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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 Durazno View Post
    So would it be a specific bonus feat or a choice from a list? (Maybe it should be specific for most things, but then there could be a list of choices for wings?)
    I was thinking of allowing any feat.

    Planned Replacements for Duplicate Association Class Features:
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    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.

    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.

    Fortification (Ex): As you become more (Whatever)-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 45% 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 70%. If you also carry a shield with light fortification, your total effective fortification is still 70%, since fortification from the shield and the suit of armor do not stack.
    Special: If you have selected 2 or more Associations which provide fortification, 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. 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 +2 to all Fortitude saves. Or you gain an additional 1 hit point per hit dice. 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. Therefore on level 20, his total fortification is 200% (although his effective fortification is still only 100%). This exceeds the 100% cap by 100%, or 4 times of 25%. Hence he can gain the above mentioned bonus 4 times.

    Poison Immunity (Ex): You gain immunity to all poisons.
    Special: If you already have Poison Immunity from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain +2 to all Fortitude saves. Or you gain an additional 1 hit point per hit dice.

    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 +4 to all Fortitude saves. Or you gain an additional 2 hit point per hit dice.

    Paralysis Immunity (Ex): You gain immunity to paralysis.
    Special: If you already have Paralysis Immunity from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain +4 to all Fortitude saves. Or you gain an additional 2 hit point per hit dice.

    Stunning Immunity (Ex): You gain immunity to stunning.
    Special: If you already have Stunning Immunity from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain +2 to all Fortitude saves. Or you gain an additional 1 hit point per hit dice.

    Quote Originally Posted by Durazno View Post
    Does this include overlapping natural AC? (Actually, do multiple sources of natural AC stack? I'd been assuming that they don't.)
    Designer intent is that they do stack, so if you happen to be some sort of Half-Farspawn/Half-Dragon, you can get +20 Nat Arrmor by level 20...

    Of course, the Tarrasque is rolling +57 to attack.

    Quote Originally Posted by spikeof2010 View Post
    I'd love some binder or gramarie associates
    There is already a Binder Associate (second one in this post).

    Gramarie requires me to first understand the Gramarie subsystem, before I could put it into the Trissociate Class generation subsystem. (Yo Dawg and all that). Maybe when I have a lot more free time to read it all up.
    Last edited by JeminiZero; 2014-04-16 at 09:56 AM.
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