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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Homebrew Associations
    As the title suggests these Associations are based on other homebrewed base classes.


    Dabblemaster Association
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    This Dabblemaster Association was first written up by qazzquimby

    Dabblemaster Association Progression (Based on Associate Level)
    Level DMFS1 DMFS2 DMFS3 DMFS4 DMFS5 DMFS6 Dabblemaster Effective Binder Level Dabblemaster Meldshaping Special
    Starter - - - - - - - - Dabblemaster-Fundamental of shadow (1/day)
    1 - - - - - - - - Dabblemaster-Fundamental of shadow (2/day)
    2 - - - - - - - - Dabblemaster-Fundamental of shadow (3/day)
    3 1 - - - - - - 1 Soulmeld
    4 1 - - - - - - 1 Soulmeld
    5 1 - - - - - 1 1 Soulmeld, Chakra Bind (Crown) Dabblemaster-Least Invocation
    6 1 - - - - - 1 1 Soulmeld
    7 1 1 - - - - 2 1 Soulmeld, Chakra Bind (feet and hands)
    8 1 1 - - - - 2 1 Soulmeld
    9 1 1 1 - - - 3 1 Soulmeld
    10 1 1 1 - - - 3 1 Soulmeld
    11 1 1 1 - - - 4 2 Soulmelds Dabblemaster-Lesser Invocation
    12 1 1 1 - - - 4 2 Soulmelds
    13 1 1 1 1 - - 5 2 Soulmelds, Chakra Bind (arms, brow and shoulders)
    14 1 1 1 1 - - 5 2 Soulmelds
    15 1 1 1 1 1 - 6 2 Soulmelds, Chakra bind (throat and waist)
    16 1 1 1 1 1 - 6 2 Soulmelds
    17 1 1 1 1 1 - 7 2 Soulmelds Dabblemaster-Greater Invocation
    18 1 1 1 1 1 - 7 2 Soulmelds
    19 1 1 1 1 1 1 8 3 Soulmelds, Chakra bind (heart or soul)

    Dabblemaster Skills: Add Autohypnosis, Decipher Script, Heal, Martial Lore, Psicraft, Search, Spellcraft, Survival, Truespeak, Tumble, Use Psionic Device and Use Magic Device to your Trissociate class skill list.

    Dabblemaster Class Features: You gain Dabblemaster class features, which works just like a normal Dabblemaster except as noted here. Your Dabblemaster class features are gained according to the progression in the table above. You gain Dabblemaster Feature Slots (DMFS1-6) according to the table above. Your effective caster/manifester/initiator/shadowcaster/artificer/truenamer level is equal to your Trissociate level. You do not immediately begin with 3 uses per day for your Fundament of Shadow, instead your daily uses are indicated in the table above. You gain the ability to bind vestiges, but not any of the other Binder class features. Your effective Binder level for the purposes of calculating all related effects (including the highest level vestige, and the maximum number of vestiges you can bind) is shown in the 'Dabblemaster Effective Binder Level' column. You also gain Meldshaping as a Dabblemaster, according to the 'Dabblemaster Meldshaping' column. Your effective Meldshaper level is equal to your Trissociate level.

    Automatic Mastery Talents
    Recover Feature Slot: You may recover an expended Feature Slot as if you did not use it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the level of the Feature Slot, you may recover use of that Feature Slot. You can only use this to recover Feature Slots gained from the specified Trissociate Association. You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the level of the Feature Slot, you may recover that Feature Slot as a free action, even when you are not in Mastery Meditation.



    Evolutionist Association
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    This Evolutionist Association was first written up by qazzquimby

    Evolutionist Association Progression (Based on Associate Level)
    Level Evolutionist Mutations Special
    Starter - Evolutionist-Improved Unarmed Strike
    1 2
    2 2
    3 4 Evolutionist-Teratomorph I
    4 4
    5 6
    6 6
    7 8
    8 8
    9 10 Evolutionist-Teratomorph II
    10 10
    11 12
    12 12
    13 14
    14 14
    15 16 Evolutionist-Teratomorph III
    16 16
    17 18
    18 18
    19 20 Evolutionist-Mutant Ascendancy

    Evolutionist Class Features: You gain Evolutionist class features, which works just like a normal Evolutionist except as noted here. Your Evolutionist class features are gained according to the progression in the table above. When you take the Evolutionist Association, the Trissociate class grants mutations, and therefore counts towards your mutator level, but only if Evolutionist is one of your Associations. You can only gain Mutant Ascendancy once, even if you selected the Evolutionist Association multiple times. You gain Improved Unarmed Strike as a starter ability.

    Evolutionist Mutations: You have a number mutations as per an Evolutionist, according to this column, in the table above. This number does not include bonus mutations you may obtain from other class features such as Teratomorphs. Whenever you gain a Trissociate level, you may choose to lose any one mutation you have, to gain a different one, although you cannot choose to lose a mutation that would cause you to no longer qualify for another mutation, feat or prestige class that you currently have.

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



    Machiavellian Association
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    This Machiavellian Association was first written up by qazzquimby

    Machiavellian Association Progression (Based on Associate Level)
    Level Machiavellian-Scathing Wit Machiavellian-Unique Behaviours Per Day Machiavellian-Unique Triggers Per Day Machiavellian-Requests Per Day Special
    Starter - - - -
    1 - 1 1 - Machiavellian-Reprogram (1 Behavior, 1 Trigger)
    2 - 1 1 -
    3 +1d6 1 1 - Machiavellian-Psychoanalyze
    4 +1d6 1 1 -
    5 +1d6 +1d3 1 1 - Machiavellian-Toy with Emotions (+1)
    6 +1d6 +1d3 1 1 -
    7 +2d6 2 1 1 Machiavellian-Reasonable Request (Entice Gift)
    8 +2d6 2 1 1
    9 +2d6 +1d3 2 2 1 Machiavellian-Toy With Emotions (+2)
    10 +2d6 +1d3 2 2 1
    11 +3d6 3 2 1 Machiavellian-Devoted Assistant
    12 +3d6 3 2 1
    13 +3d6 +1d3 3 2 1 Machiavellian-Toy With Emotions (+3)
    14 +3d6 +1d3 3 2 1
    15 +4d6 4 3 1 Machiavellian-All Their Own Doing
    16 +4d6 4 3 1
    17 +4d6 +1d3 4 3 1 Machiavellian-Toy With Emotions (+4)
    18 +4d6 +1d3 4 3 1
    19 +5d6 5 4 2 Machiavellian-You Have Served Your Purpose

    Machiavellian Class Features: You gain Machiavellian class features, which works just like a normal Machiavellian except as noted here. Your Machiavellian class features are gained according to the progression in the table above. Class features which normally rely on Machiavellian levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC).

    Automatic Mastery Talents
    Boost Scathing Wit: As a free action, you may spend Mastery points to increase the damage dealt by a successful Scathing Wit Attack. You activate this ability after making a successful Scathing Wit Attack (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery point, and adds a number of d6 Scathing Wit dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Scathing Wit damage). This ability can only be used once per round.



    Monacan Association
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    This Machiavellian Association was first written up by qazzquimby

    Monacan Association Progression (Based on Associate Level)
    Level Monacan Sneak Speed Special
    Starter -
    1 10 ft Monacan-Get In
    2 10 ft
    3 10 ft Monacan-Expertise
    4 10 ft
    5 10 ft Monacan-Get Out
    6 10 ft
    7 15 ft Monacan-Equipment
    8 15 ft
    9 15 ft Monacan-Get Rich
    10 15 ft
    11 15 ft Monacan-Expertise
    12 15 ft
    13 20 ft Monacan-Equipment
    14 20 ft
    15 20 ft
    16 20 ft
    17 20 ft Monacan-Equipment
    18 20 ft
    19 25 ft Monacan-Expertise

    Monacan Class Features: You gain Monacan class features, which works just like a normal Monacan except as noted here. Your Monacan class features are gained according to the progression in the table above. Class features which normally rely on Monacan levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC).

    Automatic Mastery Talents
    Recover Charge: You may spend two Mastery points to gain a Monacan equipment charge.



    Mythos: Bellator Association
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    Bellator Association Progression (Based on Associate Level)
    Level Bellator Mythos Bellator Excellencies Special
    Starter Bellator-Equipment Mastery I
    1 Exceptional Mythos (+1) Bellator (The Iron Mythos, Mythos Known, A Warrior's Excellence, The Flow of Energy)
    2
    3 +1 Bellator-Equipment Mastery II
    4
    5 Bellator-Equipment Mastery III
    6
    7 Fantastic Mythos (+1)
    8
    9 +1 Bellator-Equipment Mastery IV
    10
    11 Bellator-Equipment Mastery V
    12
    13 Legendary Mythos (+1)
    14
    15 +1
    16
    17
    18
    19 Exalted Mythos (+1)

    Bellator Class Features: You gain Bellator class features, which works just like a normal Bellator except as noted here. Your Bellator class features are gained according to the progression in the table above. Class features which normally rely on Bellator levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). You learn Bellator Mythos which you qualify for, and gain access to the next tier of Mythos, as indicated in the 'Bellator Mythos' column. You gain Bellator Excellencies according to the 'Bellator Excellencies' column. You may spend Mythos Points and XP to learn new Mythos and Excellencies.

    Bellator-Equipment Mastery I: You gain Quick Draw as a bonus feat. You are not fatigued by sleeping in armor.

    Bellator-Equipment Mastery II: You may apply the benefits of any feat that applies only to a single kind of weapon or armor, and which may be purchased multiple times to apply its effects to additional weapons or armor, (such as Weapon Focus or Armor Specialization) to all applicable weapons or armor that you are proficient with.

    Bellator-Equipment Mastery III: You may undergo a special training exercise, lasting one hour, in which you practice with a weapon that has an Enhancement bonus to its Attack and Damage rolls. Noting the ways in which the weapon's magic alters your movements to be more effective, you learn from its tutelage, and can thereafter replicate the benefit through sheer skill. At the conclusion of the exercise, you permanently gain the practiced weapon's Enhancement bonus to Attack and Damage with all weapons. Training with a higher Enhancement bonus overwrites a lower one.

    Bellator-Equipment Mastery IV: You may sheathe drawn weapons and shields as a free action. Two wielded weapons or a weapon and a shield may be sheathed as part of the same action.

    Bellator-Equipment Mastery V: You apply the highest current Enhancement bonus you are receiving to Attack and Damage rolls made with a weapon as an Enhancement bonus to your Armor Class, as you learn to turn your specialized offensive training towards blocks, parries, and general battlefield awareness.



    Mythos: Kathodos Association
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    Kathodos Association Progression (Based on Associate Level)
    Level Kathodos Mythos Kathodos Excellencies Special
    Starter
    1 Exceptional Mythos (+1) Kathodos (The Omphalos' Mythos, Mythos Known, Elemental Excellence, The Flow of Energy)
    2
    3 +1
    4
    5
    6
    7 Fantastic Mythos (+1)
    8
    9 +1
    10
    11
    12
    13 Legendary Mythos (+1)
    14
    15 +1
    16
    17
    18
    19 Exalted Mythos (+1)

    Kathodos Class Features: You gain Kathodos class features, which works just like a normal Kathodos except as noted here. Your Kathodos class features are gained according to the progression in the table above. Class features which normally rely on Kathodos levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). You learn Kathodos Mythos which you qualify for, and gain access to the next tier of Mythos, as indicated in the 'Kathodos Mythos' column. You gain Kathodos Excellencies according to the 'Kathodos Excellencies' column. You may spend Mythos Points and XP to learn new Mythos and Excellencies.



    Mythos: Olethrofex Association
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    This Olethrofex Association was first written up by qazzquimby

    Olethrofex Association Progression (Based on Associate Level)
    Level Olethrofex Mythos Olethrofex Excellencies Special
    Starter
    1 Exceptional Mythos (+1) Olethrofex (The Abomination's Mythos, Mythos Known, Unliving Excellence, Death's Torn Tapestry)
    2
    3 +1 Olethrofex-Horror Manifest I
    4
    5 Olethrofex-Horror Manifest II
    6
    7 Fantastic Mythos (+1)
    8
    9 +1 Olethrofex-Horror Manifest III
    10
    11 Olethrofex-Horror Manifest IV
    12
    13 Legendary Mythos (+1)
    14
    15 +1
    16
    17
    18
    19 Exalted Mythos (+1)

    Olethrofex Class Features: You gain Olethrofex class features, which works just like a normal Olethrofex except as noted here. Your Olethrofex class features are gained according to the progression in the table above. Class features which normally rely on Olethrofex levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). You learn Olethrofex Mythos which you qualify for, and gain access to the next tier of Mythos, as indicated in the 'Olethrofex Mythos' column. You gain Olethrofex Excellencies according to the 'Olethrofex Excellencies' column. You may spend Mythos Points and XP to learn new Mythos and Excellencies.

    Olethrofex-Horror Manifest I: You add your Charisma modifier as a bonus to your Armor Class, so long as you wear light or no armor.

    Olethrofex-Horror Manifest II: You may substitute your Charisma modifier in place of your Constitution modifier for determining the number of hit points you recieve at each level. You may apply this benefit retroactively.

    Olethrofex-Horror Manifest III: You may substitute your Charisma modifier in place of your Constitution modifier for determining your Fortitude saving throw bonus.

    Olethrofex-Horror Manifest IV: You gain Force Of Personality as a bonus feat (Complete Adventurer).



    Mythos: Teramach Association
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    This Teramach Association was first written up by qazzquimby

    Teramach Association Progression (Based on Associate Level)
    Level Teramach Mythos Teramach Excellencies Special
    Starter Teramach-Primitive Brutality I
    1 Exceptional Mythos (+1) Teramach (The Monster's Mythos, Monstrous Rage, Mythos Known, Excellence in Monstrosity)
    2
    3 +1 Teramach-Scarred Flesh
    4
    5 Teramach-Primitive Brutality II
    6
    7 Fantastic Mythos (+1)
    8
    9 +1 Teramach-Primitive Brutality III
    10
    11 Teramach-Primitive Brutality IV
    12
    13 Legendary Mythos (+1)
    14
    15 +1 Teramach-Primitive Brutality V
    16
    17 Teramach-Primitive Brutality VI
    18
    19 Exalted Mythos (+1) Teramach-Primitive Brutality VII

    Teramach Class Features: You gain Teramach class features, which works just like a normal Teramach except as noted here. Your Teramach class features are gained according to the progression in the table above. Class features which normally rely on Teramach levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). You learn Teramach Mythos which you qualify for, and gain access to the next tier of Mythos, as indicated in the 'Teramach Mythos' column. You gain Teramach Excellencies according to the 'Teramach Excellencies' column. You may spend Mythos Points and XP to learn new Mythos and Excellencies.

    Teramach-Primitive Brutality I: You gain Improved Unarmed Strike as a bonus feat (and are proficient with your own unarmed attacks, if that needs to be said).

    Teramach-Primitive Brutality II: You gain a curious kind of proficiency in improvised violence. You suffer no penalty for wielding improvised weapons, but only ones that you have acquired in the current encounter (or within the last minute or so, if one balks at the concept of a 'scene' or 'encounter'). After the encounter ends (or a few minutes have passed since all the action has died down), so does your proficiency. Your skill is one of passion and adrenaline, inflicting harm without thought, wrenching loose iron bars and stone doors to break their prey in the heat of a single, horrific moment. After a man has been killed with his own dinner table, that table's purpose, and its charm, are gone. You cannot coax more enthusiasm into it, any more than an artist can simply disgorge inspiration on command.

    Teramach-Primitive Brutality III: You add a +1 enhancement bonus to attack and damage rolls made with your unarmed attacks and improvised weapons that your Primitive Brutality grants you proficiency with, and such weapons may bypass damage reduction as if they were magical.

    Teramach-Primitive Brutality IV: Your enhancement bonus to unarmed attacks and improvised weapons increases to +2, and they also bypass any damage reduction that may be bypassed by a special material (silver, cold iron, adamantine, etc).

    Teramach-Primitive Brutality V: Your enhancement bonus to unarmed attacks and improvised weapons increases to +3, and they also bypass any damage reduction that may be bypassed by a particular alignment.

    Teramach-Primitive Brutality VI: Your enhancement bonus to unarmed attacks and improvised weapons increases to +4.

    Teramach-Primitive Brutality VII: Your enhancement bonus to unarmed attacks and improvised weapons increases to +5.



    Ozodrin Association
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    This Ozodrin Association was first written up by qazzquimby

    Ozodrin Association Progression (Based on Associate Level)
    Level Effective Ozodrin Level (Feature Access) Special
    Starter - Ozodrin-Aberrant Affinity
    1 1 Ozodrin-Manifest Form, Ozodrin-Form Points
    2 2
    3 3 Ozodrin-Primary Stomach, Ozodrin-Devour
    4 3
    5 4 Ozodrin-Bizarre Grappler
    6 5
    7 6 Ozodrin-Unearthly Power
    8 6
    9 7 Ozodrin-Strange Movement
    10 8
    11 9 Ozodrin-Swallow Whole
    12 9
    13 10 Ozodrin-Budding Body, Ozodrin-Aberrant Nature
    14 11
    15 12 Ozodrin-Rapid Form
    16 12
    17 13 Ozodrin-Otherwordly Guise
    18 14
    19 15 Ozodrin-Shifting Shape, Ozodrin-Sinister Image

    Ozodrin Class Features: You gain Ozodrin class features, which works just like a normal Ozodrin except as noted here. Your Ozodrin class features are gained according to the progression in the table above. You use your Trissociate level in place of your Ozodrin level (e.g. for the purposes of determining number of Form points). For the purposes of determining which Ozodrin features you have access to, you have an effective Ozodrin level as shown in the 'Effective Ozodrin Level (Feature Access)' column in the table above. You gain Aberrant Affinity as your starter ability.

    Ozodrin-Manifest Form (Ex): This works as the Ozodrin class feature except as noted here. Unlike a full Ozodrin, creatures are not shaken when an Ozodrin Associate uses Manifest Form.

    Ozodrin-Form Points (Ex): This works as the Ozodrin class feature, except as noted here. You have a number of form points equal to your Charisma modifier + the number of Aberrant feats you've taken + your Trissociate level.

    Ozodrin-Primary Stomach (Ex): This works as the Ozodrin class feature, except as noted here. You can hold a number of small creatures equal to your Trissociate level squared.

    Ozodrin-Unearthly Power (Su): This works as the Ozodrin class feature, except as noted here. Your natural weapons receive an enhancement bonus equal to 1/3 your Trissociate level (round down, minimum 1) to attack rolls.

    Automatic Mastery Talents
    Rapid Form Reshape: By spending Mastery Points, you can accelerate the process of reassigning Ozodrin Form points. As a free action, for each Mastery point you spend, you can reassign 2 Form points.



    Swarmlord Association
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    This Swarmlord Association was first written up by qazzquimby

    Swarmlord Association Progression (Based on Associate Level)
    Level Swarmlord Evolution Points Special
    Starter - Swarmlord-Body of the Queen
    1 2 Swarmlord-Seeds of the Swarm
    2 2
    3 4 Swarmlord-Infestation
    4 4
    5 7 Swarmlord-Adaptation
    6 7
    7 11
    8 11
    9 17 Swarmlord-Adaptation
    10 17
    11 24 Swarmlord-Assimilation
    12 24
    13 32 Swarmlord-Adaptation
    14 32
    15 42
    16 42
    17 53 Swarmlord-Adaptation
    18 53
    19 65 Swarmlord-Embrace of the Swarm

    Swarmlord Class Features: You gain Swarmlord class features, which works just like a normal Swarmlord except as noted here. Your Swarmlord class features are gained according to the progression in the table above. Class features which normally rely on Swarmlord levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). Apart from your Swarmlings, a Swarmlord Associate can control only (2HD per Trissociate level + 1HD per level in other class) as part of your swarm.



    Combat Medic Association
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    This Combat Medic Association was first written up by Durazno

    Combat Medic Association Progression (Based on Associate Level)
    Level Xenoalchemist-Surgical Precision Special
    Starter -
    1 +1d3 Xenoalchemist-Bedside Manner
    2 +1d3
    3 +1d6 Xenoalchemist-Combat Medic
    4 +1d6
    5 +1d6 +1d3 Xenoalchemist-Thesis Monster (+1, total 1)
    6 +1d6 +1d3
    7 +2d6 Xenoalchemist-Back On Their Feet
    8 +2d6
    9 +2d6 +1d3 Xenoalchemist-Thesis Monster (+1, total 2)
    10 +2d6 +1d3
    11 +3d6 Xenoalchemist-Attack its Weak Point for Massive Damage
    12 +3d6
    13 +3d6 +1d3 Xenoalchemist-Thesis Monster (+1, total 3)
    14 +3d6 +1d3
    15 +4d6 Xenoalchemist-Emergency Action
    16 +4d6
    17 +4d6 +1d3 Xenoalchemist-Thesis Monster (+1, total 4)
    18 +4d6 +1d3
    19 +5d6 Xenoalchemist-Always on Call

    Combat Medic Skills: Add Heal to your Trissociate class skill list.

    Xenoalchemist Class Features: You gain Xenoalchemist class features, which works just like a normal Xenoalchemist except as noted here. Your Xenoalchemist class features are gained according to the progression in the table above. You use your Trissociate level, in place of your Xenoalchemy level (e.g. to determine the number of hit points healed).

    Xenoalchemist-Surgical Precision (Ex): You are trained in physiology and can quickly determine how a monster's body is put together. As a swift action you can study a creature within 30ft. of you. You immediately make a Knowledge check with a DC of 10 + the monster's HD, using a knowledge skill based on the type of creature. (If you don't know what type it is, just roll a general check and the DM will pick the appropriate skill.) If your check succeeds, the next successful weapon attack you make against that creature within the following three rounds deals additional damage according to the table above. This damage is precision-based, which means it is not effective against creatures without a discernable anatomy or who are immune to effects such as sneak attacks or critical hits.
    Knowledge Skill Type Monster Types
    Arcana Constructs, dragons, magical beasts
    Dungeoneering Aberrations, oozes
    Local Humanoids
    Nature Animals, fey, giants, monstrous humanoids, plants, vermin
    Religion Undead
    The Planes Outsiders, elementals

    Xenoalchemist-Bedside Manner (Ex): As a medical professional you're expected to remain calm and in control at all times. You can use a calm emotions effect on yourself at will with a caster level equal to your Hit Dice. This is different from the Xenoalchemist feature in that it does not offer a bonus on Fortitude saves. If you gain that feature, it supersedes this one.

    Xenoalchemist-Combat Medic (Ex): Starting at 3rd Associate level, you become adept at providing medical attention to your allies in tight conditions. By making a successful Heal check (DC 10 + their HD) as a standard action you can remove all nonlethal damage on an adjacent ally or heal them 1 hit point per class level. You can only provide this benefit to an ally once every three hours. You can treat yourself with this ability, but within the same time restrictions. This ability provokes attacks of opportunity.

    Xenoalchemist-Thesis Monster (Ex): Your studies take you far and wide, and you'll end up seeing a lot of monsters. At the indicated levels, you can select a thesis monster type. In order to pick a thesis monster type, you must have successfully analysed at least two monsters of that type previously. Choosing a thesis monster gives you access to a special technique. If the technique requires a saving throw, the DC is 10 + 1/2 your Trissociate level + your Intelligence modifier. You can only use a single thesis monster technique on an attack, and you must choose which one to use before declaring the attack roll. Refer to the Xenoalchemist page for a list of Thesis Monster abilities.

    Xenoalchemist-Back On Their Feet (Ex): Beginning at 7th Associate level, when you successfully treat someone with your combat medic class feature, you provide far more than a few bandages. With the whole of your medical expertise you can also allow them to make a new saving throw against any ongoing condition affecting them. You can now provide aid to a given creature once per hour.

    Xenoalchemist-Attack its Weak Point for Massive Damage (Ex): No matter how big or tough a monster may be, there is always a vulnerability. Whenever you deliver a Surgical Precision attack, the enemy's natural armour bonus to AC is reduced by the number of Surgical Precision d6 damage dice you deal, to a minimum of +0 natural armour. This effect lasts until the end of the encounter or until the target is subject to a regeneration effect. If the target has the regeneration special quality, the bonus returns at the start of your next turn. This effect stacks with itself, and thus can be used multiple times against the same enemy.

    Xenoalchemist-Emergency Action (Ex): Beginning at 15th Associate level, you can use your Combat Medic class feature to save an ally a lesser surgeon might have lost. If you can perform this ability on an ally who has died within two rounds of their death, you can bring them back from the brink with no penalty. Your combat medic ability now heals 2 hit points per class level and can be used on a given creature once every ten minutes.

    Xenoalchemist-Always on Call (Ex): Beginning at 19th Associate level you can provide aid to your allies perpetually with your combat medic class feature. You can now use the ability as often as you like.

    Automatic Mastery Talents
    Boost Surgical Precision: As a free action, you may spend Mastery points to increase the damage dealt by a successful Surgical Precision Attack. You activate this ability after making a successful Surgical Precision Attack (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery point, and adds a number of d6 Surgical Precision dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Surgical Precision damage). This ability can only be used once per round.

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    Last edited by JeminiZero; 2014-06-04 at 06:05 AM.