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Thread: Trissociate [3.5 Base Class] (PEACH)

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    Half-Blood Associations (Part 4)


    Magic-Blooded Association
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    Magic-Blooded provides a customizable fixed list of SLAs which can be used to represent any magical ancestry, or mystical training. Note that unlike Spellcasters/Manifesters, you can use these SLAs even if you have low mental stat score (e.g. if Stabby McFighter wants Haste). If you want the versatility of being able to choose a new set of SLAs each day (at the cost of less raw power), use the Magic Dilettante Association instead.

    You could use this on its own. But it is also designed so that you can combine it with any other Half-Blood association, as there is minimal class feature overlap. (E.g. you could combine it with Half-Celestial, as Half-Celestial does not provide spell resistance. You could also pick Magic-Blooded SLAs which do not duplicate the SLAs that you may get from the Half-Celestial association.)

    Magic-Blooded Association
    Magic-Blooded Association Progression (Based on Associate Level)
    Level Magic-Blooded Spell Resistance Magic-Blooded Spell Like Abilities Gained Special
    Starter Level + 0
    1 Level + 1 0th Level SLA 2/day
    2 Level + 2 0th Level SLA 2/day
    3 Level + 3 1st Level SLA 1/day
    4 Level + 4
    5 Level + 5 2nd Level SLA 1/day
    6 Level + 6
    7 Level + 7 3rd Level SLA 1/day
    8 Level + 8
    9 Level + 9 4th Level SLA 1/day
    10 Level + 10
    11 Level + 11 5th Level SLA 1/day
    12 Level + 11
    13 Level + 12 6th Level SLA 1/day
    14 Level + 12
    15 Level + 13 7th Level SLA 1/day
    16 Level + 13
    17 Level + 14 8th Level SLA 1/day
    18 Level + 14
    19 Level + 15 9th Level SLA 1/day

    Magic-Blooded Spell Resistance: You gain Spell Resistance according to the table above. Note that the 'Level' in the column refers to your Trissociate Level.

    Magic-Blooded Spell Like Abilities Gained (Sp): When you gain this association, select a spellcasting class that provides 0th-9th levels spells. (E.g. within Core, there is Wizard/Sorcerer, Cleric and Druid. Outside of Core, there are other classes such as Wu Jen, Shugenja etc). If your selected class has a spell list that is customizable (e.g. Clerics can select domains which adds spells), then you may also customize your selected class spell list, and it cannot be changed thereafter (e.g. if you select Cleric, you may also pick 2 domains, and this choice is permanent once made).

    You may acquire spells from your selected class spell list, as spell-like abilities (SLAs) following the table above. At the indicated levels, you may select a particular spell of the appropriate level, and gain it as a SLA. Additionally, whenever you gain another level in Trissociate, you may swap out one of your existing SLAs, for another of the same level, from your selected class spell list.

    Your SLAs functions in all ways like a normal SLA (e.g. caster level equal to your Trissociate level, same casting time as the original spell, no somatic of verbal components, high ability score not required to cast the SLA) except as noted here: If the original spell has any costly material component, XP cost, sacrifice or corruption cost for your selected spellcasting class, you must pay the same cost when casting your SLA. Non-costly material components are not required. A costly focus which is not expended by the original spell when it is cast, is also not required for your SLA. 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).

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



    Psionic-Blooded Association
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    This is basically the psionic counterpart of Magic-Blooded above. To keep their power level comparable, the Psi-Like-Abilities are unaugmented.

    Psionic-Blooded Association Progression (Based on Associate Level)
    Level Psionic-Blooded Power Resistance Psionic-Blooded Psi-Like Points Psionic-Blooded Psi-Like Abilities Known Special
    Starter Level + 0 -
    1 Level + 1 1 1st Level PLA 1 known
    2 Level + 2 1
    3 Level + 3 2 1st Level PLA 1 known (total 2 known)
    4 Level + 4 2
    5 Level + 5 5 2nd Level PLA 1 known
    6 Level + 6 5
    7 Level + 7 10 3rd Level PLA 1 known
    8 Level + 8 10
    9 Level + 9 17 4th Level PLA 1 known
    10 Level + 10 17
    11 Level + 11 26 5th Level PLA 1 known
    12 Level + 11 26
    13 Level + 12 37 6th Level PLA 1 known
    14 Level + 12 37
    15 Level + 13 50 7th Level PLA 1 known
    16 Level + 13 50
    17 Level + 14 65 8th Level PLA 1 known
    18 Level + 14 65
    19 Level + 15 82 9th Level PLA 1 known

    Psionic-Blooded Power Resistance: You gain Power Resistance according to the table above. Note that the 'Level' in the column refers to your Trissociate Level.

    Psionic-Blooded Psi-Like Points (Ps): You gain a pool of Psi-Like Points according to the table above. Psi-Like Points are not Power Points, and effects which reduce or add Power Points do not work on Psi-Like Points. You do not gain bonus Psi-Like Points for having high ability score. As a Psi-Like ability, Psi-Like Points are restored at the start of each day even if you have not rested.

    Psionic-Blooded Psi-Like Abilities Known (Ps): When you gain this association, select a manifesting class that provides 1st-9th levels powers. (E.g. within SRD, there is the Psion. Outside of Core, there are other classes such as the Ardent). If your selected class has a power list that is customizable (e.g. Psions can select a discipline which adds selectable powers), then you may also customize your selected class power list, and it cannot be changed thereafter (e.g. if you select Psion, you may also pick 1 discipline, and this choice is permanent once made). If you selected Ardent, you may select 4 psionic mantles to form your selectable power list.

    You may acquire powers from your selected class power list, as psi-like abilities (PLAs) following the table above. At the indicated levels, you may select a particular power of the appropriate level, and gain it as a PLA known. Additionally, whenever you gain another level in Trissociate, you may swap out one of your existing PLAs known, for another of the same level, from your selected class power list.

    Your PLAs functions in all ways like a normal PLA (e.g. manifester level equal to your Trissociate level, same manifesting time as the original power, no display, high ability score is not required to manifest the PLA) except as noted here: Using PLAs gained from being Psionic-Blooded, costs a number of Psi-Like Points, equal to the Power Point cost if the PLA had been manifested as a normal psionic power. You cannot manifest a Psionic-Blooded PLA unless you have sufficient Psi-Like Points to pay for it. Unlike normal PLAs, your PLAs are normally manifested as unaugmented, and cost a number of Psi-Like Points equal to their unaugmented power point cost. However, you can spend more Psi-Like Points on a PLA than its default base cost, allowing you to augment it as if it were a psionic power. You may manifest a PLA as often as you like, so long as you have the Psi-Like Points to support it. Like a normal psionic power, the maximum number of Psi-Like Points, you can spend on a single manifestation of a PLA, is equal to your manifester level. If the original power has any costly material component, XP cost, sacrifice or corruption cost for your selected manifesting class, you must pay the same cost when manifesting your PLA. Non-costly material components are not required. A costly focus which is not expended by the original power when it is manifested, is also not required for your PLA. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + power level + highest mental ability score modifier).

    Automatic Mastery Talents
    Recover Psi-Like Points: You may recover Psi-Like Points. By entering Mastery Meditation and spending however many Mastery points you wish, you may restore 2 Psi-Like Points for each Mastery point used. You may not exceed your normal Psi-Like Point maximum. You may accelerate the conversion process by spending more Mastery points. As a free action, you may instead recover 1 Psi-Like Point for each Mastery point spent, even when you are not in Mastery Meditation. This is a supernatural ability.



    Shadow-Blooded Association
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    This next association can be used to represent either a character that is training himself in shadow-based magic, like a Shadowdancer, or one that is directly connected to the plane of shadow, like the Dark or Shadow Creature template. For a variant which gains Shadow Hand maneuvers instead of SLAs, see the Shadow-Adept Association.

    Shadow-Blooded Association
    Shadow-Blooded Association Progression (Based on Associate Level)
    Level Shadow Mantle Shadow-Blooded Spell Like Abilities Gained Special
    Starter - Shadow-Blooded Chosen Energy Resistance, Low light vision
    1 - Disguise Self 3/day Dark Vision 60 ft
    2 -
    3 - Darkness 3/day Shadow Hide in Plain Sight (Lesser)
    4 -
    5 - Major Image 1/day Improved Dark Vision (60 ft)
    6 -
    7 - Shadow Conjuration 1/day Shadow Hide in Plain Sight (Improved)
    8 -
    9 - Shadow Evocation 1/day Shadow Subschool Enhancement (Lesser)
    10 -
    11 10% Shadow Walk or Plane Shift (to and from the Plane of Shadow only) 1/day Shadow Hide in Plain Sight (Greater)
    12 10%
    13 20% Greater Shadow Conjuration 1/day Shadow Image, Shadow Speed Boost (+10 ft)
    14 20%
    15 30% Greater Shadow Evocation 1/day Shadow Subschool Enhancement (Improved)
    16 30%
    17 40% Summon Monster IX (Creatures with the Shadow Creature Template instead of Fiendish or Celestial. See Manual of the Planes page 190 or Lords of Madness page 167) 1/day Shadow-Blooded Rapid Summons
    18 40%
    19 50% Shades 1/day Shadow Subschool Enhancement (Greater)

    Shadow-Blooded Skills: Add Balance, Disguise, Escape Artist, Sleight of Hand and Tumble to your Trissociate class skill list.

    Shadow Mantle (Su): At will, you can conceal yourself with shifting shadows. This ability provides concealment according to the table above. You can can dismiss or resume this effect as a free action. Darkvision and low-light vision offer no help in piercing the Shadow Mantle, but any creature that can see in magical darkness can ignore the miss chance, as can a creature with blindsight or true seeing. The shadows make it difficult to specifically target you, but your enemies are aware of your position. Hence you cannot use Shadow Mantle to make Hide checks. Shadow Mantle does not function in bright daylight, or similiar effects such as a daylight spell. It counts as the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.

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

    Shadow-Blooded 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:

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

    Shadow Hide in Plain Sight (Su): You can attempt to hide even while being observed, provided certain other conditions are met. You can even hide yourself from view in the open without anything to actually hide behind:
    Lesser: You can attempt to hide, so long as you are in an area of magical darkness.
    Improved: You can attempt to hide, so long as you are in an area of shadowy illumination or darker, including total mundane darkness and magical darkness.
    Greater: You can attempt to hide, so long as you are in an area that does not have full daylight or similiar effect. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

    Improved Dark Vision (Ex): Your darkvision now lets you see normally even in magical darkness, to a range of 60 ft.

    Shadow Subschool Enhancement (Su): Your Shadow subschool spell-like abilities (Shadow Conjuration, Shadow Evocation, Greater Shadow Conjuration, Greater Shadow Evocation, and Shades) gained from the Shadow-Blooded Association, improve as noted below. This does not apply to Shadow subschool spells or spell-like abilities you might have from other sources.
    Lesser: Shadow Conjuration and Shadow Evocation are now 30% real.
    Improved: Shadow Conjuration and Shadow Evocation are now 40% real. Greater Shadow Conjuration and Greater Shadow Evocation are 65% real.
    Greater: Shadow Conjuration and Shadow Evocation are now 50% real. Greater Shadow Conjuration and Greater Shadow Evocation are 70% real. Shades is 90% real.

    Shadow Image (Su): You can choose to cast your Major Image spell-like ability in a different way. When you choose to apply this ability, you can sustain your Major Image without needing to concentrate, but it lasts only for 1 round per Trissociate level. You do not need to apply this ability if you do not want to (i.e. you can still cast Major Image and concentrate on it normally). This only applies to the Major Image spell-like ability you get from your Shadow-Blooded association.

    Shadow Speed Boost (Ex): You gain an untyped bonus to all your movement modes, equal to the number indicated in the brackets. This bonus applies even to movement modes which you gain, that are in temporary in nature, such as flight from a Fly spell.

    Shadow-Blooded 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 Shadow-Blooded Association.

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



    Worm-That-Walks Association
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    Worm-That-Walks Association Progression (Based on Associate Level)
    Level Worm-That-Walks Fortification Vermin Strike: Damage Vermin Strike: Range Worm-That-Walks Spell Like Abilities Gained Special
    Starter - 1 10 ft cone/20 ft line and ray
    1 10% 1d4 15 ft cone/30 ft line and ray Speak with Vermin (as speak with Speak with Animals, but with vermin instead) 3/day Darkvision 60 ft, Worm-That-Walks Blindsense
    2 10% 1d4 15 ft cone/30 ft line and ray
    3 20% 2d4 20 ft cone/40 ft line and ray Charm Vermin (as Charm Animal, but with vermin instead) 1/day Pierce Vermin Mind
    4 20% 2d4 20 ft cone/40 ft line and ray
    5 30% 3d4 25 ft cone/50 ft line and ray Vermin Trance (as Animal Trance, but with vermin instead) 1/day
    6 30% 3d4 25 ft cone/50 ft line and ray
    7 40% 4d6 30 ft cone/60 ft line and ray Vermin Messenger (as Animal Messenger, but with a tiny monstrous vermin instead) 1/day Worm-That-Walks Blindsight
    8 40% 4d6 30 ft cone/60 ft line and ray
    9 50% 5d6 35 ft cone/70 ft line and ray Dominate Vermin (as Dominate Animal, but with vermin instead) 1/day Worm-That-Walks Flanking Immunity
    10 50% 5d6 35 ft cone/70 ft line and ray
    11 60% 6d6 40 ft cone/80 ft line and ray Giant Vermin 1/day Giant Vermin Supply
    12 60% 6d6 40 ft cone/80 ft line and ray
    13 70% 7d8 45 ft cone/90 ft line and ray Insect Plague 1/day
    14 70% 7d8 45 ft cone/90 ft line and ray
    15 80% 8d8 50 ft cone/100 ft line and ray Vermin Polymorph (as Baleful Polymorph, but into a Small or smaller vermin of no more than 1 HD) 1/day Hive Clone
    16 80% 8d8 50 ft cone/100 ft line and ray
    17 90% 9d8 55 ft cone/110 ft line and ray Creeping Doom 1/day Aberrant Transformation
    18 90% 9d8 55 ft cone/110 ft line and ray
    19 100% 10d10 60 ft cone/120 ft line and ray Vermin Shapes (as Animal Shapes, but with vermin instead) 1/day True Hive Clone

    Worm-That-Walks Transformation (Ex): The Worm-That-Walks Association gradually transforms you into a lesser version of the Worm That Walks. The transformation starts from your hands and feet, which become masses of vermin still connected with the rest of your body. As you grow stronger, it gradually spreads up your limbs, into your body, replacing bone, muscle and organs, until you are entirely made of worms. This transformation provides you with fortification as described below, but has no other mechanical effect. Even though you are made of vermin, spells that specifically target vermin (such as Repel Vermin) have no effect on you. Even though they are made of worms, your hands remain as dextrous as ever and can be used normally.

    Worm-That-Walks Fortification (Ex): As you become more Worm-That-Walks-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.

    Worm-That-Walks 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:

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

    Vermin Strike (Ex): At will, but no more than once per round, you may use a Vermin Strike. You attack your opponents with some of the vermin that constitute your own mass. This does physical damage according to the table above, that counts as bludgeoning, piercing and slashing for the purposes of overcoming damage reduction. Vermin Strikes do not provoke Attacks of Opportunity. 1 round after they leave you, your vermin decay to nothingness. Spells which would normally hedge out vermin (like Repel Vermin) have no effect. 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 Vermin 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 Vermin Strike damage with no save.
    *As a move action, you can coat any weapon (including natural weapons, unarmed strikes and ranged weapon ammunition) with vermin which attack when that weapon strikes an enemy. The next successful attack with that weapon also adds Vermin Strike damage to the weapon damage rolls, and the vermin coating dissipates immediately thereafter. There is no save to reduce the damage. If not used by the start of your next turn, the vermin coat also dissipates. You can also coat your weapon as a swift action, but Vermin Strike only does half of its normal damage.

    Vermin Strike Feats: You qualify for the Vermin Strike feats listed below.

    Quicken Vermin Weapon Coat:
    Requirements: Trissociate Worm-That-Walks Associate
    Benefit: You may use Vermin Strike to coat any weapon as a free action, but Vermin Strike only does half of its normal damage. You still cannot use Vermin Strike more than once per round.
    Special: You may buy this feat with Focus Features.

    Rapid Vermin Area Strike:
    Requirements: Trissociate Worm-That-Walks Associate
    Benefit: You may use Vermin 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 Vermin Strike more than once per round.
    Special: You may buy this feat with Focus Features.

    Precise Vermin Area Strike:
    Requirements: Trissociate Worm-That-Walks Associate
    Benefit: When you use Vermin Strike to fire a cone or a line, you can open up holes within the targeted area, each at least 5 ft cube in size, to avoid damaging allies.
    Special: You may buy this feat with Focus Features.

    Vermin Strike Combination:
    Requirements: Trissociate Worm-That-Walks Associate
    Benefit: By spending a full round action, you can use any standard action Vermin Strike and take any one other standard action of your choosing. However, your Vermin Strike only does half its normal damage. You can choose to use your Vermin Strike first, or to take the other standard action first, in whichever order you prefer. You can still only use Vermin Strike once per round. Spellcasters commonly use this feat to combine Vermin Strike with their spells. For example, as a full round action, you may fire your Vermin Strike ray, and cast a standard action spell, although your Vermin Strike ray only does half its normal damage.
    Special: You may buy this feat with Focus Features.

    Vermin Strike Items: You may use the following items to augment your Vermin Strike.
    Gauntlets: When you use your Vermin Strike as a cone, line or ray, any gauntlets you wear impart their properties to your Vermin Strike, except for their enhancement bonus and damage type (bludgeoning, slashing, piercing). For example, wearing +1 adamantine gauntlets causes your Vermin Strike cone, line or ray to count as magical and adamantine for the purposes of overcoming damage reduction, but whereas the gauntlets only deal bludgeoning damage, and add +1 enhancement bonus to attack and damage, your Vermin Strike still deals bludgeoning, piercing and slashing damage, and does not have an enhancement to attack or damage. If you are wearing different types of gauntlets, you can only apply one with each use of Vermin Strike. This does not apply when Vermin Strike is used to coat a weapon, as in that case, Vermin Strike adds to the damage rolls of that weapon.

    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 Vermin Strike. Normally these items improve a warlock's damage by a number of d6 dice. However, when applied to Vermin Strike, they instead improve damage, using the same type of dice which the Vermin Strike currently uses. For example, the Greater Chasuble of Fell Power would improve Eldritch Blast by 2d6. When applied to your Vermin Strike, it improves damage by 2dX, where X is the damage dice which your Vermin Strike currently uses.

    Worm-That-Walks Blindsense (Ex): You gain Blindsense to a distance equal to your Trissociate level x 5 ft.
    Special: If you already have Blindsense as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

    Pierce Vermin Mind (Su): When using your Worm-That-Walks spell like abilities that are mind-affecting against vermin, you can ignore the immunity to mind-affecting which vermin have due to their type. This only applies to vermin, and only to the mind-affecting immunity from their type. A vermin with mind-affecting immunity from another source (e.g. a Mind Blank spell) will still be protected against your mind-affecting spell like abilities.

    Worm-That-Walks Blindsight (Ex): You gain Blindsight to a distance equal to your Trissociate level x 5 ft.
    Special: If you already have Blindsight as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

    Worm-That-Walks Flanking Immunity (Ex): You gain immunity to being flanked.
    Special: If you already have Flanking 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.

    Giant Vermin Supply (Ex): When using Giant Vermin as a spell or spell like ability, you can use it to transform the vermin that make up your body. When you do this, vermin fall off from your body and land adjacent to your square, before enlarging. This requires no action on your part besides casting Giant Vermin.

    Hive Clone (Sp): You can use a special form of Clone, which works just like the spell except as noted here. Firstly, you can only use this to create a clone of yourself. Your clone takes the form of a hive of dormant worms. Even without your soul, this hive does not need preservation (the worms are alive but in a state of hibernation). This Hive Clone still requires the focus and material components of a normal clone. You can use this spell like ability at will, but it requires the appropriate focus and material components each time. If you have multiple fully grown Hive Clones on standby, when you die, you may choose which one you return in.

    Aberrant Transformation (Ex): Your type become Aberration. You will no longer die of old age, nor do you suffer any penalties from aging.

    True Hive Clone (Sp): This works as Hive Clone except as noted here. By using supplies worth 8,000 gold as the material component (instead of the usual 1,000 gold), you can create a True Hive Clone. When your original body dies, and your soul enters a True Hive Clone, you are treated as having been raised by a True Resurrection spell, and suffer no loss of level or constitution points.

    Automatic Mastery Talents
    Boost Vermin Strike: As a free action, you can spend Mastery points to increase the damage dealt by your Vermin Strike, and its reflex save DC (if it is a cone or line). When you use your Vermin Strike, you can spend 1 Mastery point, to add a number of dice equal to your Trissociate Bonus, to the Vermin Strike damage. The dice type (i.e. d4, d6, d8, d10) is the same dice type that your Vermin 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 Vermin Strike. When used with Vermin Strike options that reduce damage (e.g. using Vermin Strike to coat a weapon as a swift action only deals 50% damage), add the Boost Vermin Strike bonus to the total damage first, before applying the reduction. This is an extraordinary ability.

    Recover Spell Like Ability (Worm-That-Walks): You gain the Recover Spell Like Ability talent as described above.

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    Last edited by JeminiZero; 2014-06-15 at 05:01 AM.