View Single Post

Thread: Trissociate [3.5 Base Class] (PEACH)

  1. - Top - End - #18
    Ogre in the Playground
     
    JeminiZero's Avatar

    Join Date
    Jan 2008

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

    Dhampir (Pseudo Savage Species progression)
    Spoiler
    Show



    Vampire Assassin by ggatz used under Creative Commons Attribution License

    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.

    Focus Battle: Guerilla
    Primary Association Martial Initiator (Suggested Disciplines: Diamond Mind, White Raven)
    Secondary Association Half-Undead
    Secondary Association Magic Dilettante
    Recommended Feats Power Attack, Extra Sublime Points

    Class Features Progression
    Spoiler
    Show

    If the Special column is too squished to read properly, try viewing this post in a new tab/window.

    Level Martial Initiator Highest Maneuver Level Martial Initiator Maneuvers Known Martial Initiator Stances Known Martial Initiator Sublime Point Pool Maximum (Recovery) Dilettante Points Dilettante Highest Spell Level Undead Fortification Undead Damage Reduction Half-Undead Fast Healing (Max HP) Special
    1 1 2 1 3 (1) 1 0 - - - Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent (+1, total 1), Undead Bonus to Saves
    2 1 2 1 6 (1) 3 0 10% 1/Silver and Magic 1 (20%) Immunity to non-lethal damage, Slam Attack, Darkvision 60 ft
    3 2 3 1 9 (2) 4 0 10% 1/Silver and Magic 1 (20%) Focus Feature (+1, total 1)
    4 2 3 1 12 (2) 5 1 20% 2/Silver and Magic 1 (40%) Half-Undead Ability Damage Immunity 1, Immunity to Sleep Effects
    5 3 4 2 15 (3) 7 1 20% 2/Silver and Magic 1 (40%) Learnt Mastery Talent (+1, total 2)
    6 3 4 2 18 (3) 9 2 30% 3/Silver and Magic 1 (60%) Half-Undead Ability Damage Immunity 2, Half-Undead Poison Immunity
    7 4 5 2 21 (4) 11 2 30% 3/Silver and Magic 1 (60%) Focus Feature (+1, total 2)
    8 4 5 2 24 (4) 14 3 40% 4/Silver and Magic 1 (80%) Half-Undead Ability Damage Immunity 3, Half-Undead Disease Immunity
    9 5 6 3 27 (5) 17 3 40% 4/Silver and Magic 1 (80%) Learnt Mastery Talent (+1, total 3)
    10 5 6 3 30 (5) 20 4 50% 5/Silver and Magic 1 (100%) Half-Undead Ability Drain Immunity 1, Immunity to Fatigue and Exhaustion
    11 6 7 3 33 (6) 24 4 50% 5/Silver and Magic 1 (100%) Focus Feature (+1, total 3)
    12 6 7 3 36 (6) 28 5 60% 6/Silver and Magic 2 (100%) Half-Undead Ability Drain Immunity 2, Half-Undead Energy Drain Immunity
    13 7 8 3 39 (7) 32 5 60% 6/Silver and Magic 2 (100%) Learnt Mastery Talent (+1, total 4)
    14 7 8 3 42 (7) 37 5 70% 7/Silver and Magic 4 (100%) Half-Undead Ability Drain Immunity 3, Half-Undead Death From Massive Damage Immunity
    15 8 9 4 45 (8) 42 5 70% 7/Silver and Magic 4 (100%) Focus Feature (+1, total 4)
    16 8 9 4 48 (8) 48 6 80% 8/Silver and Magic 6 (100%) Half-Undead Ability Drain Immunity 4, Half-Undead Paralysis Immunity
    17 9 10 4 51 (9) 54 6 80% 8/Silver and Magic 6 (100%) Learnt Mastery Talent (+1, total 5)
    18 9 10 4 54 (9) 61 6 90% 9/Silver and Magic 8 (100%) Half-Undead Ability Drain Immunity 5, Half-Undead Stunning Immunity
    19 9 11 4 60 (10) 68 6 90% 9/Silver and Magic 8 (100%) Focus Feature (+1, total 5)
    20 9 11 4 60 (10) 76 7 100% 10/Silver and Magic 10 (100%) Half-Undead Ability Drain Immunity 6, Immunity to Death Effects, Timeless Body


    Other Progression
    Spoiler
    Show

    Hit Die: D6 (Additionally Guerrilla focus gives +1 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 16 4
    17 +17/+12/+7/+2 +10 +10 +5 17 5
    18 +18/+13/+8/+3 +11 +11 +6 18 5
    19 +19/+14/+9/+4 +11 +11 +6 19 5
    20 +20/+15/+10/+5 +12 +12 +6 20 5

    Class Skills (4 + Int modifier per level): Appraise, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Ride, Sense Motive, Speak Language, Spot, Swim.

    Martial Initiator 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 Guerrilla 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 Feature Notes
    Spoiler
    Show

    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.

    Martial Initiator Maneuvers and Stances: 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 Martial Initiator maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial Adepts, you may not swap out your Martial Initiator maneuvers known when you level.

    Martial Initiator Sublime Point Pool (Ex): You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Martial Initiator 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.
    Special: If you have a Sublime Point Pool from more than one Association, you may combine them together into a single pool. This lets you use Sublime Points from one Association to initiate maneuvers gained from another Association. You can still only adopt one stance at a time.
    Note: Because you ready all the Martial Initiator association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Martial Initiator association (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from certain other Martial Adept Feats, such as Martial Study and Martial Stance. Additionally you qualify for the following feats:

    Extra Sublime Points:
    Requirements: Trissociate Martial Initiator Associate
    Benefit: Your Sublime Point Pool Maximum size increases by 3. You can take this feat multiple times, and its effects stack. Additionally, your Sublime Point Pool Recovery rate increases by the number of times you took this feat, divided by 2, round down (e.g. +1 when you have taken this feat twice).
    Special: You may buy this feat with Focus Features.

    Lesser Copy Maneuver: (refer to linked thread)

    Magic Dilettante Spell Like Abilities (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 mimic spells from your selected class spell list, as spell-like abilities (SLAs). The highest level of the spell you may emulate is indicated by the 'Dilettante Highest Spell Level' column. You have a pool of Dilettante Points according to the table above. At the start of each day, choose spells from your selected class list, that you may mimic for that day. Each spell you select takes up a number of Dilettante points equal to twice its spell level. A level 0 spell takes up 1 Dilettante point. You cannot choose spells if you have insufficient Dilettante points. Nor can you choose the same spell more than once. You may prepare a new list of spells to mimic each day, and any unused SLAs from the previous day are lost.

    E.g. Lets say you have 4 Dilettante points, and your highest spell level is 1. You may select 2 level 1 spells, OR 1 level 1 spell and 2 level 0 spells, OR 4 level 0 spells. Additionally, you cannot select the same spell more than once, so you could take Magic Missile and Enlarge Person. But not 2 copies of Magic Missile.

    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, high ability score not required to cast the SLA) 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).

    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.
    Special: 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 40% 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 65%. If you also carry a shield with light fortification, your total effective fortification is still 65%, since the light fortification from the shield and the suit of armor do not stack.
    Special: If you have selected 2 or more Associations which provide fortification as an extraordinary ability, they stack together in a special way. Firstly, your total fortification is equal to the fortification of all your associations summed together. You can no longer stack your total fortification with one other source (although you can still use another source if it is higher than your total fortification). Your maximum effective fortification is still 100%. But for every 25% your sum total fortification exceeds 100%, you may 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. You can choose the same, or a different benefit each time your total fortification reaches the next 25% mark, and their effects stack. E.g. lets say a Trissociate has selected 2 Associations which provide 100% fortification by level 20. Lets say that on level 19, his total fortification is 190% (although his effective fortification is still only 100%). This exceeds the 100% cap by 90%, or 3 times (round down) of 25%. Hence he can gain the above mentioned bonus 3 times.

    Half-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. His fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.
    Special: If you have multiple Associations which provide you with Fast Healing, their effects stack in the following manner. Each Association will fast heal back to its maximum and then stop. As long as it is active, each Association stacks with all other Associations. E.g. Lets say we have a level 3 Trissociate with 30 HP. One Association grants him Fast Healing 1 (40%), which will bring him back to 12 HP. Another grants him Fast Healing 1 (20%) which will bring him back to 6 HP. When he is below 6 HP, both are active, and they stack to give him Fast Healing 2. When he is between 6-12 HP, only the first one is active, giving him Fast Healing 1. When he is above 12 HP, both become inactive.

    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, physical ability score damage (Str/Dex/Con), ability drain, energy drain, stunning, death from massive damage and death effects. At later levels, you gain immunity to these various effects.

    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.

    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-Undead Ability Damage Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution). You gain immunity to Ability Damage to that score. Each time you gain this ability, select a different ability score.
    Special: If you already have Ability Damage Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, 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-Undead Poison Immunity (Ex): You gain immunity to all poisons.
    Special: If you already have Poison Immunity as an extraordinary ability 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-Undead Disease Immunity (Ex): You gain immunity to all diseases, including supernatural diseases.
    Special: If you already have Disease Immunity as an extraordinary ability 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-Undead Ability Drain Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Drain to that score. Each time you gain this ability, select a different ability score.
    Special: If you already have Ability Drain Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, 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-Undead Energy Drain Immunity (Ex): You gain immunity to energy drain.
    Special: If you already have Energy Drain Immunity as an extraordinary ability 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-Undead Death From Massive Damage Immunity (Ex): You gain immunity to death form massive damage.
    Special: If you already have Death From Massive Damage Immunity as an extraordinary ability 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-Undead Paralysis Immunity (Ex): You gain immunity to paralysis.
    Special: If you already have Paralysis Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

    Half-Undead Stunning Immunity (Ex): You gain immunity to stunning.
    Special: If you already have Stunning Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

    Primary Automatic Mastery Talents
    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.

    Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
    Recover Spell Like Ability (Magic Dilettante): 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.

    Half-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 Half-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 Half-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: You can replace some (or even all) of the components above, to get various other Pseudo Savage Species progression classes. For example, replace Half-Undead with Half-Celestial to get an Angel.



    Other Ideas (and how you might build them)
    Spoiler: Blazing Angel (Mental: Psion, Half-Celestial, Elemental Savant-Fire)
    Show


    Dark Phoenix by Noxypia used under Creative Commons Attribution License


    Spoiler: Tiger Tiger Burning Bright (Toughness: Elemental Savant-Fire, Lycanthrope, Barbarian)
    Show


    fire tiger vulcano by crushtycrab used under Creative Commons Attribution License


    Spoiler: Shadow Demon (Stalker: Half-Fiend, Shadow-Adept, Eldritch Blast)
    Show


    Assassin Devil by momarkmagic used under Creative Commons Attribution License

    Search Key Word: virtually
    Last edited by JeminiZero; 2014-06-16 at 06:04 AM.
    Trissociate: 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Spoiler
    Show
    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
    Quote Originally Posted by Kansaschaser View Post
    I think you just saved my city.