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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Half-Blood Associations (Part 3)

    Half-Plant Association
    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 Immunity to Poison
    10 5/Slashing 50% 25%
    11 6/Slashing 60% 30% Summon Nature's Ally VI 1/day Immunity to Paralysis
    12 6/Slashing 60% 30%
    13 7/Slashing 70% 35% Animate Plants 1/day Immunity to Polymorph
    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 Immunity to Stunning
    18 9/Slashing 90% 45%
    19 10/Slashing 100% 50% Summon Nature's Ally IX 1/day Immunity to Mind Affecting

    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. This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 45% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 70%. If you also carry a shield with light fortification, your total effective fortification is still 70%, since fortification from the shield and the suit of armor do not stack.

    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, 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.

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


    Half-Undead Association
    Half-Undead Association Progression (Based on Associate Level)
    Level Undead Fortification Undead Damage Reduction 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%) Ability Damage Immunity 1, Immunity to Sleep Effects
    4 20% 2/Silver and Magic 1 (40%)
    5 30% 3/Silver and Magic 1 (60%) Ability Damage Immunity 2, Immunity to Poison
    6 30% 3/Silver and Magic 1 (60%)
    7 40% 4/Silver and Magic 1 (80%) Ability Damage Immunity 3, Immunity to Disease
    8 40% 4/Silver and Magic 1 (80%)
    9 50% 5/Silver and Magic 1 (100%) 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%) Ability Drain Immunity 2, Immunity to Energy Drain
    12 60% 6/Silver and Magic 2 (100%)
    13 70% 7/Silver and Magic 4 (100%) Ability Drain Immunity 3, Immunity to Paralysis
    14 70% 7/Silver and Magic 4 (100%)
    15 80% 8/Silver and Magic 6 (100%) Ability Drain Immunity 4, Immunity to Death from Massive Damage
    16 80% 8/Silver and Magic 6 (100%)
    17 90% 9/Silver and Magic 8 (100%) Ability Drain Immunity 5, Immunity to Stunning
    18 90% 9/Silver and Magic 8 (100%)
    19 100% 10/Silver and Magic 10 (100%) 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. This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 45% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 70%. If you also carry a shield with light fortification, your total effective fortification is still 70%, since fortification from the shield and the suit of armor do not stack.

    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. Hence his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.

    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, energy drain, stunning, death from massive damage and death effects. At later levels, you gain immunity to these various effects.

    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


    Ability Damage Immunity (Ex): Select one physical ability score (Strength, Dexterity, Constitution). You gain immunity to Ability Damage to that score. Each time you gain this ability, select a different physical score.

    Ability Drain Immunity (Ex): Select one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Drain to that score. Each time you gain this ability, select a different physical score.

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

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

    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.

    Spoiler
    Show
    This is mostly based on the stack of immunities that the Pale Master and Bone Knight prestige classes get. The fast healing mechanic is a scaling version of the Half-Vampire version, designed to be virtually useless early on (without burning Mastery Points for Faster Healing), but eventually scales up at later levels.



    Lycanthrope Association
    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.

    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.


    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) 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.

    Design Notes:
    Spoiler
    Show
    Magic Blooded provides a customizable list of SLAs which can be used to represent any magical ancestry. You could use it 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.)


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

    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 Abilities Gained (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. Additionally, whenever you gain another level in Trissociate, you may swap out one of your existing PLAs, 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) except as noted here: 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). Additionally, unlike normal PLAs, your PLAs are always manifested as unaugmented (unless you use the Augment Psi Like Ability talent). Note also that PLAs are treated as Spell Like Abilities for the purposes of using the Recover Spell Like Ability talent.

    Automatic Mastery Talents
    Augment Psi Like Ability: You may spend Mastery points to augment your PLAs. By entering Mastery Meditation and spending however many Mastery points you wish, you may augment a PLA by 2 Power Points for each Mastery point used. The resulting PLA cannot have a total Power Point cost (if it had been manifested as a normal power) exceeding your Trissociate level. You may augment a PLA while not in Mastery Meditation by spending more Mastery points. As a free action, you may instead augment a PLA by 1 Power Point for each Mastery point spent, even when you are not in Mastery Meditation. This is a supernatural ability.

    Recover Spell Like Ability (Psionic Blooded): You gain the Recover Spell Like Ability talent as described above.


    Spoiler
    Show
    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.


    Shadow-Walker Association
    Shadow-Walker Association Progression (Based on Associate Level)
    Level Shadow Mantle Shadow-Walker Spell Like Abilities Gained Special
    Starter - Shadow-Walker Chosen Energy Resistance, Low light vision
    1 5% Disguise Self 3/day Dark Vision 60 ft
    2 5%
    3 10% Darkness 3/day Shadow Hide in Plain Sight (Lesser)
    4 10%
    5 15% Major Image 1/day Improved Dark Vision (60 ft)
    6 15%
    7 20% Shadow Conjuration 1/day Shadow Hide in Plain Sight (Improved)
    8 20%
    9 25% Shadow Evocation 1/day Shadow Subschool Enhancement (Lesser)
    10 25%
    11 30% Shadow Walk or Plane Shift (to and from the Plane of Shadow only) 1/day Shadow Hide in Plain Sight (Greater)
    12 30%
    13 35% Greater Shadow Conjuration 1/day Shadow Image, Shadow Speed Boost (+10 ft)
    14 35%
    15 40% Greater Shadow Evocation 1/day Shadow Subschool Enhancement (Improved)
    16 40%
    17 45% 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-Walker Rapid Summons
    18 45%
    19 50% Shades 1/day Shadow Subschool Enhancement (Greater)

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

    Shadow-Walker 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. 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.

    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 herself 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-Walker 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 40% real.
    Improved: Shadow Conjuration and Shadow Evocation are now 60% real. Greater Shadow Conjuration and Greater Shadow Evocation are 70% real.
    Greater: Shadow Conjuration and Shadow Evocation are now 70% real. Greater Shadow Conjuration and Greater Shadow Evocation are 80% 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-Walker 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-Walker 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-Walker Association.

    Automatic Mastery Talents
    Recover Spell Like Ability (Shadow-Walker): You gain the Recover Spell Like Ability talent as described above.
    Last edited by JeminiZero; 2014-04-13 at 08:40 AM.