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Thread: Trissociate [3.5 Base Class] (PEACH)

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    Animal Companion Association
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    This pretty much follows the Druid progression except as follows:
    *There is also the Magical Companion option for Paladins and Mage-types.
    *HD advancement has been smoothed out a little to remove dead levels. Instead of 2 HD every 3 levels, the Animal Companion gains 1/1/0 over the course of 3 levels. And on levels where HD does not advance, he gains access to alternate companion list.
    *While basic progression follows the Druid, there is also the option of beefing up the companion through feats, subject to the HD cap of Trissociate level + Trissociate bonus. Hence with sufficient feat investment, it is possible to get a fairly strong at later levels.

    Animal Companion Association Progression (Based on Associate Level)
    Level Animal Companion Bonus HD / Alternate Animal Companions (as Druid) Special
    Starter - Wild Empathy OR Magical Companion
    1 +0 Animal Companion
    2 +1
    3 +2 Recover Companion (20 hours)
    4 +2 / 4th Level or Higher (Level 3)
    5 +3 Recover Companion (16 hours)
    6 +4
    7 +4 / 7th Level or Higher (Level 6) Recover Companion (12 hours)
    8 +5
    9 +6 Recover Companion (8 hours)
    10 +6 / 10th Level or Higher (Level 9)
    11 +7 Recover Companion (4 hours)
    12 +8
    13 +8 / 13th Level or Higher (Level 12) Recover Companion (2 hours)
    14 +9
    15 +10 Recover Companion (1 hour)
    16 +10 / 16th Level or Higher (Level 15)
    17 +11 Recover Companion (30 minutes)
    18 +12
    19 +12 Recover Companion (15 minutes)

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

    Wild Empathy OR Magical Companion: When you select the Animal Companion association, pick either the Wild Empathy or the Magical Companion class feature.

    Wild Empathy (Ex): You gain Wild Empathy as a Druid equal to your Trissociate level. This option is more suited for nature-themed characters.

    Magical Companion (Ex): Your Animal Companion has its type changed to Magical Beast. If its intelligence score was lower than 3, it is increased to 3. Instead of bonus tricks, it gains a similiar bonus to intelligence score (e.g. bonus tricks +1, means that it gains an intelligence bonus of +1, for a total intelligence score of 4). It learns to speak a language of your choice. The choice of which language it knows is made when you first gain this feat and cannot be changed there after. It retains these benefits as long as it remains your Animal Companion, and loses them the moment it leaves your service (whether by death or release).

    With DM permission, you may alter the appearance of your companion in some minor way with no mechanical benefit. This alteration is selected when you first gain a particular Animal Companion, and cannot be changed thereafter (but it still disappears when a particular animal leaves your service). Paladin Associates commonly take this option to create a powerful and intelligent mount, in place of the Special Mount that their compatriots normally get. Hence they make their Magical Companion look like either Celestial (for good Paladins) or Fiendish (for evil Paladins) creatures. Mage-type Trissociates may also use this as a substitute familiar.

    Animal Companion (Ex): You gain an animal companion similiar to a Druid, except as noted here. You may only have 1 companion at a time. As with a Druid, you can release your Animal Companion. When you do not have a companion (whether it was released or killed) you may gain a new one by meditating for 24 uninterrupted hours (not prayer, as your Animal Companion is not a Divine gift, but follows you based on some undefined inner quality). However, the advancement of your Animal Companion does not follow the standard progression for Druids. Instead, it gains bonus HD, following the table above.

    Your companion has bonus natural armor equal to its bonus HD (NOT total HD). Your companion also has a bonus to Strength, Dexterity and Constitution, and knows bonus tricks (or has an equivalent bonus to Intelligence if it is a magical companion), equal to half its bonus HD rounded down. E.g. So +0 at bonus HD +1, +1 at bonus HD +2/+3, etc. Unlike a Druid, your companion gains a bonus to Constitution as well as Strength and Dexterity. Your companion also receives additional abilities based on its bonus HD, as indicated below:

    Animal Companion Bonus HD Special Abilities
    +0 Share Spells, Link
    +1 Evasion
    +3 Devotion
    +5 Multiattack
    +7 Improved Evasion
    +9 Improved Multiattack

    Like a Druid, an Animal Companion Associate of sufficiently high level, can choose more powerful animals. These alternative Animal Companions work similiarly to those available to a druid, but they only become available at the levels indicated in the table above. Apply the indicated adjustment to your Associate level (in parentheses) for purposes of determining the companion's bonus HD (and associated natural armor, Strength, Dexterity and Constitution adjustment, bonus tricks, and Special Abilities). However, your Animal Companion total HD has a maximum limit equal to your Trissociate level + Trissociate bonus.

    Example 1: Lets say we have a Trissociate with Animal Companion as his primary association. He reaches level 4, and decides to change his Animal Companion to a black bear (a 3 HD animal). Following the table above, he takes a -3 adjustment to Associate level, for the purposes of calculating bonus HD. Hence he is treated as a 1st level Associate, and his black bear has a bonus HD of +0 from Trissociate levels.

    You do not qualify for the Natural Bond feat. Instead, should you wish to improve your animal companion, you may take the following feats:

    Improved Animal Companion:
    Requirements: Trissociate Animal Companion Associate
    Benefit: Your Animal Companion gains a bonus of up to +2 HD. You may take this feat multiple times, and its effect stacks. However, your companion's total HD can never exceed your Trissociate level + Trissociate Bonus. You can purchase this feat even if your Animal Companion would not currently benefit from it, so that it may gain these benefits later on, when you gain additional Trissociate levels. This bonus HD also adds toward calculating your companion's bonus to natural armor, Strength, Dexterity, Constitution, bonus tricks (or intelligence if it is a magical companion), and additional special abilities. This feat does not actually improve your Associate level, and hence it does not qualify you for more advanced alternate list of Animal Companions.
    Special: You may buy this feat with Focus Features.

    Example 2: Lets say we have a Trissociate with Animal Companion as his primary association. He selects a wolf as his animal companion, which starts with 2 HD. When he reaches Trissociate level 3, his wolf gains +2 HD as per the table above, bringing its total HD to 4 (the cap of Trissociate level + Trissociate bonus). However, at Trissociate level 4, his Wolf would not gain any HD. Hence, if he wants, our Trissociate can take the Improved Animal Companion feat on level 3, even though his wolf is already at the HD cap. The wolf would gain no benefit now, but when this Trissociate gains another level, his wolf would gain a total of +3 bonus HD (+2 from Trissociate levels and +1 partial benefit from this feat), bringing its total HD to 5.

    Familiar Companion:
    Requirements: Trissociate Animal Companion Associate with Magical Companion.
    Benefit: Your Magical Companion gains additional abilities as if it was a familiar. Firstly, it counts as a familiar for spells and items that specifically target familiars. Hence you could cast Enhance Familiar (SpC 82) on your companion. However, it continues to use its own hit dice, hit points and skills ranks. If it is killed, you still do not lose XP, and can replace it as per normal. Additionally, at the Trissociate levels indicated below, it gains additional abilities as a familiar:
    04. Empathic Link
    07. Deliver Touch Spells
    10. Speak with Animals of its kind
    13. Scry on Familiar
    Special: You may buy this feat with Focus Features.

    Summary for building an Animal Companion
    1. Select an animal
    2. Find the Associate level penalty for this animal
    3. Find the bonus HD for this animal, based on Associate level (adjusted by the penalty)
    4. Add the bonus HD from Improved Animal Companion feat
    5. However, the animal's total HD cannot exceed your Trissociate level + Trissociate Bonus
    6. Add bonus natural armor (which is equal to bonus HD)
    7. Add bonus to Strength, Dexterity, Constitution, and tricks known (which is equal to bonus HD/2 round down).
    8. Add Special Abilities (based on bonus HD)

    Adaptation: One of the core premises of the Trissociate, is to allow the creation of character concepts not normally supported by the rules. Hence, with DM permission, you may also use other animals as your companion (or even more esoteric creatures such as magical beasts and vermin) besides those listed above. In essence, you could add other creatures to the list of selectable companions, even if they are not animals. You can approximate which levels they should be available at, by comparing their CR with other animals available at each given level. If you are using the Wild Empathy Option, then your chosen companion should be non-sentient (intelligence of 2 or lower). Otherwise, if you are using the Magical Companion option, your chosen companion can either be sentient (intelligence of 3 or higher) or non-sentient (Magical Companion will grant it sentience regardless).

    Example 1: Lets say we have a Character who wants to ride around on a Monstrous Scorpion. Assuming that the Character is medium sized, we need a Monstrous Scorpion of at least Large size or greater in order for it to be rideable. A Large Monstrous Scorpion has 5 HD, Improved Grab and a CR of 3. Comparing it with other creatures on the list, we find that it is most similiar to the Lion, which is on the list at 7th level or higher (level -6). Hence, with DM permission, we could add Large Monstrous Scorpion to the 7th level or higher (level -6) list, for this character to pick. Since the Scorpion is non-sentient, we could use the Scorpion with both the Wild Empathy or Magical Companion options.

    Example 2: Lets say that we have a Character based off the Dragon Knight concept. Now having a full blown Dragon as a Companion is probably too powerful. But we could use a Dragon-like creature such as a CR 7 Dragonne instead. Comparing it with other creatures on the list, we find that a Dragonne's CR is most similiar to the Dire Bear, which is on the list at 13th level or higher (level -12). Hence, with DM permission, we could add Dragonne to the 13th level or higher (level -12) list, for this character to pick. Since the Dragonne is sentient, we should only its use with the Magical Companion option.

    Recover Companion (Ex): When you do not have an Animal or Magical Companion (regardless of whether it was killed or released), you may use this ability to obtain a new companion faster than normal, provided that your new companion is similiar to your previous companion (e.g. if your previous companion was a wolf, then you can only use Recover Companion to gain another wolf). If you want a different animal companion, you may still obtain it via the normal method of meditating for 24 hours. When using Recover Companion, the time it takes to gain a new companion is noted in the table above.
    Adaptation: Mechanically, this grants you a brand new companion. However, if the your previous companion was killed and its remains are available, you may also treat this ability as raising the old companion back to life. It returns at full strength, and hence loses no level, hit dice or constitution from this process.

    Automatic Mastery Talents
    Animal Fast Healing: An Animal Companion Associate may spend 1 Mastery point to grant his Animal Companion fast healing equal to half his Trissociate level (round down, minimum 1) for 5 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). If he activates this talent while his Animal Companion is dying, the Companion is automatically stabilized.



    Bard Association
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    Bard Association Progression (Based on Associate Level)
    Level Special
    Starter
    1 Bardic Music, Inspire Courage +1
    2
    3 Bard Music Ability 1
    4
    5 Inspire Courage +2
    6
    7 Bard Music Ability 2
    8
    9 Inspire Courage +3
    10
    11 Bard Music Ability 3
    12
    13 Inspire Courage +4
    14
    15 Bard Music Ability 4
    16
    17 Inspire Courage +5
    18
    19 Bard Music Ability 5

    Bard Skills: Add Perform to your Trissociate class skill list.

    Bardic Music: You gain Bard Music class features as detailed in the table above. You have a number of songs per day equal to your Trissociate level. You gain Inspire Courage which improves at the levels indicated above. However, you do not naturally gain most normal Bard Songs. See Bard Music Ability below.

    Bard Music Ability: A Bard Associate automatically learns Inspire Courage at Associate level 1. However, he does not naturally gain many of the Bard's other songs. Instead, he may choose to learn these other songs as additional Bard Music Abilities, at the levels specified in the table above. Each Bard Song has a minimum Bard Associate level requirement, and may also require previous knowledge of other songs. These requirements are indicated in the table below.

    Bard Song Requires Song Minimum Trissociate Level
    Countersong - 1
    Fascinate - 1
    Suggestion Fascinate 7
    Mass Suggestion Suggestion 19
    Inspire Competence - 3
    Inspire Greatness - 11
    Song of Freedom - 15
    Inspire Heroics - 19



    Dragon Shaman Association
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    Dragon Shaman Association Progression (Based on Associate Level)
    Level Draconic Auras Prepared (Strength) Special
    Starter - Touch of Vitality (Heal Wounds)
    1 3 (+1)
    2 3 (+1)
    3 3 (+1) Touch of Vitality (Remove Minor Conditions)
    4 3 (+1)
    5 4 (+2)
    6 4 (+2)
    7 4 (+2) Touch of Vitality (Remove Light Conditions)
    8 4 (+2)
    9 5 (+3)
    10 5 (+3)
    11 5 (+3) Touch of Vitality (Remove Moderate Conditions)
    12 5 (+3)
    13 6 (+4)
    14 6 (+4)
    15 6 (+4) Touch of Vitality (Remove Serious Conditions)
    16 6 (+4)
    17 7 (+5)
    18 7 (+5)
    19 7 (+5) Commune with Dragon Spirit

    Dragon Shaman Class Features: When you select the Dragon Shaman (Player Handbook 2 pg 11) Association, choose a Dragon type. If you have any other Dragon based Associations that require you to select a Dragon type, you must pick the same Dragon type as those Associations. Your Draconic Aura energy type follows the class features of a Dragon Shaman for the appropriate Dragon.

    Because the Dragon Shaman association does not provide skills or Draconic Adaptations, you can even choose Dragon types not available to normal Dragon Shamans, provided these Dragon Types are somehow associated with one of the 5 classic energy types (acid, cold, electricity, fire and sonic). For a list of available Dragons, and their associated energy types refer to any of the following sources: Draconomicon pg 166, Races of Dragon pg 103.

    Draconic Auras Prepared: Unlike a normal Dragon Shaman, you do not select new auras as you progress. Instead, you prepare your auras. By resting for 8 hours, and then meditating for 1 hour, you can prepare a number of draconic auras as indicated by the number in the column. These auras remain prepared until you choose to prepare a different set in their place, through the process described above.

    Touch of Vitality (Su): Your starter ability is the Touch of Vitality as a Dragon Shaman, except as noted here: Your Vitality pool is equal to 2x 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: 2 x 3 x (2+1) = 18. Additionally, you qualify for the following feat:

    Insightful Vitality:
    Requirements: Trissociate Dragon Shaman Associate
    Benefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to decide the size of your Touch of Vitality pool, and the number of points recovered using the Recover Vitality Mastery talent.
    Special: You may buy this feat with Focus Features.

    Remove Minor Conditions (Su): You can choose to spend 5 Vitality points, to remove one of the following conditions: dazed, fatigued or sickened. You can also cure each point of ability damage, for 5 Vitality points (so 5 Vitality points for 1 ability damage, 10 points for 2 ability damage, and so on).

    Remove Light Conditions (Su): You can choose to spend 10 Vitality points to remove one of the following conditions: exhausted, nauseated, poisoned, or stunned.

    Remove Moderate Conditions (Su): You can choose to spend 20 Vitality points to remove one of the following conditions: blinded, deafened, diseased. You can also remove negative levels, at the cost of 20 Vitality points for each negative level.

    Remove Major Conditions (Su): You can choose to spend 40 Vitality points to remove one of the following conditions: Feeblemind, Insanity, Confusion, and similar mental effects. You can also cure each point of ability drain, for 40 Vitality points (so 40 Vitality points for 1 ability drain, 80 points for 2 ability drain, and so on). You can also remove unwanted polymorph effects (such as flesh to stone and baleful polymorph) but not voluntary polymorph effects (such as wildshape).

    Automatic Mastery Talents
    Boost Draconic Aura: As a free action, by spending Mastery points, you may increase the power of your Draconic Auras. By spending 1 Mastery point, you can add your Trissociate bonus to your Aura's numerical bonus. The effect lasts for 1 round, until the start of your next turn. If you can project more than one Aura at once (e.g. Double Draconic Aura), then you must spend 1 Mastery point to boost each Aura seperately. This is a supernatural ability.

    Widen Draconic Aura: As a free action, by spending Mastery points, you may increase the range of your Draconic Auras. For each Mastery point you spend, the aura area widens by another 30 ft (2 points for a extra 60 ft and so on). The effect lasts for 1 minute/Trissociate level, and persists even if you switch auras during this period. There is no limit to how far you can widen your Draconic Aura, although you need the Mastery points to support it. This is a supernatural ability.

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

    Adaptation
    The Draconic Auras are strongly linked to a particular energy type (acid, cold, electricity, fire). This Association might hence be adapted to fit an "Elemental Shaman" concept, possibly taken in conjunction with the Elemental Savant association.



    Marshal Association
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    Marshal Association Progression (Based on Associate Level)
    Level Marshal Minor Auras Prepared Marshal Major Auras Prepared (strength) Special
    Starter 1 - Limited Marshal Aura
    1 2 -
    2 2 -
    3 2 1 (+1)
    4 2 1 (+1)
    5 3 1 (+1)
    6 3 1 (+1)
    7 3 2 (+2)
    8 3 2 (+2)
    9 4 2 (+2)
    10 4 2 (+2)
    11 4 3 (+3)
    12 4 3 (+3)
    13 5 3 (+3)
    14 5 3 (+3)
    15 5 4 (+4)
    16 5 4 (+4)
    17 6 4 (+4)
    18 6 4 (+4)
    19 6 5 (+5)

    Marshal Skills: Add Handle Animal and Perform to your Trissociate class skill list.

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

    Marshal Minor Auras Prepared: Unlike a normal Marshal, you do not select new auras as you progress. Instead, you prepare your auras. By resting for 8 hours, and then meditating for 1 hour, you can prepare a number of Marshal minor auras as indicated by the number in the column. These auras remain prepared until you choose to prepare a different set in their place, through the process described above. Additionally, you qualify for the following feat:

    Insightful Marshal:
    Requirements: Trissociate Marshal Associate
    Benefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to decide the bonus granted by your Marshal association Minor Aura.
    Special: You may buy this feat with Focus Features.

    Marshal Major Auras Prepared: This functions as 'Minor Auras Prepared', except that you can prepare a number of major auras, equal to the number indicated in the column. When you meditate to prepare your minor auras, you can prepare your major auras at the same time.

    Limited Aura: Your starter ability is a single minor aura. When you select Marshal as your secondary association, select any one minor aura. You can project this aura only, and cannot prepare another in its place (see 'Minor Auras Prepared' above). Additionally, the bonus which this aura may provide is capped at a maximum of +1. when you attain Associate level 1, these restrictions are removed. If Marshal is your primary association, these restrictions never comes into play.

    Automatic Mastery Talents
    Boost Marshal Aura: As a free action, by spending Mastery points, you may increase the power of your Major Aura (but not your Minor Aura). By spending 1 Mastery point, you can add your Trissociate bonus to your Major Aura's numerical bonus. The effect lasts for 1 round, until the start of your next turn. If you can somehow project more than one Major Aura at once, then you must spend 1 Mastery point to boost each Aura seperately. This is a supernatural ability.

    Widen Marshal Aura: As a free action, by spending Mastery points, you may increase the range of your Major and/or Minor Auras. For each Mastery point you spend, the aura area widens by another 60 ft (2 points for a extra 120 ft and so on). You must spend points to widen each aura seperately. The effect lasts for 1 minute/Trissociate level, and persists even if you switch auras during this period. There is no limit to how far you can widen your Major and Minor Aura, although you need the Mastery points to support it. This is a supernatural ability.

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    Last edited by JeminiZero; 2014-06-15 at 04:59 AM.