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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Putting it All Together: Sample Trissociates
    In many ways, a Trissociate is a multiclass build in a single base class. And like any multiclass character, it needs to have a coherent character at its heart, to work properly. Below are various sample characters which have been built as Trissociates. We put together their selected focus, primary and seconday Associations into one table, so that you can see how these characters would progress as they advance.

    Ninja Wizard
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    Think of this as an improved Spellthief base class, minus the ability to steal spells, but with ACTUAL arcane magic of his own. As mentioned above, the aim is to make this a decent tier 3. Hence, if you compare this against a default Rogue-Mage-PrC build (1 Rogue / 4 Wizard / 10 Unseen Seer), this is significantly weaker due to the lack of spellcasting depth.

    Sample Backstory
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    History: Even in periods of relative peace, a Kingdom would always have enemies. So the kingdom needed an army. With, like... Ninjas... and... um... Wizards! NINJA WIZARDS! With that thought in mind, General Stan the semi-sane forcibly conscripted a large number of apprentice wizards from the local academy into the army, and sent them for Ninja training.

    Stan told the Ninja instructors to show absolutely no mercy: these mewling apprentices would either become elite Ninja Wizards within a 3 month crash course or die trying. The master Ninjas took his instructions quite literally: by the end of the first week, one third of the pioneer batch was dead. Some were killed by exhaustion, but most ran afoul of the perimeter traps while trying to flee. By the 3rd month, there was but one surviving apprentice, and HE managed to escape, leaving the pioneer batch with zero success.

    But the story does not end there. The one thing Stan the semi-sane had not considered, was that apprentices were not the usual powerless peasants he routinely abused. The expensive Wizard Academy fees meant that most were in fact children of nobles and wealthy merchants. And when they failed to hear from their children after a couple of months, questions were asked which could not be hushed up as normal.

    Stan however managed cover up his role in the matter, and made a hapless Lieutenant the fall guy in his place. And when the Lieutenant was executed for gross negligence, it looked like the entire affair had been buried... Well, almost. There was still the sole surviving apprentice, but he had dissappeared after his escape, and nobody had seen him since. Besides, how much damage could one very angry man do?


    Watch your back by ARTOFJUSTAMAN used under Creative Commons Attribution License


    Focus Skill: Stalker
    Primary Association Wizard (See above for suggested spell list)
    Secondary Association Martial Sage (Suggested Sage Abilities: Zen Weapon Strike, Senses, Diamond Soul)
    Secondary Association Rogue
    Recommended Race Human for bonus feat. Dark Template for Hide in Plain Sight might help.
    Recommended Feats Two Weapon Fighting tree, Archaic Sage (Apply Int to AC instead of Wis), Dark Stalker

    Class Feature Progression
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    If the Special column is too squished to read properly, try viewing this post in a new tab/window.
    Level Wz0 Wz1 Wz2 Wz3 Wz4 Wz5 Wz6 Wz7 Wz8 Wz9 Ki Points Maximum Ki Dodge Martial Sage Unarmored Speed Bonus Martial Sage Unarmored AC Bonus Rogue Sneak Attack Special
    1 2 - - - - - - - - - 3 - - - +1 Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent 1, Scribe Scroll
    2 3 - - - - - - - - - 5 15% +5 ft 1 +1d6 Martial Sage Ability (+1, Total 1), Wisdom to AC
    3 3 1 - - - - - - - - 10 15% +5 ft 1 +1d6 Focus Feature 1
    4 3 1 - - - - - - - - 15 20% +10 ft 1 +1d6 +1d4 Martial Sage Ability (+1, Total 2), Rogue-Trap Sense +1
    5 3 1 1 - - - - - - - 23 20% +10 ft 1 +1d6 +1d4 Learnt Mastery Talent 2
    6 3 1 1 - - - - - - - 30 25% +10 ft 2 +2d6 +1d2 Martial Sage Ability (+1, Total 3), Rogue-Uncanny Dodge
    7 3 1 1 1 - - - - - - 30 25% +10 ft 2 +2d6 +1d2 Focus Feature 2
    8 3 1 1 1 - - - - - - 50 30% +15 ft 2 +3d6 Martial Sage Ability (+1, Total 4), Rogue-Trap Sense +2
    9 3 1 1 1 1 - - - - - 63 30% +15 ft 2 +3d6 Learnt Mastery Talent 3
    10 3 1 1 1 1 - - - - - 75 35% +15 ft 3 +3d6 +1d4 Martial Sage Ability (+1, Total 5), Rogue-Improved Uncanny Dodge
    11 3 1 1 1 1 1 - - - - 90 35% +15 ft 3 +3d6 +1d4 Focus Feature 3, Wizard Bonus Feat
    12 3 1 1 1 1 1 - - - - 105 40% +20 ft 3 +4d6 +1d2 Martial Sage Ability (+1, Total 6), Rogue-Trap Sense +3
    13 3 1 1 1 1 1 1 - - - 123 40% +20 ft 3 +4d6 +1d2 Learnt Mastery Talent 4
    14 3 1 1 1 1 1 1 - - - 140 45% +20 ft 4 +5d6 Martial Sage Ability (+1, Total 7), Rogue-Special Ability 1
    15 3 1 1 1 1 1 1 1 - - 160 45% +20 ft 4 +5d6 Focus Feature 4
    16 3 1 1 1 1 1 1 1 - - 180 50% +25 ft 4 +5d6 +1d4 Martial Sage Ability (+1, Total 8), Rogue-Trap Sense +4
    17 3 1 1 1 1 1 1 1 1 - 203 50% +25 ft 4 +5d6 +1d4 Learnt Mastery Talent 5
    18 3 1 1 1 1 1 1 1 1 - 225 55% +25 ft 5 +6d6 +1d2 Martial Sage Ability (+1, Total 9), Rogue-Special Ability 2
    19 3 1 1 1 1 1 1 1 1 1 250 55% +25 ft 5 +6d6 +1d2 Focus Feature 5
    20 3 1 1 1 1 1 1 1 1 1 275 60% +30 ft 5 +7d6 Martial Sage Ability (+1, Total 10), Rogue-Trap Sense +5


    Other Progression
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    Hit Die: D6 (Additionally Stalker focus gives +1 HP per Trissociate level)

    Level Base Attack Bonus Reflex Good Save Poor Save Mastery Points Trissociate Bonus
    1 +0 +2 +2 +0 1 1
    2 +1 +3 +3 +0 2 1
    3 +2 +3 +3 +1 3 1
    4 +3 +4 +4 +1 4 1
    5 +3 +4 +4 +1 5 2
    6 +4 +5 +5 +2 6 2
    7 +5 +5 +5 +2 7 2
    8 +6/+1 +6 +6 +2 8 2
    9 +6/+1 +6 +6 +3 9 3
    10 +7/+2 +7 +7 +3 10 3
    11 +8/+3 +7 +7 +3 11 3
    12 +9/+4 +8 +8 +4 12 3
    13 +9/+4 +8 +8 +4 13 4
    14 +10/+5 +9 +9 +4 14 4
    15 +11/+6/+1 +9 +9 +5 15 4
    16 +12/+7/+2 +10 +10 +5 17 4
    17 +12/+7/+2 +10 +10 +5 19 5
    18 +13/+8/+3 +11 +11 +6 21 5
    19 +14/+9/+4 +11 +11 +6 23 5
    20 +15/+10/+5 +12 +12 +6 25 5

    Class Skills (6 + Int modifier per level): With Skill Category focus, all skills are class skills.

    Weapon and Armor Proficiency: A Stalker focus Trissociate is proficient with all simple weapons, and 1 martial weapon of his choosing. He is also proficient with light armor, and with all shields (except for Tower Shields).


    Class Features Notes
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    Special (Skill): You choose may choose to gain either Trapfinding (as the Rogue class feature), or the Track feat on level 1. This choice once made, is permanent. (Not included in the table above)

    Focus Feature (Skill): Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
    *Any feat that provides a bonus to one or more skills (including skill focus and the skill affinity feats)
    *Darkstalker (Lords of Madness)
    *Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
    *Alternatively, you may select Average Skill (see below)

    Average Skill:
    Requirements: Skill Category Focus Trissociate
    Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
    Benefit: A Trissociate may select any one skill on his class skill list. Henceforth he can always take 10 on any skill check based off that skill, even if stress and distractions would normally prevent him from doing so. This is similiar to the Rogue's Skill Mastery Special Ability, except that it only applies to one skill. This skill selection is permanent and may not be changed barring special and intensive retraining (read: DM fiat).
    Special: This feat can be selected multiple times. Each time it applies to a new skill.

    Spellcasting: You gain Intelligence based prepared Arcane spells as a Wizard. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wz0-Wz9). You gain bonus spell slots based on your Intelligence score.

    Spellbook: A Wizard associate must study his spellbook each day, to prepare his spells. This functions like a Wizard's spellbook except as noted here. At Trissociate level 1, you can fill your spellbook with 5+Int modifier cantrips of your choice. If you begin play with at least 1 level in Trissociate, your first Spellbook is given to you free. Whenever you gain another level of Trissociate, you automatically learn 2 new spells, up to the highest level you can cast, as per a normal Wizard.

    Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation feat of your choice, which you qualify for.

    Perfect Saves: A Trissociate normally has 2 good saves and 1 weak save. However, when he chooses the Martial Sage Association, all 3 of his saves gain Good progression.

    Ki Points (Su): A Martial Sage associate gains a pool of Ki points based on his Trissociate level, according to the table above. As long as he has at least 1 point in his pool, he gains an untyped +2 bonus to will saving throws. He gains his Ki points (and bonus to will saves) as a starter ability, even if he does not yet have any abilities to spend Ki on. He can recover 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Ki points will be partially restored. He may use his Ki points to perform a variety of tricks as listed below. Unless otherwise stated, the use of Ki points is a supernatural ability. While wearing medium or heavy armor, or carrying a medium or heavy load may affect his Wisdom Bonus to AC, it has no effect on his Ki points, or his usage of Ki abilities (including Ki Dodge). Finally, he qualifies for the following feat:

    Archaic Sage:
    Requirements: Trissociate Martial Sage Associate
    Benefits: You may use your Intelligence bonus, or your Charisma bonus instead of your Wisdom bonus (whichever of the 3 is highest), to calculate your Wisdom to AC bonus, the size of your Ki Pool, and the bonus to attack and damage for the Zen Weapon Strike Martial Sage ability (if you have selected it)
    Special: You may buy this feat with Focus Features.

    Maximum Ki Dodge (Su): Starting at Associate level 1, by focusing his mind, a Martial Sage Associate finds he has a chance to dodge even the most accurate strikes. As a free action, he may choose to activate his Ki Dodge ability, and its effects last until the start of his next turn. This effectively grants him some degree of concealment against attacks. Activating Ki Dodge may cost Ki points depending on what amount of concealment he chooses. The maximum amount of concealment he can benefit from, is indicated in the table above. He can choose to use less concealment than his maximum, in order to conserve Ki points.

    Ki Dodge Concealment Ki Point Cost
    20% or less free
    25-35% 1
    40-50% 2
    55-60% 3


    Because this ability relies on the Sages speed and reaction, rather than any visual distortion effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore visual concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it.

    Although the effect of Ki Dodge is different and seperate from normal (visual) concealment, it does not stack with normal concealment. If a Martial Sage Associate has both Ki Dodge and normal concealment, then only the highest miss chance applies.

    Others: You gain class features as per the Rogue according to the table above.
    Special: You can trade your Trap Sense, to gain the Penetrating Strike ACF (Dungeonscape).

    Others: Your Rogue associate starter ability is a single point of sneak attack damage.

    Wisdom to AC (Ex): You gain the ability to add your Wisdom bonus (if any) as an untyped bonus to AC. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, when you use a shield, or when you carry a medium or heavy load. This bonus to AC does not stack with that gained from the Monk, Ninja or Swordsage classes.

    You may choose to have this AC bonus apply either only when you are unarmored, or when you are wearing light or no armor. If you choose for this AC to apply only when you are unarmored, you gain the Unarmored Speed Bonus and Additional Unarmored AC bonus as shown in the table above. These bonuses are untyped and stack with all other bonuses. If instead you choose this Wisdom AC bonus to apply even when you are in light armor, you do not gain either the Speed Bonus nor the Additional AC bonus.

    Martial Sage Ability (Ex/Su): At the Associate levels indicated in the table above, a Martial Sage Associate can gain a special ability of his choice from among the following options, provided he meets the requirements.

    Shadow Sight (Ex)
    You gain Low-Light vision and Darkvision 60 ft. If you already have Darkvision, its range improves by 60 ft.

    Ki Parachute (Su)
    You can spend one Ki point as a free action to slow your fall, as if under the effect of Feather Fall. This effect lasts for 1 round per Trissociate level, or until you land, whichever occurs first. Additionally, you can share this effect with your allies, but only if you touch them. And they benefit from the effect only as long as you maintain physical contact.

    Zen Weapon Strike (Ex)
    You can add your Wisdom bonus (if any) subject to a maximum cap of +2, to all your weapon attack rolls (including ranged weapons, natural weapons and unarmed strike), and to your Strength bonus for the purposes of calculating weapon damage rolls. This ability can be taken multiple times, each time increasing the cap by another +2. E.g. Lets say we have a Martial Sage Associate with 14 Strength (a bonus of +2) and 16 Wisdom (a bonus of +3). If he takes Zen Weapon Strike once, he can apply his Wisdom bonus subject to the +2 cap, as a bonus to his weapon attack rolls. He can also add this bonus to his Strength bonus for determining weapon damage, so his effective Strength bonus would be 2 Str + 2 Wis = +4. If he wields a weapon in his main hand, he adds +4 damage. If he wields a weapon in his off hand, he adds +2 damage. If he wields a weapon in two hands, he adds +6 damage. If he takes Zen Weapon Strike a second time, it raises his Wisdom bonus cap to +4, however he only has a Wisdom bonus of +3.

    Lesser Senses (Ex)
    You gain Blindsense 60 ft. If you already have Blindsense, its range improves by 60 ft.

    Improved Senses (Su) (Requires: Martial Sage Associate Level 5, Lesser Senses)
    You can see Invisible and Ethereal as the See Invisibility spell.

    Greater Senses (Ex) (Requires: Martial Sage Associate Level 9, Improved Senses)
    You gain Blindsight 60 ft. If you already have Blindsight, its range improves by 60 ft.

    Perfect Senses (Su) (Requires: Martial Sage Associate Level 13, Greater Senses)
    You can spend one Ki point as a free action, to gain a True Seeing effect, that lasts for until the start of your next turn.

    Ki Lesser Ghost Jump (Su)
    You can spend one Ki point as a standard action, to teleport a distance equal to (5*Trissociate Level) ft. This functions as Dimension Door, except as noted here. You must have line of sight and line of effect to your destination. You can bring along objects as long as their weight doesn't exceed your maximum load, but you may not bring along other creatures. You can continue to take actions after arriving at your destination, provided you have actions remaining.

    Ki Improved Ghost Jump (Su) (Requires: Martial Sage Associate Level 9, Ki Lesser Ghost Jump)
    This functions as Ki Lesser Ghost Jump except as noted here. You can spend 2 Ki points to teleport as a move action.

    Ki Greater Ghost Jump (Su) (Requires: Martial Sage Associate Level 17, Ki Improved Ghost Jump)
    This functions as Ki Lesser Ghost Jump except as noted here. You can spend 3 Ki points teleport as a swift action.

    Ki Lesser Ghost Phase (Su)
    You can spend one Ki point as a free action, to grant all your weapons and armor the Ghost Touch property, until the start of your next turn. This lets you strike incorporeal creatures without suffering the normal miss chance.

    Ki Improved Ghost Phase (Su): (Requires: Martial Sage Associate Level 9, Ki Lesser Ghost Phase)
    By spending 3 Ki points as a swift action, a Martial Sage can now turn Incorporeal. If he continuously reactivates this ability at the start of each turn, he is treated as being Incorporeal non-stop. E.g. if he starts his next turn in solid matter, but he reactivates this ability at the start of that turn, he is treated as never having materialized this turn, and is hence not shunted to the nearest open space.

    Ki Greater Ghost Phase (Su): (Requires: Martial Sage Associate Level 15, Ki Improved Ghost Phase)
    This works as Ki Improved Ghost Phase, except as noted here. A Martial Sage can now turn either Incorporeal or Ethereal, choosing one or the other each time he activates this ability. Refer to here for some of the differences between Incorporeal and Ethereal.

    Evasion (Ex) (Requires: Martial Sage Associate Level 3)
    You gain Evasion as a Rogue.

    Improved Evasion (Ex) (Requires: Martial Sage Associate Level 11, Evasion)
    You gain Improved Evasion as a Rogue.

    Ki Lesser Ghost Fade (Su) (Requires: Martial Sage Associate Level 3)
    You can spend 1 Ki point as a free action, to gain an invisibility effect (as the spell), until the start of your next turn. The effect ends if you attack any creature.

    Ki Improved Ghost Fade (Su) (Requires: Martial Sage Associate Level 7, Ki Lesser Ghost Fade)
    You can spend 2 Ki points as a free action, to gain a greater invisibility effect (as the spell), until the start of your next turn. You can attack creatures and still remain invisible.

    Disease Immunity (Ex): (Requires: Martial Sage Associate Level 5)
    You gain immunity to all diseases.

    Poison Immunity (Ex): (Requires: Martial Sage Associate Level 5)
    You gain immunity to all poisons.

    Timeless Body (Ex): (Requires: Disease Immunity and Poison Immunity. It is permissible if these immunities come from other Associations. They need not necessarily be bought as Sage Abilities. But they must be from Associations and not race, templates, or other classes.)
    You gain Timeless Body as a Monk.

    Lesser Diamond Soul (Ex) (Requires: Martial Sage Associate Level 5)
    You gain Spell Resistance equal to your Trissociate level + 3. Unlike normal Spell Resistance, you may lower it to receive beneficial spells as a free action. You may similiarly raise your lowered Spell Resistance again as a free action. You may choose to lower and raise your Spell Resistance, even if it is not your turn. This allows you to benefit from helpful spells with minimal consequences.

    Improved Diamond Soul (Ex) (Requires: Martial Sage Associate Level 9, Lesser Diamond Soul)
    This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 7.

    Greater Diamond Soul (Ex) (Requires: Martial Sage Associate Level 13, Improved Diamond Soul)
    This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 11.

    Perfect Diamond Soul (Ex) (Requires: Martial Sage Associate Level 17, Greater Diamond Soul)
    This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 15.

    Wizard Bonus Feat: You gain a bonus feat as per a Wizard.

    Primary Automatic Mastery Talents
    Recover Spell (Wizard): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

    You can only use this to recover spell slots gained from the specified Trissociate Association. It cannot be applied to spell slots gained from other classes or Associations (although they may their own equivalent of this talent). You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the spell slot's level, you may recover that spell slot as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 Mastery point to restore in this manner.

    Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
    Recover Ki: You can add Ki points back to your pool, although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery point to gain a number of Ki points equal to half your Trissociate Level (round down, minimum 1). You may accelerate the conversion process by spending more Mastery points. As a free action, you can spend 1 Mastery point to recover a number of Ki points equal to one quarter of your Trissociate Level (round down, minimum 1), even when you are not in Mastery Meditation. This is a supernatural ability.

    Boost Sneak Attack: As a free action, you may spend Mastery points to increase the damage dealt by a successful Sneak Attack. You activate this ability after making a successful Sneak 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 Sneak Attack dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). This ability can only be used once per round.


    Adaptation: Replace Rogue with Ranger, and Wizard with Druid, for a more "Wilderness" themed build.
    Last edited by JeminiZero; 2014-04-13 at 09:06 AM.