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Thread: Trissociate [3.5 Base Class] (PEACH)

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    Half-Blood Associations (Part 2)

    Half-Dragon Association
    Requirements
    Alignment: Usually, your alignment must match that of your chosen Dragon Type. But your DM may waive this requirement.
    Special: You must not already have the Dragon type, or be a Half-Dragon.

    Half-Dragon Association Progression (Based on Associate Level)
    Level HDAB1 HDAB2 HDAB3 Half-Dragon Natural Armor Bonus Half Dragon Breath Weapon Damage Half Dragon Breath Weapon Size Special
    Starter - - - - - - Half-Dragon Progressive Wings 1, Dragonblood Subtype
    1 1 - - +1 1d4 15 ft cone/30 ft line Half-Dragon Progressive Wings 2, Dragon Energy Resistance
    2 - - - +1 1d4 15 ft cone/30 ft line
    3 - 1 - +2 2d4 20 ft cone/40 ft line Half-Dragon Ability 1
    4 - - - +2 2d4 20 ft cone/40 ft line
    5 - - 1 +3 3d4 25 ft cone/50 ft line Half-Dragon Progressive Wings 3
    6 - - - +3 3d4 25 ft cone/50 ft line
    7 1 - - +4 4d6 30 ft cone/60 ft line Half-Dragon Ability 2
    8 - - - +4 4d6 30 ft cone/60 ft line
    9 - 1 - +5 5d6 35 ft cone/70 ft line Half-Dragon Progressive Wings 4
    10 - - - +5 5d6 35 ft cone/70 ft line
    11 - - 1 +6 6d6 40 ft cone/80 ft line Half-Dragon Ability 3
    12 - - - +6 6d6 40 ft cone/80 ft line
    13 1 - - +7 7d8 45 ft cone/90 ft line Half-Dragon Progressive Wings 5
    14 - - - +7 7d8 45 ft cone/90 ft line
    15 - 1 - +8 8d8 50 ft cone/100 ft line Half-Dragon Ability 4
    16 - - - +8 8d8 50 ft cone/100 ft line
    17 - - 1 +9 9d8 55 ft cone/110 ft line Dragon Energy Immunity, Timeless Body
    18 - - - +9 9d8 55 ft cone/110 ft line
    19 1 1 1 +10 10d10 60 ft cone/120 ft line Half-Dragon Paralysis Immunity, Dragon Type

    Others: When you select this association, choose a Half-Dragon type. If you have any other Dragon based Associations that require you to select a Dragon type, you must pick the same Half-Dragon type as those Associations. For a list of available Half-Dragons, and their associated breaths and immunities refer to Draconomicon pg 166.

    Ability Boost (Ex): Your ability scores increase as noted in the table above. These increases stack and are gained as if through level advancement. Select any 3 different ability scores except for Dexterity in order of priority (Dragons are mentally and physically superior to humanoids in all aspects except for Dexterity). We shall refer to these 3 selected scores as HDAB1, HDAB2 and HDAB3. These 3 ability score increase when you advance, as described in the table above.

    Breath Weapon (Su): At Associate level 1, you gain a Breath Weapon which is usable as a standard action. Your Breath Weapon's shape and energy type is determined by your selected Dragon type. By default, after using your Breath Weapon, you must wait 1d4 round before you can use it again (although the application of Meta-Breath feats may increase the waiting time). Depending on your Breath Weapon's shape, its size is listed in the table above. Creatures hit by your Breath Weapon can make a reflex save to half the damage, with a DC equal to 10 + half your Trissociate level (round down) + your Constitution Modifier.

    Half-Dragon Progressive Wings (Ex): You gain Progressive Wings, resembling those of your chosen Dragon.

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

    Dragonblood Subtype (Ex): You gain the Dragonblood subtype. Refer to Races of Dragon (pg 4) for details on this subtype.

    Others: You gain class features as per the Dragon Disciple prestige class according to the table above. However, you do not gain bonus arcane spells. Additionally, you qualify for the following feats.

    Endure Exposure
    Requirements: Trissociate Half-Dragon Associate
    Benefits: You gain the ability to cast a Spell Like Ability, similiar to Endure Exposure (Dragon Magic pg 80). This is an actual Spell Like Ability rather than an invocation, and hence it has no verbal or somatic components, nor does it suffer from Arcane Spell Failure. You can use this a number of times per day equal to your Trissociate level. You can recover daily uses of your Endure Exposure Spell Like Ability, as per the Recover Spell Like Ability talent. For purposes of adjudicating effects dependent on spell level, treat Endure Exposure as a level 1 spell.
    Special: You may buy this feat with Focus Features.

    Rapid Breath
    Requirements: Trissociate Half-Dragon Associate.
    Benefits: You can use your Breath Weapon as a swift action. Doing so adds 4 rounds to the recovery time of your breath weapon. Unlike Quicken Breath, you can use this feat, and the Maximize Breath Feat, on the same weapon at the same time, but doing so adds an additional 1 round to the recovery time of your breath weapon (on top of the 3 rounds from Maximize Breath, and the 4 rounds from Rapid Breath)
    Special: You may buy this feat with Focus Features.

    Dragon Energy Resistance (Ex): You gain Energy Resistance to the same energy type that your chosen Dragon is immune to. If your chosen Dragon is immune to multiple energy types, choose just one to which your resistance applies. 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).

    Half-Dragon Ability (Ex): Each time you gain a Half-Dragon Ability, choose from one of the following. You cannot select the same ability more than once.

    Darkvision: You gain Darkvision to 60 ft. If you already have Darkvision from another source, its range improves by 60 ft. You also gain low-light vision if you do not already have it.

    Blindsense: You gain Blindsense to 30 ft. You must already have selected the Darkvision ability (as above) before you may select this ability.

    Immunity to Sleep: You gain immunity to sleep effects.

    Claws and Bite: You gain Claws and Bite attack, as appropriate for a Half-Dragon of your size.

    Dragon Energy Immunity (Ex): Your gain immunity to the same energy type as your Dragon Energy Resistance.

    Half-Dragon 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.

    Dragon Type (Ex) Your type changes to Dragon. Your Blindsense improves to 60 ft.

    Automatic Mastery Talents
    Quicken Breath Weapon Recovery: As a free action, you can spend Mastery points to reduce the recovery time of you Breath Weapon. Spending 1 Mastery point reduces the recovery time by 1 round. If you reduce the recovery time to zero, you can use it again immediately during your action. This is a supernatural ability.

    Boost Breath Weapon: As a free action, you can spend Mastery points to increase the damage dealt by your breath and the reflex save DC. When you use your Breath Weapon, you can spend 1 Mastery point, to add a number of dice equal to your Trissociate Bonus, to the Breath Weapon damage. The dice type (i.e. d4, d6, d8, d10) is the same dice type that your breath currently uses. If you apply meta-breath feats to your breath, the feat effects also apply to the extra damage dice. At the same time, you also add your Trissociate Bonus to the reflex save DC. You can only apply this talent at most once to each use of your breath weapon. This is a supernatural ability.


    Half-Farspawn Association
    Requirements
    Alignment: Half-Farspawn are usually Chaotic Evil, but your DM may waive this requirement.
    Special: You must not already have the Outsider type, or be a Half-Farspawn (Lords of Madness pg 152).

    Half-Farspawn Association Progression (Based on Associate Level)
    Level Farspawn Natural Armor Bonus Half-Farspawn Spell Like Abilities Gained Special
    Starter - Farspawn Alternate Form, Half-Farspawn Poison Resistance
    1 +1 Blur 3/day Blindsense 60 ft
    2 +1
    3 +2 Touch of Idiocy 1/day Extra Tentacle 1, True Strike 1/day
    4 +2
    5 +3 Stinking Cloud 1/day Farspawn Chosen Energy Resistance 1
    6 +3
    7 +4 Blink 3/day Blindsight 60 ft
    8 +4
    9 +5 Greater Invisibility 1/day Extra Tentacle 2, True Strike 2/day
    10 +5
    11 +6 Telekinesis 1/day Farspawn Chosen Energy Resistance 2
    12 +6
    13 +7 Ethereal Jaunt 3/day Half-Farspawn Poison Immunity
    14 +7
    15 +8 Scintillating Pattern 1/day Extra Tentacle 3, True Strike 3/day
    16 +8
    17 +9 Summon Monster IX (Creatures with Pseudonatural template instead of Celestial of Fiendish. Refer to Lords of Madness pg 161 or Complete Arcane pg 160) 1/day Half-Farspawn Rapid Summons, Timeless Body
    18 +9
    19 +10 Implosion 1/day Farspawn Outsider Transformation

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

    Farspawn Alternate Form (Su): As a standard action, you can take the form of a grotesque, tentacled mass (or another appropriately gruesome form). Despite the alien appearance, your abilities remain unchanged. However, other creatures receive a -1 morale penalty on their attack rolls against you, when you are in this alternate form.

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

    Extra Tentacle (Ex): You grow an additional tentacle (on top of any you might already possess). You can use your tentacle(s) as natural weapons. When used as primary natural weapons, their bonus damage is equal to your strength bonus. When used as secondary natural weapons, they take -5 penalty to their attack roll, and their bonus damage is equal to half your strength bonus (rounded down). Your Extra Tentacles count as magic for the purposes of overcoming damage reduction. Their base damage and reach varies according to your size:

    Size Tentacle Damage Reach with Tentacles
    Fine 1 0 ft
    Diminutive 1 0 ft
    Tiny 1d2 0 ft
    Small 1d3 5 ft
    Medium 1d4 5 ft
    Large 1d6 10 ft
    Huge 1d8 15 ft
    Gargantuan 2d6 20 ft
    Colossal 3d6 30 ft

    True Strike (Su): You can gain a +20 insight bonus on a single attack roll. This requires no action on your part beyond the action that makes the attack roll. In addition, you suffers no miss chance against a target that has concealment or total concealment for this attack roll.

    Farspawn Chosen Energy Resistance (Ex): Select one of the following energy types (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-Farspawn 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.

    Half-Farspawn 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-Farspawn Association.

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

    Recover True Strike: By entering Mastery Meditation, you can recover uses of your True Strike ability. Unlike other conversions, you may not spend more points to recover this outside of Mastery Meditation. While in Mastery Meditation, you can spend 1 Mastery point to recover 1 daily use of True Strike. You cannot exceed your maximum daily uses.

    Spoiler
    Show
    This is adapted and modified from the Lords of Madness version. The original Half-Farspawn Change Shape gave a creature immune to flanks and critical hits. (This is a rather odd, considering most Aberrations do not have immune to criticals). He also gains a total of 4 tentacle attacks, which might be overpowering at level 1. (He does lose existing natural attacks and associated special attacks like improved grab and rend, but that hardly matters to a humanoid).

    Hence I used Alternate Form from the Pseudonatural Template (Complete Arcane 161) instead of Change Shape. Highly flavorful, yet mild enough to be used even as a Starter ability (effectively just +1 AC). And instead of getting 4 tentacle attacks at the start, he retains his normal attacks and gains up to 3 extra tentacles as he levels, regardless of form.

    Because really, what player DOESN'T want to play some sort of cosmic horror?

    Carnage by doppingqnk used under Creative Commons Attribution License

    Alternatively, if you want a mostly normal character that can shift into a monstrousity for a short while each day, consider using Akodrin bloodline for the Ozodrin



    Half-Fey Association
    Requirements
    Special: You must not already have the Fey type, or be a Half-Fey.

    Half-Fey Association Progression (Based on Associate Level)
    Level Fey Damage Reduction Half-Fey Spell Like Abilities Gained Special
    Starter - Half-Fey Progressive Wings 1, Enchantment Saves Bonus
    1 1/Cold Iron Charm Person X/day, Hypnotism 1/day, Faerie fire or Glitterdust 1/day Half-Fey Progressive Wings 2, Low Light Vision
    2 1/Cold Iron
    3 2/Cold Iron Detect law 3/day, Enthrall or Sleep 1/day Fey Ability Score Boost 1
    4 2/Cold Iron
    5 3/Cold Iron Protection from law 3/day Half-Fey Progressive Wings 3
    6 3/Cold Iron
    7 4/Cold Iron Confusion or Calm Emotions 1/day Fey Ability Score Boost 2
    8 4/Cold Iron
    9 5/Cold Iron Eyebite or Lesser Geas 1/day Half-Fey Progressive Wings 4
    10 5/Cold Iron
    11 6/Cold Iron Dominate person or Hold Monster 1/day Fey Ability Score Boost 3
    12 6/Cold Iron
    13 7/Cold Iron Mass Invisibility 1/day Half-Fey Progressive Wings 5
    14 7/Cold Iron
    15 8/Cold Iron Geas/Quest or Mass Suggestion 1/day Fey Ability Score Boost 4
    16 8/Cold Iron
    17 9/Cold Iron Insanity or Mass Charm Monster 1/day Charm Person At Will, Timeless Body
    18 9/Cold Iron
    19 10/Cold Iron Irresistible Dance 1/day Fey Type, Immunity to Enchantments

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

    Half-Fey Progressive Wings (Ex): You gain Progressive Wings as appropriate for your ancestry. Fey wings usually resemble those of a particular insect, such as colourful butterfly or translucent dragonfly wings.

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

    Enchantment Saves Bonus (Ex): You add your Trissociate level, as racial bonus to saving throws against spells and effects from the Enchantment school.

    Charm Person X/day (Sp): You gain the ability to cast Charm Person as a Spell Like Ability, a number of time per day equal to your Trissociate level. Unlike other half-Fey, you cannot use this at will until Associate level 17.

    Fey Ability Score Boost (Ex): Select one particular ability score, from: Dexterity, Intelligence, Wisdom or Charisma (but not Strength or Constitution). You gain +1 to that selected score, as if gained through level advancement. Each time you gain this, you may select the same or a different ability score.

    Fey Type (Ex): Your type changes to Fey.

    Immunity to Enchantments (Ex): You becomes immune to all spells and effects from the Enchantment school. This ability replaces the Saving Throw Bonus.

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


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

    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 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
    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
    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.
    Last edited by JeminiZero; 2014-04-17 at 03:44 AM.