: When you select the Weapon Master association, you must select a weapon type (including both melee and ranged weapons) to which your class features apply. This selection is permanent barring special and intensive retraining (read: DM fiat). You can select unarmed strike as your chosen weapon, in which case some of the association class features, will change as described below.

    Chosen Proficiency (Ex): As your starter ability, you gain proficiency with your Chosen Weapon Type. If you are already proficient with your Chosen Weapon, you get a bonus feat of your choice, provided that feat specifically applies only to your chosen weapon type (e.g. Weapon Focus is valid, but Weapon Finesse is not).

    Special: If you selected unarmed strike as your chosen weapon type, you gain the Improved Unarmed Strike feat if you do not already have it. Or, if you already have the Improved Unarmed Strike feat, you gain a bonus feat of your choice, that specifically applies to Unarmed Strike.

    Like a Monk, your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Unlike a monk, your hands must not be holding anything to use them in an unarmed strike. You also distinguish between your main hand and off-hand.

    Additionally, when you make an unarmed strike, you can choose to use both arms together as if they were a single two-handed weapon. This allows you to do anything with them, as you might a normal two-handed weapon (except perhaps throwing the weapon). You can apply 1-1/2 your strength modifier as bonus damage, and when you power attack, you gain +2 damage for each -1 attack penalty.

    Chosen Flurry (Ex): When you perform a full attack, or a charge attack with your chosen weapon type, you can choose to make one additional attack, at your highest BAB.
    Least: You make one extra attack, and all other attacks that round suffer from a -2 attack roll penalty.
    Lesser: Your extra attack, and all other attacks that round suffer from a -1 attack roll penalty.
    Improved: You no longer suffer an attack roll penalty for using Flurry.
    Greater: When you use flurry, you can now make 2 additional attacks at your highest BAB instead of just 1.

    Chosen Weapon Ability: At the indicated levels, you may select an ability that applies to your chosen weapon type, from the menu below. Unless otherwise stated, each ability can only be selected once.

    Magical Touch (Su): Whenever you hold a weapon whose type is your chosen weapon type, the weapon gains a +1 enhancement bonus on top of its existing enhancement effect. Treat a mundane weapon as having an enhancement bonus of +0, which becomes +1 in your hands, and hence counts as a magic weapon. Similiarly, if you hold a weapon with a +5 base enhancement bonus, it becomes +6 weapon in your hands, and hence counts as epic. This requires no action on your part, beyond simply holding the weapon. The effect ends the moment the weapon leaves your hands. If you selected unarmed strike as your chosen weapon type, you can apply Magical Touch to either your bare hands, or to your gauntlets as you wish. This ability can only be selected once.

    Iron Grip (Ex): You may add your Trissociate level to your rolls for resisting disarm. You cannot select this ability if your chosen weapon is unarmed strike.

    Untouchable Weapon (Ex): You may add your Trissociate level to your rolls against any attack or effect that aims to damage or destroy your chosen weapon. This includes your opposed roll to resist sundering, and your saving throws against acid or rust effects (but only if these effects are directly targetting your chosen weapon). You cannot select this ability if your chosen weapon is unarmed strike.

    Penetrating Strike (Ex): Whenever you use your chosen weapon to strike a creature with damage reduction, or an object with hardness, you may ignore 4 points of the effective damage reduction or hardness (to a minimum of 0) when rolling for damage. You may select this ability multiple times, and its effects stack. E.g. Lets say you have selected Penetrating Strike once, and strike a creature with 5/- damage reduction. The creature's damage reduction is considered to be 1/- when you roll for damage.

    Bonus Feat: You may select any feat that you qualify for, provided that the feat applies only to your chosen weapon type. You may select this ability multiple times, choosing a different feat each time.

    Chosen Weapon Bonus (Ex): When using your chosen weapon type, add the indicated number as an untyped bonus to your attack rolls for that chosen weapon type. You also add indicated number as a bonus to damage (this applies even to ranged weapons): If you wield your chosen weapon in one hand, add the indicated number as a bonus to damage. If you wield your chosen weapon in two or more hands, you instead add twice the indicated number as a bonus to damage (this also applies if your chosen weapon is unarmed strike and you use both arms together as if they were a single two-handed weapon).

    Automatic Mastery Talents
    Chosen Damage Boost: When you hit with your chosen weapon, but before you roll for damage, you can trigger this ability at the cost of 1 Mastery point, to add a bonus to damage equal to your Trissociate level. This ability can be used at most once per round.

    Chosen True Strike: When attacking with your chosen weapon, as part of the attack action, you may activate this ability at the cost of 1 Mastery point to gain a true strike effect on that attack roll. This ability can be used at most once per round.

    Lesser Chosen Pounce: You can make extra attacks at the end of a charge, in addition to those granted by Flurry. This functions like pounce, except that you do not automatically get a full attack. By spending 1 Mastery point, you can make up to 2 additional attacks (provided you have them).

    E.g. Lets say we have a level 7 Weapon Master Associate, who also has Battle Focus (hence his Base Attack Bonus is +7/+2). When he makes a charge attack, he can choose to use flurry to make 2 attacks at +7 BAB, but all his attacks for that round suffer from a -1 penalty. In addition, he can choose to use Chosen Pounce, which allows him to make up to 2 additional attacks. But he has only 1 additional attack at +2 BAB. If the Weapon Master Associate also has haste, he can spend 1 Mastery point to use Lesser Chosen Pounce, and make two additional attacks: one at the haste-granted +7 BAB, and the second at +2 BAB.

    Chosen Pounce: This functions as Lesser Chosen Pounce, except as noted here. By spending 2 Mastery points, you can make a full attack at the end of a charge.



    Wild Shape Association
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    Wildshape can be used to assume a variety of animal forms. To represent a warrior who only fights in one form, consider using the Lycanthrope Association and changing the fluff.

    Wild Shape Association Progression (Based on Associate Level)
    Level Special
    Starter
    1 Wild Shape (Small Animals 1/day)
    2
    3 Wild Shape (Small Animals 2/day), Wild Shape-Normal Speech and Gesture
    4
    5 Wild Shape (Small Animals 3/day)
    6
    7 Wild Shape (Small Animals 4/day), Wildshape-Move Shift
    8
    9 Wild Shape (Small-Medium Animals 4/day)
    10
    11 Wild Shape (Small-Medium Animals 5/day)
    12
    13 Wild Shape (Tiny-Medium Animals 5/day), Druid-Thousand Faces
    14
    15 Wild Shape (Tiny-Medium Animals 6/day)
    16
    17 Wild Shape (Tiny-Large Animals 6/day)
    18
    19 Wild Shape (Tiny-Large Animals 7/day), Wildshape-Swift Shift

    Wild Shape Skills: Add Survival to your Trissociate class skill list.

    Druid Class Features: You gain Druid class features, which works just like a normal Druid except as noted here. Your Druid class features are gained according to the progression in the table above. The benefits of your Wild Shape do not follow the normal progression. Instead your daily uses of Wild Shape, and the forms you may assume, are indicated in table above. You do not gain the ability to Wild Shape into Plants or Elementals.
    Special: You cannot use Wild Shape obtained from the Wild Shape Association, to qualify for prestige classes which require Wild Shape, (such as the Master of Many Forms, Complete Adventurer pg 58), unless you have at least 5 levels in the Trissociate base class.

    Wild Shape-Normal Speech and Gesture (Su): You can speak and gesture normally while in Wild Shape. This allows you to supply the somatic and verbal components for spells (provided there are no other factors hindering your casting).

    Wild Shape-Move Shift (Su): You can use Wild Shape as a move action instead of a standard action.

    Wild Shape-Move Shift (Su): You can use Wild Shape as a swift action.

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    Last edited by JeminiZero; 2014-07-08 at 05:31 AM.