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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Angel (Pseudo Savage Species progression)
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    Functionally, this is meant to be frontline combatant, based on decent HP, Damage Reduction, full BAB, bonus feats, and a fistful of Sublime maneuvers. It lacks the width and depth of maneuvers that a straight Warblade or Crusader gets in comparison. But it also comes with progressive flight, and additional magical support from Celestial and Magic Blooded SLAs, to help produce a more well rounded Tier 3 character.

    Sample Backstory
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    Nobody really knows where she comes from. I mean, sure she was from some village to the far north, and the passing traders seen her helping out there at the local Church and all. But nobody knows HOW she wound up in that village to begin with. I mean, girls like that don't just spontaneously appear in random rural communities, right?

    But, eh... I'll tell you what I've heard: One story goes that she was a gift from the heavens, who descended unto the village many years ago, as an infant upon a glowing cloud. Another states that the village priestess got drunk, summoned an angel... and then she popped out 9 months later. A third theory was that she was simply found in a basket, by the doorway of the church, a nameless abandoned child like so many others, save for the wings on her back.

    Ultimately though, these are all just hearsay, none of them were ever verified. And now, none of them ever will be- not since her home village was razed to ashes by orcish raiders. How she survived THAT is another mystery. She claims she actually died fighting the green-skins, but saw a vision of telling her that her job wasn't done, before waking up injured but alive, amidst the charred remains of her home...


    Urdine Angel by Noxypia used under Creative Commons Attribution License


    Focus Battle: Phalanx
    Primary Association Magic Blooded
    Secondary Association Sublime (Suggested Disciplines: Devoted Spirit, Iron Heart)
    Secondary Association Half-Celestial
    Recommended Race If you want to emulate Change Shape that Angels normally get, then Changeling might help.
    Recommended Feats Power Attack. You may also want the Otherworldly feat to start off as an Outsider, and then retrain that once you gain Native Outsider Type.

    Class Features 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 Magic Blooded Spell Resistance Magic Blooded Spell Like Abilities Gained Highest Maneuver Level Maneuvers Known Stances Known Sublime Point Pool Maximum (Recovery) Celestial Damage Reduction Half-Celestial Spell Like Abilities Gained Special
    1 Level + 1 0th Level SLA 2/day 1 1 - 3 (0) - Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent 1, No Combat Recovery, Half-Celestial Progressive Wings 1, Half-Celestial Disease Resistance
    2 Level + 2 0th Level SLA 2/day 1 2 1 3 (1) 1/Evil Protection From Evil 3/day, Bless 1/day Half-Celestial Progressive Wings 2, Darkvision 60 ft
    3 Level + 3 1st Level SLA 1/day 1 2 1 6 (1) 1/Evil Focus Feature 1
    4 Level + 4 2 3 1 9 (2) 2/Evil Aid 1/day, Detect Evil 1/day Daylight X/day
    5 Level + 5 2nd Level SLA 1/day 2 3 1 12 (2) 2/Evil Learnt Mastery Talent 2
    6 Level + 6 3 4 2 15 (3) 3/Evil Cure Serious Wounds 1/day, Neutralize Poison 1/day Half-Celestial Progressive Wings 3, Resist Poison +4
    7 Level + 7 3rd Level SLA 1/day 3 4 2 18 (3) 3/Evil Focus Feature 2
    8 Level + 8 4 5 2 21 (4) 4/Evil Holy Smite 1/day, Remove Disease 1/day Celestial Chosen Energy Resistance 1
    9 Level + 9 4th Level SLA 1/day 4 5 2 24 (4) 4/Evil Learnt Mastery Talent 3
    10 Level + 10 5 6 3 27 (5) 5/Evil Dispel Evil 1/day Half-Celestial Progressive Wings 4, Daylight at will
    11 Level + 11 5th Level SLA 1/day 5 6 3 30 (5) 5/Evil Focus Feature 3
    12 Level + 11 6 7 3 33 (6) 6/Evil Holy Word 1/day Celestial Chosen Energy Resistance 2
    13 Level + 12 6th Level SLA 1/day 6 7 3 36 (6) 6/Evil Learnt Mastery Talent 4
    14 Level + 12 7 8 3 39 (7) 7/Evil Holy Aura 3/day, Hallow 1/day Half-Celestial Progressive Wings 5, Half-Celestial Disease Immunity
    15 Level + 13 7th Level SLA 1/day 7 8 3 42 (7) 7/Evil Focus Feature 4
    16 Level + 13 8 9 4 45 (8) 8/Evil Mass Charm Monster 1/day Celestial Chosen Energy Resistance 3
    17 Level + 14 8th Level SLA 1/day 8 9 4 48 (8) 8/Evil Learnt Mastery Talent 5
    18 Level + 14 9 10 4 51 (9) 9/Evil Summon Monster IX (celestials only) 1/day Half-Celestial Rapid Summons, Timeless Body
    19 Level + 15 9th Level SLA 1/day 9 10 4 54 (9) 9/Evil Focus Feature 5
    20 Level + 15 9 11 4 60 (10) 10/Evil Resurrection 1/day Celestial Outsider Transformation


    Other Progression
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    Hit Die: D6 (Additionally Phalanx focus gives +2 HP per Trissociate level)

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

    Class Skills (2 + Int modifier per level): Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Swim.

    Sublime (Point Pool) Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.

    Weapon and Armor Proficiency: A Phalanx focus Trissociate is proficient with all simple weapons. He is also proficient with all armor (heavy, medium and light), and shields (except for Tower Shields).


    Class Feature Notes
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    Focus Feature (Battle): Your Trissociate level stacks with fighter levels (if any) when qualifying for fighter specific feats. Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
    *Fighter bonus feats
    *Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
    *You may also buy the Battle Hardened or General Attack Focus feats (below)

    Battle Hardened:
    Requirements: Battle Category Focus Trissociate
    Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
    Benefits: You gain DR 1/-. You may take this feat multiple times, and it stacks with itself.
    Special: This feat can stack with one other Damage Reduction effect of your choice, even if this other effect is not DR/-, although the secondary DR effect always applies first. You can change which secondary effect it stacks with whenever you take damage.

    E.g. Lets say you have taken Battle Hardened 3 times for DR 3/-. You then have Stoneskin cast on you which grants DR 10/Adamantine. You can choose to stack Battle Hardened on Stoneskin, so that when you are struck by a non-adamantine weapon, the first 13 points of damage are negated by the combined DR. In cases where the total damage is less than 13, the secondary DR applies first, so the first 10 points of damage is subtracted from Stoneskin's pool, and than after that the remaining 3 is negated by Battle Hardened. If however, you are struck by an adamantine weapon, only the first 3 points of damage are negated, from your Battle Hardened 3/-.

    General Attack Focus:
    Requirements: Battle Category Focus Trissociate
    Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
    Benefits: You can add a +1 untyped bonus to all attack rolls. You may take this feat multiple, and it stacks with itself.

    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).

    Maneuvers: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known and stances known are detailed in the table above. You always ready all the Sublime association maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial adepts, you may not swap out your maneuvers known when you level.

    Sublime Point Pool: You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Sublime association maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.

    Other Notes: Because you ready all the Sublime association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Sublime association maneuvers (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from other Martial Adept Feats, such as Martial Study and Martial Stance.

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

    Half-Celestial Progressive Wings (Ex): You gain Progressive Wings, as appropriate for your ancestry, usually white bird-like feathered wings.

    Half-Celestial Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).

    Half-Celestial Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load. Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
    Special: If you already have Progressive Wings 2 from another association, you instead gain any bonus feat which you qualify for.

    Half-Celestial Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.
    Special: If you already have Progressive Wings 3 from another association, you instead gain any bonus feat which you qualify for.

    Half-Celestial Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.

    Half-Celestial Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.

    Half-Celestial Disease Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all diseases.

    No Combat Recovery: Your starter ability is a single maneuver, selected as described above, from one of your 2 disciplines. You may use this maneuver once per encounter, spending 3 Sublime Points in the process. However, you have no Sublime Point recovery within combat, and so that maneuver can only be used once per encounter. When the fight is over, you may replenish your Sublime Point Pool by entering Mastery Meditation which restores it to full.

    Daylight X/day (Su): You gain the ability to use a Daylight effect (as the spell) a number of times per day equal to your Trissociate level. On Associate level 9, you can use this effect at will.

    Resist Poison +4 (Ex): You gain +4 Bonus to saving throws against Poison.

    Celestial Chosen Energy Resistance (Ex): Select one of the following energy types (Cold, Electricity, Acid). 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.

    Half-Celestial Disease Immunity (Ex): You gain immunity to all diseases, including supernatural diseases.
    Special: If you already have Disease Immunity 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.

    Half-Celestial 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-Celestial Association.

    Celestial Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

    Primary Automatic Mastery Talents
    Recover Spell Like Ability (Magic Blooded): You may recover an expended spell like ability as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the level of the spell, which the spell like ability duplicates, you may recover 1 use of that spell like ability. Level 0 spells cost no Mastery points to restore in this manner.

    You can only use this to recover spell like abilities gained from the specified Trissociate Association. It cannot be applied to spell like abilities gained from other classes or Associations (although they may have 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 level of the spell, which the spell like ability duplicates, you may recover that spell like ability 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 Sublime Points: Without needing to enter Mastery Meditation, as a free action, you may spend Mastery points to regain Sublime Points. Each Mastery point you spend provides you with 3 Sublime Points. You still cannot exceed your pool's maximum size.

    Recover Spell Like Ability (Half-Celestial): You may recover an expended spell like ability as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the level of the spell, which the spell like ability duplicates, you may recover 1 use of that spell like ability. Level 0 spells cost no Mastery points to restore in this manner.

    You can only use this to recover spell like abilities gained from the specified Trissociate Association. It cannot be applied to spell like abilities gained from other classes or Associations (although they may have 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 level of the spell, which the spell like ability duplicates, you may recover that spell like ability as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 Mastery point to restore in this manner.


    Adaptation: You can replace some (or even all) of the components above to get various other Pseudo Savage Species progression classes. For example, replace Half-Celestial with Half-Farspawn (and maybe Magic Blooded with Psionic Blooded) to get an Eldritch Abomination.
    Last edited by JeminiZero; 2014-04-17 at 03:51 AM.
    Trissociate: 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
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    Theoretical Optimization Amusements
    Emerald Legion A Mind Flayer's guide to creating near-invincible super soldiers.
    Spellblade Tennis Throw out nigh infinite spells per round.
    Sleeping Raven Infinite Blood Frenzy nigh infinite melee damage exploit.

    Minor Accolades
    Quote Originally Posted by jmbrown View Post
    so deliciously flavorful
    Quote Originally Posted by Zaeron View Post
    Bravo Bravo
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    I think you just saved my city.