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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Half-Blood Associations (Part 1)
    While the name "Half-Blood" implies that these Associations are the result of one parent being the specified creature type, that need not always be the case.
    *Sometimes, the Trissociate is a particularly strong manifestation of some distant non-humanoid ancestor.
    *At others, the blood lineage is faint, but is gradually augmented as the Trissociate advances and unlocks the secrets of his bloodline, much like a Dragon Disciple.
    *Alternatively, these Associations may be used to signify that the Character IS a creature of that type, but has yet to access the full powers available to his kind for whatever reason. In such cases, these Associations can be considered a method of mimicking savage species style monster progression.

    Whenever the character has a type other than humanoid, and undergoes a type change, refer to the Type Pyramid (Savage Species 142) to determine whether or not the type change takes effect. Many of the half-blood associations provide a fixed list of Spell Like Abilities. However, with DM permission, you may choose to customize this SLA list to reflect a particular ancestry.


    Bloodline Association
    You may choose to take a Major Bloodline as one of your Associations. Besides the officially listed Bloodlines, your DM may also allow you to take a homebrew bloodline. Doing this works the same as a normal Bloodline, except as noted here:
    *You do not take Bloodline levels, being chosen as an Association "pays" for the Bloodline.
    *The Bloodline must always be taken as a Secondary Association
    *However, despite being a Secondary association, you gain the Bloodline's benefits at the same Trissociate level (e.g. Bloodline level 1 at Trissociate level 1).

    Spoiler
    Show
    Thanks to Pyromancer & Edrogrimshell for this suggestion. This is really meant to tie in with the various Homebrew bloodlines, which are reasonably powerful, especially all of Welknair's work. Those of you who want to use bloodlines without fiddling with bloodline levels can now do so easily enough.

    The additional rules on being used as a Secondary Association with Primary Association progression is due to the 20 level spread of (most) Major Bloodlines, and the fact that they get their *real* special abilities at even levels. Since the Trissociate class was originally designed with the Secondary associations to provide class features at even levels (to minimize dead levels), the best logical fit then, is for Bloodline to take a Secondary Association slot, but without delayed progression.

    The official bloodlines are generally noted to be rather weak. As such if you want to use them, you should probably combine two Major official Bloodlines into a single Association, to keep it competent. Although the backstory on how such a mixture of genetics took place might be a little squicky.



    Elemental-Savant Association
    Elemental-Savant Association Progression (Based on Associate Level)
    Level Elemental Fortification Elemental Strike: Damage Elemental Strike: Range Special
    Starter - - - Elemental Bonus to Saves
    1 10% 1d4 15 ft cone/30 ft line and ray Darkvision 60 ft, Elemental Energy Resistance
    2 10% 1d4 15 ft cone/30 ft line and ray
    3 20% 2d4 20 ft cone/40 ft line and ray No need for Food or Water
    4 20% 2d4 20 ft cone/40 ft line and ray
    5 30% 3d4 25 ft cone/50 ft line and ray No need for Sleep
    6 30% 3d4 25 ft cone/50 ft line and ray
    7 40% 4d6 30 ft cone/60 ft line and ray Immune to Flanking
    8 40% 4d6 30 ft cone/60 ft line and ray
    9 50% 5d6 35 ft cone/70 ft line and ray No need to Breath
    10 50% 5d6 35 ft cone/70 ft line and ray
    11 60% 6d6 40 ft cone/80 ft line and ray Elemental Energy Immunity
    12 60% 6d6 40 ft cone/80 ft line and ray
    13 70% 7d8 45 ft cone/90 ft line and ray Elemental-Savant Poison Immunity
    14 70% 7d8 45 ft cone/90 ft line and ray
    15 80% 8d8 50 ft cone/100 ft line and ray Elemental-Savant Paralysis Immunity
    16 80% 8d8 50 ft cone/100 ft line and ray
    17 90% 9d8 55 ft cone/110 ft line and ray Elemental-Savant Stunning Immunity, Timeless Body
    18 90% 9d8 55 ft cone/110 ft line and ray
    19 100% 10d10 60 ft cone/120 ft line and ray Elemental Transformation

    Chosen Element and Energy: When you select the Elemental Savant Association, pick a subtype, which is associated with a given energy type. The available subtypes (and corresponding energy types) are: Earth (Acid), Fire (Fire), Air (Electricity), and Water (Cold). This selection is permanent barring special and intensive retraining (read: DM fiat).

    Elemental Fortification (Ex): As you become more Elemental-like, you become less vulnerable to precision damage. When you are struck by a critical hit, or a precision damage attack (such as sneak attack, sudden strike or skirmish), there is a chance that the critical hit or precision damage is negated and damage is instead rolled normally, as indicated by the percentage in the column.
    Special: This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 45% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 70%. If you also carry a shield with light fortification, your total effective fortification is still 70%, since fortification from the shield and the suit of armor do not stack.
    Special: If you have selected 2 or more Associations which provide fortification, they stack together in a special way. Firstly, your total fortification is equal to the fortification of all your associations summed together. You can no longer stack your total fortification with one other source (although you can still use another source if it is higher than your total fortification). Your maximum effective fortification is still 100%. But for every 25% your sum total fortification exceeds 100%, you may choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves. You can choose the same, or a different benefit each time your total fortification reaches the next 25% mark, and their effects stack. E.g. lets say a Trissociate has selected 2 Associations which provide 100% fortification by level 20. Lets say that on level 19, his total fortification is 190% (although his effective fortification is still only 100%). This exceeds the 100% cap by 90%, or 3 times (round down) of 25%. Hence he can gain the above mentioned bonus 3 times.

    Elemental Strike (Su): At will, but no more than once per round, you may use an Elemental Strike. This does damage of your chosen energy type, according to the table above. As a supernatural ability, Elemental Strikes do not provoke Attacks of Opportunity. Your options are as follows:
    *As a full round action, you can fire a cone or a line. Those caught in the area can make a reflex save to half the damage received (DC 10 + half your trissociate level + your highest mental ability score modifier). You can also use this ability as a standard action, but Elemental Strike only deals half its of normal damage.
    *As a standard action, you can fire a ray. You must succeed on a ranged touch attack against a single target within range, but your target does not get a save.
    *As a standard action, you can attempt a melee touch attack against a single target. If it hits, your target suffers Elemental Strike damage with no save.
    *As a move action, you can charge any weapon (including natural weapons, unarmed strikes and ranged weapons) with elemental energy. The next successful attack with that weapon also deals Elemental Strike damage to the target, and discharges the elemental energy. There is no save to reduce the damage. If not used by the start of your next turn, this elemental energy charge dissipates. You can also charge your weapon as a swift action, but Elemental Strike only does half of its normal damage.

    Elemental Strike Feats: Your Elemental Strike counts as a Breath Weapon for the prerequisite and benefit of feats. Hence, you can augment your Elemental Strike with feats that also apply to breath weapons without a cooldown (similiar to a Dragonfire Adept from Dragon Magic). Additionally, you qualify for the Elemental Strike feats listed below.
    Special: You can qualify for the following feats from Races of Dragon despite not having the Dragonblood subtype: Entangling Exhalation, Exhaled Barrier and Exhaled Immunity.

    Quicken Elemental Weapon Charge:
    Requirements: Trissociate Elemental Savant Associate
    Benefit: You may use Elemental Strike to charge any weapon as a free action, but Elemental Strike only does half of its normal damage. You still cannot use Elemental Strike more than once per round.
    Special: You may buy this feat with Focus Features.

    Rapid Elemental Area Strike:
    Requirements: Trissociate Elemental Savant Associate
    Benefit: You may use Elemental Strike to fire a cone or a line with full damage as a standard action instead of a full round action. You still cannot use Elemental Strike more than once per round.
    Special: You may buy this feat with Focus Features.

    Penetrating Elemental Strike:
    Requirements: Trissociate Elemental Savant Associate
    Benefit: You may choose to use your Elemental Strike as a Penetrating Elemental Strike. When used this way, your Elemental Strike only deals 80% its normal damage (round down, minimum 1). However, the resulting damage ignores energy resistance, and deals half damage to creatures normally immune to your energy type (round down, minimum 1). E.g. Lets say your Elemental Strike normally deals 9d8 damage. You decide to use it as a Penetrating Elemental Strike. You roll for damage and get 9d8 = 42. Your Elemental Strike in effect will deal 42 x 0.8 = 33.6 damage (round down to 33), which ignores energy resistance. Against creatures normally immune to your energy type, it deals 33 / 2 = 16.5 (round down to 16) damage.
    Special: You may buy this feat with Focus Features.

    Elemental Strike Items: Like a Warlock, you may use the following items to augment your Elemental Strike.
    Gauntlets of Eldritch Energy (Magic Item Compendium): When activated, these gauntlets transform your Elemental Strike, so that it now deals energy damage of a type, as determined by the gauntlets.

    Warlock's Sceptre (Magic Item Compendium) and Lesser and Greater Chasuble of Fell Power (Complete Arcane): These items increase the damage of a Warlock's eldritch blast, and can likewise be applied to your Elemental Strike. Normally these items improve a warlock's damage by a number of d6 dice. However, when applied to Elemental Strike, they instead improve damage, using the same type of dice which the Elemental Strike currently uses. The size of the dice used remains the same. For example, the Greater Chasuble of Fell Power would improve Eldritch Blast by 2d6. When applied to your Elemental Strike, it improves damage by 2dX, where X is the damage dice which your Elemental Strike currently uses.

    Adaptation: It is quite possible for Elemental Strike not to be an energy, but a physical effect instead. An Earth Elemental Savant could fire a sandblast effect for his cone/line, and hurl a shard of rock as his ray. Similiarly, Water Savants could hammer their foes with solid ice, or 'hard' water, and Air Savants could use blasts of razor wind. In this case, the Elemental Strike deals physical damage, which is subject to DR. It deals bludgeoning, slashing, or piercing damage (choosable each time by the user), that is magical for the purposes of overcoming damage reduction.

    Elemental Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: poison, sleep effects, paralysis, and stunning. Later on, you gain immunity to these various effects.

    Elemental Energy Resistance (Ex): You gain Energy Resistance to your chosen energy type. The amount of energy resistance is equal to your Trissociate Level x3. (E.g. 3 at level 1, 6 at level 2 and so on).

    No need for Food or Water (Ex): You no longer physically require food or water. But you can still consume it if you want to (e.g. to drink potions).

    No need for Sleep (Ex): You no longer physically require sleep, although you must still rest to regain certain class features, such as spells. This also grants you immunity to sleep effects.

    No need to Breath (Ex): You no longer need to breath. This also grants you immunity to suffocation effects.

    Elemental Energy Immunity (Ex): You gain immunity to your chosen energy type. This replaces your Energy Resistance.

    Elemental-Savant Poison Immunity (Ex): You gain immunity to all poisons.
    Special: If you already have Poison Immunity from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Elemental-Savant Paralysis Immunity (Ex): You gain immunity to paralysis.
    Special: If you already have Paralysis Immunity from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

    Elemental-Savant Stunning Immunity (Ex): You gain immunity to stunning.
    Special: If you already have Stunning Immunity from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

    Elemental Transformation (Ex): Your ascension is complete. Your type changes to Elemental, and you gain the same subtype as your chosen element. However, unlike normal elementals, you can be restored to life by raise dead, reincarnate, resurrection, and similiar effects.

    Automatic Mastery Talents
    Boost Elemental Strike: As a free action, you can spend Mastery points to increase the damage dealt by your Elemental Strike, and its reflex save DC (if it is a cone or line). When you use your Elemental Strike, you can spend 1 Mastery point, to add a number of dice equal to your Trissociate Bonus, to the Elemental Strike damage. The dice type (i.e. d4, d6, d8, d10) is the same dice type that your Elemental Strike currently uses. At the same time, you also add your Trissociate Bonus to the reflex save DC (if it is a cone or line). This can only be applied once to each use of your Elemental Strike. When used with Elemental Strike options that reduce damage (e.g. Penetrating Elemental Strike feat deals 80% damage), add the Boost Elemental Strike bonus to the total damage first, before applying the reduction. This is a supernatural ability.


    Half-Anarchic Association
    Requirements
    Alignment: Half-Anarchics are usually Chaotic, but your DM may waive this requirement.

    Half-Anarchic Association Progression (Based on Associate Level)
    Level Anarchic Damage Reduction Anarchic Fast Healing (Max HP) Half-Anarchic Spell Like Abilities Gained Special
    Starter - - Half-Anarchic Polymorph/Petrification Resistance
    1 1/Lawful 1 (20%) Protection from Law 3/day, Detect Law 1/day Darkvision 60 ft
    2 1/Lawful 1 (20%)
    3 2/Lawful 1 (40%) Shatter 1/day Anarchic Chosen Energy Resistance 1
    4 2/Lawful 1 (40%)
    5 3/Lawful 1 (60%) Chaos Hammer 1/day, See Invisibility 1/day Anarchic Chosen Energy Resistance 2
    6 3/Lawful 1 (60%)
    7 4/Lawful 1 (80%) Fear 1/day Anarchic Chosen Energy Resistance 3
    8 4/Lawful 1 (80%)
    9 5/Lawful 1 (100%) Telekinesis 1/day Anarchic Chosen Energy Resistance 4
    10 5/Lawful 1 (100%)
    11 6/Lawful 2 (100%) Word of Chaos 1/day Anarchic Chosen Energy Resistance 5
    12 6/Lawful 2 (100%)
    13 7/Lawful 2 (100%) Cloak of Chaos 3/day, Power Word Blind 1/day, Animate Objects 1/day
    14 7/Lawful 2 (100%)
    15 8/Lawful 3 (100%) Power Word Stun 1/day Half-Anarchic Polymorph/Petrification Immunity
    16 8/Lawful 3 (100%)
    17 9/Lawful 3 (100%) Summon Monster IX (Only Chaotic creatures, and creatures with Anarchic template instead of Celestial or Fiendish. Refer to Manual of the Planes pg 198 or Planar Handbook pg 107) 1/day Half-Anarchic Rapid Summons, Timeless Body
    18 9/Lawful 3 (100%)
    19 10/Lawful 4 (100%) Implosion 1/day Anarchic Outsider Transformation

    Half-Anarchic Spell-Like Abilities Gained (Sp): You gain spell like abilities as you advance, following the progression above. The caster level equals your Trissociate level. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier). You qualify for the following feat:

    Half-Anarchic Physical Magic:
    Requirements: Trissociate Half-Anarchic Associate
    Benefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Anarchic Association. This does not affect the Spell Like Abilities gained from other sources.
    Special: You may buy this feat with Focus Features.

    Anarchic Fast Healing (Ex): You gain the indicated amount of fast healing as you progress. However, you are initially unable to fast heal all your HP. Instead, your fast healing brings you up to a maximum percentage of your HP (rounded down), as indicated within the brackets. E.g. Lets say we have level 1 Half-Anarchic primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Hence his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.

    Half-Anarchic Polymorph/Petrification Resistance (Ex): You add your Trissociate level as a bonus to saving throws against polymorph and petrification effects.

    Anarchic Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid, Sonic). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.
    Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. This does not apply to Chosen Energy Resistance within the same Association, since you must select a different energy type each time. For example, if you select the same Chosen Energy Resistance for 2 different Associations, your energy resistance becomes twice your Trissociate level.

    Half-Anarchic Polymorph/Petrification Immunity (Ex): You gain immunity to polymorph and petrification.
    Special: If you already have Polymorph/Petrification Immunity from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

    Half-Anarchic Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Anarchic Association.

    Anarchic Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

    Automatic Mastery Talents
    Recover Spell Like Ability (Half-Anarchic): You gain the Recover Spell Like Ability talent as described above.

    Anarchic Faster Healing: This ability can be triggered by spending 1 Mastery point as a free action and does not require Mastery Meditation. It lasts for 5 rounds, during which it increases your Anarchic Fast Healing amount by half your Trissociate level (round down, minimum 1). Additionally, during this time, you can Fast Heal up to 100% of your HP, regardless of your normal limit.

    E.g. Lets say we have level 1 Half-Anarchic primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Normally his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1. But he can spend 1 Mastery point to trigger Anarchic Faster Healing, which increases his Fast Healing by half his Trissociate level (in this case +1), to a total of 2. And he can Fast Heal up to his full 8 HP.

    Spoiler
    Show
    This is based on a mixture of the various Slaad and the Anarchic Template.



    Half-Axiomatic Association
    Requirements
    Alignment: Half-Axiomatics are usually Lawful, but your DM may waive this requirement.

    Half-Axiomatic Association Progression (Based on Associate Level)
    Level Axiomatic Damage Reduction Half-Axiomatic Spell Like Abilities Gained Special
    Starter - Half-Axiomatic Polymorph/Petrification Resistance
    1 1/Chaotic Protection from Chaos 3/day, Detect Chaos 1/day Darkvision 60 ft
    2 1/Chaotic
    3 2/Chaotic Make Whole 1/day, Calm Emotions 1/day Axiomatic Chosen Energy Resistance 1
    4 2/Chaotic
    5 3/Chaotic Order's Wrath 1/day, Detect Thoughts 1/day Axiomatic Chosen Energy Resistance 2
    6 3/Chaotic
    7 4/Chaotic Charm Monster 1/day, Clairaudience-Clairvoyance 1/day Axiomatic Telepathy
    8 4/Chaotic
    9 5/Chaotic Hold Monster 1/day, Divination 1/day Axiomatic Chosen Energy Resistance 3
    10 5/Chaotic
    11 6/Chaotic Dictum 1/day Axiomatic Chosen Energy Resistance 4
    12 6/Chaotic
    13 7/Chaotic Shield of Law 3/day, Contact Other Plane 1/day Axiomatic Hive Mind Contact
    14 7/Chaotic
    15 8/Chaotic Moment of Prescience 1/day Half-Axiomatic Polymorph/Petrification Immunity
    16 8/Chaotic
    17 9/Chaotic Summon Monster IX (Only Lawful creatures, and creatures with Axiomatic template instead of Celestial or Fiendish. Refer to Manual of the Planes pg 197 or Planar Handbook pg 110) 1/day Half-Axiomatic Rapid Summons, Timeless Body
    18 9/Chaotic
    19 10/Chaotic Dominate Monster 1/day Axiomatic Outsider Transformation

    Half-Axiomatic Spell-Like Abilities Gained (Sp): You gain spell like abilities as you advance, following the progression above. The caster level equals your Trissociate level. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier). You qualify for the following feat:

    Half-Axiomatic Physical Magic:
    Requirements: Trissociate Half-Axiomatic Associate
    Benefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Axiomatic Association. This does not affect the Spell Like Abilities gained from other sources.
    Special: You may buy this feat with Focus Features.

    Half-Axiomatic Polymorph/Petrification Resistance (Ex): You add your Trissociate level as a bonus to saving throws against polymorph and petrification effects.

    Axiomatic Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Sonic). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.
    Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. This does not apply to Chosen Energy Resistance within the same Association, since you must select a different energy type each time. For example, if you select the same Chosen Energy Resistance for 2 different Associations, your energy resistance becomes twice your Trissociate level.

    Axiomatic Telepathy (Su): You gain Telepathy to a distance of your Trissociate level x 5 ft.

    Axiomatic Hive Mind Contact (Su): When you use your Contact Other Planes Spell Like Ability to contact a Lawful plane (e.g. one governed by a Lawful Deity), you automatically pass the Intelligence checks needed to avoid Intelligence/Charisma decrease. This only applies the Contact Other Planes Spell Like Ability gained from the Half-Axiomatic association.

    Half-Axiomatic Polymorph/Petrification Immunity (Ex): You gain immunity to polymorph and petrification.
    Special: If you already have Polymorph/Petrification Immunity from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

    Half-Axiomatic Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Axiomatic Association.

    Axiomatic Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

    Automatic Mastery Talents
    Recover Spell Like Ability (Half-Axiomatic): You gain the Recover Spell Like Ability talent as described above.

    Spoiler
    Show
    This is based on a mixture of the various Formians and the Axiomatic Template. There was no easy way to include the Hive Mind ability, so I have instead given Half-Axiomatics telepathy and Contact Other Lawful Plane.



    Half-Celestial Association
    Requirements
    Alignment: Half-Celestials are usually Good, but your DM may waive this requirement.
    Special: You must not already have the Outsider type, or be a Half-Celestial.

    Half-Celestial Association Progression (Based on Associate Level)
    Level Celestial Damage Reduction Half-Celestial Spell Like Abilities Gained Special
    Starter - Half-Celestial Progressive Wings 1, Half-Celestial Disease Resistance
    1 1/Evil Protection From Evil 3/day, Bless 1/day Half-Celestial Progressive Wings 2, Darkvision 60 ft
    2 1/Evil
    3 2/Evil Aid 1/day, Detect Evil 1/day Daylight X/day
    4 2/Evil
    5 3/Evil Cure Serious Wounds 1/day, Neutralize Poison 1/day Half-Celestial Progressive Wings 3, Resist Poison +4
    6 3/Evil
    7 4/Evil Holy Smite 1/day, Remove Disease 1/day Celestial Chosen Energy Resistance 1
    8 4/Evil
    9 5/Evil Dispel Evil 1/day Half-Celestial Progressive Wings 4, Daylight at will
    10 5/Evil
    11 6/Evil Holy Word 1/day Celestial Chosen Energy Resistance 2
    12 6/Evil
    13 7/Evil Holy Aura 3/day, Hallow 1/day Half-Celestial Progressive Wings 5, Half-Celestial Disease Immunity
    14 7/Evil
    15 8/Evil Mass Charm Monster 1/day Celestial Chosen Energy Resistance 3
    16 8/Evil
    17 9/Evil Summon Monster IX (celestials only) 1/day Half-Celestial Rapid Summons, Timeless Body
    18 9/Evil
    19 10/Evil Resurrection 1/day Celestial Outsider Transformation

    Half-Celestial Spell-Like Abilities Gained (Sp): You gain spell like abilities as you advance, following the progression above. The caster level equals your Trissociate level. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier). You qualify for the following feat:

    Half-Celestial Physical Magic:
    Requirements: Trissociate Half-Celestial Associate
    Benefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Celestial Association. This does not affect the Spell Like Abilities gained from other sources.
    Special: You may buy this feat with Focus Features.

    Half-Celestial Progressive Wings (Ex): You gain Progressive Wings, as appropriate for your ancestry, usually white bird-like feathered wings.

    Half-Celestial Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).

    Half-Celestial Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load. Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
    Special: If you already have Progressive Wings 2 from another association, you instead gain any bonus feat which you qualify for.

    Half-Celestial Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.
    Special: If you already have Progressive Wings 3 from another association, you instead gain any bonus feat which you qualify for.

    Half-Celestial Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.

    Half-Celestial Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.

    Half-Celestial Disease Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all diseases.

    Daylight X/day (Su): You gain the ability to use a Daylight effect (as the spell) a number of times per day equal to your Trissociate level. On Associate level 9, you can use this effect at will.

    Resist Poison +4 (Ex): You gain +4 Bonus to saving throws against Poison.

    Celestial Chosen Energy Resistance (Ex): Select one of the following energy types (Cold, Electricity, Acid). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.
    Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. This does not apply to Chosen Energy Resistance within the same Association, since you must select a different energy type each time. For example, if you select the same Chosen Energy Resistance for 2 different Associations, your energy resistance becomes twice your Trissociate level.

    Half-Celestial Disease Immunity (Ex): You gain immunity to all diseases, including supernatural diseases.
    Special: If you already have Disease Immunity from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Half-Celestial Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Celestial Association.

    Celestial Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

    Automatic Mastery Talents
    Recover Spell Like Ability (Half-Celestial): You gain the Recover Spell Like Ability talent as described above.
    Last edited by JeminiZero; Yesterday at 03:41 AM.