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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
    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.

    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.

    Others: You gain class features as an Artificer, following the progression in the table above.

    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
    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.

    Others: You gain Binder (Tome of Magic pg 9) class features as detailed 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.


    Invocation Association
    Invocation Association Progression (Based on Associate Level)
    Level Least Lesser Greater 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: You gain Charisma based Invocations following the table above. You may choose invocations from both the Warlock and Dragonfire Adept list. Your Invoker level is equal to your Trissociate level. Not all invocations are useful to you however (e.g. you have no eldritch blast to apply Essences or Shapes to). Whenever you gain a Trissociate level, you may swap an invocation known, with another of similiar grade. Additionally, you qualify for the following feat:

    Insightful Invoker:
    Requirements: Trissociate Invocation 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. Additionally, whenever an Invocation 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.


    Incarnate Association
    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 2 Incarnate-Chakra Binds (Arms, Brow, Shoulders)
    12 2 5 2
    13 3 6 2 Incarnate-Share Chakra 2
    14 3 6 2
    15 3 7 2 Incarnate-Chakra Binds (Throat, Waist)
    16 3 7 2
    17 3 8 2 Incarnate-Chakra Bind (Heart), Incarnate-Expanded soulmeld capacity +2
    18 3 8 2
    19 3 9 2 Incarnate-Chakra Bind (Soul), Incarnate-True Incarnation

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

    Others: You gain class features as an Incarnate, following the progression in the table above.

    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
    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-Rebind Totem Soulmeld 1/day, Totemist-Share Chakra 1
    10 2 3 1
    11 2 4 2 Totemist-Chakra Binds (Arms, Brow, Shoulders)
    12 2 4 2
    13 3 4 2 Totem Chakra Bind (Double Bind), Totemist-Share Chakra 2
    14 3 4 2
    15 3 5 2 Totemist-Chakra Binds (Throat, Waist)
    16 3 5 2
    17 3 6 2 Totem Chakra Bind (+2 Capacity)
    18 3 6 2
    19 3 7 2 Totemist-Chakra Bind (Heart)

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

    Others: You gain class features as a Totemist, following the progression in the table above.

    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.

    Spoiler
    Show

    As I am quite new to Incarnum, I'll note my thoughts here. Since Wizard associates might get 1/4 the spell slots of a normal wizard, I thought it would be fair for Incarnate/Totemist associate gets 1/3+ of the Soulmelds, Essentia and Chakra Binds of a normal Totemist. However 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.

    Since unlike full Incarnate/Totemists, they 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.
    Last edited by JeminiZero; 2014-04-13 at 08:54 AM.