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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Pathfinder Associations


    Aegis Association
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    Aegis Association Progression (Based on Associate Level)
    Level Aegis Customization Points Aegis Damage Reduction Aegis Reconfigure Aegis Augment Suit Special
    Starter - - - - Aegis-Astral Repair
    1 1 - - - Aegis-Form Astral Suit
    2 1 - - -
    3 2 1/- 1/day - Aegis-Craftsman (+1)
    4 2 1/- 1/day -
    5 3 1/- 1/day +1 Aegis-Invigorating Suit
    6 3 1/- 1/day +1
    7 4 2/- 2/day +1 Aegis-Craftsman (+2)
    8 4 2/- 2/day +1
    9 5 2/- 2/day +2 Aegis-Cannibalize Suit 1/day
    10 5 2/- 2/day +2
    11 6 3/- 3/day +2 Aegis-Craftsman (+3)
    12 6 3/- 3/day +2
    13 7 3/- 3/day +3 Aegis-Cannibalize Suit 2/day
    14 7 3/- 3/day +3
    15 8 4/- 4/day +3 Aegis-Craftsman (+4)
    16 8 4/- 4/day +3
    17 9 4/- 4/day +4 Aegis-Cannibalize Suit 3/day
    18 9 4/- 4/day +4
    19 10 5/- 5/day +4 Aegis-Craftsman (+5), Aegis-Perfect Merger

    Aegis Skills: Add Acrobatics (Balance and Tumble for 3.5), Autohypnosis, Spellcraft (Psicraft for 3.5) and Use Magic Device (Use Psionic Device for 3.5) to your Trissociate class skill list.

    Aegis Class Features: You gain Aegis class features, which works just like a normal Aegis except as noted here. Your Aegis class features are gained according to the progression in the table above. You may use your Wisdom bonus or your Charisma bonus, in place of your Intelligence bonus (whichever of the 3 is highest) to determine the number of Customization Points you can reassign with your Reconfigure ability, and the duration of your Augment Suit.
    Special: Because a Trissociate has a wide variety of class features, your may fuel your Augment Suit class feature with things besides Power Points. You may still use Power Points as per normal (if you have them). But you may also substitute other things for Power Points. Options include:
    *Spell Slots: You may sacrifice your Spell Slots to fuel Augment Suit, regardless of whether you are a prepared or spontaneous caster. Each Spell Slot provides Power Points equal to twice its spell slot level (so you may spend a level 1 Spell Slot in place of 2 Power Points). Level 0 Spell Slots provide no Power Points.
    *Spell-Like Ability: You may sacrifice a Spell-Like Ability to fuel Augment Suit, provided that Spell-Like Ability has limited uses per day (so you cannot use Invocations for this). Each Spell-Like Ability provides Power Points equal to twice its effective spell level (so you may spend a level 1 Spell-Like Ability in place of 2 Power Points). Level 0 Spell-Like Abilities provide no Power Points.
    *Psi-Like Points: You may spend 1 Psi-Like Point in place of 1 Power Point.
    *Sublime Points: You may spend 6 Sublime Points in place of 1 Power Point.
    *Mastery Points: You may spent 1 Mastery point in place of 1 Power Point.

    Additionally you may use more than one power source at once, to fuel Augment Suit. For example, lets say you want to use Augment Suit to give +4 temporary Customization Points. This normally costs 4 Power Points. You could instead spend 2 level 1 Spell Slots. Or you could instead spend a level 1 Spell-Like Ability and 2 Power Points. Or you could spend 18 Sublime Points and 1 Mastery point. Or any other combination you choose, which adds up to 4 Power Points.

    Automatic Mastery Talents
    Rapid Reshape Astral Suit: Normally a Aegis Associate must spend 8 hours in concentration in order to reassign the Customization Points of his Astral Suit. However he can speed up the process by spending Mastery points. By spending 3 Mastery points, he can reassign 1 Customization Point as a free action (6 Mastery points for 2 Customization Points, etc).



    Vitalist Association
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    Vitalist Association Progression (Based on Associate Level)
    Level Vitalist Powers Known Vitalist Maximum Power Level Known Vitalist Transfer Wound Special
    Starter - - - Vitalist-Knack (1 Talent Known), Vitalist-Collective
    1 - - - Vitalist-Knack (2 Talents Known), Vitalist-Collective Healing
    2 - - -
    3 1 1 +1d6 Vitalist-Medic Powers, Vitalist-Health Sense (Identify)
    4 2 1 +1d6
    5 3 2 +1d6 Vitalist-Steal Health (Touch), Vitalist-Spirit of Many
    6 3 2 +1d6
    7 4 3 +2d6 Vitalist-Request Aid
    8 5 3 +2d6
    9 6 4 +2d6 Vitalist-Steal Health (Ranged), Vitalist-Health Sense (Stabilize)
    10 6 4 +2d6
    11 7 5 +3d6 Vitalist-Expanded Knowledge
    12 8 5 +3d6
    13 9 6 +3d6 Vitalist-Health Sense (Treat Poison)
    14 9 6 +3d6
    15 10 7 +4d6 Vitalist-Steal Life
    16 11 7 +4d6
    17 12 8 +4d6 Vitalist-Collective Range (Unlimited), Vitalist-Health Sense (Treat Disease)
    18 13 8 +4d6
    19 14 9 +5d6 Vitalist-Collective Range (Planar)

    Vitalist Association Progression (Based on Trissociate Level)
    Level Vitalist Power Points
    1 1
    2 2
    3 3
    4 5
    5 7
    6 9
    7 12
    8 15
    9 18
    10 22
    11 27
    12 32
    13 37
    14 43
    15 49
    16 56
    17 63
    18 70
    19 78
    20 86

    Vitalist Skills: Add Autohypnosis, Heal, Survival and Spellcraft (Psicraft for 3.5) to your Trissociate class skill list.

    Vitalist Class Features: You gain Vitalist class features, which works just like a normal Vitalist except as noted here. Your Vitalist class features are gained according to the progression in the table above.

    Psionics: You gain Wisdom based Manifesting Powers as a Vitalist. Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a Power Point pool, and can start taking Psionic feats. You also gain bonus Power Points based on your Wisdom score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Wisdom score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Wisdom score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points. Your Powers known however, is still based on your Associate level, and follows the 1st table above. You may only select powers from the Vitalist Power List. Like a Vitalist, when you recover your daily power points after resting, you may choose to rotate one or more powers you know for new ones which you qualify for.

    Automatic Mastery Talents
    Recover Vitalist Transfer Wound: As a free action which does not require Mastery Meditation, you may spend Mastery points to recover uses of your Vitalist Transfer Wound ability. You regain 1 use of Transfer Wound for each Mastery point spent. You may not exceed your normal daily maximum.

    Recover Power Points: You gain the Recover Power Points talent as described above.

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    Last edited by JeminiZero; 2014-06-19 at 11:34 PM.