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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Supernatural and Support Associations

    Bard Association
    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
    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

    Others: When you select the Dragon Shaman 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 Aura Association
    Marshal Aura 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 Aura Skills: Add Handle Animal and Perform to your Trissociate class skill list.

    Others: You gain class features as a Marshal, following the progression in the table above, except as noted here.

    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.


    Martial Sage Association
    Martial Sage Association Progression (Based on Associate Level)
    Level Maximum Ki Dodge 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 3
    2 5
    3 10
    4 15
    5 23
    6 30
    7 30
    8 50
    9 63
    10 75
    11 90
    12 105
    13 123
    14 140
    15 160
    16 180
    17 203
    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, the size of your Ki Pool, 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 (Su): Starting at Associate level 1, 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. This effectively grants him some degree of concealment against attacks. Activating Ki Dodge may cost Ki points depending on what amount of concealment he chooses. The maximum amount of concealment he can benefit from, is indicated in the table above. He can choose to use less concealment than his maximum, in order to conserve Ki points.

    Ki Dodge Concealment 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 visual distortion effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore visual concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it.

    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 60 ft. If you already have Blindsense, its range improves by 60 ft.

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

    Greater Senses (Ex) (Requires: Martial Sage Associate Level 9, Improved Senses)
    You gain Blindsight 60 ft. If you already have Blindsight, its range improves by 60 ft.

    Perfect Senses (Su) (Requires: Martial Sage Associate 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: Martial Sage Associate 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: Martial Sage Associate 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: Martial Sage Associate 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: Martial Sage Associate 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: Martial Sage Associate Level 3)
    You gain Evasion as a Rogue.

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

    Ki Lesser Ghost Fade (Su) (Requires: Martial Sage Associate 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: Martial Sage Associate 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: Martial Sage Associate Level 5)
    You gain immunity to all diseases.

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

    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.
    Last edited by JeminiZero; 2014-04-13 at 08:40 AM.