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Thread: Trissociate [3.5 Base Class] (PEACH)

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

    Quote Originally Posted by qazzquimby View Post
    The main barrier I see between this becoming the go to way of building characters for some groups (not that it isn't very useful as it is) is that a player who wants to be just a wizard, can't. Or two thirds wizard, for an example that isn't so easily remedied by using the standard wizard class.
    I don't intend to replace all the base classes (In fact, I would be very happy, if a DM allows this homebrew to be used in the first place).

    But as mentioned above, there is no hard rule against taking the same Association 2-3 times. The main issue is that the EZ-Trissociate generator will treat them as seperate and write the exact same set of table columns and text 2-3 times.

    Quote Originally Posted by qazzquimby View Post
    Plan for Ozodrin: Advance 1/3 standard form points, unlocking features to spend them on at the normal rate, and unlocking the more iconic abilities such as the stomache and strange movement about two levels later than usual?
    I can't recall the details Ozodrin's abilities off the top of my head. Put out a draft and let others take a look at it.

    Anyway, here is a draft for the Half-Anarchic and Half Axiomatic creatures (not yet added to EZ-trissociate). Let me know what you guys think.

    Half-Anarchic Association
    Requirements
    Alignment: Half-Anarchics are usually Chaotic, but your DM may waive this requirement.

    Half-Anarchic Association Progression (Based on Associate Level)
    Level Anarchic Damage Reduction Anarchic Fast Healing (Max HP) Half-Anarchic Spell Like Abilities Gained Special
    Starter - - Polymorph and Petrification Resistance
    1 1/Lawful 1 (20%) Protection from Law 3/day, Detect Law 1/day Darkvision 60 ft
    2 1/Lawful 1 (20%)
    3 2/Lawful 1 (40%) Shatter 1/day Anarchic Chosen Energy Resistance 1
    4 2/Lawful 1 (40%)
    5 3/Lawful 1 (60%) Chaos Hammer 1/day, See Invisibility 1/day Anarchic Chosen Energy Resistance 2
    6 3/Lawful 1 (60%)
    7 4/Lawful 1 (80%) Fear 1/day Anarchic Chosen Energy Resistance 3
    8 4/Lawful 1 (80%)
    9 5/Lawful 1 (100%) Telekinesis 1/day Anarchic Chosen Energy Resistance 4
    10 5/Lawful 1 (100%)
    11 6/Lawful 2 (100%) Word of Chaos 1/day Anarchic Chosen Energy Resistance 5
    12 6/Lawful 2 (100%)
    13 7/Lawful 2 (100%) Cloak of Chaos 3/day, Power Word Blind 1/day, Animate Objects 1/day
    14 7/Lawful 2 (100%)
    15 8/Lawful 3 (100%) Power Word Stun 1/day Immunity to Polymorph and Petrification
    16 8/Lawful 3 (100%)
    17 9/Lawful 3 (100%) Summon Monster IX (Only Chaotic creatures, and creatures with Anarchic template instead of Celestial or Fiendish. Refer to Manual of the Planes pg 198 or Planar Handbook pg 107) 1/day Half-Anarchic Rapid Summons, Timeless Body
    18 9/Lawful 3 (100%)
    19 10/Lawful 4 (100%) Implosion 1/day Anarchic Outsider Transformation

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

    Anarchic 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-Anarchic primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Hence his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.

    Polymorph and Petrification Resistance (Ex): You add your Trissociate level as a bonus to saving throws against Polymorph and Petrification effects.

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

    Immunity to Polymorph and Petrification (Ex): You gain immunity to Polymorph and Petrification. This replaces Polymorph and Petrification Resistance.

    Half-Anarchic 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-Anarchic Association.

    Anarchic Outsider Transformation (Ex): Your ascension is complete. Choose any 3 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.

    Automatic Mastery Talents
    Recover Spell Like Ability (Half-Anarchic): 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.

    Anarchic 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 10 rounds, during which it increases your Anarchic Fast Healing amount by your Trissociate bonus. 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-Anarchic 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 Anarchic Faster Healing, which increases his Fast Healing by his Trissociate Bonus (in this case +1), to a total of 2. And he can Fast Heal up to his full 8 HP.

    Spoiler
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    This is based on a mixture of the various Slaad and the Anarchic Template.



    Half-Axiomatic Association
    Requirements
    Alignment: Half-Axiomatics are usually Lawful, but your DM may waive this requirement.

    Half-Axiomatic Association Progression (Based on Associate Level)
    Level Axiomatic Damage Reduction Half-Axiomatic Spell Like Abilities Gained Special
    Starter - Polymorph and Petrification Resistance
    1 1/Chaotic Protection from Chaos 3/day, Detect Chaos 1/day Darkvision 60 ft
    2 1/Chaotic
    3 2/Chaotic Make Whole 1/day, Calm Emotions 1/day Axiomatic Chosen Energy Resistance 1
    4 2/Chaotic
    5 3/Chaotic Order's Wrath 1/day, Detect Thoughts 1/day Axiomatic Chosen Energy Resistance 2
    6 3/Chaotic
    7 4/Chaotic Charm Monster 1/day, Clairaudience-Clairvoyance 1/day Axiomatic Telepathy
    8 4/Chaotic
    9 5/Chaotic Hold Monster 1/day, Divination 1/day Axiomatic Chosen Energy Resistance 3
    10 5/Chaotic
    11 6/Chaotic Dictum 1/day Axiomatic Chosen Energy Resistance 4
    12 6/Chaotic
    13 7/Chaotic Shield of Law 3/day, Contact Other Plane 1/day Axiomatic Hive Mind Contact
    14 7/Chaotic
    15 8/Chaotic Moment of Prescience 1/day Immunity to Polymorph and Petrification
    16 8/Chaotic
    17 9/Chaotic Summon Monster IX (Only Lawful creatures, and creatures with Axiomatic template instead of Celestial or Fiendish. Refer to Manual of the Planes pg 197 or Planar Handbook pg 110) 1/day Half-Axiomatic Rapid Summons, Timeless Body
    18 9/Chaotic
    19 10/Chaotic Dominate Monster 1/day Axiomatic Outsider Transformation

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

    Polymorph and Petrification Resistance (Ex): You add your Trissociate level as a bonus to saving throws against Polymorph and Petrification effects.

    Axiomatic Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Sonic). 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.

    Axiomatic Telepathy (Su): You gain Telepathy to a distance of your Trissociate level x 5 ft.

    Axiomatic Hive Mind Contact (Su): When you use your Contact Other Planes Spell Like Ability to contact a Lawful plane (e.g. one governed by a Lawful Deity), you automatically pass the Intelligence checks needed to avoid Intelligence/Charisma decrease. This only applies the Contact Other Planes Spell Like Ability gained from the Half-Axiomatic association.

    Immunity to Polymorph and Petrification (Ex): You gain immunity to Polymorph and Petrification. This replaces Polymorph and Petrification Resistance.

    Half-Axiomatic 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-Axiomatic Association.

    Axiomatic Outsider Transformation (Ex): Your ascension is complete. Choose any 3 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.

    Automatic Mastery Talents
    Recover Spell Like Ability (Half-Axiomatic): 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.

    Spoiler
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    This is based on a mixture of the various Formians and the Axiomatic Template. There was no easy way to include the Hive Mind ability, so I have instead given Half-Axiomatics telepathy and Contact Other Lawful Plane.
    Last edited by JeminiZero; 2014-04-10 at 05:08 AM.
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