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Thread: Trissociate [3.5 Base Class] (PEACH)

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    Half-Blood Associations (Part 3)

    Half-Fiend (Standard) Association
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    Requirements
    Alignment: Half-Fiends are usually Evil, but your DM may waive this requirement.
    Special: You must not already be a Half-Fiend.

    Half-Fiend (Standard) Association Progression (Based on Associate Level)
    Level Fiend Damage Reduction Half-Fiend (Standard) Spell Like Abilities Gained Special
    Starter - Half-Fiend (Standard) Progressive Wings 1, Poison Resistance
    1 1/Good Darkness 3/day Half-Fiend (Standard) Progressive Wings 2, Darkvision 60 ft
    2 1/Good
    3 2/Good Desecrate 1/day Fiendish Chosen Energy Resistance 1
    4 2/Good
    5 3/Good Unholy Blight 1/day Half-Fiend (Standard) Progressive Wings 3, Resist Disease +4
    6 3/Good
    7 4/Good Poison 3/day Fiendish Chosen Energy Resistance 2
    8 4/Good
    9 5/Good Contagion 1/day Half-Fiend (Standard) Progressive Wings 4, Half-Fiend Bite and Claw
    10 5/Good
    11 6/Good Blasphemy 1/day Fiendish Chosen Energy Resistance 3
    12 6/Good
    13 7/Good Unholy Aura 3/day, Unhallow 1/day Half-Fiend (Standard) Poison Immunity
    14 7/Good
    15 8/Good Horrid Wilting 1/day Fiendish Chosen Energy Resistance 4
    16 8/Good
    17 9/Good Summon Monster IX (fiends only) 1/day Half-Fiend Rapid Summons, Timeless Body
    18 9/Good
    19 10/Good Destruction 1/day Fiend Outsider Transformation

    Half-Fiend 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-Fiend Physical Magic:
    Requirements: Trissociate Half-Fiend 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-Fiend Association. This does not affect the Spell Like Abilities gained from other sources.
    Special: You may buy this feat with Focus Features.

    Half-Fiend (Standard) Progressive Wings (Ex): You gain Progressive Wings as appropriate for your ancestry. Fiend wings are usually bat-like or black feathered wings. Your wings develop until stage 4, and then no further.

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

    Half-Fiend (Standard) Poison Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all poisons.

    Fiendish Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, 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. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.
    Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

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

    Half-Fiend Bite and Claw (Ex): You gain two claw attacks and a bite attack as a Half-Fiend. Your claws are the primary natural weapon and when you fight without weapons, you can use a claw when making an attack action.

    Half-Fiend (Standard) Poison Immunity (Ex): You gain immunity to all poisons.
    Special: If you already have Poison Immunity as an extraordinary ability 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-Fiend 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-Fiend Association.

    Fiend 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-Fiend): You gain the Recover Spell Like Ability talent as described above.



    Half-Fiend (Alu-Demon) Association
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    This functions in all ways as per a standard Half-Fiend, except as noted here. Your Spell Like Abilities follows the list below:

    Half-Fiend (Alu-Demon) Spell Like Abilities Progression (Based on Associate Level)
    Level Half-Fiend (Alu-Demon) Spell Like Abilities Gained
    Starter
    1 Charm Person 3/day
    2
    3 Detect Thoughts 3/day
    4
    5 Suggestion 3/day
    6
    7 Polymorph (humanoid only) 3/day
    8
    9 Dimension Door 1/day
    10
    11 Blasphemy 1/day
    12
    13 Unholy Aura 3/day, Unhallow 1/day
    14
    15 Horrid Wilting 1/day
    16
    17 Summon Monster IX (fiends only) 1/day
    18
    19 Destruction 1/day

    Half-Alu-Demon Draining Touch (Su): You gain a touch attack, usable as a standard action once per round. This deals 1d6 points of negative energy damage, plus additional damage equal to your highest mental ability score bonus (Int, Wis or Cha). You gain half of any damage dealt in this manner back as healing. This replaces the Bite and Claw that a standard Half-Fiend normally gets.



    Half-Fiend (Molydeus) Association
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    This functions in all ways as per a standard Half-Fiend, except as noted here. Your Spell Like Abilities follows the list below:

    Half-Fiend (Molydeus) Spell Like Abilities Progression (Based on Associate Level)
    Level Half-Fiend (Molydeus) Spell Like Abilities Gained
    Starter
    1 Darkness 3/day
    2
    3 Suggestion 1/day
    4
    5 Unholy Blight 1/day
    6
    7 Vampiric Touch 3/day
    8
    9 Baleful Polymorph 1/day
    10
    11 Blasphemy 1/day
    12
    13 Unholy Aura 3/day, Telekinesis 1/day
    14
    15 Horrid Wilting 1/day
    16
    17 Summon Monster IX (fiends only) 1/day
    18
    19 Trap The Soul 1/day

    Damage Reduction: Your Damage Reduction is overcome by Cold Iron instead of Good aligned weapons.

    Half-Molydeus Claws (Ex): You gain two claw attacks as a Half-Fiend, but no Bite attacks. This replaces the Bite and Claw that a standard Half-Fiend normally gets.



    Half-Plant Association
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    Requirements
    Special: You cannot have the Woodling template (Monster Manual 3 pg 198). You must be corporeal, and your type must be animal, dragon, fey, giant, humanoid, magical beast, or monstrous humanoid.

    Half-Plant Association Progression (Based on Associate Level)
    Level Plant Damage Reduction Plant Fortification Plant Fire Vulnerability Half-Plant Spell Like Abilities Gained Special
    Starter - - - Plant Bonus to Saves
    1 1/Slashing 10% 5% Entangle 1/day Low-light Vision, Slam Attack
    2 1/Slashing 10% 5%
    3 2/Slashing 20% 10% Summon Nature's Ally II 1/day Half-Plant Rapid Summons
    4 2/Slashing 20% 10%
    5 3/Slashing 30% 15% Speak With Plants 3/day Immunity to Sleep
    6 3/Slashing 30% 15%
    7 4/Slashing 40% 20% Summon Nature's Ally IV 1/day Half-Plant Skill Bonus
    8 4/Slashing 40% 20%
    9 5/Slashing 50% 25% Command Plants 1/day Half-Plant Poison Immunity
    10 5/Slashing 50% 25%
    11 6/Slashing 60% 30% Summon Nature's Ally VI 1/day Half-Plant Paralysis Immunity
    12 6/Slashing 60% 30%
    13 7/Slashing 70% 35% Animate Plants 1/day Half-Plant Polymorph/Petrification Immunity
    14 7/Slashing 70% 35%
    15 8/Slashing 80% 40% Summon Nature's Ally VIII 1/day Timeless Body
    16 8/Slashing 80% 40%
    17 9/Slashing 90% 45% Control Plants 1/day Half-Plant Stunning Immunity
    18 9/Slashing 90% 45%
    19 10/Slashing 100% 50% Summon Nature's Ally IX 1/day Half-Plant Mind-Affecting Immunity

    Plant Fortification (Ex): As you become more Plant-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 40% 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 65%. If you also carry a shield with light fortification, your total effective fortification is still 65%, since the light fortification from the shield and the suit of armor do not stack.
    Special: If you have selected 2 or more Associations which provide fortification as an extraordinary ability, 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.

    Plant Fire Vulnerability (Ex): As you unlock the powers of your plant ancestry, you also become more vulnerable to their weaknesses. You take the indicated percentage of extra damage from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Half-Plant 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-Plant Physical Magic:
    Requirements: Trissociate Half-Plant 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-Plant Association. This does not affect the Spell Like Abilities gained from other sources.
    Special: You may buy this feat with Focus Features.

    Plant Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: sleep, paralysis, poisons, polymorph/petrification, stunning and mind affecting effects. At later levels, you gain immunity to these various effects, as noted in the table above.

    Slam Attack (Ex): You gain a slam attack, if you do not already have one, whose damage follows the table below. If you already have one, you can choose to retain your old damage value, or use the appropriate value from the table below, whichever is better.

    Size Slam Damage
    Fine 1
    Diminutive 1d2
    Tiny 1d3
    Small 1d4
    Medium 1d6
    Large 1d8
    Huge 2d6
    Gargantuan 2d8
    Colossal 4d6

    Half-Plant 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-Plant Association.

    Half-Plant Skill Bonus (Ex): You begin to physically resemble a plant to such an extent that you gain a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.

    Half-Plant Poison Immunity (Ex): You gain immunity to all poisons.
    Special: If you already have Poison Immunity as an extraordinary ability 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-Plant Paralysis Immunity (Ex): You gain immunity to paralysis.
    Special: If you already have Paralysis Immunity as an extraordinary ability 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-Plant Polymorph/Petrification Immunity (Ex): You gain immunity to polymorph and petrification.
    Special: If you already have Polymorph/Petrification Immunity as an extraordinary ability 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-Plant Stunning Immunity (Ex): You gain immunity to stunning.
    Special: If you already have Stunning Immunity as an extraordinary ability 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-Plant Mind-Affecting Immunity (Ex): You gain immunity to mind-affecting effects.
    Special: If you already have Mind-Affecting Immunity as an extraordinary ability 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.

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



    Half-Undead Association
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    Half-Undead Association Progression (Based on Associate Level)
    Level Undead Fortification Undead Damage Reduction Half-Undead Fast Healing (Max HP) Special
    Starter - - - Undead Bonus to Saves
    1 10% 1/Silver and Magic 1 (20%) Immunity to non-lethal damage, Slam Attack, Darkvision 60 ft
    2 10% 1/Silver and Magic 1 (20%)
    3 20% 2/Silver and Magic 1 (40%) Half-Undead Ability Damage Immunity 1, Immunity to Sleep Effects
    4 20% 2/Silver and Magic 1 (40%)
    5 30% 3/Silver and Magic 1 (60%) Half-Undead Ability Damage Immunity 2, Half-Undead Poison Immunity
    6 30% 3/Silver and Magic 1 (60%)
    7 40% 4/Silver and Magic 1 (80%) Half-Undead Ability Damage Immunity 3, Half-Undead Disease Immunity
    8 40% 4/Silver and Magic 1 (80%)
    9 50% 5/Silver and Magic 1 (100%) Half-Undead Ability Drain Immunity 1, Immunity to Fatigue and Exhaustion
    10 50% 5/Silver and Magic 1 (100%)
    11 60% 6/Silver and Magic 2 (100%) Half-Undead Ability Drain Immunity 2, Half-Undead Energy Drain Immunity
    12 60% 6/Silver and Magic 2 (100%)
    13 70% 7/Silver and Magic 4 (100%) Half-Undead Ability Drain Immunity 3, Half-Undead Death From Massive Damage Immunity
    14 70% 7/Silver and Magic 4 (100%)
    15 80% 8/Silver and Magic 6 (100%) Half-Undead Ability Drain Immunity 4, Half-Undead Paralysis Immunity
    16 80% 8/Silver and Magic 6 (100%)
    17 90% 9/Silver and Magic 8 (100%) Half-Undead Ability Drain Immunity 5, Half-Undead Stunning Immunity
    18 90% 9/Silver and Magic 8 (100%)
    19 100% 10/Silver and Magic 10 (100%) Half-Undead Ability Drain Immunity 6, Immunity to Death Effects, Timeless Body

    Undead Fortification (Ex): As you become more Undead-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 40% 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 65%. If you also carry a shield with light fortification, your total effective fortification is still 65%, since the light fortification from the shield and the suit of armor do not stack.
    Special: If you have selected 2 or more Associations which provide fortification as an extraordinary ability, 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.

    Half-Undead 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-Undead primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. His fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.
    Special: If you have multiple Associations which provide you with Fast Healing, their effects stack in the following manner. Each Association will fast heal back to its maximum and then stop. As long as it is active, each Association stacks with all other Associations. E.g. Lets say we have a level 3 Trissociate with 30 HP. One Association grants him Fast Healing 1 (40%), which will bring him back to 12 HP. Another grants him Fast Healing 1 (20%) which will bring him back to 6 HP. When he is below 6 HP, both are active, and they stack to give him Fast Healing 2. When he is between 6-12 HP, only the first one is active, giving him Fast Healing 1. When he is above 12 HP, both become inactive.

    Undead Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: sleep effects, non-lethal damage, poison, fatigue and exhaustion, disease, paralysis, physical ability score damage (Str/Dex/Con), ability drain, energy drain, stunning, death from massive damage and death effects. At later levels, you gain immunity to these various effects.

    Adaptation: Undead and Constructs share many of the same immunities, so this could also be applied to a 'Half-Construct' character, or one who is gradually mechanizing himself (like the Eberron Renegade Master Maker). In this case, you should replace the Damage Reduction with X/Adamantine instead. Additionally, for players who wish to use Warforged components, this should likely cost a feat.

    Slam Attack (Ex): You gain a slam attack, if you do not already have one, whose damage follows the table below. If you already have one, you can choose to retain your old damage value, or use the appropriate value from the table below, whichever is better.

    Size Slam Damage
    Fine 1
    Diminutive 1d2
    Tiny 1d3
    Small 1d4
    Medium 1d6
    Large 1d8
    Huge 2d6
    Gargantuan 2d8
    Colossal 4d6

    Half-Undead Ability Damage Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution). You gain immunity to Ability Damage to that score. Each time you gain this ability, select a different ability score.
    Special: If you already have Ability Damage Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, 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-Undead Poison Immunity (Ex): You gain immunity to all poisons.
    Special: If you already have Poison Immunity as an extraordinary ability 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-Undead Disease Immunity (Ex): You gain immunity to all diseases, including supernatural diseases.
    Special: If you already have Disease Immunity as an extraordinary ability 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-Undead Ability Drain Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Drain to that score. Each time you gain this ability, select a different ability score.
    Special: If you already have Ability Drain Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, 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-Undead Energy Drain Immunity (Ex): You gain immunity to energy drain.
    Special: If you already have Energy Drain Immunity as an extraordinary ability 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-Undead Death From Massive Damage Immunity (Ex): You gain immunity to death form massive damage.
    Special: If you already have Death From Massive Damage Immunity as an extraordinary ability 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-Undead Paralysis Immunity (Ex): You gain immunity to paralysis.
    Special: If you already have Paralysis Immunity as an extraordinary ability 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-Undead Stunning Immunity (Ex): You gain immunity to stunning.
    Special: If you already have Stunning Immunity as an extraordinary ability 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.

    Automatic Mastery Talents
    Half-Undead Faster Healing: You gain the Faster Healing Talent as described above.



    Lycanthrope Association
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    Besides being used for Lycanthropes, this Association can also represent shape-shifting warrior, who uses only one form (unlike Wild Shape, or polymorph using spells where he can assume a variety of forms). See the adaptation notes below.

    Lycanthrope Association Progression (Based on Associate Level)
    Level Lycanthrope Damage Reduction Special
    Starter - Lycanthrope Lesser Alternate Form, Lycanthrope Empathy
    1 1/Silver Lycanthrope Alternate Form, Scent, Low-light vision
    2 1/Silver
    3 2/Silver Lycanthrope Ability (+1, total 1)
    4 2/Silver
    5 3/Silver Lycanthrope Ability (+1, total 2)
    6 3/Silver
    7 4/Silver Lycanthrope Ability (+1, total 3)
    8 4/Silver
    9 5/Silver Lycanthrope Ability (+1, total 4)
    10 5/Silver
    11 6/Silver Lycanthrope Ability (+1, total 5)
    12 6/Silver
    13 7/Silver Lycanthrope Ability (+1, total 6)
    14 7/Silver
    15 8/Silver Lycanthrope Ability (+1, total 7)
    16 8/Silver
    17 9/Silver Lycanthrope Ability (+1, total 8)
    18 9/Silver
    19 10/Silver Lycanthrope Ability (+2, total 10)

    Lycanthrope Skills: Add Survival to your Trissociate class skill list.

    Selected Lycanthrope Animal: When you select the Lycanthrope Association, pick an animal. This animal must be one for which you qualify for as a Lycanthrope. E.g. the animal must be within one size category of your original form.

    Lycanthrope Damage Reduction: You gain the stated damage reduction in your hybrid and animal forms.

    Lycanthrope Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as 'friend', 'foe', 'flee', and 'attack'.

    Curse of Lycanthropy (Su): The ability to transmit the Curse of Lycanthropy with a bite, is not explicitly included amongst the abilities above. It is this author's humble opinion that whether this ability should be included, is best adjudicated by the DM, in discussion with the player. If included as written, the Curse of Lycanthropy can be used inflict alignment changes on otherwise unwilling NPCs. Even if its use is limited to willing subjects, it can still be used to turn the helpless human villagers, along the path of an Orcish invasion, into an army of were-bears... which is admittedly kinda funny, but may not mesh well with the intended campaign setting or direction.

    Adaptation: This Association can also be used to represent a warrior who shapeshifts to one particular form (e.g. a Balor). In that case make the following changes:
    *Remove Curse of Lycanthropy entirely.
    *Change the Damage Reduction to suit your chosen form. (E.g. a Balor shifter would gain Damage Reduction X/Cold Iron)
    *Replace Lycanthrope Empathy with one suitable for your chosen form. (E.g. a Balor shifter would +4 racial bonus to influence other Balors)
    *You may not select Special Quality or Special Attack for your Lycanthrope ability. (E.g. so you may not gain a Balor's Death Throes or Immunity to Electricity). You may still select Size Increase, Physical Boost, and Wisdom Boost.

    Lycanthrope Lesser Alternate Form (Su): Your starter ability is the Lycanthrope Alternate Form (see below) except as noted here. You do not gain bite and claw attacks in hybrid form. You also do not gain any of the animal's natural weapons in animals form.

    Lycanthrope Alternate Form (Su): You gain the shapechanger subtype. As a standard action at will, you can assume the form of your chosen animal or a hybrid shape that combines features of your normal and animal forms. This Alternate Form differs from that gained by normal Lycanthropes in many ways as noted below.

    Both Animal and Hybrid Form:
    *You use your own normal ability scores (unless augmented with the Physical Boost Lycanthrope Ability described below).
    *You do not gain the animal's natural armor (unless augmented with the Physical Boost Lycanthrope Ability described below).
    *You retain any Special Qualities of your original form. Additionally, unlike normal lycanthropes, you do not gain any of the animal's Special Qualities in any form, unless it is selected as a Lycanthrope Ability (See below).
    *You do not gain any of the animal's special attacks or special qualities.

    Specific to Animal Form:
    *If the animal is the same size as you, or larger, your size remains the same (unless augmented with the Size Increase Lycanthrope Ability described below). If the animal is smaller, you shrink down to the animal's normal size. You gain a +2 size bonus to Dexterity, +1 to AC and Attack Rolls due to reduced size, but take a -2 size penalty on Strength.
    *You lose any special attacks that are from the race and templates of your original form. You retain any special attacks that are from class levels, provided you retain the body parts required to make those special attacks.
    *You lose your original movement modes, and gain the movement modes of the animal.
    *If the animal has the aquatic subtype, then you gain that subtype while you are in animal form.
    *You lose the ability to cast spells with verbal, somatic or material components.
    *You gain the animal's natural weapons (but not special attacks that emulate natural weapons, such as rake).

    Specific to Hybrid Form:
    *You retain your original size regardless of the animal's size (unless augmented with the Size Increase Lycanthrope Ability described below).
    *You retain all special attacks of your original form.
    *You retain your original forms movement modes and speed, and do not gain any of the animal's movement modes or speed.
    *Unlike a normal Lycanthrope hybrid, you retain the ability to speak clearly, and to cast spells with verbal components (in addition to those with somatic and material components).
    *You gain the bite or claw attacks that a Lycanthrope hybrid normally has.

    Lycanthrope Ability: Whenever you gain this ability, select one ability from the menu below.

    Size Increase (Su): You can only select this ability, if your chosen animal is larger than your original form, and it can only be selected once. Your hybrid and animal forms increase by 1 size category. You gain a +2 size bonus to strength, and a -2 size penalty to dexterity, and a -1 penalty on attack rolls and AC.

    Physical Boost (Su): Select any two of the following: Strength, Dexterity, Constitution or Natural Armor. You gain a +1 bonus to each, while in animal or hybrid form. This ability can be selected multiple times and its effect stack.

    E.g. Lets say we have a Lycanthrope associate who has selected the Eagle as his animal. At level 20, he would have gained a total of 10 Lycanthrope Abilities. Lets say he has used all of them to select Physical Boost, picking Strength and Constitution each time. Hence at level 20, he will gain a +10 bonus to Strength, and +10 bonus to Constitution when he shifts into hybrid or animal form.

    Note: Normal Lycanthropes do not gain bonus hit points, from the Constitution score increase they get, as a result of shifting into animal or hybrid form. This is because any Hit Points from high Constitution in these forms, is already added to their animal hit dice and is therefore accounted for in their original forms.

    Similiarly, for a Lycanthrope associate, any Constitution score boost in hybrid or animal form, also adds hit points to their original form. E.g. Lets say a Lycanthrope associate has 14 Constitution in his original form. He selects Physical Boost for Constitution twice. Hence, his Constitution in hybrid and animal forms is 16. When calculating his bonus hit points, we use the Constitution score of his hybrid and animal forms, instead of his base form. Hence he gains +3 bonus hit points per hit dice.

    Wisdom Boost (Ex): You gain a +2 increment to Wisdom, as if gained through level advancement. This ability can only be selected once.

    Special Quality (Ex): Select one special quality of the chosen animal. You gain that special quality in your original, animal and hybrid forms. This ability can be taken multiple times, selecting a different special quality each time.

    Special Attack (Su): Select one special attack of the chosen animal. You gain that special attack in animal form, but not in original or hybrid form. This ability can be taken multiple times, selecting a different special attack each time.

    Automatic Mastery Talents
    Quicken Alternate Form: You may use the Alternate Form ability gained from the Lycanthrope Association as a swift action instead of a standard action.

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    Last edited by JeminiZero; 2014-06-15 at 05:00 AM.