View Single Post

Thread: Trissociate [3.5 Base Class] (PEACH)

  1. - Top - End - #11
    Ogre in the Playground
     
    JeminiZero's Avatar

    Join Date
    Jan 2008

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

    Mundane and Martial Associations

    Animal Companion Association
    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
    4 +2 / 4th Level or Higher (Level 3)
    5 +3
    6 +4
    7 +4 / 7th Level or Higher (Level 6)
    8 +5
    9 +6
    10 +6 / 10th Level or Higher (Level 9)
    11 +7
    12 +8
    13 +8 / 13th Level or Higher (Level 12)
    14 +9
    15 +10
    16 +10 / 16th Level or Higher (Level 15)
    17 +11
    18 +12
    19 +12

    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.

    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 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.

    Spoiler
    Show

    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.



    Ranger Association
    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.

    Others: You gain class features as per the Ranger according to 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.


    Rogue Association
    Rogue Association Progression (Based on Associate Level)
    Level Rogue Sneak Attack Special
    Starter +1
    1 +1d6
    2 +1d6
    3 +1d6 +1d4 Rogue-Trap Sense +1
    4 +1d6 +1d4
    5 +2d6 +1d2 Rogue-Uncanny Dodge
    6 +2d6 +1d2
    7 +3d6 Rogue-Trap Sense +2
    8 +3d6
    9 +3d6 +1d4 Rogue-Improved Uncanny Dodge
    10 +3d6 +1d4
    11 +4d6 +1d2 Rogue-Trap Sense +3
    12 +4d6 +1d2
    13 +5d6 Rogue-Special Ability 1
    14 +5d6
    15 +5d6 +1d4 Rogue-Trap Sense +4
    16 +5d6 +1d4
    17 +6d6 +1d2 Rogue-Special Ability 2
    18 +6d6 +1d2
    19 +7d6 Rogue-Trap Sense +5

    Rogue Skills: Add Balance, Escape Artist, Sleight of Hand, Tumble and Use Magic Device to your Trissociate class skill list.

    Others: You gain class features as per the Rogue according to the table above.
    Special: You can trade your Trap Sense, to gain the Penetrating Strike ACF (Dungeonscape).

    Others: Your Rogue associate starter ability is a single point of sneak attack damage.

    Automatic Mastery Talents
    Boost Sneak Attack: As a free action, you may spend Mastery points to increase the damage dealt by a successful Sneak Attack. You activate this ability after making a successful Sneak Attack (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery point, and adds a number of d6 Sneak Attack dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). This ability can only be used once per round.


    Scout Association
    Scout Association Progression (Based on Associate Level)
    Level Scout Skirmish Special
    Starter - Scout-Battle Fortitude +1 (Bonus to Fort and Initiative)
    1 +1d3, +0 AC
    2 +1d3, +0 AC
    3 +1d6, +0 AC Scout-Uncanny Dodge
    4 +1d6, +0 AC
    5 +1d6, +1 AC Scout-Fast Movement +10 ft
    6 +1d6, +1 AC
    7 +1d6+1d3, +1 AC Scout-Trackless Step
    8 +1d6+1d3, +1 AC
    9 +2d6, +1 AC Scout-Battle Fortitude +2
    10 +2d6, +1 AC
    11 +2d6, +2 AC Scout-Flawless Stride
    12 +2d6, +2 AC
    13 +2d6+1d3, +2 AC Scout-Fast Movement +20 ft
    14 +2d6+1d3, +2 AC
    15 +3d6, +2 AC Scout-Camouflage or Blindsense 60 ft
    16 +3d6, +2 AC
    17 +3d6, +3 AC Scout-Battle Fortitude +3
    18 +3d6, +3 AC
    19 +3d6+1d3, +3 AC Scout-Hide in Plain Sight or Blindsight 60 ft

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

    Others: You gain class features as per the Scout (Complete Adventurer pg 10) according to the table above. Your starter ability is Battle Fortitude +1.

    Scout-Camouflage or Blindsense 60 ft (Ex): You may choose to gain one of the following abilities. Either: Camouflage as a Scout, or Blindsense 60 ft. If you already have Blindsense, and you select Blindsense 60 ft, then the range of your existing Blindsense is improved by 60 ft.

    Scout-Hide in Plain Sight or Blindsight 60 ft (Ex): If you previously selected the Camouflage ability, you now gain Hide in Plain Sight. If you previously selected Blindsense 60 ft, you now gain Blindsight 60 ft. If you already have Blindsight, and you gain Blindsight 60 ft, then the range of your existing Blindsight is improved by 60 ft.

    Automatic Mastery Talents
    Boost Skirmish: As a free action, you may spend Mastery points to increase the damage dealt by a successful Skirmish. You activate this ability after making a successful Skirmish (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery point, and adds a number of d6 Skirmish dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). This ability can only be used once per round.


    Sublime (Point Pool) Association
    Sublime (Point Pool) Association Progression (Based on Associate Level)
    Level Highest Maneuver Level Maneuvers Known Stances Known 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)

    Sublime (Point Pool) Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.

    Maneuvers: 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 Sublime association maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial adepts, you may not swap out your maneuvers known when you level.

    Sublime Point Pool: You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Sublime association 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.

    Other Notes: Because you ready all the Sublime association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Sublime association maneuvers (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from other Martial Adept Feats, such as Martial Study and Martial Stance.

    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, 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.


    Weapon Master Association
    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 for your chosen weapon type, when you wield it in one hand. If you are wielding your chosen weapon in two hands, you instead add twice the indicated number as a bonus to damage (this includes cases where 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.
    Last edited by JeminiZero; 2014-04-13 at 08:53 AM.