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  1. - Top - End - #211
    Troll in the Playground
     
    JeminiZero's Avatar

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

    Quote Originally Posted by Adam1949 View Post
    I would like to mention that the Barbarian has an error that I missed until I thought about it more: It's only in Pathfinder that a barbarian's Rage is measured in rounds. Thus, the Mastery ability is worthless for a Barbarian Associate. My apologies.
    It's fine. Extending Rage actually works in 3.5 as well, since their rage lasts 3+Con bonus (so for 14 Con + 4 Rage, about 7 rounds at low levels). So if a fight lasts longer than that, it will come in handy.

    Changelog 17 May 2014
    -Clarified Barbarian extend rage text
    -Eldritch Blast progression tweaked for better damage at low-mid levels
    -Truenamer: Lexicon Of Perfected Map reduced to 3 to remove Conjunctive Gate
    -Lycanthrope: Added adaptation notes
    -Machiavellian: added Boost Scathing Wit
    -Combat Medic: added Boost Surgical Precision
    -Xenoalchemist: Added Boost Harvest Material Skill
    -Swarmlord added (Lix Lorn has given approval)
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

  2. - Top - End - #212
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    WhiteWizardGirl

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

    Just wanted to say that I love the class, and within the next month or so, I'm looking at seeing about getting a game going with everybody using it!.


    Heh, I keep seeing the Ultimate Scholar and I keep wondering, Shouldn't it be?

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    Trissociate (Expert focus: Wizard, Archivist, Erudite)
    Hit Die: D6

    Class Feature Progression
    Level Wz0 Wz1 Wz2 Wz3 Wz4 Wz5 Wz6 Wz7 Wz8 Wz9 Ac0 Ac1 Ac2 Ac3 Ac4 Ac5 Ac6 Ac7 Ac8 Ac9 Erudite Power Points Erudite Powers Known Erudite Maximum Power Level Known Erudite Unique Powers Per Day Special
    1 2 - - - - - - - - - 1 - - - - - - - - - 1 - - - Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent (+1, total 1)
    2 3 - - - - - - - - - 2 - - - - - - - - - 2 1 1 1
    3 3 1 - - - - - - - - 3 - - - - - - - - - 3 2 1 2 Focus Feature (+1, total 1)
    4 3 1 - - - - - - - - 3 1 - - - - - - - - 5 3 1 3
    5 3 1 1 - - - - - - - 3 1 - - - - - - - - 7 4 1 4 Learnt Mastery Talent (+1, total 2)
    6 3 1 1 - - - - - - - 3 1 1 - - - - - - - 9 5 2 4
    7 3 1 1 1 - - - - - - 3 1 1 - - - - - - - 12 6 2 5 Focus Feature (+1, total 2)
    8 3 1 1 1 - - - - - - 3 1 1 1 - - - - - - 15 7 3 6
    9 3 1 1 1 1 - - - - - 3 1 1 1 - - - - - - 18 8 3 7 Learnt Mastery Talent (+1, total 3)
    10 3 1 1 1 1 - - - - - 3 1 1 1 1 - - - - - 22 9 4 7
    11 3 1 1 1 1 1 - - - - 3 1 1 1 1 - - - - - 27 10 4 8 Focus Feature (+1, total 3)
    12 3 1 1 1 1 1 - - - - 3 1 1 1 1 1 - - - - 32 11 5 9
    13 3 1 1 1 1 1 1 - - - 3 1 1 1 1 1 - - - - 37 12 5 10 Learnt Mastery Talent (+1, total 4)
    14 3 1 1 1 1 1 1 - - - 3 1 1 1 1 1 1 - - - 43 13 6 10
    15 3 1 1 1 1 1 1 1 - - 3 1 1 1 1 1 1 - - - 49 14 6 11 Focus Feature (+1, total 4)
    16 3 1 1 1 1 1 1 1 - - 3 1 1 1 1 1 1 1 - - 56 15 7 12
    17 3 1 1 1 1 1 1 1 1 - 3 1 1 1 1 1 1 1 - - 63 16 7 13 Learnt Mastery Talent (+1, total 5)
    18 3 1 1 1 1 1 1 1 1 - 3 1 1 1 1 1 1 1 1 - 70 17 8 13
    19 3 1 1 1 1 1 1 1 1 1 3 1 1 1 1 1 1 1 1 - 78 18 8 14 Focus Feature (+1, total 5)
    20 3 1 1 1 1 1 1 1 1 1 3 1 1 1 1 1 1 1 1 1 86 20 9 15


    Other Progression
    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 16 4
    17 +12/+7/+2 +10 +10 +5 17 5
    18 +13/+8/+3 +11 +11 +6 18 5
    19 +14/+9/+4 +11 +11 +6 19 5
    20 +15/+10/+5 +12 +12 +6 20 5


    Class Skills (8 + Int modifier per level): With Skill Category focus, all skills are class skills.

    Wizard Skills: Add Spellcraft and Decipher Script to your Trissociate class skill list.

    Archivist Skills: Add Spellcraft, Heal and Decipher Script to your Trissociate class skill list.

    Erudite Skills: Add Psicraft and Autohypnosis to your Trissociate class skill list.

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

    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.

    Wizard 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).
    Wizard Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described here. You have a pool of Bonus Spell Slot points based on your Intelligence bonus, following the table below. The numbers along the top row (2nd or lower - 9th) indicate the highest level spell you have access to from your Wizard Association. And each row below that shows the Bonus Spell Slot points for a particular Intelligence bonus:
    Intelligence Bonus Access to 2nd level spells or lower 3rd 4th 5th 6th 7th 8th 9th
    +3 or lower 1 1 1 1 1 1 1 1
    +4 1 1 2 2 2 2 2 2
    +5 1 2 3 4 4 4 4 4
    +6 1 2 3 5 6 6 6 6
    +7 1 3 4 6 7 9 9 9
    +8 1 3 5 7 8 10 12 12
    +9 2 4 6 8 10 12 14 16
    +10 2 4 6 9 11 13 15 18

    E.g. So if you have access to 5th level spells, and your Intelligence bonus is +8, then reading 5th/+8 from the table above, you have 7 Bonus Spell Slot points. Whenever you refresh your spells, you can assign these Bonus Spell Slot points, to create the bonus spell slots for your Wizard Association. Each bonus spell slot costs a number of Bonus Spell Slot points equal to its spell level. Level 0 spells take up 0.5 Bonus Spell Slot points. You cannot create a bonus spell slot, if you do not have enough Bonus Spell Slot points. You must be able to cast spells from your Wizard Association of a particular level, in order to create a bonus spell slot of that level. Each time you refresh your spells, previously assigned bonus spell slots are lost (whether or not they were used), and you may reassign a new set of bonus spell slots.
    Special: For values higher than what the table shows, use this formula to calculate your Bonus Spell Slot points: (Intelligence bonus - 1) x ( (Lower of (Intelligence bonus) OR (highest Wizard Association spell level) ) - 1) divide by 4, round down, minimum 1.

    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.

    Archivist Spellcasting: You gain Intelligence based prepared Divine spells as an Archivist, except as noted here. Your spells at each level follow the table above (Ac0-Ac9) Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above. Your spell access and spell DC are based on your Intelligence score. Unlike a normal Archivist, your bonus spell slots are based on your Intelligence score, instead of your Wisdom score, using the formula described below.
    Archivist Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described here. You have a pool of Bonus Spell Slot points based on your Intelligence bonus, following the table below. The numbers along the top row (2nd or lower - 9th) indicate the highest level spell you have access to from your Archivist Association. And each row below that shows the Bonus Spell Slot points for a particular Intelligence bonus:
    Intelligence Bonus Access to 2nd level spells or lower 3rd 4th 5th 6th 7th 8th 9th
    +3 or lower 1 1 1 1 1 1 1 1
    +4 1 1 2 2 2 2 2 2
    +5 1 2 3 4 4 4 4 4
    +6 1 2 3 5 6 6 6 6
    +7 1 3 4 6 7 9 9 9
    +8 1 3 5 7 8 10 12 12
    +9 2 4 6 8 10 12 14 16
    +10 2 4 6 9 11 13 15 18

    E.g. So if you have access to 5th level spells, and your Intelligence bonus is +8, then reading 5th/+8 from the table above, you have 7 Bonus Spell Slot points. Whenever you refresh your spells, you can assign these Bonus Spell Slot points, to create the bonus spell slots for your Archivist Association. Each bonus spell slot costs a number of Bonus Spell Slot points equal to its spell level. Level 0 spells take up 0.5 Bonus Spell Slot points. You cannot create a bonus spell slot, if you do not have enough Bonus Spell Slot points. You must be able to cast spells from your Archivist Association of a particular level, in order to create a bonus spell slot of that level. Each time you refresh your spells, previously assigned bonus spell slots are lost (whether or not they were used), and you may reassign a new set of bonus spell slots.
    Special: For values higher than what the table shows, use this formula to calculate your Bonus Spell Slot points: (Intelligence bonus - 1) x ( (Lower of (Intelligence bonus) OR (highest Archivist Association spell level) ) - 1) divide by 4, round down, minimum 1.

    Prayerbook: An Archivist associate must study his spellbook each day, to prepare his spells. This functions like an Archivist's prayerbook except as noted here. At Trissociate level 1, you can fill your prayerbook with 5+Int modifier orisons of your choice. If you begin play with at least 1 level in Trissociate, your first prayerbook 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 Archivist.

    Psionics: You gain Intelligence based Manifesting Powers as an Erudite. Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Erudite association is secondary, and you do not know any powers yet). You gain bonus Power Points based on your Intelligence score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Intelligence score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Intelligence score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points.

    Your Powers known however, is still based on your Associate level, and follows the 1st table above. The 'Erudite Powers Known' column indicates the powers you automatically gain for free, from advancing in levels. Besides these powers, you can also add additional powers to your repertoire. This works as per a normal Erudite except as noted here: Adding a new power costs 20 XP per Trissociate level.

    Erudite Unique Powers Per Day: An Erudite associate manifests psionic powers, paying for each manifestation with an expenditure of power points. Unlike a Psion, an Erudite associate is limited to manifesting a certain number of unique psionic powers from ALL levels per day, from the repertoire of powers he knows.

    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 Spell (Archivist): 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.

    Recover Power Points: You may recover Power Points. By entering Mastery Meditation and spending however many Mastery points you wish, you may restore 2 Power Points for each Mastery point used. You may not exceed your normal Power Point maximum. You may accelerate the conversion process by spending more Mastery points. As a free action, you may instead recover 1 Power Point for each Mastery point spent, even when you are not in Mastery Meditation. This is a supernatural ability.



    Common Trissociate Class Features
    (Author's Note: this set of features is common for all Trissociates regardless of Focus or Associations selection. You probably only need to read this once, when making your first Trissociate. Hence, it has been seperated out and placed at the end, so that you can skip it if you want, for subsequent Trissociates.)

    Chosen Save (Ex): Depending on the Focus he has picked, a Trissociate has one of his saves become good (Fortitude for Battle, Reflex for Skill, Will for Mental). Besides this Focus Save, he may pick a second save to have good progression. His third save then has poor progression, unless modified by one of the Trissociate selected Associations.

    Mastery Points (Ex): A Trissociate has a pool of Mastery points, which he can use to augment his abilities in various ways (depending on his selected Focus and Associations). A Trissociates has a maximum number of Mastery points as listed in the table above. He can restore 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 Mastery points will be partially restored. Unless otherwise stated, any usage of his Mastery points is considered an Extraordinary ability. Additionally, he qualifies for the following feat:

    Extra Mastery Points
    Requirements: Mastery Points class feature
    Benefit: You gain 2 bonus Mastery points.
    Special: You can take this feat multiple times, gaining an additional 2 Mastery points each time. You may buy this feat with Focus Features.

    Mastery Meditation (Ex): A Trissociate can focus his mind to replenish the various spent abilities he gains from his Associations, usually (but not always) spending Mastery points in the process. Entering Mastery Meditation simply requires 5 minutes of concentration. Mastery Meditation ends when the Trissociate wants it to, although it also automatically ends whenever the Trissociate takes damage.

    While in Mastery Meditation, a Trissociate can freely channel as many Mastery points as he posesses, to recovering his Association's abilities. He cannot willingly move from his position, although he can be moved by others (e.g. if he is sitting on a cart), and as such is considered flat-footed while Meditating. Otherwise he can take any action he normally could, including casting spells.

    Adaptation: There are some character concepts for whom meditation might not be an appropriate activity. In these cases, you can replace Mastery Meditation with 5 minutes of some other suitable non-combat activity. For example, a pious character might pray for 5 minutes. Other possible activities include: martial exercises, polishing equipment, singing and dancing on the spot, howling (at the moon), or even simply resting.

    Trissociate Bonus (Ex): Many Mastery Talents (both learnt and automatic) provide a numerical bonus to a particular ability. The numerical bonus is based on the Trissociate bonus, which gradually improves as indicated, when the Trissociate advances.

    Armored Caster (Ex): When casting spells, invocations, and other similiar abilities that might be affected by Arcane Spell Failure which he gains from his Associations, a Trissociate can ignore Arcane Spell Failure from light armor, but not from shields. (Unless otherwise stated, Spell Like Abilites work normally and hence do not suffer from Arcane Spell Failure at all.)

    Learnt Mastery Talents (Ex): A Mastery Talent is a trick that costs Mastery points, and which a Trissociate can use to augment himself in some way. Some Mastery Talents are automatically known depending on his selected Associations (see Associations below). Whereas other must be learnt. A Trissociate gains new Learnable Mastery Talents, according to the table above.


    Learnable Mastery Talents
    Whenever a Trissociate can learn a new Mastery Talent, he selects one talent from the list below. This selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat). Unless otherwise stated, all Learnable Mastery Talents are extraordinary abilities that are activated as a free action. The bonus each provides is an untyped bonus which stacks with everything else, but not with itself (so the same talent cannot be applied repeatedly).

    Save Boost: A Trissociate may spend 1 Mastery point as a free action to add his Trissociate bonus to all his saving throws. He can activate this talent even when it is not his turn. The effect lasts for 1 minute/Trissociate level.

    Fast Heal: A Trissociate may spend 1 Mastery point as a free action, to gain fast healing equal to half his Trissociate level (round down, minimum 1), for 5 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). He may choose to activate this ability even when he is dying, which automatically stabilizes him.

    E.g. Lets say a level 7 Trissociate (half Trissociate level round down is 3) is under the effect of the vigor spell which grants him Fast Healing of 2. He can activate his Trissociate Bonus Fast Healing of 3 points. He can choose to stack his Trissociate Fast Healing on top of the vigor spell for a total of 5 points of Fast Healing.

    Attack Boost: A Trissociate may spend 1 Mastery point as a free action to gain +1 to all attack rolls. The effect lasts for 1 minute/Trissociate level.

    Speed Boost: A Trissociate may spend 1 Mastery point as a free action to increase his speed for all modes of movement. The speed increase so gained, is equal to his Trissociate bonus multiplied by 5 ft. The effect lasts for 1 minute per Trissociate level.

    Skill Boost: Whenever he makes a skill check, a Trissociate may spend 1 Mastery point to gain a bonus equal to half his Trissociate level (round down, minimum 1) to that single skill check, regardless of how long the check takes (e.g. a Gather Information check may take several hours). He may also apply this bonus when he is taking 10 or 20 to that skill check (provided circumstances allow him to take 10 or 20 in the first place).

    Penetration: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster, manifester, invoker or meldshaper level rolls, for the purpose of overcoming spell or power resistance.

    Resilience: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to Dispel DC, making the effect harder to dispel. He can also apply this to the effective meldshaper level of his soulmelds, for the purposes of resisting suppression checks (e.g. Dispel Magic) and unshaping checks (Unshape Soulmeld and Soulmeld Disjunction). He may apply this bonus when he is shaping his soulmelds, and he must spend 1 Mastery point for each seperate soulmeld affected, and the effect lasts for 24 hours. Should he wish to regain the bonus beyond 24 hours, he must reshape his soulmelds and spend Mastery points again.

    Lingering: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster level for the purpose of determining the effect's duration. Spells / powers / soulmelds whose duration is not affected by caster level (e.g. endure elements) are not affected.

    Extended Reach: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to double the caster level, for the purposes of determining the effect's range. Spells / powers / soulmelds which have a fixed range (e.g. personal, touch) are not affected.



    You get less Mastery Points, But you have Skill Points Enough to be VERY INSANELY knowledgeable; especially with the rest of the build being INT based.
    3 Choices of Casting pool to pull from, ya don't really need the mastery points to get back casts in a hurry; instead using them as a 4th resource to boost things when needed; assuming you don't have a skill to cover it already!
    The only way it could be more awesome is if you could somehow get UMD to work off Int instead of Cha.

  3. - Top - End - #213
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    JeminiZero's Avatar

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

    Quote Originally Posted by DrunkenMists View Post
    Just wanted to say that I love the class
    Thanks!

    Quote Originally Posted by DrunkenMists View Post
    within the next month or so, I'm looking at seeing about getting a game going with everybody using it!
    A pure Trissociate party has been suggested before. Sadly, it seems to have difficulty getting off the ground. Many DMs don't accept homebrew, and those who do, usually won't limit it to just one super-flexible-class. You might have better luck just figuring out what character you want, and submitting it to a general homebrew-permitted game.
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

  4. - Top - End - #214
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    qazzquimby's Avatar

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

    Can anyone think of a construct building class that isnt the artificer or machine mistress? I'm going to make associations forr every player's build in my game.

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

    Quote Originally Posted by qazzquimby View Post
    Can anyone think of a construct building class that isnt the artificer or machine mistress? I'm going to make associations forr every player's build in my game.
    Lappy9000's Engineer has an option for it (among other things) Shamefully, the table for it is still broken.
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    Homebrewing

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

    Quote Originally Posted by qazzquimby View Post
    Can anyone think of a construct building class that isnt the artificer or machine mistress? I'm going to make associations forr every player's build in my game.
    Note that Animal Companion can be adapted, to replace the Companion with another creature of approximately equivalent CR. A companion using the stats for animated objects or Astral Constructs should probably work fine.
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
    Spoiler
    Show

    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

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

    Oh thanks, that works really well. I'l add in the machine mistress then. Anything else people want?

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

    Golden Alchemist? :0

    Also some beholder based monster class?

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

    Golden alchemist looked like it broke WBL and did nothing much else. I'd rather WBL was broken in a clever way, rather than just a class feature.
    I think the best approach might be a way of converting any monster class into an association.

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    WhiteWizardGirl

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

    There is always the option of doing up some pathfinder classes as associations.

    Unique ones would be....

    gunslinger

    Vitalist

    Tactician

    I for one would LOVE to see an association built around using Vitalist or Tactician.

    But if We are keeping it 3.5...Hmm..

    There is a Lycanthorpe, but nothing I remember seeing more of an anthromorphic animal....

    Otherwise I think everything is pretty much covered, cept for really unique Homebrew classes...Maybe Tome of Radiance? or Spellshaping?

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    I've fixed the engineer's class table, because I do that. Would you prefer Vitalist or Tactician?
    What is the difference between pathfinder and 3.5 classes?

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

    Quote Originally Posted by qazzquimby View Post
    I've fixed the engineer's class table, because I do that. Would you prefer Vitalist or Tactician?
    What is the difference between pathfinder and 3.5 classes?
    differences-between-dd-3-5-and-pathfinder

    This Link explain it pretty well......

    I think Vitalist would fit more of a niche missing from associations, a more pure healing association.

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

    Quote Originally Posted by spikeof2010 View Post
    Also some beholder based monster class?
    For a monsters (especially those as powerful as a Beholder), it would probably be better handled as its own straight monster class.

    Quote Originally Posted by DrunkenMists View Post
    There is a Lycanthorpe, but nothing I remember seeing more of an anthromorphic animal....
    Looking through my Savage Species, there is an incredible variety of Anthropomorphic Animals. If I incorporate them, I will probably trim off their special attacks, and shrink them down to a fairly simple template for Land/Sea/Air creatures.

    Generally though, if a DM is allowing homebrew, he will probably let you refluff as well. So if you wanted to play an anthromorphic duck, you could just take a human, and refluff his appearance to be duck-like.

    Quote Originally Posted by DrunkenMists View Post
    There is actually *some* support for Gunslingers. For sublime disciplines, you can pick ranged disciplines like Black Rain. Elemental Savant, Worm-that-Walks and Eldritch Blast can all be used to charge ranged weapon ammunition. And of course there is stuff like Ranger, Rogue or Scout for bonus damage. Weapon Master can pick any chosen weapon, including ranged weapons (but you would need a multi-shot gun in order to use Flurry).

    Quote Originally Posted by DrunkenMists View Post
    or Spellshaping?
    It was suggested by someone else, that for Spellshaping, you could take Sublime, and replace disciplines with circles instead, maneuvers with formulae, and get something reasonable.

    Quote Originally Posted by DrunkenMists View Post
    Quote Originally Posted by DrunkenMists View Post
    I think Vitalist would fit more of a niche missing from associations, a more pure healing association.
    Dragon Shaman aura actually comes reasonably close to a pure healing/buffing Association.

    Looking through the Vitalist, a few things stand out to me:
    -This is a full manifesting class. While its features are mostly dedicated to healing/buffing, all it needs is say, Expanded Knowledge: Astral Construct to suddenly become a summoner.
    -There are a lot of life-stealing attacks (steal health, steal life, Soulthief, powers like hostile empathic transfer)
    -Unlike normal psions, Vitalist can change their power list each time they refresh PP.
    -Alot of the class features center around the Collective, and how healing can be easily shuffled amongst its members. (This means that a Cleric could say, cast Heal through the Collective.)
    -Medic Powers let him manifest some personal powers on others, and Spirit of Many lets him chain it at the low cost of 1 PP per additional target. So he could, say drop Vigor on everyone

    *****

    This is my attempt at incorporating the Factotum Inspiration system. I have decided to rename it as Cunning, since it has become quite different mechanically. You get more Cunning points than Inspiration (and they refresh every round), but their applications are not nearly as broken (e.g. no Cunning Surge action nova). Mostly, it makes adds your Intelligence bonus (or other mental stat if you take the Archaic Cunning feat) to various numbers.

    Cunning Association
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    Cunning Association Progression (Based on Associate Level)
    Level Cunning Points Special
    Starter 0 Standard Cunning Abilities
    1 1 Learnt Cunning Ability (+1, total 1)
    2 1
    3 2 Learnt Cunning Ability (+1, total 2)
    4 2
    5 3 Learnt Cunning Ability (+1, total 3)
    6 4
    7 5 Learnt Cunning Ability (+1, total 4)
    8 5
    9 6 Learnt Cunning Ability (+1, total 5)
    10 7
    11 8 Learnt Cunning Ability (+1, total 6)
    12 8
    13 9 Learnt Cunning Ability (+1, total 7)
    14 10
    15 11 Learnt Cunning Ability (+1, total 8)
    16 12
    17 13 Learnt Cunning Ability (+1, total 9)
    18 14
    19 16 Learnt Cunning Ability (+1, total 10)

    Cunning Skills: Add Balance, Escape Artist, Sleight of Hand and Tumble to your Trissociate class skill list.

    Cunning Points (Ex): A Cunning Associate fights using his mind and his wits. You gain a pool of Cunning Points following the progression in the table above. This pool refills completely at the start of your turn, and any previously unused Cunning Points are lost. You qualify for the following feats:

    Archaic Cunning
    Requirements: Trissociate Cunning Associate
    Benefits: You may use your Wisdom bonus, or your Charisma bonus, instead of your Intelligence bonus (whichever of the 3 is highest), to determine the bonus for your Cunning Abilities.
    Special: You may buy this feat with Focus Features.

    Extra Cunning Points
    Requirements: Trissociate Cunning Associate
    Benefits: You gain 2 additional Cunning Points. This feat can be taken multiple times and its effects stack.
    Special: You may buy this feat with Focus Features.

    Standard Cunning Abilities (Ex): Cunning Points may be spent to augment your abilities in a variety of ways. All Cunning Associates know the following Cunning Abilities by default. Even if they do not have 0 Cunning Points from their Cunning Association, they may still be able to activate these abilities from Cunning Points gained from other sources, such as the Extra Cunning Points feat. Unless otherwise stated, the use of Cunning Points is an extraordinary ability, that requires a free action, and which provides an untyped bonus that does not stack with itself.

    Lesser Cunning Attack: When making an attack roll, you may spend 1 Cunning Point to add your Intelligence bonus to the roll. If you can make multiple attack rolls (e.g. iteratives from high BAB), each roll must be boosted separately.

    Lesser Cunning Damage: After successfully hitting a target with any weapon (including melee weapons, ranged weapons and natural weapons), but before you roll for weapon damage, you may spend 1 Cunning Point to add your Intelligence bonus to weapon damage. You can use this ability even when your weapon damage is not determined by rolling, e.g. because your weapon only deals 1 point for base damage. If you hit multiple times per round (e.g. iteratives from high BAB), each weapon damage roll must be boosted separately.

    Lesser Cunning Reduction: After successfully hitting a target with any weapon (including melee weapons, ranged weapons and natural weapons), but before you roll for weapon damage, you may spend 1 Cunning Point to lower your target's Damage Reduction by an amount equal to your Intelligence bonus, for the purposes of calculating weapon damage. If you hit multiple times per round (e.g. iteratives from high BAB), each weapon damage roll must apply Lesser Cunning Reduction seperately.

    Lesser Cunning Dodge: You can spend 1 Cunning Point to add your Intelligence bonus as to your Armor Class against one opponent, which lasts until the start of your next turn. This is an untyped bonus that applies against touch attacks, and even when you are flat-footed. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe. You may gain this benefit even while wearing medium or heavy armor. You may activate this ability only during your turn.

    Lesser Cunning Resistance: When making a saving throw, you may spend 1 Cunning Point to add your Intelligence bonus to the result. This can be used even when it is not your turn. This bonus also applies to any rerolls for that same saving throw, such as rerolls gained from Greater Cunning Resistance.

    Learnt Cunning Ability (Ex): You may learn additional Cunning Abilities from the following list:

    Additional Cunning Points:
    You gain an additional 2 Cunning Points. This ability can be taken multiple times, and its effects stack.

    Improved Cunning Attack:
    This works like Lesser Cunning Attack, except that you can spend 3 Cunning Points to add your Intelligence bonus to all attack rolls until the start of your next turn. This does not stack with Lesser Cunning Attack.

    Greater Cunning Attack: (Requires: Improved Cunning Attack)
    When making an attack roll, after making the initial roll, but before its results are known (i.e. whether it hits or misses), you may spend 6 Cunning Points as an immediate action to make a second roll, and to take the better of the two rolls.

    Improved Cunning Damage:
    This works like Lesser Cunning Damage, except that you can spend 3 Cunning Points to add your Intelligence bonus to all weapon damage rolls until the start of your next turn. This does not stack with Lesser Cunning Damage.

    Improved Cunning Reduction:
    This works like Lesser Cunning Reduction, except that you can spend 3 Cunning Points to lower your target's Damage Reduction by an amount equal to your Intelligence bonus for all your weapon damage rolls, until the start of your next turn. This does not stack with Lesser Cunning Reduction.

    Improved Cunning Dodge:
    This works like Lesser Cunning Dodge, except that you can spend 3 Cunning Point to add your Intelligence bonus to your Armor Class against all opponents, which lasts until the start of your next turn. This does not stack with Lesser Cunning Dodge.

    Improved Cunning Resistance:
    This works like Lesser Cunning Resistance, except that you can spend 3 Cunning Point to add your Intelligence bonus to all saving throws, which lasts until the start of your next turn. This does not stack with Lesser Cunning Resistance.

    Greater Cunning Resistance: (Requires: Improved Cunning Resistance)
    When making a saving throw, after making the initial roll, but before its results are known (i.e. whether it succeeds or not), you may spend 6 Cunning Points as an immediate action to make a second roll, and to take the better of the two rolls.

    Lesser Cunning Penetration:
    When rolling a check against spell or power resistance, you may spend 1 Cunning Point to add your Intelligence bonus to the check result. You can use this ability even when you are not rolling for the check, e.g. through use of the Arcane Mastery (Complete Arcane) feat. This only works for one check against one particular target. If you are rolling multiple checks (e.g. an area spell which affects multiple targets), each check must be boosted separately.

    Improved Cunning Penetration: (Requires: Lesser Cunning Penetration)
    This works like Lesser Cunning Penetration, except that you can spend 3 Cunning Point to add your Intelligence bonus to all checks made to overcome spell or power resistance, until the start of your next turn. This does not stack with Lesser Cunning Penetration.

    Lesser Cunning Brawn:
    When making Strength checks, and checks involving skills based on Strength (such as Climb), you may add your Intelligence bonus to the check result. This does not cost any Cunning Points.

    Improved Cunning Brawn: (Requires: Lesser Cunning Brawn)
    When making Dexterity checks (such as Initiative), and checks involving skills based on Dexterity (such as Hide), you may add your Intelligence bonus to the check result. This does not cost any Cunning Points.

    Lesser Cunning Sense
    By spending 2 Cunning Points, you gain Blindsense to a distance of your Trissociate level x 5 ft, which lasts until the start of your next turn.

    Improved Cunning Sense (Requires: Trissociate level 7, Lesser Senses)
    By spending 4 Cunning Points, you gain Blindsight to a distance of your Trissociate level x 5 ft, which lasts until the start of your next turn.

    Evasion (Ex) (Requires: Trissociate level 3, Your Trissociate base class must have Reflex as a good save)
    You gain Evasion as a Rogue.

    Improved Evasion (Ex) (Requires: Trissociate level 11, Evasion)
    You gain Improved Evasion as a Rogue.

    Lesser Cunning Movement:
    You may spend 2 Cunning Points to stand up from Prone as a free action. This does not provoke attacks of opportunity.

    Improved Cunning Movement: (Requires: Trissociate level 7, Lesser Cunning Movement)
    You may spend 4 Cunning Points to move a distance equal to your current speed, as a swift action. This movement does not provoke attacks of opportunity. You may only use this ability to move, and may not take move-equivalent actions.

    Greater Cunning Movement: (Requires: Trissociate level 13, Lesser Cunning Movement)
    This works like Improved Cunning Movement, except that you may now spend 4 Cunning Points to move a distance equal to your current speed as a free action. You may use this ability multiple times per round, provided you have the Cunning Points to support it. This ability can only be used during your turn.

    Automatic Mastery Talents
    Boost Cunning Points: As a free action, you may spend 1 Mastery point to gain 2 Cunning Points. This does not require Mastery Meditation. As per normal, these Cunning Points are lost if not used by the start of your next turn. You may use this ability even when it is not your turn.
    Last edited by JeminiZero; 2014-05-27 at 04:03 AM.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

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

    Base class by Morph Bark, the great and powerful.

    For when playing as three different magic users is not enough.

    Dabblemaster Association
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    Dabblemaster Association Progression (Based on Associate Level)
    Level Feature 1 Feature 2 Feature 3 Feature 4 Feature 5 Feature 6 Special
    Starter - - - - - - -
    1 Eldritch Blast (1d6), Fundamental of Shadow
    2 -
    3 1 Meldshaping (1 soulmeld), Feature Slots
    4 1 -
    5 2 Chakra Bind (crown), Invocation (least)
    6 2 -
    7 3 1 Chakra Bind (feet and hands), Soul Binding (1 vestige, level 1)
    8 3 1 -
    9 3 1 1 Invocation (lesser) Soul Binding (level 2)
    10 3 1 1 -
    11 3 1 1 1 Meldshaping (2 soulmelds), Soul Binding (level 3)
    12 3 1 1 1 -
    13 3 1 1 1 Chakra Bind (arms, brow and shoulders)
    14 3 1 1 1 -
    15 3 1 1 1 1 Invocations (greater), Soul Binding (level 4)
    16 3 1 1 1 1 -
    17 3 1 1 1 1 1 Chakra Bind (throat and waist), Meldshaping (3 soulmelds), Soul Binding (level 5)
    18 3 1 1 1 1 1 -
    19 3 1 1 1 1 1 Chakra Bind (heart and soul), Soul Binding (level 6)
    Eldritch blast (Sp): At level 1 the Trissociate gains an ability that is exactly like a warlock’s eldritch blast ability, being a ray attack with a range of 60 feet that 1d6 points of damage and is affected by spell resistance, etc. However, this eldritch blast ability doesn’t gain more damage dice as the Trissociate gains levels, as would normally happen.

    Fundamental of shadow (Su): At level 1 the Trissociate must pick a fundamental mystery off the list of available fundamentals: the list of available fundamentals is the same as the shadowcaster’s. This fundamental is useable 1/day.

    Feature slots: Starting at level 3, the Trissociate gains a number of so-called feature slots as shown on the class table above. Each of these slots has a level and can be filled with a variety of things. You need a Cha score of 10+feature slot level to use any spells/powers/mysteries of that level. Save DCs are Cha-dependant unless otherwise specified (as is possible with maneuvers). A slot can be filled with:
    • Any arcane spell of equal level, which can be cast once per day.
    • Any divine spell of equal level, which can be cast once per day.
    • Any psionic power of equal level, plus you are granted ((2xpower level)-1) power points to use to manifest the power or any other psionic powers you fill other slots with (or to augment them, which you can only do if you have filled more than one slot with a psionic power).
    • Any martial maneuver of equal level, which can be initiated once per encounter. You must spend a full-round action doing nothing to recover a maneuver. You also gain a stance of the same discipline, which must be of a lower level than the maneuver you choose. You don't need to fulfill the number of prerequisites the maneuver and stance require, unlike normal.
    • Any draconic aura or a marshal’s major aura. This can only be done to a slot of level 2 or higher and the aura grants a bonus equal to the level of the slot minus one.
    • Any mystery of equal level. Once you get access to 4th-level mysteries, any 1st- to 3rd-level mysteries you pick are useable twice per day and count as spell-like abilities. You don't get bonus feats for completing Paths.
    • An infusion of equal level, which you can use once per day.
    • An utterance from the Lexicon of the Evolving Mind of equal level, useable as normal for an utterance.
    • An utterance from the Lexicon of the Crafted Tool of two levels lower than the level of the feature slot, useable as normal for an utterance.
    • An utterance from the Lexicon of the Perfected Map of three levels lower than the level of the feature slot, useable as normal for an utterance.
    A higher-level slot can be filled with a lower-level spell/power/maneuver/mystery, but this provides no actual change to it. Your effective caster/manifester/initiator/shadowcaster/artificer/truenamer level is equal to your dabblemaster level. Once you gain an ability slot, you must choose something to fill it, after which it cannot be changed. A slot can also be filled with a level 0 spell, which becomes useable three times per day per level of the ability slot used (3/day for a level 1 slot, 18/day for a level 6 slot).

    Invocations: At level 5 the Trissociate gets access to a least invocation. This may be any invocation as long as it is a least invocation. At level 9 she gains another invocation, this time a lesser invocation. At level 15 she gains a greater invocation. These invocations function in the same manner as they do for dragonfire adepts and warlocks.

    Chakra binding: At level 5 the Trissociate can start binding a soulmeld to appropriate chakras. She can only ever bind one single soulmeld at a time, but she can bind it to as man chakras as she likes, as long as she has access to those chakras. While at level 5 she only has access to the crown chakra, at level 7 she gains access to the feet and hands chakras, at level 13 to the arms, brow and shoulders chakras and at level 17 to the throat and waist chakras. At level 19 she can choose either the heart or soul chakra to gain access to.

    Soul binding (Su): At level 7 the Trissociate can bind a vestige, just like a binder can. However, while she learns to bind more powerful vestiges as shown on the table, she doesn’t learn any of a binder's other class abilities. A dabblemaster's effective binder level is equal to her dabblemaster level -4.

    Automatic Mastery Talents
    Recover Feature (Dabblemaster): You gain the Recover Spell talent, but the effect instead restores a feature slot.


    So this is probably overpowered. Everything is delayed and restricted in quantity when possible, usually by rewriting the ability.


    My god, I've had a great idea. We take associations, and modify them to be roughly 3x as powerful, so that a character can take but a single association (or a trissociation?) to function.
    Last edited by qazzquimby; 2014-05-25 at 12:55 PM.

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

    Quote Originally Posted by qazzquimby View Post
    My god, I've had a great idea. We take associations, and modify them to be roughly 3x as powerful, so that a character can take but a single association (or a trissociation?) to function.
    Hmm.. not sure how you'd balance that. It seems like the characters would loose a lot of versatility, and in general it doesn't seem like a very flexible way to create a character. And I'm not sure many GMs would accept such a radical homebrew...

    Other stuff: Does this dress make me look like a DRAGON? Rules for Glamerweaving

    Excellent gnome scribe avatar to match my username by licoot.

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

    Meanwhile, I had the worst idea in history: a gestalt game where everyone is Trissociate|Trissociate.
    Last edited by Durazno; 2014-05-26 at 10:26 PM.

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

    You'd have to tristalt it, just to be thematic. I think the trissociate association I made was reasonably balanced actually, it's too bad it's been written off.

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

    Quote Originally Posted by qazzquimby View Post
    My god, I've had a great idea. We take associations, and modify them to be roughly 3x as powerful, so that a character can take but a single association (or a trissociation?) to function.
    Technically speaking, there is nothing preventing you from taking the same Association more than once (although the compiler doesn't take this into account, and will just print out the exact same set of columns and texts multiple times).

    Quote Originally Posted by TheLonelyScribe View Post
    It seems like the characters would loose a lot of versatility, and in general it doesn't seem like a very flexible way to create a character.
    Also, its probably easier to just play the original base class (e.g. instead of taking Cleric Association 3 times, just play a Cleric + PrC.)

    Quote Originally Posted by Durazno View Post
    Meanwhile, I had the worst idea in history: a gestalt game where everyone is Trissociate|Trissociate.
    : Me half-Trissociate, other half, also Trissociate.

    Seriously though, in the long looong history of bad ideas, that doesn't even make top 100.

    Quote Originally Posted by qazzquimby View Post
    You'd have to tristalt it, just to be thematic. I think the trissociate association I made was reasonably balanced actually, it's too bad it's been written off.
    I wonder if you'd start running out of Associations to take though.

    Quote Originally Posted by qazzquimby View Post
    I think the trissociate association I made was reasonably balanced actually, it's too bad it's been written off.
    I may revisit the idea of a Trissociate (or Bissociate) Association someday. But right now, as written, it can recurse on itself: I.e. you can select Trissociate Association as your one of your Trissociate Association Associations (as you can see the terminology can also get horrible muddled up). Each time you recurse, you gain another pool of Mastery Points, and the Starter abilites of whatever Secondary Association you have picked.

    I also need to figure a way to clarify how it works with things that run off Trissociate level instead of Associate level (like the PP pool for Psionics). Otherwise you could select Psion for all 3 Trissociate Association Associations, and then suddenly your PP pool triples in size.

    Revised Dabblemaster Association
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    Dabblemaster Association Progression (Based on Associate Level)
    Level DMFS1 DMFS2 DMFS3 DMFS4 DMFS5 DMFS6 Dabblemaster Effective Binder Level Dabblemaster Meldshaping Special
    Starter - - - - - - - -
    1 - - - - - - - - Dabblemaster-Fundamental of shadow
    2 - - - - - - - -
    3 1 - - - - - - 1 Soulmeld
    4 1 - - - - - - 1 Soulmeld
    5 1 - - - - - 1 1 Soulmeld, Chakra Bind (Crown) Dabblemaster-Least Invocation
    6 1 - - - - - 1 1 Soulmeld
    7 1 1 - - - - 2 1 Soulmeld, Chakra Bind (feet and hands)
    8 1 1 - - - - 2 1 Soulmeld
    9 1 1 1 - - - 3 1 Soulmeld
    10 1 1 1 - - - 3 1 Soulmeld
    11 1 1 1 - - - 4 2 Soulmelds Dabblemaster-Lesser Invocation
    12 1 1 1 - - - 4 2 Soulmelds
    13 1 1 1 1 - - 5 2 Soulmelds, Chakra Bind (arms, brow and shoulders)
    14 1 1 1 1 - - 5 2 Soulmelds
    15 1 1 1 1 1 - 6 2 Soulmelds, Chakra bind (throat and waist)
    16 1 1 1 1 1 - 6 2 Soulmelds
    17 1 1 1 1 1 - 7 2 Soulmelds Dabblemaster-Greater Invocation
    18 1 1 1 1 1 - 7 2 Soulmelds
    19 1 1 1 1 1 1 8 3 Soulmelds, Chakra bind (heart or soul)

    Dabblemaster Skills: Add Autohypnosis, Decipher Script, Heal, Martial Lore, Psicraft, Search, Spellcraft, Survival, Truespeak, Tumble, Use Psionic Device and Use Magic Device to your Trissociate class skill list.

    Dabblemaster Class Features: You gain Dabblemaster class features, which works just like a normal Dabblemaster except as noted here. Your Dabblemaster class features are gained according to the progression in the table above. You gain Dabblemaster Feature Slots (DMFS1-6) according to the table above. Your effective caster/manifester/initiator/shadowcaster/artificer/truenamer level is equal to your Trissociate level. You gain the ability to bind vestiges, but not any of the other Binder class features. Your effective Binder level for the purposes of calculating all related effects (including the highest level vestige, and the maximum number of vestiges you can bind) is shown in the 'Dabblemaster Effective Binder Level' column. You also gain Meldshaping as a Dabblemaster, according to the 'Dabblemaster Meldshaping' column. Your effective Meldshaper level is equal to your Trissociate level.

    Automatic Mastery Talents
    Recover Feature Slot: You may recover an expended Feature Slot as if you did not use it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the level of the Feature Slot, you may recover use of that Feature Slot. You can only use this to recover Feature Slots gained from the specified Trissociate Association. You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the level of the Feature Slot, you may recover that Feature Slot as a free action, even when you are not in Mastery Meditation.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

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

    When is the EZTri going to get updated? I want to try out all these fresh new associations with EZ.

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

    Quote Originally Posted by spikeof2010 View Post
    When is the EZTri going to get updated? I want to try out all these fresh new associations with EZ.
    Which ones in particular are you looking for?

    Edit: In general, if its on the front page, it should be in the latest version if EZ-Trissociate.
    Last edited by JeminiZero; 2014-05-28 at 05:47 AM.
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

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

    Can't quote on the phone so hopefully this can be followed. My association with 3x power was a joke, just not a great one. :p
    trissociate would have a note saying it can't take trissociate as a B association. Trissociate base takes A associations, trissociate association takes B associations, just to give them different names. I just thought exponentially taking classes was hilarious at the time. Bissociate would be better though, because it is more likely someone will want 4 abilities than 5.
    The dabblemancer had some rewording, such as shadow mysteries only being usable once per day, so it may be better if they didn't just link to the homebrew. That's actually be true of every association I wrote that way, sans the first mythos.

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

    Quote Originally Posted by qazzquimby View Post
    Can't quote on the phone so hopefully this can be followed. My association with 3x power was a joke, just not a great one. :p.
    (as was my response )


    I was wondering why the Magic Dilettante association was included, since it seems not to offer much that a caster association doesn't?

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

    Morph Bark has given approval, so Dabblemaster has been added.

    Quote Originally Posted by qazzquimby View Post
    The dabblemancer had some rewording, such as shadow mysteries only being usable once per day, so it may be better if they didn't just link to the homebrew. That's actually be true of every association I wrote that way, sans the first mythos.
    Darn, I didn't notice. >_>

    Feel free to point out if you think something is broken.

    In general, I try to link back to the original class because it saves space (for example, the homebrew post just ran out), and if the original class closes some loophole, I don't have to change the copied wall of text.

    Quote Originally Posted by TheLonelyScribe View Post
    I was wondering why the Magic Dilettante association was included, since it seems not to offer much that a caster association doesn't?
    It is actually derived from the Factotum's Spell Dilettante ability. It occupies a niche in between Magic Blooded and Spellcaster:

    Spellcaster:
    -Pros: Most flexibility, even those with limited spells known (like Sorcerer) can expand spells known via things like Runestaffs, as well as activate wands and use scrolls (or the Psionic equivalent for Manifesters). High mental stat gives you bonus spells.
    -Cons: You need high score for appropriate mental stat to get the best use out of it.

    Magic Blooded:
    -Pros: You can cast SLAs regardless of your mental scores. Good for High Str/Dex types. Added Spell Resistance is nice
    -Only 1 known at each level. Technically can't use Wands/Scrolls.

    So Dilettante occupies a niche between the 2. Unlike Magic Blooded, you can swap out SLAs each day and adapt (Need a skeleton army? Prepare Animate Dead. Need to get somewhere quickly? Prepare Teleport. Wondering what someone is up to? Prepare Scry. See how the Factotum in Silverclawshift's Crystal Cantrips was played). But unlike spellcasters you don't need high mental stat, and so even Stabby McFighter can use it.
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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    The only change i still remember was reducing the mystery to 1/day (tthough im sure there were more), so it might not be worth changing things.
    Does anyone want an auramancer?
    We don't have anyone who lays symbolls or runes everywhere, unless I'm mistaken.

    Your analysis with magic blooded and friends, since that isn't immediatly obvious to the unenlightened reading, some authors notes might be useful near the top of some associations..

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

    Quote Originally Posted by qazzquimby View Post
    Your analysis with magic blooded and friends, since that isn't immediatly obvious to the unenlightened reading, some authors notes might be useful near the top of some associations..
    OK. I've added a note at the top

    Quote Originally Posted by qazzquimby View Post
    We don't have anyone who lays symbolls or runes everywhere, unless I'm mistaken.
    Technically, a normal Cleric can do that already do that (Glyph of Warding, and the entire Symbol of X series), but it costs gold each time. That is probably a good idea, otherwise if you allow free spamming of permanent symbols, you wind up with something like the Explosive Rune bomb. E.g. put Symbols of Death on rubber balls, and then dropping a SACK of these on the enemy.

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    -This renaming was done to allow for: Shadow-Adept (a variant of Shadow-Blooded with Maneuvers instead of SLAs)
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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    Any chance you can add Swashbuckler.. I know that it is pretty much a cunning with fighter, but having it as an option, means that I wont have to use up two of the three options... besides there are some aspects of the swashbuckler which are uncommon to other classes...

    Thanks

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

    Which Swashbuckler class features in particular do you want?

    It might be easier to add those features as selectable Cunning or Martial Sage Abilities, then to build an entirely new Association just for Swashbucklers.
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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    Quote Originally Posted by JeminiZero View Post
    Which Swashbuckler class features in particular do you want?

    It might be easier to add those features as selectable Cunning or Martial Sage Abilities, then to build an entirely new Association just for Swashbucklers.
    Well I suppose I cant just say all of them...

    Well if I had to choose 6, I would choose: Grace, Acrobatic Charge, Improved Flanking, Lucky, Weakening Critical and Wounding Critical....

    The dodge bonus I can get from Martial Sage, the int bonus to damage I can get from cunning. But unless I am mistaken, the other aspects of the class are pretty much unique...
    Last edited by Mehangel; 2014-06-03 at 03:08 PM.

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

    Quote Originally Posted by Mehangel View Post
    Well if I had to choose 6, I would choose: Grace, Acrobatic Charge, Improved Flanking, Lucky, Weakening Critical and Wounding Critical....
    Grace: Is a strange Class Feature. It would have been mechanically simpler to just give the Swash good reflex saves. Instead it seems they gave him a poor reflex save, and then added on Grace just to fill out dead levels. Martial Sage gives all good saves. And for a Cunning Associate with 16+ Int, Cunning Resistance works better. As is, any Trissociate with one or the other will have Reflexes that are as good, if not better than a Swashbuckler.

    Change Log: 4 Jun 2014
    -Acrobatic Charge and Improved Flanking added to both Cunning and Martial Sage
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    -Half-Farspawn: Alternate Form is now an (Ex) ability. Third Tentacle replaced with Flanking Immunity.

    Spoiler: New Cunning and Martial Sage Abilities
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    Acrobatic Charge:
    You may charge over difficult terrain that normally slow movement, and through squares occupied by allies. This ability enables you to run down steep stairs, leap down from a balcony, or to tumble over tables to get to your target. Depending on the circumstance, you may still need to succeed on the appropriate checks (such as Balance, Jump or Tumble) to successfully move over the terrain.

    Improved Flanking:
    When you are flanking an opponent, you gain a +4 bonus on attacks instead of a +2 bonus on attacks. Other characters flanking with you do not gain this increased bonus.


    Spoiler: New Cunning Abilities
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    Cunning Luck:
    Once per day, you may re-roll any failed attack roll, skill check, ability check, or saving throw. You must take the result of the re-roll, even if it's worse than the original roll. This does not cost any Cunning Points. Unlike Greater Cunning Resistance or Greater Cunning Attack, this occurs after you learn the result of the roll, and it is free action rather than an immediate action. This ability may be taken multiple times, and you gain one additional reroll per day each time.

    Lesser Cunning Critical: (Requires: Trissociate level 11, Lesser Cunning Critical)
    When you score a critical hit against a creature, you also deal 2 points of Strength damage to that creature. Creatures immune to critical hits are immune to this effect. This ability does not cost Cunning Points.

    Improved Cunning Critical: (Requires: Trissociate level 15, Lesser Cunning Critical)
    This works like Lesser Cunning Critical, except that you now deal a total of 2 points of Strength damage, and 2 points of Constitution damage, when you score a critical hit.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

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

    Okay another special request, Add in Spell-thief, Maybe make it an option of its own, and include just the stealing abilities without the need for sneak attack. That way one could choose lets say Rogue, Spellthief, and Arcane Caster and have a standard spellthief, with better sneak attack and better spellcasting... I dont know. Or you could add the spellthief abilities into the rogue as special rogue abilities... but that makes the rogue pretty much unable to steal spells till much later... Thanks...

    If not part of the Rogue class and indeed its own class, perhaps the stealing abilities would be written similiar to the following:

    Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent who is flat-footed, flanked, or otherwise denied its dexterity bonus can choose to forgo dealing 1 die of damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.

    The Die of damage may come from weapon damage, or damage from other sources such as sneak attack, skirmish, or bonus damage dice from maneuvers, spells, or weapon enchantments. For example a medium creature wielding a falchion may choose to deal only 1d4 damage as opposed to 2d4; or a medium sized creature wielding a rapier may choose to deal 0d6 damage as opposed to 1d6. Regardless of the new weapon die for damage, the character may still add his or her additional modifiers such as enhancement bonuses, and strength modifiers to damage.


    Sorry, apparently you already added it, I must`ve skipped over it... Thanks though...

    For the Spell-thief, I would also probably include optional features that allowed manipulation of other classes not mentioned here, such as binding, totems, auras, maneuvers, stances, shrouds, etc. Each of these would not be automatic ofcourse, they would have to be chosen individually, but still..

    What about Knight any thoughts on adding that class aswell...
    The reason why I keep asking for other classes to be added, is I play various campaigns and several of these classes are used, and it would make incorporating a homebrew if it supports everyone..

    I also just want to say, that I love this homebrew feature... Though if it wasnt for the program that makes life simple, I probably would`ve avoided the class. But I have tried out several different combinations and they work much more smoothly than if I had gestalted or multi-classed. So, thankyou.
    Last edited by Mehangel; 2014-06-05 at 10:09 AM.

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