Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
For a quick and rather simplistic overview, you might want to look at/use the sample Trissocate NPC I have submitted to the NPC Playtest thread.
Design Notes
Spoiler
This is a repost as the First Version was locked. And I decided to rename it from Generalist to Trissociate. In formulating this class, I have tried to give each Focus and Association, approximately 1/4 of the power of another Base class. The aim was to make this approximately Tier 3 or 4 (give or take 1 Tier depending on selected Associations and level of optimization), so it *probably* should not break any campaigns.
For the top tier classes, I have tried to break it down to slightly less than 1/4 of the power. E.g. whereas a unspecialized Wizard normally gains 4 spell slots at each spell level, a Trissociate only gains 1, and even then he has massively delayed spell progression.
Whereas for lower tier base classes, its Focus/Association might carry more than 1/4 of what that class might do. E.g. the Battle Focus is approximately 1/2 a Fighter on its own. The Paladin and Monk Associations also comprise about 1/2 of the Base classes' features each. As such this project can also be considered my *fix* for lower tier classes (e.g. Paladin, Dragon Shaman, Soulknife etc). This lets you access their basic class features, and then stack other stuff on top of it to make a character that is reasonably competent.
For the various associations, and especially for spellcasters, the Mastery Point recovery system provides a means to recover limited use abilities in between daily fights, so as to minimize 15-Minute Adventuring Day syndrome. At the same time, the option to accelerate recovery at higher point cost lets them 'nova' (so to speak) when they really need to.
This Class has a total of 3 associations (hence its name) and 1 focus. In order to minimize dead levels, the Class features for the Primary Association and the Focus are on odd levels. Whereas the Class Features for the Secondary Associations are on even levels. The Class capstone then, is the Associate level 19 capstone abilities of his Secondary Associations.
While constructing this Class, I realized that there were many Associations which were dependent on Charisma. Hence in order to give the Intelligence and Wisdom based Associations a boost, I have included various "Insightful" feats to enable a given Association that is based off Charisma to use Intelligence or Wisdom instead.
For DMs whose players are requesting to play this class:
Spoiler
This class is massive. There is a lot of text and tables, so I would not recommend going through everything, unless you have a lot of free time, and enjoy reading this sort of thing. Nor is reading everything necessary. For the most part, you just need to read the overall class outline (these 2 sections: Class Features and Mastery Talents), and then zoom in on whatever Focus and Associations that your player has selected.
In fact, if possible, ask your player to compile a summary table on the level progression of what the Class Features of his planned Trissociate will be (such as the Sample Trissociate at the end). This should be easy enough with the EZ-Trissociate auto-compilation program (see below). Everything else can be safely ignored, for the purposes of determining if this class will break your campaign.
For players who want their DMs to approve this class:
Spoiler
In general, DMs are highly wary of Homebrew, since some of it is (admittedly) highly game-breaking. Consequently most DMs are likely to reject a class which they do not understand, and one of the great barriers to understanding any class is having to read through the walls of text. As such, I recommend generating a simplified summary of your proposed Trissociate, and then asking for approval based on that. This summary should be easy to make with the EZ-Trissociate program below. If you have problems with EZ-Trissociate, you can send drop me a request with your desired Focus/Associations, and I can help you compile it.
Edit History
Spoiler
4 Mar 12
-Tweaked Dragon Disciple to Half Dragon, added Half-Fey
-Minor format changes
6 Mar 12
-Tweaked Martial Sage Progression. I think I have finally found a solution as to how to make the class suitable for both monk and ninja type builds: by letting the player choose whether he wants Disease immunity or Invisibility.
7 Mar 12
-Added Half-Celestial
8 Mar 12
-Added Half-Fiend
-Added Ki Ghost Jump to Martial Sage
-Changed Dragon Shaman Boost Aura duration to 1 round
-Allowed Dargon Shaman to remove Feeblemind, Insanity and Ability Drain
10 Mar 12
-Revised wording of rapid conversion.
-Beefed up Paladin a little.
-Merged Half-Dragon and Dragon Breath into one Association
11 Mar 12
-Added a (hopefully) funny image
-Changed the Sample Generalist, because the Half-Dragon went through too many changes.
13 Mar 12
-Added Damage Reduction to some of the half-blood Associations
-Added Half-Plant Association
-Added slow fall to Martial Sage
14 Mar 12
-Major revision, added the concept of a starter feature set, so that a Trissociate has at least some class features from his secondary associations even at level 1.
-revised Ranger, increasing favored enemy progression, and shifting Hide in Plain Sght to be capstone
-revised Rogue, increasing sneak attack progression, and making a Rogue special ability as capstone.
17 Mar 12
-Some minor spelling corrections, and rewording of the rules to make them clearer
-Gave Half-bloods the option of recovering their spell like ability
-Revised progression of Half-Dragon breath, so that it scales better at higher levels.
7 Apr 12
-Modified Bard Music progression, so that the player can choose which songs he gets.
-Added Soulknife Association.
7 Jun 12
-Added note on using Bloodlines as an Association
-Created Practiced Trissociate feat.
-Added more sample Trissociates
9 Jun 12
-Added Half-Farspawn association
-Added drafts for Totemist and Incarnate associations
11 Jun 12
-Revised Half-Blood associations so that they don't have insightful feat tax, and can be taken by melee brutes.
-Added Half-Undead Association.
-Paladin has been revamped slightly, so that Smite Evil now has additional effects
-Added Magical Companion as a replacement for Paladin Special Mount.
14 Jun 12
-Added Artificer association.
17 Jun 12
-Added Elemental Savant association
18 Jun 12
-Added Lycanthrope assocation
21 Jun 12
-Modified Animal Companion associate splitting it thematically into animal and magical beast.
-Boosted Dragon shaman by giving them the normam Touch of Vitality pool size.
22 Jun 12
-Added Artificer skills
24 Jun 12
-Added Shadow-Infused
25 Jun 12
-Animal Companion Association revised to match Druid progression
-Lycanthrope association given survival (to allow scent tracking if they take the track feat)
-Paladin association has had some minor tweaks. Improved Aura removed, and Smite Effect (Staggered) added.
26 Jun 12
-Shadow-Infused renamed to Shadow-Walker. Mostly because I think it sounds nicer.
-Half-Undead given scaling fast healing.
-Split Turn and Rebuke into seperate Associations. Gave each of them a few more SLAs
28 Jun 12
-Made further tweaks to Turn and Rebuke Undead
-EZ-Trissociate now has all the currently created Associations.
-Added protoype JAR version for running with Mac/UNIX
29 Jun 12
-Added note to Chosen Energy Resistance so that multiple Resistance from different associations will stack. This makes Associations that provide Energy Resistance more compatible with each other. (So you could blend together a Half-Farspawn/Half-Fiend without worrying about overlapping Energy Resistance).
-Similiarly, Shadow Cold Resistance reworded to Chosen Energy Resistance with just 1 choice, to allow it to stack with other Chosen Energy Resustance.
-Added an Adaptation note to Animal Companion to allow its possible use with other creatures.
-Celesial and Farspawn Energy Resistance expanded to cover the 4 basic elements (Fire, Cold, Electricity, Acid)
-Renamed Marshal to Marshal Aura association.
-Added name of Association to Recover Spell and SLA talents, so that it is clear which association the talent applies to.
-Elemental Strike given some equipment support by allowing warlock gear to apply to it.
2 Jul 12
-Added Cirno sample.
9 Jul 12
-Addded Erudite, Wu Jen and Shugenja associations.
1 Aug 12
-Added Half-Molydeus
16 Jan 13
-Half-Undead Damage Reduction is now Silver and Magic
-Added Half-Alu-Demon
-Some tweaks to the EZ-Trissociate program to include text on Proficiencies and Focus Features, as well general Trissocate Text at the end. The goal is to make the HTML page as self contained as possible.
18 Jan 13
-Added Faster Healing for Half-Undead Association.
-Created Point Pool based Sublime school, for easier book-keeping.
21 Jan 2013
-Added Magic Blooded
25 Jan 2013
-Revamped Focus lists. Now with greater variety to cater to your character concept needs.
30 Jan 2013
-Added Scout Association. To prevent confusion with the Scout Focus, the Scout Focus has been renamed to Stalker (and Stalker Focus has been renamed to Expert). Also, Skrimisher Focus has been renamed to Mobility.
-Removed the Cooldown Sublime Association
-Revised Rogue Association: It has lost 1 special ability in exchange for Trap Sense +5. This now allows Rogue Associates to trade in their Trap Sense for the Penetrating Strike ACF from Dungeonscape.
20 Feb 2013
-Lycanthropy revamped. Base Animal Stat Cap removed to allow greater variety of animals to be viable.
-Elemental Savant updated with better feat support. Elemental Strike now has melee options to enable Elemental Knight concepts
EZ-Trissociate
This is a prototype program that contains all my created Associations, as of the given date stamp (YYYYMMDD format). Note that it needs at least Java 1.6 (or Java 6 depending on which form of versioning you use) to run. It will prompt you to select 1 Focus, 1 primary, and 2 secondary associations through simple console prompts. Then it will automatically compile your selection for you! It outputs 2 files as follows:
1) The first file is a HTML file (which you can then print for reference, or e-mail to your DM).
2) The second is a TXT file formatted into GITP forum posting code. Note that due to differences in how Linux and DOS/Windows handles linebreaks, the TXT file will look as if there are no linebreaks, if you open it in notepad. But rest assured they are there, just that notepad does not display them properly. You will see them when you copy-paste the code onto the forum, or open the TXT file with Wordpad or Microsoft Office.
EXE Instructions:
Latest Version (20 Feb 2013): Windows Executable
1) When you click on the download link, it asks you what do you want to do with the file
2) Save the file to any location you want, within your computer
3) Go to that location, find the file
4) Right click on it, and then click on "properties".
5) Go to "Compatability" tab, and ensure that "Run this program as administrator" is checked.
6) Click "OK" to save changes, and close the "properties" window
7) Run the executable by double clicking on it.
8) Windows might ask you if you want to let it make changes to your computer. Click yes, as it needs disk write permission to generate the files.
9) It should ask you to select your Focus + Associations
10) After inputting your choices, it should generate the HTML and TXT within the same folder, and close itself.
If you do not get a HTML file, try these alternate set of instructions:
7) Open DOS prompt, and go to the location where you saved the file
8) Manually call the executable through DOS.
9) Even if this does not work, it will at least print a nice error message telling you why it isn't working.
There is also a JAR version for Mac/Unix users (although window users who have problems with the executable can also give it a try). If you are having problems downloading either of these files from Mediafire, you can alternatively get them from my Skydrive Mirror.
JAR Instructions:
1) When you click on the download link, it asks you what do you want to do with the file
2) Save the file to any location you want, within your computer
3) Open the terminal console and go the directory where the JAR file is kept.
4) Enter the following (where YYYYMMDD is the 8 digit date stamp):
Code:
java -jar EZ_TrissociateYYYYMMDD.jar
5) It should ask you to select your Focus + Associations
6) After inputting your choices, it should generate the HTML and TXT file within the same folder, and close itself.
If you experience any difficulties, please let me know. Chances are you're not the only one who is having them. Kindly provide following details on the error:
*Whether you are using the EXE or JAR
*What is your operating system (Windows 7? Windows XP? Mac? Linux?)
*What is the error that occurs (e.g. does it ask you for Focus + Associations, but does not generate a file thereafter?)
Ever wanted to play a supporting Dragon Shaman who also has a few Sorcerer spells from his draconic ancestry? A Soulknife that DOESN'T make the Psychic Warrior point and laugh? Or perhaps something more esoteric, like a half-Machine, half-Demon warrior?
While it is possible to construct such characters, blending multiple classes which do not have dual progression PrC or feat support tends to give suboptimal results. Similiarly, using high LA monster races or templates usually sucks up so many levels that the character has a hard time being viable. And both cannot be done at low levels.
The Trissociate tries to get around these restrictions by breaking down the various iconic base classes, into fragments of their class features. It also converts various common monster archetypes into abilities that scales as you level. Ultimately, it lets you pick and choose these various components to create a mix that suits your unique character.
This approach can also be used as a 'fix' for various lower tier base classes. In essence, you can take Associations that emulate existing base classes, and add other (usually stronger) features on top of it. Various suggestions on how to recreate certain base classes are listed below:
The Trissociate
At the start of their career, most individuals have committed themselves to a particular occupation- some are trained in force of arms, some have mastered the arts of stealth and shadow, and still others learn to channel magic or psionics. But not a Trissociate. Rather than dedicating himself to any one specialty, Trissociates have instead picked up a mish-mash of abilities throughout their lives.
The Trissociate is difficult to define. Depending on what are his Focus and Associations, he may be a mighty warrior, a skilled assassin, or (most commonly) a hybrid jack of all trades. And unlike the Chameleon who can change his abilities each day, a Trissociate's talents remain more or less the same throughout his career, with chosen abilities varying among individual Trissociates.
Making a Trissociate Abilities: Depending on his chosen combat style, an Trissociate may (or may not) require high strength or dexterity to fight well, if he opts to specialize in fighting at all. As with any other class, a Trissociate can make use of a decent constitution score. And depending on his magical or psionic abilities, he may want a high Intelligence, Wisdom or Charisma score, and sometimes even all three.
Races: Any race can become an Trissociate. No one race can claim a monopoly on the capacity to develop multiple talents. Although the inclination for such varied learning tends to be more prevalent among well-schooled nobles.
Alignment: Trissociates can be of any alignment. Although certain Associations may require a particular Trissociate to be of a certain alignment.
Last edited by JeminiZero : 01-21-2013 at 09:24 AM.
Class Skills (2 + Int modifier per level): Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Swim
A Trissociate's class features depend largely on which Focus and Associations he picked- simply knowing that someone is an Trissociate tells you very little about what he or she can actually do.
Weapon and Armor Proficiency: A Trissociate is proficient with all simple weapons, light armor, and all shields (except for tower shields).
Chosen Focus (Ex): On taking his first level in the class, a Trissociate selects 1 Focus from the list below. This Focus selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat).
Chosen Associations (Ex): On taking his first level in the class, a Trissociate selects 1 Primary Association, and 2 Secondary Associations from the list below. This selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat). Secondary Associations provide starter abilities even at first level.
Focus Feature: These are features that depend on his selected focus, and are detailed further below.
Spoiler
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 Pool is considered an Extraordinary ability.
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. This column indicates the number of Learnable Mastery Talents which a Trissociate knows.
Multiclassed Trissociates
If you are taking the Trissociate Base Class, you should not need to multiclass any further, since you can already customize your abilities quite extensively. However, there are certain situations where your Trissociate level is lower than your ECL (e.g. if you are using a Race with RHD). Under such circumstance, you may want to take the following feat:
Practiced Trissociate: Requirements: At least 1 level in the Trissociate Base Class. Benefits:Your Trissociate level, for the purposes of determining the effectiveness of your Trissociate abilities increases by four. This benefit can't increase your Trissociate level higher than your Hit Dice. This affects the following Trissociate level related functions:
Caster level for your Spells and Spell-like Abilities
Manifester level for your Psionic Powers
Invoker level for your Invocations
Initiator level for your Sublime Maneuvers
Binder level for the purposes of determining effects of a Bound Vestige
Meldshaper level for Soulmelds.
This does NOT increase your Trissociate level for anything else, such as what Trissociate abilities you can access. Among the things it does not affect are:
The size of your Lay on Hands pool
The size of your Touch of Vitality pool
The size of your Ki Pool
Your number of Power Points
The highest level Spell/Power/Invocation/Maneuver you can learn.
Binder level for the purpose of making Binding Checks.
The highest level Vestige you can bind.
The number of Soulmelds you can shape, the size of your Essentia pool, or the number of Chakra you can bind
Bonus HD from Trissociate levels and alternate lists of advanced animals for Animal Companions
etc
List of Focus
Below are the list of Focus available to a Trissociate. Each Trissociate selects one Focus, which determines which of his saves gains good progression, as well as what Focus Features he gains. These focus are broadly grouped into 3 categories: Battle, Skill and Mental. All the focuses are summarized in the table below:
Category
Focus
BAB
Bonus HP per Level
Skillpoints per Level
Weapon Proficiencies
Armor Proficiencies
Other
Battle
Phalanx
High
+2
2
Simple Only
Heavy
Battle
Training
High
+1
2
All Martial
Heavy
Battle
Mobility
High
+2
2
All Martial
Light
Battle
Toughness
High
+3
2
Simple Only
Light
Skill
Nomad
Medium
+3
4
Simple Only
Light
Skill
Hunter
Medium
+2
4
All Martial
Light
Skill
Stalker
Medium
+1
6
Simple + 1 Martial
Light
Skill
Expert
Medium
+0
8
Simple Only
Light
Mental
Mental
Medium
+0
2
Simple Only
Light
Double Mastery Points
Battle Category
All Battle Category focuses have the following benefits: Good Save: Fortitude Others: Your BAB improves to High. Focus Feature: 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.
Battle: Phalanx Focus Hitpoints: You gain 2 bonus hit point per Trissociate level. Proficiencies: A Phalanx Focus Trissociate is proficient with all simple weapons. He is also proficient with all armor (heavy, medium and light), and shields (except for Tower Shields).
Battle: Training Focus Hitpoints: You gain 1 bonus hit point per Trissociate level. Proficiencies: A Training Focus Trissociate is proficient with all simple and martial weapons. He is also proficient with all armor (heavy, medium and light) and shields (except for Tower Shields).
Battle: Mobility Focus Hitpoints: You gain 2 bonus hit point per Trissociate level. Proficiencies: A Mobility Focus Trissociate is proficient with all simple and martial weapons. He is also proficient with light armor, and shields (except for Tower Shields).
Battle: Toughness Focus Hitpoints: You gain 3 bonus hit point per Trissociate level.
Skill Category
All Skill Category focuses have the following benefits: Good Save: Reflex Skill List: All skills are added to your class skill list. Others: 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. Focus Feature: 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.
Skill: Nomad Focus Skill Points per level: Levels in the Trissociate class grant you a total of 4 skill points per level (x4 on level 1), instead of the usual 2 skill points per level. Hitpoints: You gain 3 bonus hit points per Trissociate level.
Skill: Hunter Focus Skill Points per level: Levels in the Trissociate class grant you a total of 4 skill points per level (x4 on level 1), instead of the usual 2 skill points per level. Hitpoints: You gain 2 bonus hit points per Trissociate level. Proficiencies: A Hunter Focus Trissociate is proficient with all simple and martial weapons. He is also proficient with light armor and shields (except for Tower Shields).
Skill: Stalker Focus Skill Points per level: Levels in the Trissociate class grant you a total of 6 skill points per level (x4 on level 1), instead of the usual 2 skill points per level. Hitpoints: You gain 1 bonus hit point per Trissociate level. Proficiencies: A Stalker Focus Trissociate is proficient with all simple and 1 martial weapon of his choosing. He is also proficient with light armor and shields (except for Tower Shields).
Skill: Expert Focus Skill Points per level: Levels in the Trissociate class grant you a total of 8 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.
Mental Category Mental Focus Good Save: Will Others: Mastery Pool is double what is listed in the table above. Your Armored Caster ability improves to the extent that you can ignore all ASF regardless of its source. Focus Feature: Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
*Any Wizard Bonus Feat
*Any Psion Bonus Feat
*Any Feat that uses or augments Turn/Rebuke Undead (including divine feats)
*Any feat the grants you one or more new Spell-Like Abilities (including Extra Invocation, provided you qualify)
*Any feat the grants you additional uses of an existing Spell-Like Ability
*Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
*Alternatively, you may select Rapid Conversion (see below).
Rapid Conversion: Requirements: Mental Category Focus Trissociate Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats. Benefits: Normally a Trissociates has to enter Mastery Meditation to efficiently convert his Mastery Points to Spells or Power Points. If he performs the conversion outside of Mastery Meditation, the Mastery Point cost is usually doubled. With Rapid Conversion, he may carry out an efficient conversion as a free action, once per day. When he uses Rapid Conversion, he can spend half his Trissociate level (rounded down) worth of Mastery Points, as if he was in Mastery Meditation. He can spread this expenditure of Mastery Points over multiple Talents.
E.g. Lets say we have a level 10 Trissociate with Mental Focus. He can spend 5 Mastery points with one use of Rapid conversion, and he can spread this over multiple talents. With one use, he could recover a level 3 spell slot with 3 Mastery points, and spend another 2 Mastery points to regain 4 Power points. Or he could channel all 5 Master points to regain 10 Power points, at his choosing.
Special: This feat can be selected multiple times. Each time, you gain an additional daily use of this ability.
Last edited by JeminiZero : 01-30-2013 at 08:51 AM.
Mastery Talents
There are 2 types of Mastery Talents. Learnable Talents are gained according to the table above. Automatic Talents are automatically given, when a Trissocate selects specific Associations.
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, and which do not require Mastery Meditation. 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: Whenever he makes a saving throw, a Trissociate may spend 1 Mastery point to add his Mastery bonus to that saving throw. This does not require any action on his part, and he can activate this talent even when it is not his turn. In the event he gets to make a reroll of the same saving throw, he may reapply this bonus to the reroll, without spending additional points.
Fast Heal: A Trissociate may spend 1 Mastery Point to gain fast healing equal to his Trissociate Bonus, for 10 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 6 Trissociate with a Trissociate bonus of +2 is under the effect of the vigor spell which grants him Fast Healing of 2. He can activate his Trissociate Bonus Fast Healing of 2 points. He can choose to stack his Trissociate Fast Healing on top of the vigor spell for a total of 4 points of Fast Healing.
Attack Boost: Whenever he makes an attack rolls, a Trissociate may spend 1 Mastery point to add his Trissociate Bonus to that particular attack roll. Trissociate may choose to use this ability multiple times per round, for each seperate attack which he makes (e.g. iterative full attack).
Speed Boost: A Trissociate may spend 1 Mastery point to increase his speed for all modes of movement, which lasts until the start of his next turn. The speed increase so gained, is equal to his Trissociate bonus multiplied by 10 ft.
Skill Boost: Whenever he makes a skill check, a Trissociate may spend 1 Mastery point to gain a bonus equal to his Trissociate Bonus 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 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 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 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 or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his twice his Trissociate Bonus to caster level, for the purpose of determining the effect's range. Spells / powers / soulmelds which have a fixed range (e.g. personal, touch) are not affected.
Automatic Mastery Talents
The talents listed below cannot be learnt. Instead, they are automatically known by the Trissociate, if he picks an Association that provides it. Some Automatic Mastery Talents are used by several Associations, and are described in the list below. Other talents are specific for a particular Association, and are hence described in the section for their respective Association.
Unless otherwise stated, you need at least 1 Associate level, before you can apply Automatic Mastery Talents to abilities from that Association. Hence on your first level, you cannot apply Automatic Mastery Talents to the starter abilities of your secondary Associations. E.g. If you are Trissociate level 1, and have the Wizard Secondary Association, you start with single cantrip, but you cannot use Recover Spell to restore it after it has been cast, even if you possess the talent for a primary spellcasting association. Instead, you can apply Recover Spell to your Wizard Secondary Association only on Associate level 1 which is Trissociate level 2.
Recover Spell (Association Name): 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 Spell Like Ability (Association Name): 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.
Recover Power Points: You may recover Power Points. This is a supernatural ability. 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 regain points in excess of your normal Power Pool limits. This is a supernatural ability. 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.
Boost Essentia Pool: Unlike other Mastery Talents, this does not require you to enter Mastery Meditation (although you can use it during Mastery Meditation if you wanted to). As a free action, by spending 1 Mastery Point, you may add a number of bonus Essentia points, equal to your Trissociate bonus to your pool. This bonus Essentia lasts for 1 round. If you reactivate this ability at the start of each turn, it is treated as if these bonus points continued to exist from the previous round, rather disappearing/reappearing at the start of each round. Hence you do not need to reassign them (but you can if you want to as per normal). You may only spend 1 Mastery Point each round in this talent.
Recover Lay on Hands or Deadly Touch: You can add points to your Lay on Hands or Deadly Touch pool. Although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery Point to recover a number of Lay on Hands or Deadly Touch points equal to twice the sum of your Charisma bonus (minimum 0) plus your Trissociate bonus ( i.e. (Cha Bonus + Trissociate bonus)*2 ). You may accelerate the conversion process by spending more mastery points. As a free action, by spending 1 point, you can recover a number of Lay on Hands or Deadly Touch points equal to your Charisma bonus (minimum 0) plus your Trissociate bonus, even when you are not in Mastery Meditation. This is a supernatural ability.
Emergency Turning: When you have run out of Turning Attempts, you can instead spend Mastery Points to Turn or Rebuke Undead. To do so, you take the normal action to Turn/Rebuke Undead, but instead of using Turning Attempts, you spend 2 Mastery Points in the process. You must have no more Turning Attempts before you can use Emergency Turning. You can only use this ability to Turn or Rebuke Undead. You do not actually gain extra turning attempts as such, and so this ability cannot be used to fuel Divine feats like Divine Metamagic. This is a supernatural ability.
Last edited by JeminiZero : 01-18-2013 at 08:40 AM.
Associations
On taking his first level in the class, a Trissociate selects 1 Primary Association and 2 Secondary Associations. These Association selections are permanent and cannot be changed, barring special and intensive retraining (read: DM fiat).
Each Association gives the Trissociate additional Class Features which have been spread over 19 levels. Unless otherwise indicated, when the text or tables below indicate that the class feature is gained at a certain level, assume that this refers to the Associate level (which is not the same as the Trissociate level). For the Primary Association, the Associate level is equal to the Trissociate level. But for the 2 Secondary Associations, the Associate level is equal to the Trissociate level minus one (e.g. so the Class Features which are marked Associate level 1, only come in at Trissociate level 2).
In addition, each association also has a set of starter class features which are gained at Trissociate level 1, regardless of whether the association is Primary or Secondary. These start class features include (but are not limited to) adding skills to your Trissociate class list and bonus languages. Hence, on Trissociate level 1, you gain both starter and Associate level 1 class features from your primary association. But only starter class features from your secondary associations.
While the Primary and Secondary Associations have different rates of Class Feature progression, the effectiveness of a Class Feature is entirely dependent on the Trissociate level alone. E.g. if you pick Wizard as your Primary Association, and Sorcerer as one of your Secondary Association, then both your Wizard and Sorcerer spells will have the same Caster levels, which is equal to your Trissociate level. Although it is a Secondary Association, your Sorcerer spells will not suffer from any caster level penalty.
The Associations below are broadly grouped according to their "type", although this grouping is mostly for ease of reference and has little impact on how they interact with one another.
Progressive Wings
This is not an Association in its own right. Rather, some Associations in this section below grant wings in one form or another. These wings are not fully functional at level 1, but rather they develop progressively, similiar to the Wings aspect of a Dragonborn of Bahumat. Rather than repeat the description for each, seperately, they have been centralized here for convenience.
Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).
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.
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.
Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.
Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.
Last edited by JeminiZero : 01-18-2013 at 08:41 AM.
Sorcerer Association Sorcerer Association Progression (Based on Associate Level)
Level
So0
So1
So2
So3
So4
So5
So6
So7
So8
So9
Special
Starter
1/1
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
1
2/3
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
2
2/4
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
3
2/4
1/1
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
4
3/4
1/2
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
5
3/4
1/2
1/1
-/-
-/-
-/-
-/-
-/-
-/-
-/-
6
4/4
1/2
1/2
-/-
-/-
-/-
-/-
-/-
-/-
-/-
7
4/4
1/2
1/2
1/1
-/-
-/-
-/-
-/-
-/-
-/-
8
4/4
2/2
1/2
1/2
-/-
-/-
-/-
-/-
-/-
-/-
9
4/4
2/2
1/2
1/2
1/1
-/-
-/-
-/-
-/-
-/-
10
4/4
2/2
2/2
1/2
1/2
-/-
-/-
-/-
-/-
-/-
11
4/4
2/2
2/2
1/2
1/2
1/1
-/-
-/-
-/-
-/-
12
4/4
2/2
2/2
2/2
1/2
1/2
-/-
-/-
-/-
-/-
13
4/4
2/2
2/2
2/2
1/2
1/2
1/1
-/-
-/-
-/-
14
4/4
2/2
2/2
2/2
2/2
1/2
1/2
-/-
-/-
-/-
15
4/4
2/2
2/2
2/2
2/2
1/2
1/2
1/1
-/-
-/-
16
4/4
2/2
2/2
2/2
2/2
2/2
1/2
1/2
-/-
-/-
17
4/4
2/2
2/2
2/2
2/2
2/2
1/2
1/2
1/1
-/-
18
4/4
2/2
2/2
2/2
2/2
2/2
2/2
1/2
1/2
-/-
19
4/4
2/2
2/2
2/2
2/2
2/2
2/2
1/2
1/2
1/2
Sorcerer Skills: Add Spellcraft to your Trissociate class skill list.
Spellcasting: You gain Charisma based spontaneous Arcane spells as a Sorcerer. Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follow the tables above (So0-So9) and the numbers indicate Spell Slots/Spells Known. You gain bonus spell slots based on your Charisma score. Additionally, starting from level 4 and every level thereafter (not just even levels), you can swap out one spell known for another at the same level.
Automatic Mastery Talents Recover Spell (Sorcerer): You gain the Recover Spell talent as described above.
Wizard Association Wizard Association Progression (Based on Associate Level)
Level
Wz0
Wz1
Wz2
Wz3
Wz4
Wz5
Wz6
Wz7
Wz8
Wz9
Special
Starter
1
-
-
-
-
-
-
-
-
-
Scribe Scroll
1
2
-
-
-
-
-
-
-
-
-
2
3
-
-
-
-
-
-
-
-
-
3
3
1
-
-
-
-
-
-
-
-
4
3
1
-
-
-
-
-
-
-
-
5
3
1
1
-
-
-
-
-
-
-
6
3
1
1
-
-
-
-
-
-
-
7
3
1
1
1
-
-
-
-
-
-
8
3
1
1
1
-
-
-
-
-
-
9
3
1
1
1
1
-
-
-
-
-
10
3
1
1
1
1
-
-
-
-
-
11
3
1
1
1
1
1
-
-
-
-
Wizard Bonus Feat
12
3
1
1
1
1
1
-
-
-
-
13
3
1
1
1
1
1
1
-
-
-
14
3
1
1
1
1
1
1
-
-
-
15
3
1
1
1
1
1
1
1
-
-
16
3
1
1
1
1
1
1
1
-
-
17
3
1
1
1
1
1
1
1
1
-
18
3
1
1
1
1
1
1
1
1
-
19
3
1
1
1
1
1
1
1
1
1
Wizard Skills: Add Spellcraft and Decipher Script to your Trissociate class skill list.
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). You gain bonus spell slots based on your Intelligence score.
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.
Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation feat of your choice, which you qualify for.
Wizard Bonus Feat: You gain a bonus feat as per a Wizard.
Automatic Mastery Talents Recover Spell (Wizard): You gain the Recover Spell talent as described above.
Spoiler
Recommended Spell List
During actual play testing, I found that Wizard/Sorcerer associate based Gishes are a bit multi-attribute dependent. They don't have the resources to crank out Int/Cha as high as an actual dedicated Wizard/Sorcerer. As such it is usually more optimal for them to pick spells that do not have a save DC. For convenience, I've compiled a list of potentially useful spells with no save, or which have strong effects even when the save is made:
No Save Spells (Core)
Spoiler
1. Magic Missile
1. Ray of Enfeeblement
3. Dispel Magic
4. Dimensional Anchor
4. Enervation
4. Solid Fog
5. Wall of Force
5. Wall of Stone
6. Greater Dispel Magic
7. Force Cage
7. Reverse Gravity
8. Irresistable Dance
8. Maze
9. Energy drain
And the entire Summon Monster Series
1. Bigby's Helpful Hand (PHB2 102)
1. Bloodwind (SpC 33)
1. Ebon Eyes (SpC 77)
1. Fist of Stone (SpC 94)
1. Friendly Face RoD 166)
1. Nerveskitter (SpC 146)
1. True Casting (CM 121)
2. Create Magic Tattoo (SpC 55)
2. Heroics (SpC 113)
2. Jaws of the Moray (Storm 117)
2. Kuo-Toa Skin (Storm 118)
2. Mirror Move (Web)
2. Sonic Weapon (SpC 195)
2. Swift Fly (SpC 96)
2. Swim (Storm 122)
2. Wings of Cover (RoD 119, Sorcerer Only)
2. Wraithstrike (SpC 243)
3. Adept Spirit (MoI 98)
3. Animate Weapon (CM 95)
3. Anticipate Teleportation (SpC 13)
3. Battlemagic Perception (HoB 125)
3. Disobedience (CSc 97)
3. Dragon Skin (SpC 73)
3. Ferocity of Sanguine Rage (DrM 67)
3. Girallon's Blessing (SpC 106)
3. Greater Mage Armor (SpC 136)
3. Greater Mighty Wallop (RoD 116)
3. Heart of Water (CM 107)
3. Sense of the Dragon (RoD 117)
3. Sonorous Hum (SpC 196)
3. Spellcaster's Bane (CArc 117)
4. Assay Spell Resistance (SpC 14)
4. Battle Hymn (SpC 25)
4. Celerity (PHB2 105)
4. Friendly Fire (ExEv 27)
4. Greater Mirror Image (PHB2 120)
4. Greater Resistance (SpC 174)
4. Heart of Earth (CM 106)
4. Mass Resist Energy (SpC 174)
4. Ray Deflection (SpC 166)
4. Spell Enhancer (SpC 198)
4. Voice of the Dragon (SpC 232)
5. Arcane Fusion (CM 96, Sorcerer Only)
5. Dragonsight (SpC 73)
5. Greater Blink (SpC 32)
5. Greater Enlarger Person (SpC 82)
5. Lord of The Sky (DrM 69)
5. Mass Fly (SpC 96)
5. Swift Etherealness (PHB2 113)
6. Bite of the Weretiger (SpC 28)
6. Brilliant Blade (SpC 40)
6. Greater Anticipate Teleportation (SpC 13)
6. Stone Body (SpC 207)
6. Superior Resistance (SpC 174)
7. Bite of the Werebear (SpC 28)
7. Brilliant Aura (SpC 39)
7. Elemental Body (SpC 78)
7. Energy Absorption (CM 103)
7. Energy Immunity (SpC 80)
7. Ironguard (SpC 125)
8. Ghostform (SpC 103)
8. Greater Arcane Fusion (CM 96, Sorcerer Only)
8. Greater Celerity (SpC 105)
8. Superior Invisibility (SpC 125)
8. Veil of Undeath (SpC 229)
9. Absorption (SpC 6)
9. Effulgent Epuration (SpC 78)
9. Invoke the Magic (LoM 212)
Wu Jen Association Requirements Alignment: You must be non-lawful to select the Wu Jen association.
Wu Jen Association Progression (Based on Associate Level)
Level
Wj0
Wj1
Wj2
Wj3
Wj4
Wj5
Wj6
Wj7
Wj8
Wj9
Special
Starter
1
-
-
-
-
-
-
-
-
-
1
2
-
-
-
-
-
-
-
-
-
Wu Jen Watchful Spirit
2
3
-
-
-
-
-
-
-
-
-
3
3
1
-
-
-
-
-
-
-
-
4
3
1
-
-
-
-
-
-
-
-
5
3
1
1
-
-
-
-
-
-
-
6
3
1
1
-
-
-
-
-
-
-
7
3
1
1
1
-
-
-
-
-
-
Wu Jen Elemental Mastery
8
3
1
1
1
-
-
-
-
-
-
9
3
1
1
1
1
-
-
-
-
-
10
3
1
1
1
1
-
-
-
-
-
11
3
1
1
1
1
1
-
-
-
-
12
3
1
1
1
1
1
-
-
-
-
13
3
1
1
1
1
1
1
-
-
-
Wu Jen Spell Secret
14
3
1
1
1
1
1
1
-
-
-
15
3
1
1
1
1
1
1
1
-
-
16
3
1
1
1
1
1
1
1
-
-
17
3
1
1
1
1
1
1
1
1
-
18
3
1
1
1
1
1
1
1
1
-
19
3
1
1
1
1
1
1
1
1
1
Wu Jen Spell Secret
Wu Jen Skills: Add Spellcraft to your Trissociate class skill list.
Spellcasting: You gain Intelligence based prepared Arcane spells as a Wu Jen (Complete Arcane pg 14). Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wj0-Wj9). You gain bonus spell slots based on your Intelligence score.
Spellbook: A Wu Jen associate must study his spellbook each day, to prepare his spells. This functions like a Wu Jen'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 Wu Jen.
Others: You gain class features as a Wu Jen, following the progression in the table above.
Automatic Mastery Talents Recover Spell (Wu Jen): You gain the Recover Spell talent as described above.
Last edited by JeminiZero : 01-18-2013 at 08:41 AM.
Archivist Association Archivist Association Progression (Based on Associate Level)
Level
Ac0
Ac1
Ac2
Ac3
Ac4
Ac5
Ac6
Ac7
Ac8
Ac9
Special
Starter
1
-
-
-
-
-
-
-
-
-
Scribe Scroll
1
2
-
-
-
-
-
-
-
-
-
2
3
-
-
-
-
-
-
-
-
-
3
3
1
-
-
-
-
-
-
-
-
4
3
1
-
-
-
-
-
-
-
-
5
3
1
1
-
-
-
-
-
-
-
6
3
1
1
-
-
-
-
-
-
-
7
3
1
1
1
-
-
-
-
-
-
8
3
1
1
1
-
-
-
-
-
-
9
3
1
1
1
1
-
-
-
-
-
10
3
1
1
1
1
-
-
-
-
-
11
3
1
1
1
1
1
-
-
-
-
Archivist Bonus Feat
12
3
1
1
1
1
1
-
-
-
-
13
3
1
1
1
1
1
1
-
-
-
14
3
1
1
1
1
1
1
-
-
-
15
3
1
1
1
1
1
1
1
-
-
16
3
1
1
1
1
1
1
1
-
-
17
3
1
1
1
1
1
1
1
1
-
18
3
1
1
1
1
1
1
1
1
-
19
3
1
1
1
1
1
1
1
1
1
Archivist Skills: Add Spellcraft, Heal and Decipher Script to your Trissociate class skill list.
Spellcasting: You gain Intelligence based prepared Divine spells as an Archivist. 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. You bonus spells slots are based on your Wisdom score.
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.
Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation feat of your choice, which you qualify for.
Archivist Bonus Feat: You gain a bonus feat as per an Archivist.
Automatic Mastery Talents Recover Spell (Archivist): You gain the Recover Spell talent as described above.
Cleric Association Cleric Association Progression (Based on Associate Level)
Level
Cl0
Cl1
Cl2
Cl3
Cl4
Cl5
Cl6
Cl7
Cl8
Cl9
Special
Starter
1
-
-
-
-
-
-
-
-
-
Spontaneous Casting
1
2
-
-
-
-
-
-
-
-
-
Cleric Domain
2
3
-
-
-
-
-
-
-
-
-
3
3
1
-
-
-
-
-
-
-
-
4
3
1
-
-
-
-
-
-
-
-
5
3
1
1
-
-
-
-
-
-
-
6
3
1
1
-
-
-
-
-
-
-
7
3
1
1
1
-
-
-
-
-
-
8
3
1
1
1
-
-
-
-
-
-
9
3
1
1
1
1
-
-
-
-
-
10
3
1
1
1
1
-
-
-
-
-
11
3
1
1
1
1
1
-
-
-
-
12
3
1
1
1
1
1
-
-
-
-
13
3
1
1
1
1
1
1
-
-
-
14
3
1
1
1
1
1
1
-
-
-
15
3
1
1
1
1
1
1
1
-
-
16
3
1
1
1
1
1
1
1
-
-
17
3
1
1
1
1
1
1
1
1
-
18
3
1
1
1
1
1
1
1
1
-
19
3
1
1
1
1
1
1
1
1
1
Cleric Skills: Add Spellcraft and Heal to your Trissociate class skill list.
Spellcasting: You gain Wisdom based prepared Divine spells as a Cleric. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Cl0-Cl9). You gain bonus spell slots based on your Wisdom score.
Spontaneous Casting: This functions the same as a normal Cleric. If you also have the Turn/Rebuke Undead Association, you must pick the ability to spontaneously cast Cure spells if you can Turn Undead, or the ability to spontaneously cast Inflict spells if you can Rebuke Undead.
Cleric Domain: Choose 1 Domain appropriate for your alignment/deity/cause. You gain that Domain's associated special ability. You do not gain extra dedicated Domain spell slots. Instead, you may also spontaneously convert prepared spells to Domain spells.
Automatic Mastery Talents Recover Spell (Cleric): You gain the Recover Spell talent as described above.
Druid Association Requirements Alignment: You must be neutral in some way to select the Druid association.
Druid Association Progression (Based on Associate Level)
Level
Dr0
Dr1
Dr2
Dr3
Dr4
Dr5
Dr6
Dr7
Dr8
Dr9
Special
Starter
1
-
-
-
-
-
-
-
-
-
Bonus Language
1
2
-
-
-
-
-
-
-
-
-
Druid Spontaneous Casting
2
3
-
-
-
-
-
-
-
-
-
3
3
1
-
-
-
-
-
-
-
-
4
3
1
-
-
-
-
-
-
-
-
5
3
1
1
-
-
-
-
-
-
-
6
3
1
1
-
-
-
-
-
-
-
7
3
1
1
1
-
-
-
-
-
-
8
3
1
1
1
-
-
-
-
-
-
9
3
1
1
1
1
-
-
-
-
-
Druid-Venom Immunity
10
3
1
1
1
1
-
-
-
-
-
11
3
1
1
1
1
1
-
-
-
-
12
3
1
1
1
1
1
-
-
-
-
13
3
1
1
1
1
1
1
-
-
-
14
3
1
1
1
1
1
1
-
-
-
15
3
1
1
1
1
1
1
1
-
-
16
3
1
1
1
1
1
1
1
-
-
17
3
1
1
1
1
1
1
1
1
-
Druid-Timeless Body
18
3
1
1
1
1
1
1
1
1
-
19
3
1
1
1
1
1
1
1
1
1
Druid Skills: Add Spellcraft, Heal and Survival to your Trissociate class skill list.
Bonus Language: You gain Druidic as a bonus language.
Spellcasting: You gain Wisdom based prepared Divine spells as a Druid. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Dr0-Dr9). You gain bonus spell slots based on your Wisdom score. Unlike a true Druid, you are not prohibited from wearing metal armor.
Others: You gain class features as a Druid, following the progression in the table above.
Druid Spontaneous Casting: You may spontaneously convert prepared spells into Summon Nature Ally of the appropriate level, as a Druid does.
Automatic Mastery Talents Recover Spell (Druid): You gain the Recover Spell talent as described above.
Favored Soul Association Favored Soul Association Progression (Based on Associate Level)
Level
Fs0
Fs1
Fs2
Fs3
Fs4
Fs5
Fs6
Fs7
Fs8
Fs9
Special
Starter
1/1
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
1
2/4
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
Favored Soul-Diety Weapon Proficiency
2
2/5
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
3
2/5
1/2
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
Favored Soul Chosen Energy Resistance 1
4
3/5
1/3
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
5
3/5
1/3
1/2
-/-
-/-
-/-
-/-
-/-
-/-
-/-
6
4/5
1/3
1/3
-/-
-/-
-/-
-/-
-/-
-/-
-/-
7
4/5
1/3
1/3
1/2
-/-
-/-
-/-
-/-
-/-
-/-
Favored Soul-Diety Weapon Focus
8
4/5
2/3
1/3
1/3
-/-
-/-
-/-
-/-
-/-
-/-
9
4/5
2/3
1/3
1/3
1/2
-/-
-/-
-/-
-/-
-/-
Favored Soul Chosen Energy Resistance 2
10
4/5
2/3
2/3
1/3
1/3
-/-
-/-
-/-
-/-
-/-
11
4/5
2/3
2/3
1/3
1/3
1/2
-/-
-/-
-/-
-/-
12
4/5
2/3
2/3
2/3
1/3
1/3
-/-
-/-
-/-
-/-
13
4/5
2/3
2/3
2/3
1/3
1/3
1/2
-/-
-/-
-/-
Favored Soul-Diety Weapon Specialization
14
4/5
2/3
2/3
2/3
2/3
1/3
1/3
-/-
-/-
-/-
15
4/5
2/3
2/3
2/3
2/3
1/3
1/3
1/2
-/-
-/-
Favored Soul Chosen Energy Resistance 3
16
4/5
2/3
2/3
2/3
2/3
2/3
1/3
1/3
-/-
-/-
17
4/5
2/3
2/3
2/3
2/3
2/3
1/3
1/3
1/2
-/-
18
4/5
2/3
2/3
2/3
2/3
2/3
2/3
1/3
1/3
-/-
19
4/5
2/3
2/3
2/3
2/3
2/3
2/3
1/3
1/3
1/3
Favored Soul Skills: Add Spellcraft and Heal to your Trissociate class skill list.
Spellcasting: You gain Charisma based spontaneous Divine spells as a Favored Soul (Complete Divine pg 6). Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follow the tables above (Fs0-Fs9) and the numbers indicate Spell Slots/Spells Known. Your spell access and bonus spell slots are based on your Charisma score. However, your spell DCs are based on your Wisdom bonus. Additionally, starting from level 4 and every level thereafter (not just even levels), you can swap out one spell known for another at the same level.
Others: You gain class features as a Favored Soul, following the progression in the table above.
Favored Soul 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.
Automatic Mastery Talents Recover Spell (Favored Soul): You gain the Recover Spell talent as described above.
Shugenja Association Shugenja Association Progression (Based on Associate Level)
Level
Sj0
Sj1
Sj2
Sj3
Sj4
Sj5
Sj6
Sj7
Sj8
Sj9
Special
Starter
1/o+1+0
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
Shugenja Element Focus
1
2/o+2+1
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
Shugenja Sense Elements
2
2/o+2+2
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
3
2/o+2+2
1/o+1+0
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
4
3/o+2+2
1/o+1+1
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
5
3/o+2+2
1/o+1+1
1/o+1+0
-/-
-/-
-/-
-/-
-/-
-/-
-/-
6
4/o+2+2
1/o+1+1
1/o+1+1
-/-
-/-
-/-
-/-
-/-
-/-
-/-
7
4/o+2+2
1/o+1+1
1/o+1+1
1/o+1+0
-/-
-/-
-/-
-/-
-/-
-/-
8
4/o+2+2
2/o+1+1
1/o+1+1
1/o+1+1
-/-
-/-
-/-
-/-
-/-
-/-
9
4/o+2+2
2/o+1+1
1/o+1+1
1/o+1+1
1/o+1+0
-/-
-/-
-/-
-/-
-/-
10
4/o+2+2
2/o+1+1
2/o+1+1
1/o+1+1
1/o+1+1
-/-
-/-
-/-
-/-
-/-
11
4/o+2+2
2/o+1+1
2/o+1+1
1/o+1+1
1/o+1+1
1/o+1+0
-/-
-/-
-/-
-/-
12
4/o+2+2
2/o+1+1
2/o+1+1
2/o+1+1
1/o+1+1
1/o+1+1
-/-
-/-
-/-
-/-
13
4/o+2+2
2/o+1+1
2/o+1+1
2/o+1+1
1/o+1+1
1/o+1+1
1/o+1+0
-/-
-/-
-/-
14
4/o+2+2
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
1/o+1+1
1/o+1+1
-/-
-/-
-/-
15
4/o+2+2
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
1/o+1+1
1/o+1+1
1/o+1+0
-/-
-/-
16
4/o+2+2
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
1/o+1+1
1/o+1+1
-/-
-/-
17
4/o+2+2
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
1/o+1+1
1/o+1+1
1/o+1+0
-/-
18
4/o+2+2
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
1/o+1+1
1/o+1+1
-/-
19
4/o+2+2
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
2/o+1+1
1/o+1+1
1/o+1+1
1/o+1+1
Shugenja Skills: Add Spellcraft and Heal to your Trissociate class skill list.
Spellcasting: You gain Charisma based spontaneous Divine spells as a Shugenja (Complete Divine pg 10). Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follows the table above (Sj0-Sj9) and the numbers indicate Spell Slots/Spells Known. For spells known, at each spell level, you get an order spell represented by the 'o'. The number in the middle is the number of spells known of your Favored Element, and the final number is the additional number of spells known of any element (except for your prohibited element). You gain bonus spell slots based on your Charisma score. Additionally, starting from level 4 and every level thereafter (not just even levels), you can swap out one spell known for another at the same level.
Others: You gain class features as a Shugenja, following the progression in the table above. Like a normal Shugenja, you must select an Order, and a Favored Element provided by that Order.
Automatic Mastery Talents Recover Spell (Shugenja): You gain the Recover Spell talent as described above.
Spirit Shaman Association Spirit Shaman Association Progression (Based on Associate Level)
Level
Ss0
Ss1
Ss2
Ss3
Ss4
Ss5
Ss6
Ss7
Ss8
Ss9
Special
Starter
1/1
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
1
2/3
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
Spirit Shaman-Spirit guide (Alertness)
2
2/4
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
3
2/4
1/1
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
Spirit Shaman-Detect Spirits
4
3/4
1/2
-/-
-/-
-/-
-/-
-/-
-/-
-/-
-/-
5
3/4
1/2
1/1
-/-
-/-
-/-
-/-
-/-
-/-
-/-
6
4/4
1/2
1/2
-/-
-/-
-/-
-/-
-/-
-/-
-/-
7
4/4
1/2
1/2
1/1
-/-
-/-
-/-
-/-
-/-
-/-
Spirit Shaman-Ghost Warrior (Ghost Touch, Full AC vs Incorporeal)
8
4/4
2/2
1/2
1/2
-/-
-/-
-/-
-/-
-/-
-/-
9
4/4
2/2
1/2
1/2
1/1
-/-
-/-
-/-
-/-
-/-
10
4/4
2/2
2/2
1/2
1/2
-/-
-/-
-/-
-/-
-/-
11
4/4
2/2
2/2
1/2
1/2
1/1
-/-
-/-
-/-
-/-
Spirit Shaman-Blessing of the Spirits (Protection from Spirits)
12
4/4
2/2
2/2
2/2
1/2
1/2
-/-
-/-
-/-
-/-
13
4/4
2/2
2/2
2/2
1/2
1/2
1/1
-/-
-/-
-/-
14
4/4
2/2
2/2
2/2
2/2
1/2
1/2
-/-
-/-
-/-
15
4/4
2/2
2/2
2/2
2/2
1/2
1/2
1/1
-/-
-/-
Spirit Shaman-Exorcism
16
4/4
2/2
2/2
2/2
2/2
2/2
1/2
1/2
-/-
-/-
17
4/4
2/2
2/2
2/2
2/2
2/2
1/2
1/2
1/1
-/-
18
4/4
2/2
2/2
2/2
2/2
2/2
2/2
1/2
1/2
-/-
19
4/4
2/2
2/2
2/2
2/2
2/2
2/2
1/2
1/2
1/2
Spirit Shaman-Guide Magic (Spirit Concentration)
Spirit Shaman Skills: Add Spellcraft, Heal and Survival to your Trissociate class skill list.
Spellcasting: You gain Wisdom/Charisma based retrieved/spontaneous Divine spells as a Spirit Shaman (Complete Divine pg 14). Your Caster level is equal to your Trissociate level. Your spell slots and spells retrieved per day at each level follow the tables above (Ss0-Ss9) and the numbers indicate Spell Slots/Spells Retrieved. Your spell access and bonus spell slots are based on your Wisdom score. Whereas your spell DC is based on your Charisma score.
Others: You gain class features as a Spirit Shaman, following the progression in the table above.
Automatic Mastery Talents Recover Spell (Spirit Shaman): You gain the Recover Spell talent as described above.
Last edited by JeminiZero : 01-30-2013 at 08:58 AM.
Paladin Association Requirements Alignment: Alignment requirements depend on what type of Paladin Association you pick. You must be Lawful Good to take this class as a traditional Paladin. Alternatively you may be an Paladin Associate of Freedom, Slaughter or Tyranny, and your alignment requirements and class features change accordingly.
Paladin Association Progression (Based on Associate Level)
Level
Paladin Bonus to Saves
Paladin Smite Evil/Good
Special
Starter
-
-
Paladin Detect Evil/Good 1/day, Aura of Good/Evil
1
+1
1/encounter
Paladin Detect Evil/Good at will
2
+1
1/encounter
3
+2
2/encounter
Aura of Courage/Aura of Resolve/Debilitating Aura/Aura of Despair
4
+2
2/encounter
5
+3
3/encounter
Smite Effect (Sicken)
6
+3
3/encounter
7
+4
4/encounter
Smite Effect (Shaken)
8
+4
4/encounter
9
+5
5/encounter
Penetrating Smite
10
+5
5/encounter
11
+6
6/encounter
Smite Effect (Exhaustion)
12
+6
6/encounter
13
+7
7/encounter
Smite Effect (Stagger)
14
+7
7/encounter
15
+8
8/encounter
Good/Evil subtype
16
+8
8/encounter
17
+9
9/encounter
Smite Effect (Stun)
18
+9
9/encounter
19
+10
10/encounter
Smite Effect (Daze)
Paladin Skills: Add Heal and Handle Animal to your Trissociate class skill list.
Paladin Bonus to Saves (Su): Like a Paladin, you gain the ability to add your Charisma bonus (if any), as an untyped bonus to all your saving throws. However, you do not have the ability to add your entire bonus. Instead you can add up to +N of your Charisma bonus (if any) as shown in the table above.
E.g. Lets say that there is a Paladin Associate with 14 Charisma for a total bonus of +2. At Trissociate 1, he can add a +1 bonus to all his saves. At level 3 this bonus improves to +2. At level 3, he can add up to +3 to all his saves, but his Charisma bonus is only +2, hence his bonus to saves remains at +2. Should his Charisma bonus improve (e.g. Eagle Splendour is cast on him), then he can add the full amount of +3 to his saves.
Paladin Smite Evil/Good (Su): Like a Paladin (or its variants) you gain the ability to Smite Evil (if you are good), or Smite Good (if you are Evil). This is similiar to the Paladin's ability except as noted here. You gain a number of uses per encounter, according to the table above. You may regain all your Smite attempts by entering Mastery Meditation.
Whenever you make a melee attack, you may choose to make that attack a Smite Evil/Good attack. Doing so consumes one daily use of your Smite Evil/Good ability. this requires no action on your part, aside from the melee attack itself. This allows you to Smite Evil/Good as part of an iterative full attack, or as part of Sublime Maneuvers. You can Smite Evil/Good at most once per round, regardless of how many melee attacks you make.
When you make a Smite Evil/Good attack, you add your Charisma bonus (if any) to your attack roll. If the attack misses, the Smite is wasted. If the target's alignment matches the alignment that you smite (e.g. target is evil and you used Smite Evil), you deal an extra 1 point of damage per Trissociate level. If you smite a Creature that is not evil, the Smite deals no additional damage, but the ability is still used up for that day.
Others: You gain class features as a Paladin or its variants, according to the table above. You qualify for the following feat:
Insightful Paladin: Requirements: Trissociate Paladin Associate Benefits: You may use your Intelligence bonus, or your Wisdom bonus instead of your Charisma bonus (whichever of the 3 is highest), to determine your bonus to attack rolls when using Smite Good/Evil, the Save DC for your Smite effects, and for determining the bonus to your saving throws. Special: You may buy this feat with Focus Features.
Paladin Detect Evil/Good 1/day (Sp) Your starter ability is to use Detect Evil/Good as a Paladin of the appropriate type, but you can only use it once per day, with no recovery mechanism. Only after attaining Associate level 1, can you use it at will.
Smite Effect (Su): Your Smite attack can carry an additional effect as described below. These effects only apply if you use your Smite against a creature of the appropriate alignment (e.g. Smite Evil against an evil creature). You may only add one Effect to each Smite, and you can choose any effect available to you, each time you use Smite. The Save DC for a Smite effect is equal to (10 + Half your Trissociate level + your Charisma bonus).
Sicken: The target must succeed on a Fortitude save or be Sickened for 5 rounds.
Shaken: The target must succeed on a Will save or be Shaken for 5 rounds. This is a mind-affecting fear effect.
Exhaustion: The target must succeed on a Fortitude save or be Exhausted for 3 rounds.
Stagger: The target must succeed on a Fortitude save or be Staggered for 3 rounds
Stun: The target must succeed on a Fortitude save or be Stunned for 2 rounds.
Daze: The target must succeed on a Will save or be Dazed for 2 rounds. This is NOT a mind-affecting ability.
Penetrating Smite (Su): When you use your Smite against a creature of the appropriate alignment (e.g. Smite Evil against an evil creature), that Smite attack ignores any damage reduction the creature has.
Good/Evil subtype (Ex): You gain the Good subtype if you are good (or the Evil Subtype if you are evil).
Automatic Mastery Talents Widen Aura: As a free action, by spending mastery points, you may increase the range of your Aura of Courage (or appropriate alternate aura for Paladins of Freedom, Tyranny and Slaughter). For each mastery point you spend, the aura area widens by another 10 ft (2 points for a extra 20 ft and so on). The effect lasts for 10 rounds. There is no limit to how far you can widen your Aura, although you need the mastery points to support it.
Recover Smite: By entering Mastery Meditation, you can recover uses of your Smite Evil/Good. Unlike other conversions, you may not spend more points to recover this outside of Mastery Meditation. While in Mastery Meditation, you can recover all your uses of Smite Evil/Good, but this does not cost any Mastery points. This allows you to recover all your uses between encounters. You cannot exceed your maximum uses.
You can also use Rapid Conversion ability of the Mental focus with this Mastery talent. With Rapid Conversion, you can recover 1 daily use of Smite Evil/Good for each Mastery Point spent. You are still subject to the normal limits for each use of rapid conversion.
Second Smite: Normally you can Smite Evil/Good at most once per round. However, you can spend 1 Mastery point to make a second Smite Evil/Good attack in that round. This still consumes a daily use of your Smite Evil/Good in addition to the Mastery point. You are still limited to at most 2 Smites per round with this ability.
Extra Smite Effect: Normally you can only add one Smite Effect to each Smite. However, you can spend 1 Master point to add a second Smite Effect to that Smite. You must select a different Smite Effect from the one that is already being used. You are still limited to at most 2 Smite Effects with this ability.
Turn Undead Association Requirements Alignment: You must be good or neutral to pick the Turn Undead association. If you are evil, see the Rebuke Undead association instead. Special: If you also have the Cleric Association as well, you must spontaneously cast Cure spells, to select the Turn Undead Association.
Turn Undead Association Progression (Based on Associate Level)
Turn Undead Spell-like Abilities (Sp): As you advance, you gain Spell Like Abilities according to the table above. The Caster level for these is equal to your Trissociate Level. These function as normal Spell Like Abilities (no components, same casting time as original spell, save DC equal to 10 + level of duplicated spell + Charisma modifier).
Lay on Hands (Su): Your starter ability is Lay on Hands, as a Paladin. Your Lay On Hands point pool size is equal to your Charisma bonus (minimum 1) multipled by your Trissociate Level.
Turn Undead (Su): You gain the ability to Turn undead as a Cleric whose level is equal to your Trissociate level.
Automatic Mastery Talents Recover Spell Like Ability (Turn Undead): You gain the Recover Spell Like Ability talent as described above.
Recover Lay on Hands or Deadly Touch: You gain the Recover Lay on Hands or Deadly Touch talent as described above.
Emergency Turning: You gain the Emergency Turning talent as described above.
Rebuke Undead Association Requirements Alignment: You must be evil or neutral to pick the Rebuke Undead association. If you are good, see the Turn Undead association instead. Special: If you also have the Cleric Association as well, you must spontaneously cast Inflict spells, to select the Rebuke Undead Association.
Rebuke Undead Association Progression (Based on Associate Level)
Rebuke Undead Spell-like Abilities (Sp): As you advance, you gain Spell Like Abilities according to the table above. The Caster level for these is equal to your Trissociate Level. These function as normal Spell Like Abilities (no components, same casting time as original spell, save DC equal to 10 + level of duplicated spell + Charisma modifier).
Deadly Touch (Su): Your starter ability is Deadly Touch, as a Paladin of Tyranny. Your Deadly Touch point pool size is equal to your Charisma bonus (minimum 1) multipled by your Trissociate Level.
Rebuke Undead (Su): You gain the ability to Rebuke undead as a Cleric whose level is equal to your Trissociate level.
Automatic Mastery Talents Recover Spell Like Ability (Rebuke Undead): You gain the Recover Spell Like Ability talent as described above.
Recover Lay on Hands or Deadly Touch: You gain the Recover Lay on Hands or Deadly Touch talent as described above.
Emergency Turning: You gain the Emergency Turning talent as described above.
Last edited by JeminiZero : 01-30-2013 at 08:58 AM.
Ardent Association Ardent Association Progression (Based on Associate Level)
Level
Ardent Powers Known
Ardent Maximum Power Level Known
Special
Starter
-
-
1
1
1
Assume Ardent Psionic Mantle (1)
2
1
1
3
2
1
4
2
1
5
3
2
6
3
2
7
4
3
8
4
3
9
5
4
10
5
4
11
6
5
12
6
5
13
7
6
14
7
6
15
8
7
16
8
7
17
9
8
18
9
8
19
10
9
Ardent Association Progression (Based on Trissociate Level)
Level
Ardent Power Points
1
1
2
2
3
3
4
5
5
7
6
9
7
12
8
15
9
18
10
22
11
27
12
32
13
37
14
43
15
49
16
56
17
63
18
70
19
78
20
86
Ardent Skills: Add Psicraft and Autohypnosis to your Trissociate class skill list.
Psionics: When you select this Association, pick one primary Mantle (Complete Psionic pg 66). You gain that Mantle's granted power. Unlike an Ardent you do not gain any secondary Mantles. Nor can you change your selected primary Mantle, barring special and intensive retraining (read: DM fiat).
You gain Wisdom based Manifesting Powers as an Ardent (Complete Psionic pg 5). Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level, as described in the 2nd table above. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Ardent association is secondary, and you do not know any powers yet). You also gain bonus Power Points based on your Wisdom score. Your Powers known however, is still based on your Asociate level, and follows the 1st table above. You may only select powers from your chosen mantle.
Special: Following the progression above, by level 19, you know 2x level 1 powers, and 1x powers from all other levels. However, most mantles do not have enough powers available to fill all your powers known. Hence you have the option of customizing your selected mantle, and adding appropriate (read: DM approved) powers.
Automatic Mastery Talents Recover Power Points: You gain the Recover Power Points talent as described above.
Erudite Association Erudite Association Progression (Based on Associate Level)
Level
Erudite Powers Known
Erudite Maximum Power Level Known
Erudite Unique Powers Per Day
Special
Starter
-
-
-
1
1
1
1
2
2
1
2
3
3
1
3
4
4
1
4
5
5
2
4
6
6
2
5
7
7
3
6
8
8
3
7
9
9
4
7
10
10
4
8
11
11
5
9
12
12
5
10
13
13
6
10
14
14
6
11
15
15
7
12
16
16
7
13
17
17
8
13
18
18
8
14
19
20
9
15
Erudite Association Progression (Based on Trissociate Level)
Level
Erudite Power Points
1
1
2
2
3
3
4
5
5
7
6
9
7
12
8
15
9
18
10
22
11
27
12
32
13
37
14
43
15
49
16
56
17
63
18
70
19
78
20
86
Erudite Skills: Add Psicraft and Autohypnosis to your Trissociate class skill list.
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. You gain bonus Power Points based on your Intelligence score. 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).
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.
Automatic Mastery Talents Recover Power Points: You gain the Recover Power Points talent as described above.
Psion Association Psion Association Progression (Based on Associate Level)
Level
Psion Powers Known
Psion Maximum Power Level Known
Special
Starter
-
-
1
1
1
2
2
1
3
3
1
Psion Bonus Feat
4
4
1
5
5
2
6
6
2
7
7
3
8
8
3
9
9
4
10
10
4
11
11
5
Psion Bonus Feat
12
12
5
13
13
6
14
14
6
15
15
7
16
16
7
17
17
8
18
18
8
19
20
9
Psion Bonus Feat
Psion Association Progression (Based on Trissociate Level)
Level
Psion Power Points
1
1
2
2
3
3
4
5
5
7
6
9
7
12
8
15
9
18
10
22
11
27
12
32
13
37
14
43
15
49
16
56
17
63
18
70
19
78
20
86
Psion Skills: Add Psicraft and Autohypnosis to your Trissociate class skill list.
Psionics: You gain Intelligence based Manifesting Powers as a Psion. Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level, as described in the 2nd table above. You gain bonus Power Points based on your Intelligence score. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Psion association is secondary, and you do not know any powers yet).
Your Powers known however, is still based on your Associate level, and follows the 1st table above. You do not have a discipline, and hence you cannot naturally select any Discipline Powers, although these may be acquired by other means (e.g. Expanded Knowledge Feat).
Psion Bonus Feat: You gain a bonus feat as a Psion.
Automatic Mastery Talents Recover Power Points: You gain the Recover Power Points talent as described above.
Soulknife Association Soulknife Association Progression (Based on Associate Level)
Level
Special
Starter
Wild Talent, Mind Blade
1
+1 Mind Blade, Soulknife Ability 1
2
3
Mind Blade enhancement (+1 bonus equivalent ability)
4
5
+2 Mind Blade, Soulknife Ability 2
6
7
Mind Blade enhancement (+2 bonus equivalent ability)
8
9
+3 Mind Blade, Soulknife Ability 3
10
11
Mind Blade enhancement (+3 bonus equivalent ability)
12
13
+4 Mind Blade, Soulknife Ability 4
14
15
Mind Blade enhancement (+4 bonus equivalent ability)
16
17
+5 Mind Blade, Soulknife Ability 5
18
19
Mind Blade enhancement (+5 bonus equivalent ability)
Soulknife Skills: Add Autohypnosis and Tumble to your Trissociate class skill list.
Wild Talent: You gain Wild Talent as a bonus feat.
Mind Blade (Su): You gain the use of a Mind Blade, as per the Soulknife Class feature. This functions in all ways like the Soulknife's Mind Blade, except as noted here. The enhancement bonus to attack and damage rolls, and the enhancement bonus pool for weapon special abilities follow the progression stated in the table above. You do not gain any other Soulknife class features (such as weapon focus or throw mind blade), unless selected as a Soulknife Ability (see below).
Besides the standard Mind Blade enhancement options, you can also select the enhancement options that are available to the Soulbow. However, Soulbow enhancements that only work with ranged weapons (such as Seeking and Distance), function only when you throw your mindblade.
Soulknife Ability: On Associate level 1, and every 4 levels thereafter, you can select a Soulknife Ability from the list below. Some Soulknife Abilities require previous knowledge of other Soul Abilities for selection, as noted below.
Soulknife Ability
Requirements
Description
Shape Mind Blade
-
You gain the Shape Mind Blade class feature as a Soulknife.
Free Draw
-
You gain the Free Draw class feature as a Soulknife.
Throw Mind Blade
-
You gain the Throw Mind Blade class feature as a Soulknife.
Multiple Throw
Throw Mindblade, Free Draw
You gain the Multiple Throw class feature as a Soulknife.
Extended Reach
Throw Mindblade
Your thrown Mind Blade has a range increment of 100 ft instead of 30 ft.
Bladewind
-
You gain the Bladewind class feature as a Soulknife.
Mind Blade Specific Feat
See Text
You gain a bonus feat of your choice, so long as that feat applies specifically to your Mind Blade. For example, Weapon Focus (Mind Blade) is a valid feat, whereas Weapon Finesse is not. You may also take feats that allow you to reshape your Mind Blade into other weapon forms. You must qualify for the feat in order to select it. For example, you need to have Weapon Focus (Mind Blade) before you can select Weapon Specialization (Mind Blade). You may select this Soul Ability multiple times, and each time you gain a new feat.
Spoiler
This Association is intended to also emulate the Soulbow, via early access to Multiple Throw, and Extended Reach Soul Ability. With both of those you wind up pretty much with a Soulbow that adds Strength instead of Wisdom to damage. This can be used with Brutal Throw (Complete Adventurer pg 106) and Power Throw (Complete Adventurer pg 111) to create a Strength focused Archer.
Last edited by JeminiZero : 01-18-2013 at 08:42 AM.
Artificer Association Artificer Association Progression (Based on Associate Level)
Level
At1
At2
At3
At4
At5
At6
Special
Starter
-
-
-
-
-
-
Artificer Knowledge
1
-
-
-
-
-
-
Artificer-Bonus Feat, Artificer-Item Creation
2
-
-
-
-
-
-
3
1
-
-
-
-
-
Artificer-Artisan Bonus
4
1
-
-
-
-
-
5
1
1
-
-
-
-
Artificer-Bonus Feat
6
1
1
-
-
-
-
7
1
1
-
-
-
-
Artificer-Retain Essence
8
1
1
-
-
-
-
9
1
1
1
-
-
-
Artificer-Bonus Feat
10
1
1
1
-
-
-
11
1
1
1
-
-
-
Artificer-Metamagic Spell Trigger
12
1
1
1
-
-
-
13
1
1
1
1
-
-
Artificer-Bonus Feat
14
1
1
1
1
-
-
15
1
1
1
1
1
-
Artificer-Metamagic Spell Completion
16
1
1
1
1
1
-
17
1
1
1
1
1
1
Artificer-Bonus Feat
18
1
1
1
1
1
1
19
1
1
1
1
1
1
Artificer-Skill Mastery
Artificer Skills: Add Spellcraft and Use Magic Device to your Trissociate class skill list.
Infusions: You gain infusions per day as an Artificer, following the table above (At1-At6). You receive extra infusions per day, based on your Intelligence score.
Others: You gain class features as an Artificer, following the progression in the table above.
Artificer-Bonus Feat: You receive a bonus feat as the Artificer class feature. Additionally, since you do not naturally receive any Item Crafting feats, you may also select any Item Crafting feat which you qualify for, as your bonus feat.
Special: If you possess the Craft Construct feat, you may upgrade your homunculus, as per the Artificer Craft Homunculus class feature.
Artificer-Item Creation (Ex): This functions as the Item Creation class feature of a normal Artificer, except as noted here: Like an Artificer, you have a Craft Reserve. However, unlike an Artificer, you never receive any Craft Reserve points from class levels. However, you can still store points into your Craft Reserve through the Retain Essence ability, once you have it.
Additionally, whenever you craft an item, you can reduce the XP cost incurred, by using costlier materials. You can choose to reduce the XP cost of the item by any amount, and in exchange, its gold cost increases by 12.5 times the XP reduction. You can even reduce the XP cost to zero this way, in which case the gold cost for crafting the item becomes the same as its market price.
If you have the Extraordinary Artisan feat, the discount to gold cost does not apply to the converted gold cost from reducing XP. E.g. lets say you are crafting an item which normally costs 1,000 gp / 80 XP. You have the Extraordinary Artisan feat which reduces the gold cost to 750 gp. If you then decide to convert all the XP cost into gold cost, the 80 XP becomes 1,000 gp, with no effect from Extraordinary Artisan, so the item now costs 1,750 gp.
If you have the Legendary Artisan feat. you may discount the XP cost, before deciding how much XP cost to convert into gold cost. E.g. using the same 1,000 gp / 80 XP item example, you could apply Legendary Artisan to reduce the XP cost to 60. If you then decide to convert all the XP cost into gold cost, the 60 XP becomes 750 gp, so the item now costs 1,750 gp.
This allows you to craft discounted items without having to spend personal XP (something which normal Artificers can rely on their Craft Reserve for). Likewise, this also allows you to craft and upgrade homonculus, which must be personally made. Finally, it allows you to proudly proclaim the Artificer's mantra: I made all of this myself!
Automatic Mastery Talents Recover Infusion: You may recover an expended infusion, as if you did not use it. By entering Mastery Meditation and spending Mastery points equal to the infusion's level, you may restore an already used infusion. You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the infusion's level, you may recover that infusion as a free action, even when you are not in Mastery Meditation. You can only use this to recover infusions gained from the Trissociate Artificer Association. This is a supernatural ability.
Binder Association Binder Association Progression (Based on Associate Level)
Level
Maximum Binder Vestige Level
Special
Starter
1
Zero Soul Binding (1 Vestige), Pact Augmentation (1 ability)
Binder Skills: Add Decipher Script to your Trissociate class skill list.
Others: You gain Binder (Tome of Magic pg 9) class features as detailed in the table above. For Zero, Least, Lesser and Normal Soul Binding, the Binder associate's Effective Binder level is equal to his Trissociate level. Additionally, you qualify for the following feat:
Insightful Binder: Requirements: Trissociate Binder Associate Benefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to determine your Binding check, and the save DC of your Vestige granted powers. Additionally, whenever a Vestige granted power has a numeric effect which is based on Charisma bonus (such as the bonus to attack rolls for Andras Smite Good or Evil), you may use your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest). You may only apply this to the class abilities gained from the Trissociate Binder association. Special: You may buy this feat with Focus Features.
Zero Soul Binding (Su): A Binder associate starts with the ability to bind Vestiges, but is unable to tap anything more than a fragment of their power. He can bind vestiges, falling under their influence and displaying their sign as normal, but he gains nothing from the pact beyond a single Pact Augmentation ability.
Least Soul Binding (Su): A Binder associate begins to grasp the basics of how to bind vestiges, but is still unable to tap their full power. He only has access to one of the powers of his bound vestige. Essentially, this functions like the Bind Vestige (Tome of Magic pg 72) feat, except that you do not actually have the feat, and hence cannot take other feats that have the Bind Vestige feat as a pre-requisite (such as Improved Bind Vestige).
Lesser Soul Binding (Su): A Binder associate learns how to draw upon one additional power from his bound Vestige. Essentially, this functions as though you had the Practiced Binder (Tome of Magic pg 74) feat.
Special: Zero, Least and Lesser Soul Binding all count as having Soul Binding, for the purpose of qualifying for feats. Hence you can take other Binder feats such as Expel Vestige and Ignore Special Requirements.
Soul Binding (Su): A Binder associate now understands how to draw on a Vestige's full power. He gains Soul Binding as the Binder class. However, he can only ever bind 1 Vestige at once.
Automatic Mastery Talents Quicken Vestige Recovery: As a free action, you can spend Mastery Points to reduce the waiting time of your Vestige Granted Power. Spending 1 Mastery Point reduces the recovery time by 1 round. If you reduce the recovery time to zero, you can use it again immediately during your action. This is a supernatural ability.
Invocation Association Invocation Association Progression (Based on Associate Level)
Level
Least
Lesser
Greater
Dark
Special
Starter
1
-
-
-
Minor Invoker
1
1
-
-
-
Share Invocation
2
1
-
-
-
3
2
-
-
-
4
2
-
-
-
5
2
1
-
-
6
2
1
-
-
7
3
1
-
-
Second Invocation Instance
8
3
1
-
-
9
3
2
-
-
10
3
2
-
-
11
3
2
1
-
12
3
2
1
-
13
3
3
1
-
Quicken Invocation
14
3
3
1
-
15
3
3
2
-
16
3
3
2
-
17
3
3
2
1
18
3
3
2
1
19
3
3
2
2
Limitless Invocation Instance
Invocation Skills: Add Spellcraft and Use Magic Device to your Trissociate class skill list.
Invocations: You gain Charisma based Invocations following the table above. You may choose invocations from both the Warlock and Dragonfire Adept list. Your Invoker level is equal to your Trissociate level. Not all invocations are useful to you however (e.g. you have no eldritch blast to apply Essences or Shapes to). Whenever you gain a Trissociate level, you may swap an invocation known, with another of similiar grade. Additionally, you qualify for the following feat:
Insightful Invoker: Requirements: Trissociate Invocation Associate Benefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to determine the save DC of your Invocations. Additionally, whenever an Invocation has a numeric effect which is based on Charisma bonus (such as the bonus to saves for Dark One's Luck), you may use your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest). Special: You may buy this feat with Focus Features.
Minor Invoker: Your starter ability is a single Invocation. However, you can use this Invocation only once per day. Additionally, if the Invocation has duration, it lasts for a maximum of 10 minutes, or its stated duration whichever is shorter. These restrictions are removed, when you attain Invocation Associate level 1. If Invocation is your primary Association, then these restrictions never take effect at all, even at Trissociate level 1.
Share Invocation (Su): By spending a number of Mastery points equal to the invocation's effective spell level, you may cast an invocation that is normally personal only, on a willing target. The range of the invocation for that one casting is improved to touch. You can use this ability multiple times with the same invocation, and share it with multiple targets, provided you have the Mastery points to support it.
Second Invocation Instance (Su): Starting from Associate level 9, by spending a number of Mastery points equal to the invocations effective spell level, you may cast an invocation a second time to create a second effect, without ending the first effect. E.g. Nightmares Made Real can normally be only cast once. With Second Instance, you can spend 5 mastery points (the effective spell level of Nightmares Made Real) and create a second area of effect, without ending the first. You can still only have 2 instances at most. This ability can also be used on certain personal spells (e.g. using Second Instance with Dark One's Luck lets you add your Charisma bonus to 2 saves).
Quicken Invocation (Su): Starting from Associate level 13, by spending a number of Mastery points equal to the invocations ESL, you may cast an invocation that normally takes a full round action or less, as a swift action. You may use this ability only at most once per turn, even if you have the ability to take multiple swift actions.
Limitless Invocation Instance (Su): You are no longer limited to just 2 instances with Second Instance. You can create as many instances as you wish, so long as you have the Mastery Points to support them.
Incarnate Association Requirements Alignment: An Incarnate Associate must pick one extreme alignment component (good, evil, law, or chaos) and must be neutral in regards to the other alignment component.
Incarnate Association Progression (Based on Associate Level)
Level
Incarnate Soul Melds
Incarnate Essentia
Incarnate Chakra Binds
Special
Starter
-
-
-
Incarnate-Detect Opposition 1/day, Incarnate Aura
1
1
1
-
Incarnate-Detect Opposition at will
2
1
1
-
3
1
1
1
Incarnate-Chakra Bind (Crown)
4
1
1
1
5
1
2
1
Incarnate-Chakra Binds (Feet, Hands), Incarnate-Share Chakra 1
Incarnate Skills: Add Spellcraft to your Trissociate class skill list.
Others: You gain class features as an Incarnate, following the progression in the table above.
Incarnate-Detect Opposition 1/day (Sp): Your starter ability is to use Detect Opposition, as an Incarnate of the appropriate type, but you can only use it once per day, with no recovery mechanism. Only after attaining Associate level 1, can you use it at will.
Incarnate-Share Chakra (Su): Whenever you reshape your soulmelds, select a number of Soulmelds gained from your Incarnate Association, equal to the indicated number. You can bind these Soulmelds to a Chakra, and still benefit from a magic item that occupies the corresponding body slot. This functions like the Split Chakra feat for that body slot, except that you can change which soulmeld and body slot it applies to, each time you reshape your soulmelds.
Automatic Mastery Talents Boost Essentia Pool: You gain the Boost Essentia Pool talent, as described above.
Totemist Association Totemist Association Progression (Based on Associate Level)
Level
Totemist Soul Melds
Totemist Essentia
Totemist Chakra Binds
Special
Starter
1
-
-
Totemist-Limited Meldshaping
1
1
1
-
2
1
1
-
3
1
1
1
Totem Chakra Bind (+1 Capacity)
4
1
1
1
5
1
2
1
Totem Chakra Bind (+1 meldshaper level)
6
1
2
1
7
2
2
1
Totemist-Chakra Binds (Crown, Feet, Hands)
8
2
2
1
9
2
3
1
Totemist-Rebind Totem Soulmeld 1/day, Totemist-Share Chakra 1
10
2
3
1
11
2
4
2
Totemist-Chakra Binds (Arms, Brow, Shoulders)
12
2
4
2
13
3
4
2
Totem Chakra Bind (Double Bind), Totemist-Share Chakra 2
14
3
4
2
15
3
5
2
Totemist-Chakra Binds (Throat, Waist)
16
3
5
2
17
3
6
2
Totem Chakra Bind (+2 Capacity)
18
3
6
2
19
3
7
2
Totemist-Chakra Bind (Heart)
Totemist Skills: Add Spellcraft to your Trissociate class skill list.
Others: You gain class features as a Totemist, following the progression in the table above.
Totemist-Limited Meldshaping: Your starter ability is a single specific Soulmeld. Select any one Soulmeld that you qualify for, from the Totemist list. You can shape this Soulmeld, and this Soulmeld only. Upon reaching Associate level 1, this restriction is removed, and you can henceforth shape any Soulmeld you qualify for. If Totemist is your primary Association, then these restrictions never take effect at all, even at Trissociate level 1.
Totemist-Share Chakra (Su): Whenever you reshape your soulmelds, select a number of Soulmelds gained from your Totemist Association, equal to the indicated number. You can bind these Soulmelds to a Chakra, and still benefit from a magic item that occupies the corresponding body slot. This functions like the Split Chakra feat for that body slot, except that you can change which soulmeld and body slot it applies to, each time you reshape your soulmelds.
Automatic Mastery Talents Boost Essentia Pool: You gain the Boost Essentia Pool talent, as described above.
Spoiler
As I am quite new to Incarnum, I'll note my thoughts here. Since Wizard associates might get 1/4 the spell slots of a normal wizard, I thought it would be fair for Incarnate/Totemist associate gets 1/3+ of the Soulmelds, Essentia and Chakra Binds of a normal Totemist. However the Wizard associate still gains access to his 9th level spells (as a capstone). Likewise the Incarnate/Totemist associate still has full access to their various Chakras. With the Totemist gaining the Heart Chakra and the Incarnate gaining Soul Chakra as their respective Capstones.
Since unlike full Incarnate/Totemists, they don't have enough Soulbinds to justify taking the Split Chakra feat, to simplify things, I have also included Share Chakra class feature. This grants Incarnate/Totemist associates the versatility of being able to bind their Soul Meld to any Chakra with a magic item, without having to worry about which Split Chakra feats to take to unlock magic item slots.
Some of you might be wondering why the Totemist gets limited Meldshaping, while the Incarnate does not. The simple answer is that (excluding Chakra binds) IMHO Incarnate soulmelds tend to be significantly stronger. Incarnates have things like Pauldrons of Health (disease immunity), Planar Ward (immune to mind control), and Dissolving Spittle (1d6 acid ranged touch attack), which are significant boosts to a level 1 character. Whereas Totemist soulmelds mostly just give some small bonus to something or other, which is more in line with what may be expected from a starter ability.
For the Totemist it might seem odd between levels 7-10 that both Totem Chakra and Least Chakras (Crown, Feet, Hands) are open, but only 1 Chakra bind available. There would be few situations where any Least Chakra would be used over the Totem Chakra, making their availability somewhat redundant. However, this "redundancy" also appears on the original Totemist at level 5, so it appears to be an intentional design.
Last edited by JeminiZero : 01-30-2013 at 08:57 AM.
Sublime (Point Pool) Association Sublime (Point Pool) Association Progression (Based on Associate Level)
Level
Highest Maneuver Level
Maneuvers Known
Stances Known
Sublime Point Pool Maximum (Recovery)
Special
Starter
1
1
-
3 (0)
No Combat Recovery
1
1
2
1
3 (1)
2
1
2
1
6 (1)
3
2
3
1
9 (2)
4
2
3
1
12 (2)
5
3
4
2
15 (3)
6
3
4
2
18 (3)
7
4
5
2
21 (4)
8
4
5
2
24 (4)
9
5
6
3
27 (5)
10
5
6
3
30 (5)
11
6
7
3
33 (6)
12
6
7
3
36 (6)
13
7
8
3
39 (7)
14
7
8
3
42 (7)
15
8
9
4
45 (8)
16
8
9
4
48 (8)
17
9
10
4
51 (9)
18
9
10
4
54 (9)
19
9
11
4
60 (10)
Sublime (Point Pool) Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.
Maneuvers: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known and stances known are detailed in the table above. You always ready all the Sublime association maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial adepts, you may not swap out your maneuvers known when you level.
Sublime Point Pool: You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Sublime association maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.
Other Notes: Because you ready all the Sublime association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Sublime association maneuvers (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from other Martial Adept Feats, such as Martial Study and Martial Stance.
No Combat Recovery: Your starter ability is a single maneuver, selected as described above, from one of your 2 disciplines. You may use this maneuver once per encounter, spending 3 Sublime Points in the process. However, you have no Sublime Point recovery within combat, and so that maneuver can only be used once per encounter. When the fight is over, you may replenish your Sublime Point Pool by entering Mastery Meditation which restores it to full.
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.
Archive
Spoiler
This is the original Sublime Association, along with the Cooldown system. In actual playtesting , it was found that keeping track of the cooldown on 7 different Maneuvers at once was a logistic nightmare. Hence the simplified Point Pool system was devised. This older version is kept here for reference purposes.
Sublime (Cooldown) Association Sublime (Cooldown) Association Progression (Based on Associate Level)
Level
Highest Maneuver Level
Maneuvers Known
Maneuvers Readied
Stances Known
Special
Starter
1
1
1
-
No Combat Recovery
1
1
2
1
1
2
1
2
2
1
3
2
3
2
1
4
2
3
2
1
5
3
4
2
2
6
3
4
3
2
7
4
5
3
2
8
4
5
3
2
9
5
6
3
3
10
5
6
4
3
11
6
7
4
3
12
6
7
4
3
13
7
8
4
3
14
7
8
5
3
15
8
9
5
4
16
8
9
5
4
17
9
10
5
4
18
9
10
6
4
19
9
11
6
4
Sublime (Cooldown) Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.
Maneuvers: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known, maneuvers readied and stances are detailed in the table above. Unlike other Martial adepts, you may not swap out your Maneuvers known when you level.
Recovery: When you initiate a maneuver, you must wait a number of rounds equal to the maneuver's level before you can initiate it again.
Changing Maneuvers Readied: You can change your maneuvers readied by taking the following steps:
1) The maneuver to be swapped out must be ready to initiate
2) You swap out the previous maneuver and swap in the new maneuver as a free action.
3) The maneuver swapped in acts as if it was just expended, with recovery time as appropriate.
Other Notes: You cannot apply the Adaptive Style feat to swap maneuvers you gain from your Sublime association (although you may still use it for Martial Adept classes to which it applies). However you can still take and benefit normally from almost all the other Martial Adept Feats, including: Extra Maneuver Readied, Martial Study and Martial Stance.
No Combat Recovery: Your starter ability is a single maneuver, selected as described above, from one of your 2 disciplines. You may use this maneuver once per encounter. You cannot recover this maneuver, even through the use of Master Points. Instead, you can only recover this maneuver, while in Mastery Meditation, although this does not cost you any Mastery Points. Once you attain Sublime Associate level 1, this recovery restriction is removed, and you may recover your maneuvers normally, as described above. If Sublime is your primary Association, then these restrictions never take effect at all, even at Trissociate level 1.
Automatic Mastery Talents Quicken Maneuver Recovery: You may shorten the recovery time for a maneuver. As a free action, you can spend 1 mastery point to reduce the waiting time of any one maneuver by 1 round. If you reduce the waiting time to zero in such a manner, you may immediately initiate that maneuver during your action, or swap it out for another.
Weapon Master Association Weapon Master Association Progression (Based on Associate Level)
Level
Special
Starter
Chosen Proficiency
1
Chosen Flurry (Least)
2
3
Chosen Weapon Ability 1
4
5
Chosen Weapon Bonus +1
6
7
Chosen Flurry (Lesser)
8
9
Chosen Weapon Ability 2
10
11
Chosen Weapon Bonus +2
12
13
Chosen Flurry (Improved)
14
15
Chosen Weapon Ability 3
16
17
Chosen Weapon Bonus +3
18
19
Chosen Flurry (Greater)
Chosen Weapon Type: When you select the Weapon Master association, you must select a weapon type to which your class features apply. This selection is permanent barring special and intensive retraining (read: DM fiat). You can select unarmed strike as your chosen weapon, in which case some of the association class features, will change as described below.
Chosen Proficiency (Ex): As your starter ability, you gain proficiency with your Chosen Weapon Type. If you are already proficient with your Chosen Weapon, you get a bonus feat of your choice, provided that feat specifically applies only to your chosen weapon type (e.g. Weapon Focus is valid, but Weapon Finesse is not).
Special: If you selected unarmed strike as your chosen weapon type, you gain the Improved Unarmed Strike feat if you do not already have it. Or, if you already have the Improved Unarmed Strike feat, you gain a bonus feat of your choice, that specifically applies to Unarmed Strike.
Like a Monk, your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Unlike a monk, your hands must not be holding anything to use them in an unarmed strike. You also distinguish between your main hand and off-hand.
Additionally, when you make an unarmed strike, you can choose to use both arms together as if they were a single two-handed weapon. This allows you to do anything with them, as you might a normal two-handed weapon (except perhaps throwing the weapon). You can apply 1-1/2 your strength modifier as bonus damage, and when you power attack, you gain +2 damage for each -1 attack penalty.
Chosen Flurry (Ex): When you perform a full attack, or a charge attack with your chosen weapon type, you can choose to make one additional attack, at your highest BAB. Least: You make one extra attack, and all other attacks that round suffer from a -2 attack roll penalty. Lesser: Your extra attack, and all other attacks that round suffer from a -1 attack roll penalty. Improved: You no longer suffer an attack roll penalty for using Flurry. Greater: When you use flurry, you can now make 2 additional attacks at your highest BAB instead of just 1.
Chosen Weapon Ability: At the indicated levels, you may select an ability that applies to your chosen weapon type, from the menu below. Unless otherwise stated, each ability can only be selected once.
Magical Touch (Su): Whenever you hold a weapon whose type is your chosen weapon type, the weapon gains a +1 enhancement bonus on top of its existing enhancement effect. Treat a mundane weapon as having an enhancement bonus of +0, which becomes +1 in your hands, and hence counts as a magic weapon. Similiarly, if you hold a weapon with a +5 base enhancement bonus, it becomes +6 weapon in your hands, and hence counts as epic. This requires no action on your part, beyond simply holding the weapon. The effect ends the moment the weapon leaves your hands. If you selected unarmed strike as your chosen weapon type, you can apply Magical Touch to either your bare hands, or to your gauntlets as you wish. This ability can only be selected once.
Iron Grip (Ex): You may add your Trissociate level to your rolls for resisting disarm. You cannot select this ability if your chosen weapon is unarmed strike.
Untouchable Weapon (Ex): You may add your Trissociate level to your rolls against any attack or effect that aims to damage or destroy your chosen weapon. This includes your opposed roll to resist sundering, and your saving throws against acid or rust effects (but only if these effects are directly targetting your chosen weapon). You cannot select this ability if your chosen weapon is unarmed strike.
Penetrating Strike (Ex): Whenever you use your chosen weapon to strike a creature with damage reduction, or an object with hardness, you may ignore 4 points of the effective damage reduction or hardness (to a minimum of 0) when rolling for damage. You may select this ability multiple times, and its effects stack. E.g. Lets say you have selected Penetrating Strike once, and strike a creature with 5/- damage reduction. The creature's damage reduction is considered to be 1/- when you roll for damage.
Bonus Feat: You may select any feat that you qualify for, provided that the feat applies only to your chosen weapon type. You may select this ability multiple times, choosing a different feat each time.
Chosen Weapon Bonus (Ex): When using your chosen weapon type, add the indicated number as an untyped bonus to your attack rolls for that chosen weapon type. You also add indicated number as a bonus to damage for your chosen weapon type, when you wield it in one hand. If you are wielding your chosen weapon in two hands, you instead add twice the indicated number as a bonus to damage (this includes cases where your chosen weapon is unarmed strike and you use both arms together as if they were a single two-handed weapon).
Automatic Mastery Talents Chosen Damage Boost: When you hit with your chosen weapon, but before you roll for damage, you can trigger this ability at the cost of 1 Mastery point, to add a bonus to damage equal to your Trissociate level. This ability can be used at most once per round.
Chosen Seeking Strike: When you make an attack roll, or a concealment roll with your chosen weapon, and you miss, you may activate this ability at the cost of 1 Mastery point to reroll that attack or concealment roll. This ability can be used at most once per round.
Chosen Pounce: You can make extra attacks at the end of a charge, in addition to those granted by Flurry. This functions like pounce, except that you do not automatically get a full attack. Instead, you can make one additional attack for each Mastery Point you spend as part of your attack action.
E.g. Lets say we have a level 7 Weapon Master Associate, who also has Battle Focus (hence his Base Attack Bonus is +7/+2). When he makes a charge attack, he can choose to use flurry to make 2 attacks at +7 BAB, but all his attacks for that round suffer from a -1 penalty. In addition, he can choose to use Chosen Pounce once, to make an additional attack at +2 BAB.
If the Weapon Master Associate also has haste, he can choose to use Chosen Pounce twice, to make two additional attacks: one at the haste-granted +7 BAB, and the second at +2 BAB. Or he can choose to apply Chosen Pounce just once, for the haste-granted +7 BAB attack. Or he can choose not to apply Chosen Pounce at all, and just make 2 flurry attacks.
Last edited by JeminiZero : 01-30-2013 at 08:54 AM.
Martial Sage Association Martial Sage Association Progression (Based on Associate Level)
Level
Ki Dodge
Martial Sage Unarmored Speed Bonus
Martial Sage Unarmored AC Bonus
Special
Starter
-
-
-
Ki Pool
1
25%
+00 ft
1
Martial Sage Ability 1, Wisdom to AC
2
25%
+00 ft
1
3
30%
+10 ft
1
Martial Sage Ability 2
4
30%
+10 ft
1
5
35%
+10 ft
2
Martial Sage Ability 3
6
35%
+10 ft
2
7
40%
+10 ft
2
Martial Sage Ability 4
8
40%
+10 ft
2
9
45%
+20 ft
3
Martial Sage Ability 5
10
45%
+20 ft
3
11
50%
+20 ft
3
Martial Sage Ability 6
12
50%
+20 ft
3
13
55%
+20 ft
4
Martial Sage Ability 7
14
55%
+20 ft
4
15
60%
+30 ft
4
Martial Sage Ability 8
16
60%
+30 ft
4
17
65%
+30 ft
5
Martial Sage Ability 9
18
65%
+30 ft
5
19
70%
+30 ft
5
Martial Sage Ability 10
Martial Sage Skills: Add Balance, Escape Artist and Tumble to your Trissociate class skill list.
Perfect Saves: A Trissociate normally has 2 good saves and 1 weak save. However, when he chooses the Martial Artist Association, all 3 of his saves gain Good progression.
Ki Pool (Su): A Martial Sage associate gains a Ki pool equal to his Trissociate level plus his Wisdom bonus (if any). As long as he has at least 1 point in his pool, he gains an untyped +2 bonus to will saving throws. He gains his Ki Pool (and bonus to will saves) as a starter ability, even though he does not yet have any abilities to spend Ki on. He may recover all his Ki points simply by resting for 8 hours. He may use this Ki Pool to perform a variety of tricks as listed below. Unless otherwise stated, each use of his Ki Pool is a supernatural ability that requires a free action and consumes 1 Ki point. Its effects last until the start of his next turn.
Ki Dodge (Su): Starting at Associate level 1, by spending Ki to focus his mind, a Martial Sage Associate finds he has a chance to dodge even the most accurate strikes. He effectively gains concealment (25% miss chance) against attacks. As he advances, a Martial Sage Associate finds he is able to dodge better than before. As he levels, his Ki Dodge miss chance improves as shown in the table above. It caps on Associate level 19, at 70% miss chance.
Because this ability relies on the Sages speed and reaction, rather than any visual distortion effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore visual concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it.
Although the effect of Ki Dodge is different and seperate from normal (visual) concealment, it does not stack with normal concealment. If a Martial Sage Associate has both Ki Dodge and normal concealment, then only the highest miss chance applies. Finally, you also qualify for the following feat:
Archaic Sage: Requirements: Trissociate Martial Sage Associate Benefits: You may use your Intelligence bonus, or your Charisma bonus instead of your Wisdom bonus (whichever of the 3 is highest), to calculate your Wisdom to AC bonus, and the size of your Ki Pool Special: You may buy this feat with Focus Features.
Wisdom to AC (Ex): You gain the ability to add your Wisdom bonus (if any) as an untyped bonus to AC. This bonus to AC apply even against touch attacks or when the Trissociate is flat-footed. He loses this bonus when he is immobilized or helpless, he carries a shield, or when he carries a medium or heavy load. This bonus to AC does not stack with that gained from the Monk, Ninja or Swordsage classes.
You may choose to have this AC bonus apply either only when you are unarmored, or when you are wearing light or no armor. If you choose for this AC to apply only when you are unarmored, you gain the Unarmored Speed Bonus and Additional Unarmored AC bonus as shown in the table above. These bonuses are untyped and stack with all other bonuses. If instead you choose this Wisdom AC bonus to apply even when you are in light armor, you do not gain either the Speed Bonus nor the Additional AC bonus.
Martial Sage Ability (Ex/Su): At the Associate levels indicated in the table above, a Martial Sage Associate can gain a special ability of his choice from among the following options, provided he meets the requirements.
Shadow Sight (Ex)
You gain Low-Light vision and Darkvision 60 ft. If you already have Darkvision, its range improves by 60 ft.
Ki Parachute (Su)
You can spend one Ki point as a free action to slow your fall, as if under the effect of Feather Fall. This effect lasts for 1 round per Trissociate level, or until you land, whichever occurs first. Additionally, you can share this effect with your allies, but only if you touch them. And they benefit from the effect only as long as you maintain physical contact.
Lesser Senses (Ex)
You gain Blindsense 60 ft. If you already have Blindsense, its range improves by 60 ft.
Improved Senses (Su) (Requires: Martial Sage Associate Level 5, Lesser Senses)
You can see Invisible and Ethereal as the See Invisibility spell.
Greater Senses (Ex) (Requires: Martial Sage Associate Level 9, Improved Senses)
You gain Blindsight 60 ft. If you already have Blindsight, its range improves by 60 ft.
Perfect Senses (Su) (Requires: Martial Sage Associate Level 13, Greater Senses)
You can spend one Ki point as a free action, to gain a True Seeing effect, that lasts for until the start of your next turn.
Ki Lesser Ghost Jump (Su)
You can spend one Ki point as a standard action, to teleport a distance equal to (5*Trissociate Level) ft. This functions as Dimension Door, except as noted here. You must have line of sight and line of effect to your destination. You can bring along objects as long as their weight doesn't exceed your maximum load, but you may not bring along other creatures. You can continue to take actions after arriving at your destination, provided you have actions remaining.
Ki Improved Ghost Jump (Su) (Requires: Martial Sage Associate Level 9, Ki Lesser Ghost Jump)
This functions as Ki Lesser Ghost Jump except as noted here. You can teleport as a move action instead of a standard action.
Ki Greater Ghost Jump (Su) (Requires: Martial Sage Associate Level 17, Ki Improved Ghost Jump)
This functions as Ki Lesser Ghost Jump except as noted here. You can teleport as a swift action instead of a standard action.
Ki Lesser Ghost Phase (Su)
You can spend one Ki point as a free action, to grant all your weapons and armor the Ghost Touch property, until the start of your next round. This lets you strike incorporeal creatures without suffering the normal miss chance.
Ki Improved Ghost Phase (Su): (Requires: Martial Sage Associate Level 13, Ki Lesser Ghost Phase)
By spending 1 Ki point as a free action, a Martial Sage can now turn Incorporeal. If he continuously reactivates this ability at the start of each turn, he is treated as being Incorporeal non-stop. E.g. if he starts his next turn in solid matter, but he reactivates this ability at the start of that turn, he is treated as never having materialized this turn, and is hence not shunted to the nearest open space.
Ki Greater Ghost Phase (Su): (Requires: Martial Sage Associate Level 17, Ki Improved Ghost Phase)
This works as Ki Improved Ghost Phase, except as noted here. A Martial Sage can now turn Ethereal. Refer to here for some of the differences between Incorporeal and Ethereal.
Evasion (Ex) (Requires: Martial Sage Associate Level 3)
You gain Evasion as a Rogue.
Improved Evasion (Ex) (Requires: Martial Sage Associate Level 11, Evasion)
You gain Improved Evasion as a Rogue.
Ki Lesser Ghost Fade (Su) (Requires: Martial Sage Associate Level 3)
You can spend 1 Ki point as a swift action, to gain an invisibility effect (as the spell), until the start of his next round. The effect ends if you attack any creature.
Ki Improved Ghost Fade (Su) (Requires: Martial Sage Associate Level 7, Ki Lesser Ghost Fade)
You can spend 1 Ki point as a swift action, to gain a greater invisibility effect (as the spell), until the start of his next round. You can attack creatures and still remain invisible.
Ki Greater Ghost Fade (Su) (Requires: Martial Sage Associate Level 11, Ki Improved Ghost Fade)
You can now activate your Improved Invisiblity as a free action, instead of a swift action. The effect still lasts until the start of your next turn.
Disease Immunity (Ex): (Requires: Martial Sage Associate Level 5)
You gain immunity to all diseases.
Poison Immunity (Ex): (Requires: Martial Sage Associate Level 5)
You gain immunity to all poisons.
Timeless Body (Ex): (Requires: Disease Immunity and Poison Immunity. It is permissible if these immunities come from other Associations. They need not necessarily be bought as Sage Abilities. But they must be from Associations and not race, templates, or other classes.)
You gain Timeless Body as a Monk.
Lesser Diamond Soul (Ex) (Requires: Martial Sage Associate Level 5)
You gain Spell Resistance equal to your Trissociate level + 3. Unlike normal Spell Resistance, you may lower it to receive beneficial spells as a free action. You may similiarly raise your lowered Spell Resistance again as a free action. You may choose to lower and raise your Spell Resistance, even if it is not your turn. This allows you to benefit from helpful spells with minimal consequences.
Improved Diamond Soul (Ex) (Requires: Martial Sage Associate Level 9, Lesser Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 7.
Greater Diamond Soul (Ex) (Requires: Martial Sage Associate Level 13, Improved Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 11.
Perfect Diamond Soul (Ex) (Requires: Martial Sage Associate Level 17, Greater Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 15.
Automatic Mastery Talents Recover Ki: You can add points to your Ki pool, although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery Point to gain a number of Ki Points equal to twice your Trissociate Bonus. You may accelerate the conversion process by spending more mastery points. As a free action, you can spend 1 Mastery Point to recover a number of Ki Points equal to your Trissociate Bonus, even when you are not in Mastery Meditation. This is a supernatural ability.
Ranger Association Ranger Association Progression (Based on Associate Level)
Level
Special
Starter
Ranger Track
1
Ranger-Favored Enemy (1st), Ranger-Wild Empathy
2
3
Ranger-Combat Style (Rapid Shot or Two Weapon Fighting)
4
5
Ranger-Favored Enemy (2nd), Ranger-Endurance
6
7
Ranger-Improved Combat Style (Manyshot or Improved Two Weapon Fighting)
8
9
Ranger-Favored Enemy (3rd), Ranger-Swift Tracker
10
11
Ranger-Combat Style Mastery (Improved Precise Shot or Greater Two Weapon Fighting)
Ranger Skills: Add Survival and Handle Animal to your Trissociate class skill list.
Others: You gain class features as per the Ranger according to the table above.
Automatic Mastery Talents Boost Favored Enemy Skill: As a free action, you may spend Mastery points to increase the Favored Enemy bonus, for a previously selected Favored Enemy (whether gained from the Ranger Association, or from spending Character feats). By spending 1 Mastery point you can increase your Favored Enemy Bonus by an amount equal to your Trissociate Bonus.
This applies to all relevant Favored Enemy skill checks (Bluff, Listen, Sense Motive, Spot, and Survival) but not to weapon damage rolls. This bonus stacks with the Skill Boost Learnable Mastery Talent if you have it (although Skill Boost seperately costs another Mastery point). The effect lasts for 1 skill check, regardless of how long the check takes (E.g. a Survival check to track creatures of your Favored Enemy type can last for several hours).
E.g. lets say that you are a Ranger Associate. On level 1, you select Undead as your 1st Favored Enemy. On level 7, you increase your Undead Favored Enemy to +4. At the same time, your Trissociate bonus is +2. By spending 1 Mastery Point, you can increase your Undead Favored Enemy Bonus from +4 to +6.
Boost Favored Enemy Damage: This functions like Boost Favored Enemy Skill, except as noted here. The boosted Favored Enemy bonus applies to both skill checks and weapon damage rolls. However, the effect only lasts until the start of your next turn.
Adaptation:
With DM permission, you may also choose acquire Ranger alternate class features. In some instances however, you may not necessarily have all the ranger's class features, that are modified by the ACF. In such cases some DM adjudication may be necessary on what abilities you may gain or lose:
Example 1:You could take the Urban Ranger alternate class features. Those class features which you possess may be replaced as normal.
*With DM permission, your Favored Enemy may be replaced with Favored Organization instead.
*Your Wild Empathy is only half as effective.
*You lose Woodland Stride and Camouflage.
*Your Track is replaced with Urban Tracking (and Swift Tracker works differently as well).
*Your Hide in Plain Sight works in any environment.
But you do not have all the class features which the Urban Ranger replaces:
*Your Ranger association does not provide any spellcasting, and hence you do not gain any bonus spells.
*Your Ranger association does not provide any animal companion, and hence the companion medium size limit, would also not apply.
Example 2: You might substitute all your Combat Styles for Wildshape Ranger abilities.
Rogue Association Rogue Association Progression (Based on Associate Level)
Level
Rogue Sneak Attack
Special
Starter
+1
1
+1d6
2
+1d6
3
+1d6 +1d4
Rogue-Trap Sense +1
4
+1d6 +1d4
5
+2d6 +1d2
Rogue-Uncanny Dodge
6
+2d6 +1d2
7
+3d6
Rogue-Trap Sense +2
8
+3d6
9
+3d6 +1d4
Rogue-Improved Uncanny Dodge
10
+3d6 +1d4
11
+4d6 +1d2
Rogue-Trap Sense +3
12
+4d6 +1d2
13
+5d6
Rogue-Special Ability 1
14
+5d6
15
+5d6 +1d4
Rogue-Trap Sense +4
16
+5d6 +1d4
17
+6d6 +1d2
Rogue-Special Ability 2
18
+6d6 +1d2
19
+7d6
Rogue-Trap Sense +5
Rogue Skills: Add Balance, Escape Artist, Sleight of Hand, Tumble and Use Magic Device to your Trissociate class skill list.
Others: You gain class features as per the Rogue according to the table above. Special: You can trade your Trap Sense, to gain the Penetrating Strike ACF (Dungeonscape).
Others: Your Rogue associate starter ability is a single point of sneak attack damage.
Automatic Mastery Talents Boost Sneak Attack: As a free action, you may spend mastery points to increase the damage dealt by a successful Sneak Attack. You activate this ability after making a successful Sneak Attack (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery Point, and adds a number of d6 Sneak Attack dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). If you have multiple attacks (e.g. from two weapon fighting or iterative BAB), you can apply Boost Sneak Attack to each successful attack seperately.
Scout Association Scout Association Progression (Based on Associate Level)
Level
Scout Skirmish
Special
Starter
-
Scout-Battle Fortitude +1 (Bonus to Fort and Initiative)
1
+1d3, +0 AC
2
+1d3, +0 AC
3
+1d6, +0 AC
Scout-Uncanny Dodge
4
+1d6, +0 AC
5
+1d6, +1 AC
Scout-Fast Movement +10 ft
6
+1d6, +1 AC
7
+1d6+1d3, +1 AC
Scout-Trackless Step
8
+1d6+1d3, +1 AC
9
+2d6, +1 AC
Scout-Battle Fortitude +2
10
+2d6, +1 AC
11
+2d6, +2 AC
Scout-Flawless Stride
12
+2d6, +2 AC
13
+2d6+1d3, +2 AC
Scout-Fast Movement +20 ft
14
+2d6+1d3, +2 AC
15
+3d6, +2 AC
Scout-Camouflage or Blindsense 60 ft
16
+3d6, +2 AC
17
+3d6, +3 AC
Scout-Battle Fortitude +3
18
+3d6, +3 AC
19
+3d6+1d3, +3 AC
Scout-Hide in Plain Sight or Blindsight 60 ft
Scout Skills: Add Balance, Escape Artist and Tumble to your Trissociate class skill list.
Others: You gain class features as per the Scout (Complete Adventurer pg 10) according to the table above. Your starter ability is Battle Fortitude +1.
Scout-Camouflage or Blindsense 60 ft (Ex): You may choose to gain one of the following abilities. Either: Camouflage as a Scout, or Blindsense 60 ft. If you already have Blindsense, and you select Blindsense 60 ft, then the range of your existing Blindsense is improved by 60 ft.
Scout-Hide in Plain Sight or Blindsight 60 ft (Ex): If you previously selected the Camouflage ability, you now gain Hide in Plain Sight. If you previously selected Blindsense 60 ft, you now gain Blindsight 60 ft. If you already have Blindsight, and you gain Blindsight 60 ft, then the range of your existing Blindsight is improved by 60 ft.
Spoiler
This next association can be used to represent either a character that is training himself in shadow-based magic, like a Shadowdancer, or one that is directly connected to the plane of shadow, like the Dark or Shadow Creature template.
Shadow-Walker Association Shadow-Walker Association Progression (Based on Associate Level)
Level
Shadow Mantle
Shadow-Walker Spell Like Abilities Gained
Special
Starter
-
Shadow-Walker Chosen Energy Resistance, Low light vision
Summon Monster IX (Creatures with the Shadow Creature Template instead of Fiendish or Celestial. See Manual of the Planes page 190 or Lords of Madness page 167) 1/day
Shadow Mantle (Su): At will, you can conceal yourself with shifting shadows. This ability provides concealment according to the table above. You can can dismiss or resume this effect as a free action. Darkvision and low-light vision offer no help in piercing the Shadow Mantle, but any creature that can see in magical darkness can ignore the miss chance, as can a creature with blindsight or true seeing. The shadows make it difficult to specifically target you, but your enemies are aware of your position. Hence you cannot use Shadow Mantle to make Hide checks. Shadow Mantle does not function in bright daylight, or similiar effects such as a daylight spell. It counts as the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.
Shadow-Walker 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:
Shadow-Walker Physical Magic: Requirements: Trissociate Shadow-Walker 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 Shadow-Walker Association. This does not affect the Spell Like Abilities gained from other sources. Special: You may buy this feat with Focus Features.
Shadow-Walker Chosen Energy Resistance (Ex): Select one of the following energy types (Cold). 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.
Shadow Hide in Plain Sight (Su): You can attempt to hide even while being observed, provided certain other conditions are met. You can even hide herself from view in the open without anything to actually hide behind: Lesser: You can attempt to hide, so long as you are in an area of magical darkness. Improved: You can attempt to hide, so long as you are in an area of shadowy illumination or darker, including total mundane darkness and magical darkness. Greater: You can attempt to hide, so long as you are in an area that does not have full daylight or similiar effect. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Improved Dark Vision (Ex): Your darkvision now lets you see normally even in magical darkness, to a range of 60 ft.
Shadow Subschool Enhancement (Su): Your Shadow subschool spell-like abilities (Shadow Conjuration, Shadow Evocation, Greater Shadow Conjuration, Greater Shadow Evocation, and Shades) gained from the Shadow-Walker Association, improve as noted below. This does not apply to Shadow subschool spells or spell-like abilities you might have from other sources. Lesser: Shadow Conjuration and Shadow Evocation are now 40% real. Improved: Shadow Conjuration and Shadow Evocation are now 60% real. Greater Shadow Conjuration and Greater Shadow Evocation are 70% real. Greater: Shadow Conjuration and Shadow Evocation are now 70% real. Greater Shadow Conjuration and Greater Shadow Evocation are 80% real. Shades is 90% real.
Shadow Image (Su): You can choose to cast your Major Image spell-like ability in a different way. When you choose to apply this ability, you can sustain your Major Image without needing to concentrate, but it lasts only for 1 round per Trissociate level. You do not need to apply this ability if you do not want to (i.e. you can still cast Major Image and concentrate on it normally). This only applies to the Major Image spell-like ability you get from your Shadow-Walker association.
Shadow Speed Boost (Ex): You gain an untyped bonus to all your movement modes, equal to the number indicated in the brackets. This bonus applies even to movement modes which you gain, that are in temporary in nature, such as flight from a Fly spell.
Shadow-Walker 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 Shadow-Walker Association.
Automatic Mastery Talents Recover Spell Like Ability (Shadow-Walker): 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.
Last edited by JeminiZero : 01-30-2013 at 08:53 AM.
Half-Blood Associations (Part 1)
While the name "Half-Blood" implies that these Associations are the result of one parent being the specified creature type, that need not always be the case.
*Sometimes, the Trissociate is a particularly strong manifestation of some distant non-humanoid ancestor.
*At others, the blood lineage is faint, but is gradually augmented as the Trissociate advances and unlocks the secrets of his bloodline, much like a Dragon Disciple.
*Alternatively, these Associations may be used to signify that the Character IS a creature of that type, but has yet to access the full powers available to his kind for whatever reason. In such cases, these Associations can be considered a method of mimicking savage species style monster progression.
Whenever the character has a type other than humanoid, and undergoes a type change, refer to the Type Pyramid (Savage Species 142) to determine whether or not the type change takes effect. Many of the half-blood associations provide a fixed list of Spell Like Abilities. However, with DM permission, you may choose to customize this SLA list to reflect a particular ancestry.
Bloodline Association
You may choose to take a Major Bloodline as one of your Associations. Besides the officially listed Bloodlines, your DM may also allow you to take a homebrew bloodline. Doing this works the same as a normal Bloodline, except as noted here:
*You do not take Bloodline levels, being chosen as an Association "pays" for the Bloodline.
*The Bloodline must always be taken as a Secondary Association
*However, despite being a Secondary association, you gain the Bloodline's benefits at the same Trissociate level (e.g. Bloodline level 1 at Trissociate level 1).
Spoiler
Thanks to Pyromancer & Edrogrimshell for this suggestion. This is really meant to tie in with the various Homebrew bloodlines, which are reasonably powerful, especially all of Welknair's work. Those of you who want to use bloodlines without fiddling with bloodline levels can now do so easily enough.
The additional rules on being used as a Secondary Association with Primary Association progression is due to the 20 level spread of (most) Major Bloodlines, and the fact that they get their *real* special abilities at even levels. Since the Trissociate class was originally designed with the Secondary associations to provide class features at even levels (to minimize dead levels), the best logical fit then, is for Bloodline to take a Secondary Association slot, but without delayed progression.
The official bloodlines are generally noted to be rather weak. As such if you want to use them, you should probably combine two Major official Bloodlines into a single Association, to keep it competent. Although the backstory on how such a mixture of genetics took place might be a little squicky.
Elemental-Savant Association Elemental-Savant Association Progression (Based on Associate Level)
Level
Elemental Fortification
Elemental Strike: Damage
Elemental Strike: Range
Special
Starter
-
-
-
Elemental Bonus to Saves
1
10%
1d4
15 ft cone/30 ft line and ray
Darkvision 60 ft, Elemental Energy Resistance
2
10%
1d4
15 ft cone/30 ft line and ray
3
20%
2d4
20 ft cone/40 ft line and ray
No need for Food or Water
4
20%
2d4
20 ft cone/40 ft line and ray
5
30%
3d4
25 ft cone/50 ft line and ray
No need for Sleep
6
30%
3d4
25 ft cone/50 ft line and ray
7
40%
4d6
30 ft cone/60 ft line and ray
Immune to Flanking
8
40%
4d6
30 ft cone/60 ft line and ray
9
50%
5d6
35 ft cone/70 ft line and ray
No need to Breath
10
50%
5d6
35 ft cone/70 ft line and ray
11
60%
6d6
40 ft cone/80 ft line and ray
Elemental Energy Immunity
12
60%
6d6
40 ft cone/80 ft line and ray
13
70%
7d8
45 ft cone/90 ft line and ray
Immunity to Poison
14
70%
7d8
45 ft cone/90 ft line and ray
15
80%
8d8
50 ft cone/100 ft line and ray
Immunity to Paralysis
16
80%
8d8
50 ft cone/100 ft line and ray
17
90%
9d8
55 ft cone/110 ft line and ray
Immunity to Stunning, Timeless Body
18
90%
9d8
55 ft cone/110 ft line and ray
19
100%
10d10
60 ft cone/120 ft line and ray
Elemental Transformation
Chosen Element and Energy: When you select the Elemental Savant Association, pick a subtype, which is associated with a given energy type. The available subtypes (and corresponding energy types) are: Earth (Acid), Fire (Fire), Air (Electricity), and Water (Cold). This selection is permanent barring special and intensive retraining (read: DM fiat).
Elemental Fortification (Ex): As you become more Elemental-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.
Elemental Strike (Su): At will, but no more than once per round, you may use an Elemental Strike. This does damage of your chosen energy type, according to the table above. As a supernatural ability, Elemental Strikes do not provoke Attacks of Opportunity. Your options are as follows:
*As a full round action, you can fire a cone or a line. Those caught in the area can make a reflex save to half the damage received (DC 10 + half your trissociate level + your highest mental ability score modifier). You can also use this ability as a standard action, but Elemental Strike only deals half its of normal damage.
*As a standard action, you can fire a ray. You must succeed on a ranged touch attack against a single target within range, but your target does not get a save.
*As a move action, you can charge any melee weapon (including natural weapons or unarmed strikes) with elemental energy. The next successful melee attack with that weapon also deals Elemental Strike damage to the target, and discharges the elemental energy. There is no save to reduce the damage. If not used by the start of your next turn, this elemental energy charge dissipates. You can also charge your weapon as a swift action, but Elemental Strike only does half of its normal damage.
Elemental Strike Feats: Your Elemental Strike counts as a Breath Weapon for the prerequisite and benefit of feats. Hence, you can augment your Elemental Strike with feats that also apply to breath weapons without a cooldown (similiar to a Dragonfire Adept from Dragon Magic). Special: You can qualify for the following feats from Races of Dragon despite not having the Dragonblood subtype: Entangling Exhalation, Exhaled Barrier and Exhaled Immunity.
Elemental Strike Items: Like a Warlock, you may use the following items to augment your Elemental Strike. Gauntlets of Eldritch Energy (Magic Item Compendium): When activated, these gauntlets transform your Elemental Strike, so that it now deals energy damage of a type, as determined by the gauntlets.
Warlock's Sceptre (Magic Item Compendium) and Lesser and Greater Chasuble of Fell Power (Complete Arcane): These items increase the damage of a Warlock's eldritch blast, and can likewise be applied to your Elemental Strike. Normally these items improve a warlock's damage by a number of d6 dice. However, when applied to Elemental Strike, they instead improve damage, using the same type of dice which the Elemental Strike currently uses. The size of the dice used remains the same. For example, the Greater Chasuble of Fell Power would improve Eldritch Blast by 2d6. When applied to your Elemental Strike, it improves damage by 2dX, where X is the damage dice which your Elemental Strike currently uses.
Adaptation: It is quite possible for Elemental Strike not to be an energy, but a physical effect instead. An Earth Elemental Savant could fire a sandblast effect for his cone/line, and hurl a shard of rock as his ray. Similiarly, Water Savants could hammer their foes with solid ice, or 'hard' water, and Air Savants could use blasts of razor wind. In this case, the Elemental Strike deals physical damage, which is subject to DR. It deals bludgeoning, slashing, or piercing damage (choosable each time by the user), that is magical for the purposes of overcoming damage reduction.
Elemental Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: poison, sleep effects, paralysis, and stunning. Later on, you gain immunity to these various effects.
Elemental Energy Resistance (Ex): You gain Energy Resistance to your chosen energy type. The amount of energy resistance is equal to your Trissociate Level x3. (E.g. 3 at level 1, 6 at level 2 and so on).
No need for Food or Water (Ex): You no longer physically require food or water. But you can still consume it if you want to (e.g. to drink potions).
No need for Sleep (Ex): You no longer physically require sleep, although you must still rest to regain certain class features, such as spells. This also grants you immunity to sleep effects.
No need to Breath (Ex): You no longer need to breath. This also grants you immunity to suffocation effects.
Elemental Energy Immunity (Ex): You gain immunity to your chosen energy type. This replaces your Energy Resistance.
Elemental Transformation (Ex): Your ascension is complete. Your type changes to Elemental, and you gain the same subtype as your chosen element. However, unlike normal elementals, you can be restored to life by raise dead, reincarnate, resurrection, and similiar effects.
Automatic Mastery Talents Boost Elemental Strike: As a free action, you can spend Mastery Points to increase the damage dealt by your Elemental Strike, and its reflex save DC (if it is a cone or line). When you use your Elemental Strike, you can spend 1 Mastery Point, to add a number of dice equal to your Trissociate Bonus, to the Elemental Strike damage. The dice type (i.e. d4, d6, d8, d10) is the same dice type that your Elemental Strike currently uses. At the same time, you also add your Trissociate Bonus to the reflex save DC (if it is a cone or line). This can only be applied once to each use of your Elemental Strike. When used with Elemental Strike options that only deal half damage, add the Boost Elemental Strike bonus to the total damage first, before halving damage. This is a supernatural ability.
Spoiler
This association is for those of you out there who want to pick lightning and shout:
MASTERRRRR SPAAAAARK!
Half-Celestial Association Requirements Alignment: Half-Celestials are usually Good, but your DM may waive this requirement. Special: You must not already have the Outsider type, or be a Half-Celestial.
Half-Celestial Association Progression (Based on Associate Level)
Half-Celestial Spell-Like Abilities Gained (Sp): You gain spell like abilities as you advance, following the progression above. The caster level equals your Trissociate level. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier). You qualify for the following feat:
Half-Celestial Physical Magic: Requirements: Trissociate Half-Celestial Associate Benefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Celestial Association. This does not affect the Spell Like Abilities gained from other sources. Special: You may buy this feat with Focus Features.
Progressive Wings (Ex): You gain Progressive Wings, as appropriate for your ancestry, usually white bird-like feathered wings.
Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).
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.
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.
Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.
Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.
Disease Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all diseases.
Daylight X/day (Su): You gain the ability to use a Daylight effect (as the spell) a number of times per day equal to your Trissociate level. On Associate level 9, you can use this effect at will.
Resist Poison +4 (Ex): You gain +4 Bonus to saving throws against Poison.
Celestial Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list. Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. This does not apply to Chosen Energy Resistance within the same Association, since you must select a different energy type each time. For example, if you select the same Chosen Energy Resistance for 2 different Associations, your energy resistance becomes twice your Trissociate level.
Immunity to Disease (Ex): You gain immunity to all diseases. This replaces Disease Resistance.
Half-Celestial Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Celestial Association.
Celestial Outsider Transformation (Ex): Your ascension is complete. Choose any 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-Celestial): You may recover an expended spell like ability as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending mastery points equal to the level of the spell, which the spell like ability duplicates, you may recover 1 use of that spell like ability. Level 0 spells cost no mastery points to restore in this manner.
You can only use this to recover spell like abilities gained from the specified Trissociate Association. It cannot be applied to spell like abilities gained from other classes or Associations (although they may have their own equivalent of this talent). You may accelerate the conversion process by spending more mastery points. By spending mastery points equal to double the level of the spell, which the spell like ability duplicates, you may recover that spell like ability as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 mastery point to restore in this manner.
Half-Dragon Association Requirements Alignment: Usually, your alignment must match that of your chosen Dragon Type. But your DM may waive this requirement. Special: You must not already have the Dragon type, or be a Half-Dragon.
Half-Dragon Association Progression (Based on Associate Level)
Level
HDAB1
HDAB2
HDAB3
Half-Dragon Natural Armor Bonus
Half Dragon Breath Weapon Damage
Half Dragon Breath Weapon Size
Special
Starter
-
-
-
-
-
-
Progressive Wings 1, Dragonblood Subtype
1
1
-
-
+1
1d4
15 ft cone/30 ft line
Progressive Wings 2, Dragon Energy Resistance
2
-
-
-
+1
1d4
15 ft cone/30 ft line
3
-
1
-
+2
2d4
20 ft cone/40 ft line
Half-Dragon Ability 1
4
-
-
-
+2
2d4
20 ft cone/40 ft line
5
-
-
1
+3
3d4
25 ft cone/50 ft line
Progressive Wings 3
6
-
-
-
+3
3d4
25 ft cone/50 ft line
7
1
-
-
+4
4d6
30 ft cone/60 ft line
Half-Dragon Ability 2
8
-
-
-
+4
4d6
30 ft cone/60 ft line
9
-
1
-
+5
5d6
35 ft cone/70 ft line
Progressive Wings 4
10
-
-
-
+5
5d6
35 ft cone/70 ft line
11
-
-
1
+6
6d6
40 ft cone/80 ft line
Half-Dragon Ability 3
12
-
-
-
+6
6d6
40 ft cone/80 ft line
13
1
-
-
+7
7d8
45 ft cone/90 ft line
Progressive Wings 5
14
-
-
-
+7
7d8
45 ft cone/90 ft line
15
-
1
-
+8
8d8
50 ft cone/100 ft line
Half-Dragon Ability 4
16
-
-
-
+8
8d8
50 ft cone/100 ft line
17
-
-
1
+9
9d8
55 ft cone/110 ft line
Dragon Energy Immunity, Timeless Body
18
-
-
-
+9
9d8
55 ft cone/110 ft line
19
1
1
1
+10
10d10
60 ft cone/120 ft line
Immunity to Paralysis, Dragon Type
Others: When you select this association, choose a Half-Dragon type. If you have any other Dragon based Associations that require you to select a Dragon type, you must pick the same Half-Dragon type as those Associations. For a list of available Half-Dragons, and their associated breaths and immunities refer to Draconomicon pg 166.
Ability Boost (Ex): Your ability scores increase as noted in the table above. These increases stack and are gained as if through level advancement. Select any 3 different ability scores except for Dexterity in order of priority (Dragons are mentally and physically superior to humanoids in all aspects except for Dexterity). We shall refer to these 3 selected scores as HDAB1, HDAB2 and HDAB3. These 3 ability score increase when you advance, as described in the table above.
Breath Weapon (Su): At Associate level 1, you gain a Breath Weapon which is usable as a standard action. Your Breath Weapon's shape and energy type is determined by your selected Dragon type. By default, after using your Breath Weapon, you must wait 1d4 round before you can use it again (although the application of Meta-Breath feats may increase the waiting time). Depending on your Breath Weapon's shape, its size is listed in the table above. Creatures hit by your Breath Weapon can make a reflex save to half the damage, with a DC equal to 10 + half your Trissociate level (round down) + your Constitution Modifier.
Progressive Wings (Ex): You gain Progressive Wings, resembling those of your chosen Dragon.
Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).
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.
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.
Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.
Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.
Dragonblood Subtype (Ex): You gain the Dragonblood subtype. Refer to Races of Dragon (pg 4) for details on this subtype.
Others: You gain class features as per the Dragon Disciple prestige class according to the table above. However, you do not gain bonus arcane spells. Additionally, you qualify for the following feats.
Endure Exposure Requirements: Trissociate Half-Dragon Associate Benefits: You gain the ability to cast a Spell Like Ability, similiar to Endure Exposure (Dragon Magic pg 80). This is an actual Spell Like Ability rather than an invocation, and hence it has no verbal or somatic components, nor does it suffer from Arcane Spell Failure. You can use this a number of times per day equal to your Trissociate level. You can recover daily uses of your Endure Exposure Spell Like Ability, as per the Recover Spell Like Ability talent. For purposes of adjudicating effects dependent on spell level, treat Endure Exposure as a level 1 spell. Special: You may buy this feat with Focus Features.
Rapid Breath Requirements: Trissociate Half-Dragon Associate. Benefits: You can use your Breath Weapon as a swift action. Doing so adds 4 rounds to the recovery time of your breath weapon. Unlike Quicken Breath, you can use this feat, and the Maximize Breath Feat, on the same weapon at the same time, but doing so adds an additional 1 round to the recovery time of your breath weapon (on top of the 3 rounds from Maximize Breath, and the 4 rounds from Rapid Breath) Special: You may buy this feat with Focus Features.
Dragon Energy Resistance (Ex): You gain Energy Resistance to the same energy type that your chosen Dragon is immune to. If your chosen Dragon is immune to multiple energy types, choose just one to which your resistance applies. The amount of energy resistance is equal to your Trissociate Level x3. (E.g. 3 at level 1, 6 at level 2 and so on).
Half-Dragon Ability (Ex): Each time you gain a Half-Dragon Ability, choose from one of the following. You cannot select the same ability more than once.
Darkvision: You gain Darkvision to 60 ft. If you already have Darkvision from another source, its range improves by 60 ft. You also gain low-light vision if you do not already have it.
Blindsense: You gain Blindsense to 30 ft. You must already have selected the Darkvision ability (as above) before you may select this ability.
Immunity to Sleep: You gain immunity to sleep effects.
Claws and Bite: You gain Claws and Bite attack, as appropriate for a Half-Dragon of your size.
Dragon Energy Immunity (Ex): Your gain immunity to the same energy type as your Dragon Energy Resistance.
Immunity to Paralysis (Ex) You gain Immunity to Paralysis.
Dragon Type (Ex) Your type changes to Dragon. Your Blindsense improves to 60 ft.
Automatic Mastery Talents Quicken Breath Weapon Recovery: As a free action, you can spend Mastery Points to reduce the recovery time of you Breath Weapon. Spending 1 Mastery Point reduces the recovery time by 1 round. If you reduce the recovery time to zero, you can use it again immediately during your action. This is a supernatural ability.
Boost Breath Weapon: As a free action, you can spend Mastery Points to increase the damage dealt by your breath and the reflex save DC. When you use your Breath Weapon, you can spend 1 Mastery Point, to add a number of dice equal to your Trissociate Bonus, to the Breath Weapon damage. The dice type (i.e. d4, d6, d8, d10) is the same dice type that your breath currently uses. If you apply meta-breath feats to your breath, the feat effects also apply to the extra damage dice. At the same time, you also add your Trissociate Bonus to the reflex save DC. You can only apply this talent at most once to each use of your breath weapon. This is a supernatural ability.
Last edited by JeminiZero : 02-20-2013 at 05:46 AM.
Half-Farspawn Association Requirements Alignment: Half-Farspawn are usually Chaotic Evil, but your DM may waive this requirement. Special: You must not already have the Outsider type, or be a Half-Farspawn (Lords of Madness pg 152).
Half-Farspawn Association Progression (Based on Associate Level)
Summon Monster IX (Creatures with Pseudonatural template instead of Celestial of Fiendish. Refer to Lords of Madness pg 161 or Complete Arcane pg 160) 1/day
Half-Farspawn 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-Farspawn Physical Magic: Requirements: Trissociate Half-Farspawn 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-Farspawn Association. This does not affect the Spell Like Abilities gained from other sources. Special: You may buy this feat with Focus Features.
Farspawn Alternate Form (Su): As a standard action, you can take the form of a grotesque, tentacled mass (or another appropriately gruesome form). Despite the alien appearance, your abilities remain unchanged. However, other creatures receive a -1 morale penalty on their attack rolls against you, when you are in this alternate form.
Poison Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all poisons.
Extra Tentacle (Ex): You grow an additional tentacle (on top of any you might already possess). You can use your tentacle(s) as natural weapons. When used as primary natural weapons, their bonus damage is equal to your strength bonus. When used as secondary natural weapons, they take -5 penalty to their attack roll, and their bonus damage is equal to half your strength bonus (rounded down). Your Extra Tentacles count as magic for the purposes of overcoming damage reduction. Their base damage and reach varies according to your size:
Size
Tentacle Damage
Reach with Tentacles
Fine
1
0 ft
Diminutive
1
0 ft
Tiny
1d2
0 ft
Small
1d3
5 ft
Medium
1d4
5 ft
Large
1d6
10 ft
Huge
1d8
15 ft
Gargantuan
2d6
20 ft
Colossal
3d6
30 ft
True Strike (Su): You can gain a +20 insight bonus on a single attack roll. This requires no action on your part beyond the action that makes the attack roll. In addition, you suffers no miss chance against a target that has concealment or total concealment for this attack roll.
Farspawn Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list. Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. This does not apply to Chosen Energy Resistance within the same Association, since you must select a different energy type each time. For example, if you select the same Chosen Energy Resistance for 2 different Associations, your energy resistance becomes twice your Trissociate level.
Immunity to Poison (Ex): You gain immunity to all poisons. This replaces Poison Resistance.
Half-Farspawn 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-Farspawn Association.
Farspawn 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-Farspawn): 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.
Recover True Strike: By entering Mastery Meditation, you can recover uses of your True Strike ability. Unlike other conversions, you may not spend more points to recover this outside of Mastery Meditation. While in Mastery Meditation, you can spend 1 Mastery Point to recover 1 daily use of True Strike. You cannot exceed your maximum daily uses.
Spoiler
This is adapted and modified from the Lords of Madness version. The original Half-Farspawn Change Shape gave a creature immune to flanks and critical hits. (This is a rather odd, considering most Aberrations do not have immune to criticals). He also gains a total of 4 tentacle attacks, which might be overpowering at level 1. (He does lose existing natural attacks and associated special attacks like improved grab and rend, but that hardly matters to a humanoid).
Hence I used Alternate Form from the Pseudonatural Template (Complete Arcane 161) instead of Change Shape. Highly flavorful, yet mild enough to be used even as a Starter ability (effectively just +1 AC). And instead of getting 4 tentacle attacks at the start, he retains his normal attacks and gains up to 3 extra tentacles as he levels, regardless of form.
Because really, what player DOESN'T want to play some sort of cosmic horror?
Alternatively, if you want a mostly normal character that can shift into a monstrousity for a short while each day, consider using Akodrin bloodline for the Ozodrin
Half-Fey Association Requirements Special: You must not already have the Fey type, or be a Half-Fey.
Half-Fey Association Progression (Based on Associate Level)
Half-Fey 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-Fey Physical Magic: Requirements: Trissociate Half-Fey 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-Fey Association. This does not affect the Spell Like Abilities gained from other sources. Special: You may buy this feat with Focus Features.
Progressive Wings (Ex): You gain Progressive Wings as appropriate for your ancestry. Fey wings usually resemble those of a particular insect, such as colourful butterfly or translucent dragonfly wings.
Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).
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.
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.
Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.
Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.
Enchantment Saves Bonus (Ex): You add your Trissociate level, as racial bonus to saving throws against spells and effects from the Enchantment school.
Charm Person X/day (Sp): You gain the ability to cast Charm Person as a Spell Like Ability, a number of time per day equal to your Trissociate level. Unlike other half-Fey, you cannot use this at will until Associate level 17.
Fey Ability Score Boost (Ex): Select one particular ability score, from: Dexterity, Intelligence, Wisdom or Charisma (but not Strength or Constitution). You gain +1 to that selected score, as if gained through level advancement. Each time you gain this, you may select the same or a different ability score.
Immunity to Enchantments (Ex): You becomes immune to all spells and effects from the Enchantment school. This ability replaces the Saving Throw Bonus.
Automatic Mastery Talents Recover Spell Like Ability (Half-Fey): 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-Fiend (Standard) Association Requirements Alignment: Half-Fiends are usually Evil, but your DM may waive this requirement. Special: You must not already have the Outsider type, or be a Half-Fiend.
Half-Fiend (Standard) Association Progression (Based on Associate Level)
Half-Fiend 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-Fiend Physical Magic: Requirements: Trissociate Half-Fiend 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-Fiend Association. This does not affect the Spell Like Abilities gained from other sources. Special: You may buy this feat with Focus Features.
Progressive Wings (Ex): You gain Progressive Wings as appropriate for your ancestry. Fiend wings are usually bat-like or black feathered wings. Your wings develop until stage 4, and then no further.
Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).
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.
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.
Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.
Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.
Poison Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all poisons.
Fiendish Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list. Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. This does not apply to Chosen Energy Resistance within the same Association, since you must select a different energy type each time. For example, if you select the same Chosen Energy Resistance for 2 different Associations, your energy resistance becomes twice your Trissociate level.
Resist Disease +4 (Ex): You gain +4 Bonus to saving throws against Disease
Half-Fiend Bite and Claw (Ex): You gain two claw attacks and a bite attack as a Half-Fiend. Your claws are the primary natural weapon and when you fight without weapons, you can use a claw when making an attack action.
Immunity to Poison (Ex): You gain immunity to all poisons. This replaces Poison Resistance.
Half-Fiend 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-Fiend Association.
Fiend 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-Fiend): 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-Fiend (Alu-Demon) Association
This functions in all ways as per a standard Half-Fiend, except as noted here. Your Spell Like Abilities follows the list below:
Half-Fiend (Alu-Demon) Spell Like Abilities Progression (Based on Associate Level)
Level
Half-Fiend (Alu-Demon) Spell Like Abilities Gained
Half-Alu-Demon Draining Touch (Su): You gain a touch attack, usable as a standard action once per round. This deals 1d6 points of negative energy damage, plus additional damage equal to your highest mental ability score bonus (Int, Wis or Cha). You gain half of any damage dealt in this manner back as healing. This replaces the Bite and Claw that a standard Half-Fiend normally gets.
Half-Fiend (Molydeus) Association
This functions in all ways as per a standard Half-Fiend, except as noted here. Your Spell Like Abilities follows the list below:
Half-Fiend (Molydeus) Spell Like Abilities Progression (Based on Associate Level)
Damage Reduction: Your Damage Reduction is overcome by Cold Iron instead of Good aligned weapons.
Half-Molydeus Claws (Ex): You gain two claw attacks as a Half-Fiend, but no Bite attacks. This replaces the Bite and Claw that a standard Half-Fiend normally gets.
Last edited by JeminiZero : 01-25-2013 at 09:08 AM.
Half-Plant Association Requirements Special: You cannot have the Woodling template (Monster Manual 3 pg 198). You must be corporeal, and your type must be animal, dragon, fey, giant, humanoid, magical beast, or monstrous humanoid.
Half-Plant Association Progression (Based on Associate Level)
Plant Fortification (Ex): As you become more Plant-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.
Plant Fire Vulnerability (Ex): As you unlock the powers of your plant ancestry, you also become more vulnerable to their weaknesses. You take the indicated percentage of extra damage from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Half-Plant 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-Plant Physical Magic: Requirements: Trissociate Half-Plant 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-Plant Association. This does not affect the Spell Like Abilities gained from other sources. Special: You may buy this feat with Focus Features.
Plant Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: sleep, paralysis, poisons, polymorph, stunning and mind affecting effects. At later levels, you gain immunity to these various effects, as noted in the table above.
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-Plant 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-Plant Association.
Half-Plant Skill Bonus (Ex): You begin to physically resemble a plant to such an extent that you gain a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.
Automatic Mastery Talents Recover Spell Like Ability (Half-Plant): 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 Association Half-Undead Association Progression (Based on Associate Level)
Level
Undead Fortification
Undead Damage Reduction
Undead Fast Healing (Max HP)
Special
Starter
-
-
-
Undead Bonus to Saves
1
10%
1/Silver and Magic
1 (20%)
Immunity to non-lethal damage, Slam Attack, Darkvision 60 ft
2
10%
1/Silver and Magic
1 (20%)
3
20%
2/Silver and Magic
1 (40%)
Ability Damage Immunity 1, Immunity to Sleep Effects
4
20%
2/Silver and Magic
1 (40%)
5
30%
3/Silver and Magic
1 (60%)
Ability Damage Immunity 2, Immunity to Poison
6
30%
3/Silver and Magic
1 (60%)
7
40%
4/Silver and Magic
1 (80%)
Ability Damage Immunity 3, Immunity to Disease
8
40%
4/Silver and Magic
1 (80%)
9
50%
5/Silver and Magic
1 (100%)
Ability Drain Immunity 1, Immunity to Fatigue and Exhaustion
10
50%
5/Silver and Magic
1 (100%)
11
60%
6/Silver and Magic
2 (100%)
Ability Drain Immunity 2, Immunity to Energy Drain
12
60%
6/Silver and Magic
2 (100%)
13
70%
7/Silver and Magic
4 (100%)
Ability Drain Immunity 3, Immunity to Paralysis
14
70%
7/Silver and Magic
4 (100%)
15
80%
8/Silver and Magic
6 (100%)
Ability Drain Immunity 4, Immunity to Death from Massive Damage
16
80%
8/Silver and Magic
6 (100%)
17
90%
9/Silver and Magic
8 (100%)
Ability Drain Immunity 5, Immunity to Stunning
18
90%
9/Silver and Magic
8 (100%)
19
100%
10/Silver and Magic
10 (100%)
Ability Drain Immunity 6, Immunity to Death Effects, Timeless Body
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.
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. 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.
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, energy drain, stunning, death from massive damage and death effects. At later levels, you gain immunity to these various effects.
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
Ability Damage Immunity (Ex): Select one physical ability score (Strength, Dexterity, Constitution). You gain immunity to Ability Damage to that score. Each time you gain this ability, select a different physical score.
Ability Drain Immunity (Ex): Select one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Drain to that score. Each time you gain this ability, select a different physical score.
Automatic Mastery Talents 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 10 rounds, during which it increases your Undead 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-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 Undead 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.
Adapatation:
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.
Spoiler
This is mostly based on the stack of immunities that the Pale Master and Bone Knight prestige classes get. The fast healing mechanic is a scaling version of the Half-Vampire version, designed to be virtually useless early on (without burning Mastery Points for Faster Healing), but eventually scales up at later levels.
Lycanthrope Association Lycanthrope Association Progression (Based on Associate Level)
Lycanthrope Skills: Add Survival to your Trissociate class skill list.
Selected Lycanthrope Animal: When you select the Lycanthrope Association, pick an animal. This animal must be one for which you qualify for as a Lycanthrope. E.g. the animal must be within one size category of your original form.
Lycanthrope Damage Reduction: You gain the stated damage reduction in your hybrid and animal forms.
Lycanthrope Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as 'friend', 'foe', 'flee', and 'attack'.
Curse of Lycanthropy (Su): The ability to transmit the Curse of Lycanthropy with a bite, is not explicitly included amongst the abilities above. It is this author's humble opinion that whether this ability should be included, is best adjudicated by the DM, in discussion with the player. If included as written, the Curse of Lycanthropy can be used inflict alignment changes on otherwise unwilling NPCs. If its use is limited to willing subjects, it can be used to turn the helpless human villagers, along the path of an Orcish invasion, into an army of were-bears... which is admittedly kinda funny, but may not mesh well with the intended campaign setting or direction.
Lycanthrope Lesser Alternate Form (Su): Your starter ability is the Lycanthrope Alternate Form (see below) except as noted here. You do not gain bite and claw attacks in hybrid form. You also do not gain any of the animal's natural weapons in animals form.
Lycanthrope Alternate Form (Su): You gain the shapechanger subtype. As a standard action at will, you can assume the form of your chosen animal or a hybrid shape that combines features of your normal and animal forms. This Alternate Form differs from that gained by normal Lycanthropes in many ways as noted below.
Both Animal and Hybrid Form:
*You use your own normal ability scores (unless augmented with the Physical Boost Lycanthrope Ability described below).
*You do not gain the animal's natural armor (unless augmented with the Physical Boost Lycanthrope Ability described below).
*You retain any Special Qualities of your original form. Additionally, unlike normal lycanthropes, you do not gain any of the animal's Special Qualities in any form, unless it is selected as a Lycanthrope Ability (See below).
*You do not gain any of the animal's special attacks or special qualities.
Specific to Animal Form:
*If the animal is the same size as you, or larger, your size remains the same (unless augmented with the Size Increase Lycanthrope Ability described below). If the animal is smaller, you shrink down to the animal's normal size. You gain a +2 size bonus to Dexterity, +1 to AC and Attack Rolls due to reduced size, but take a -2 size penalty on Strength.
*You lose any special attacks that are from the race and templates of your original form. You retain any special attacks that are from class levels, provided you retain the body parts required to make those special attacks.
*You lose your original movement modes, and gain the movement modes of the animal.
*If the animal has the aquatic subtype, then you gain that subtype while you are in animal form.
*You lose the ability to cast spells with verbal, somatic or material components.
*You gain the animal's natural weapons (but not special attacks that emulate natural weapons, such as rake).
Specific to Hybrid Form:
*You retain your original size regardless of the animal's size (unless augmented with the Size Increase Lycanthrope Ability described below).
*You retain all special attacks of your original form.
*You retain your original forms movement modes and speed, and do not gain any of the animals movement modes or speed.
*Unlike a normal Lycanthrope hybrid, you retain the ability to speak clearly, and to cast spells with verbal components (in addition to those with somatic and material components).
*You gain the bite or claw attacks that a Lycanthrope hybrid normally has.
Lycanthrope Ability: Whenever you gain this ability, select one ability from the menu below.
Size Increase (Su): You can only select this ability, if your chosen animal is larger than your original form, and it can only be selected once. Your hybrid and animal forms increase by 1 size category. You gain a +2 size bonus to strength, and a -2 size penalty to dexterity, and a -1 penalty on attack rolls and AC.
Physical Boost (Su): Select any two of the following: Strength, Dexterity, Constitution or Natural Armor. You gain a +1 bonus to each, while in animal or hybrid form. This ability can be selected multiple times and its effect stack.
E.g. Lets say we have a Lycanthrope associate who has selected the Eagle as his animal. At level 20, he would have gained a total of 10 Lycanthrope Abilities. Lets say he has used all of them to select Physical Boost, picking Strength and Constitution each time. Hence at level 20, he will gain a +10 bonus to Strength, and +10 bonus to Constitution when he shifts into hybrid or animal form.
Note: Normal Lycanthropes do not gain bonus hit points, from the Constitution score increase they get, as a result of shifting into animal or hybrid form. This is because any Hit Points from high Constitution in these forms, is already added to their animal hit dice and is therefore accounted for in their original forms.
Similiarly, for a Lycanthrope associate, any Constitution score boost in hybrid or animal form, also adds hit points to their original form. E.g. Lets say a Lycanthrope associate has 14 Constitution in his original form. He selects Physical Boost for Constitution twice. Hence, his Constitution in hybrid and animal forms is 16. When calculating his bonus hit points, we use the Constitution score of his hybrid and animal forms, instead of his base form. Hence he gains +3 bonus hit points per hit dice.
Wisdom Boost (Ex): You gain a +2 increment to Wisdom, as if gained through level advancement. This ability can only be selected once.
Special Quality (Ex): Select one special quality of the chosen animal. You gain that special quality in your original, animal and hybrid forms. This ability can be taken multiple times, selecting a different special quality each time.
Special Attack (Su): Select one special attack of the chosen animal. You gain that special attack in animal form, but not in original or hybrid form. This ability can be taken multiple times, selecting a different special attack each time.
Adaptation
This association can also be used to generally represent a shape-changing warrior. In such cases, your DM may choose to relax the normal requirements for both entry into the association, and animal selection. For example, he may allow a Warforged (living construct) to take this association, and let him transform into a Tyrannosaurus Rex (which is a huge animal, and normally would not be given to a medium Lycanthrope).
Magic Blooded Association Magic Blooded Association Progression (Based on Associate Level)
Level
Magic Blooded Spell Resistance
Magic Blooded Spell Like Abilities Gained
Special
Starter
Level + 0
1
Level + 1
0th Level SLA 2/day
2
Level + 2
0th Level SLA 2/day
3
Level + 3
1st Level SLA 1/day
4
Level + 4
5
Level + 5
2nd Level SLA 1/day
6
Level + 6
7
Level + 7
3rd Level SLA 1/day
8
Level + 8
9
Level + 9
4th Level SLA 1/day
10
Level + 10
11
Level + 11
5th Level SLA 1/day
12
Level + 11
13
Level + 12
6th Level SLA 1/day
14
Level + 12
15
Level + 13
7th Level SLA 1/day
16
Level + 13
17
Level + 14
8th Level SLA 1/day
18
Level + 14
19
Level + 15
9th Level SLA 1/day
Magic Blooded Spell Resistance: You gain Spell Resistance according to the table above. Note that the 'Level' in the column refers to your Trissociate Level.
Magic Blooded Spell Like Abilities Gained (Sp): When you gain this association, select a spellcasting class that provides 0th-9th levels spells. (E.g. within Core, there is Wizard/Sorcerer, Cleric and Druid. Outside of Core, there are other classes such as Wu Jen, Shugenja etc). If your selected class has a spell list that is customizable (e.g. Clerics can select domains which adds spells), then you may also customize your selected class spell list, and it cannot be changed thereafter (e.g. if you select Cleric, you may also pick 2 domains, and this choice is permanent once made.)
You may acquire spells from your selected class spell list, as spell-like abilities (SLAs) following the table above. At the indicated levels, you may select a particular spell of the appropriate level, and gain it as a SLA. Additionally, whenever you gain another level in Trissociate, you may swap out one of your existing SLAs, for another of the same level, from your selected class spell list.
Your SLAs functions in all ways like a normal SLA (e.g. same casting time as the original spell, no somatic of verbal components) except as noted here: If the original spell has any costly material component, XP cost, sacrifice or corruption cost for your selected spellcasting class, you must pay the same cost when casting your SLA. Non-costly material components are not required. A costly focus which is not expended by the original spell when it is cast, is also not required for your SLA. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier).
Automatic Mastery Talents Recover Spell Like Ability (Magic Blooded): You may recover an expended spell like ability as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending mastery points equal to the level of the spell, which the spell like ability duplicates, you may recover 1 use of that spell like ability. Level 0 spells cost no mastery points to restore in this manner.
You can only use this to recover spell like abilities gained from the specified Trissociate Association. It cannot be applied to spell like abilities gained from other classes or Associations (although they may have their own equivalent of this talent). You may accelerate the conversion process by spending more mastery points. By spending mastery points equal to double the level of the spell, which the spell like ability duplicates, you may recover that spell like ability as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 mastery point to restore in this manner.
Design Notes:
Spoiler
Magic Blooded provides a customizable list of SLAs which can be used to represent any magical ancestry. You could use it on its own. But it is also designed so that you can combine it with any other Half-Blood association, as there is minimal class feature overlap. (E.g. you could combine it with Half-Celestial, as Half-Celestial does not provide spell resistance. You could also pick Magic Blooded SLAs which do not duplicate the SLAs that you may get from the Half-Celestial association.)
Last edited by JeminiZero : 02-20-2013 at 05:46 AM.
Animal Companion Association Animal Companion Association Progression (Based on Associate Level)
Level
Animal Companion Bonus HD / Alternate Animal Companions (as Druid)
Special
Starter
-
Wild Empathy OR Magical Companion
1
+0
Animal Companion
2
+1
3
+2
4
+2 / 4th Level or Higher (Level –3)
5
+3
6
+4
7
+4 / 7th Level or Higher (Level –6)
8
+5
9
+6
10
+6 / 10th Level or Higher (Level –9)
11
+7
12
+8
13
+8 / 13th Level or Higher (Level –12)
14
+9
15
+10
16
+10 / 16th Level or Higher (Level –15)
17
+11
18
+12
19
+12
Animal Companion Skills: Add Handle Animal to your Trissociate class skill list.
Wild Empathy OR Magical Companion: When you select the Animal Companion association, pick either the Wild Empathy or the Magical Companion class feature.
Wild Empathy (Ex): You gain Wild Empathy as a Druid equal to your Trissociate level. This option is more suited for nature-themed characters.
Magical Companion (Ex): Your Animal Companion has its type changed to Magical Beast. If its intelligence score was lower than 3, it is increased to 3. Instead of bonus tricks, it gains a similiar bonus to intelligence score (e.g. bonus tricks +1, means that it gains an intelligence bonus of +1, for a total intelligence score of 4). It learns to speak a language of your choice. The choice of which language it knows is made when you first gain this feat and cannot be changed there after. It retains these benefits as long as it remains your Animal Companion, and loses them the moment it leaves your service (whether by death or release).
With DM permission, you may alter the appearance of your companion in some minor way with no mechanical benefit. This alteration is selected when you first gain a particular Animal Companion, and cannot be changed thereafter (but it still disappears when a particular animal leaves your service). Paladin Associates commonly take this option to create a powerful and intelligent mount, in place of the Special Mount that their compatriots normally get. Hence they make their Magical Companion look like either Celestial (for good Paladins) or Fiendish (for evil Paladins) creatures. Mage-type Trissociates may also use this as a substitute familiar.
Animal Companion (Ex): You gain an animal companion similiar to a Druid, except as noted here. You may only have 1 companion at a time. As with a Druid, you can release your Animal Companion. When you do not have a companion (whether it was released or killed) you may gain a new one by meditating for 24 uninterrupted hours (not prayer, as your Animal Companion is not a Divine gift, but follows you based on some undefined inner quality). However, the advancement of your Animal Companion does not follow the standard progression for Druids. Instead, it gains bonus HD, following the table above.
Your companion has bonus natural armor equal to its bonus HD (NOT total HD). Your companion also has a bonus to Strength, Dexterity and Constitution, and knows bonus tricks (or has an equivalent bonus to Intelligence if it is a magical companion), equal to half its bonus HD rounded down. E.g. So +0 at bonus HD +1, +1 at bonus HD +2/+3, etc. Unlike a Druid, your companion gains a bonus to Constitution as well as Strength and Dexterity. Your companion also receives additional abilities based on its bonus HD, as indicated below:
Animal Companion Bonus HD
Special Abilities
+0
Share Spells, Link
+1
Evasion
+3
Devotion
+5
Multiattack
+7
Improved Evasion
+9
Improved Multiattack
Like a Druid, an Animal Companion Associate of sufficiently high level, can choose more powerful animals. These alternative Animal Companions work similiarly to those available to a druid, but they only become available at the levels indicated in the table above. Apply the indicated adjustment to your Associate level (in parentheses) for purposes of determining the companion's bonus HD (and associated natural armor, Strength, Dexterity and Constitution adjustment, bonus tricks, and Special Abilities). However, your Animal Companion total HD has a maximum limit equal to your Trissociate level + Trissociate bonus.
Example 1: Lets say we have a Trissociate with Animal Companion as his primary association. He reaches level 4, and decides to change his Animal Companion to a black bear (a 3 HD animal). Following the table above, he takes a -3 adjustment to Associate level, for the purposes of calculating bonus HD. Hence he is treated as a 1st level Associate, and his black bear has a bonus HD of +0 from Trissociate levels.
You do not qualify for the Natural Bond feat. Instead, should you wish to improve your animal companion, you may take the following feats:
Improved Animal Companion: Requirements: Trissociate Animal Companion Associate Benefit: Your Animal Companion gains a bonus of up to +2 HD. You may take this feat multiple times, and its effect stacks. However, your companion's total HD can never exceed your Trissociate level + Trissociate Bonus. You can purchase this feat even if your Animal Companion would not currently benefit from it, so that it may gain these benefits later on, when you gain additional Trissociate levels. This bonus HD also adds toward calculating your companion's bonus to natural armor, Strength, Dexterity, Constitution, bonus tricks (or intelligence if it is a magical companion), and additional special abilities. This feat does not actually improve your Associate level, and hence it does not qualify you for more advanced alternate list of Animal Companions. Special: You may buy this feat with Focus Features.
Example 2: Lets say we have a Trissociate with Animal Companion as his primary association. He selects a wolf as his animal companion, which starts with 2 HD. When he reaches Trissociate level 3, his wolf gains +2 HD as per the table above, bringing its total HD to 4 (the cap of Trissociate level + Trissociate bonus). However, at Trissociate level 4, his Wolf would not gain any HD. Hence, if he wants, our Trissociate can take the Improved Animal Companion feat on level 3, even though his wolf is already at the HD cap. The wolf would gain no benefit now, but when this Trissociate gains another level, his wolf would gain a total of +3 bonus HD (+2 from Trissociate levels and +1 partial benefit from this feat), bringing its total HD to 5.
Familiar Companion: Requirements: Trissociate Animal Companion Associate with Magical Companion. Benefit: Your Magical Companion gains additional abilities as if it was a familiar. Firstly, it counts as a familiar for spells and items that specifically target familiars. Hence you could cast Enhance Familiar (SpC 82) on your companion. However, it continues to use its own hit dice, hit points and skills ranks. If it is killed, you still do not lose XP, and can replace it as per normal. Additionally, at the Trissociate levels indicated below, it gains additional abilities as a familiar:
04. Empathic Link
07. Deliver Touch Spells
10. Speak with Animals of its kind
13. Scry on Familiar Special: You may buy this feat with Focus Features.
Summary for building an Animal Companion
1. Select an animal
2. Find the Associate level penalty for this animal
3. Find the bonus HD for this animal, based on Associate level (adjusted by the penalty)
4. Add the bonus HD from Improved Animal Companion feat
5. However, the animal's total HD cannot exceed your Trissociate level + Trissociate Bonus
6. Add bonus natural armor (which is equal to bonus HD)
7. Add bonus to Strength, Dexterity, Constitution, and tricks known (which is equal to bonus HD/2 round down).
8. Add Special Abilities (based on bonus HD)
Adaptation: One of the core premises of the Trissociate, is to allow the creation of character concepts not normally supported by the rules. Hence, with DM permission, you may also use other animals as your companion (or even more esoteric creatures such as magical beasts and vermin) besides those listed above. In essence, you could add other creatures to the list of selectable companions, even if they are not animals. You can approximate which levels they should be available at, by comparing their CR with other animals available at each given level. If you are using the Wild Empathy Option, then your chosen companion should be non-sentient (intelligence of 2 or lower). Otherwise, if you are using the Magical Companion option, your chosen companion can either be sentient (intelligence of 3 or higher) or non-sentient (Magical Companion will grant it sentience regardless).
Example 1: Lets say we have a Character who wants to ride around on a Monstrous Scorpion. Assuming that the Character is medium sized, we need a Monstrous Scorpion of at least Large size or greater in order for it to be rideable. A Large Monstrous Scorpion has 5 HD, Improved Grab and a CR of 3. Comparing it with other creatures on the list, we find that it is most similiar to the Lion, which is on the list at 7th level or higher (level -6). Hence, with DM permission, we could add Large Monstrous Scorpion to the 7th level or higher (level -6) list, for this character to pick. Since the Scorpion is non-sentient, we could use the Scorpion with both the Wild Empathy or Magical Companion options.
Example 2: Lets say that we have a Character based off the Dragon Knight concept. Now having a full blown Dragon as a Companion is probably too powerful. But we could use a Dragon-like creature such as a CR 7 Dragonne instead. Comparing it with other creatures on the list, we find that a Dragonne's CR is most similiar to the Dire Bear, which is on the list at 13th level or higher (level -12). Hence, with DM permission, we could add Dragonne to the 13th level or higher (level -12) list, for this character to pick. Since the Dragonne is sentient, we should only its use with the Magical Companion option.
Automatic Mastery Talents Animal Fast Healing: An Animal Companion Associate may spend 1 Mastery Point to grant his Animal Companion fast healing equal to his Trissociate Bonus, for 10 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). If he activates this talent while his Animal Companion is dying, the Companion is automatically stabilized.
Spoiler
This pretty much follows the Druid progression except as follows:
*There is also the Magical Companion option for Paladins and Mage-types.
*HD advancement has been smoothed out a little to remove dead levels. Instead of 2 HD every 3 levels, the Animal Companion gains 1/1/0 over the course of 3 levels. And on levels where HD does not advance, he gains access to alternate companion list.
*While basic progression follows the Druid, there is also the option of beefing up the companion through feats, subject to the HD cap of Trissociate level + Trissociate bonus. Hence with sufficient feat investment, it is possible to get a fairly strong at later levels.
Bard Association Bard Association Progression (Based on Associate Level)
Level
Special
Starter
1
Bardic Music, Inspire Courage +1
2
3
Bard Music Ability 1
4
5
Inspire Courage +2
6
7
Bard Music Ability 2
8
9
Inspire Courage +3
10
11
Bard Music Ability 3
12
13
Inspire Courage +4
14
15
Bard Music Ability 4
16
17
Inspire Courage +5
18
19
Bard Music Ability 5
Bard Skills: Add Perform to your Trissociate class skill list.
Bardic Music: You gain Bard Music class features as detailed in the table above. You have a number of songs per day equal to your Trissociate level. You gain Inspire Courage which improves at the levels indicated above. However, you do not naturally gain most normal Bard Songs. See Bard Music Ability below.
Bard Music Ability: A Bard Associate automatically learns Inspire Courage at Associate level 1. However, he does not naturally gain many of the Bard's other songs. Instead, he may choose to learn these other songs as additional Bard Music Abilities, at the levels specified in the table above. Each Bard Song has a minimum Bard Associate level requirement, and may also require previous knowledge of other songs. These requirements are indicated in the table below.
Bard Song
Requires Song
Minimum Trissociate Level
Countersong
-
1
Fascinate
-
1
Suggestion
Fascinate
7
Mass Suggestion
Suggestion
19
Inspire Competence
-
3
Inspire Greatness
-
11
Song of Freedom
-
15
Inspire Heroics
-
19
Dragon Shaman Association Dragon Shaman Association Progression (Based on Associate Level)
Level
Draconic Auras Prepared (Strength)
Special
Starter
-
Touch of Vitality (Heal Wounds)
1
3 (+1)
2
3 (+1)
3
3 (+1)
Touch of Vitality (Remove Minor Conditions)
4
3 (+1)
5
4 (+2)
6
4 (+2)
7
4 (+2)
Touch of Vitality (Remove Light Conditions)
8
4 (+2)
9
5 (+3)
10
5 (+3)
11
5 (+3)
Touch of Vitality (Remove Moderate Conditions)
12
5 (+3)
13
6 (+4)
14
6 (+4)
15
6 (+4)
Touch of Vitality (Remove Serious Conditions)
16
6 (+4)
17
7 (+5)
18
7 (+5)
19
7 (+5)
Commune with Dragon Spirit
Others: When you select the Dragon Shaman association, choose a Dragon type. If you have any other Dragon based associations that require you to select a Dragon type, you must pick the same Dragon type as those associations. Your Draconic Aura energy type follows the class features of a Dragon Shaman for the appropriate Dragon.
Because the Dragon Shaman association does not provide skills or Draconic Adaptations, you can even choose Dragon types not available to normal Dragon Shamans, provided these Dragon Types are somehow associated with one of the 5 classic energy types (acid, cold, electricity, fire and sonic). For a list of available Dragons, and their associated energy types refer to any of the following sources: Draconomicon pg 166, Races of Dragon pg 103.
Draconic Auras Prepared: Unlike a normal Dragon Shaman, you do not select new auras as you progress. Instead, you prepare your auras. By resting for 8 hours, and then meditating for 1 hour, you can prepare a number of draconic auras as indicated by the number in the column. These auras remain prepared until you choose to prepare a different set in their place, through the process described above.
Touch of Vitality (Su): Your starter ability is the Touch of Vitality as a Dragon Shaman, except as noted here: Your Vitality pool is equal to 2x your Charisma Bonus (minimum 1) multiplied by your Trissociate level. Additionally, you qualify for the following feat:
Insightful Vitality: Requirements: Trissociate Dragon Shaman Associate Benefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to decide the size of your Touch of Vitality pool, and the number of points recovered using the Recover Vitality Mastery talent. Special: You may buy this feat with Focus Features.
Remove Minor Conditions (Su): You can choose to spend 5 Vitality points, to remove one of the following conditions: dazed, fatigued or sickened. You can also cure each point of ability damage, for 5 Vitality points (so 5 Vitality points for 1 ability damage, 10 points for 2 ability damage, and so on).
Remove Light Conditions (Su): You can choose to spend 10 Vitality points to remove one of the following conditions: exhausted, nauseated, poisoned, or stunned.
Remove Moderate Conditions (Su): You can choose to spend 20 Vitality points to remove one of the following conditions: blinded, deafened, diseased. You can also remove negative levels, at the cost of 20 Vitality points for each negative level.
Remove Major Conditions (Su): You can choose to spend 40 Vitality points to remove one of the following conditions: Feeblemind, Insanity, Confusion, and similar mental effects. You can also cure each point of ability drain, for 40 Vitality points (so 40 Vitality points for 1 ability drain, 80 points for 2 ability drain, and so on). You can also remove unwanted polymorph effects (such as flesh to stone and baleful polymorph) but not voluntary polymorph effects (such as wildshape).
Automatic Mastery Talents Boost Draconic Aura: As a free action, by spending mastery points, you may increase the power of your Draconic Auras. By spending 1 Mastery Point, you can add your Trissociate bonus to your Aura's numerical bonus. The effect lasts for 1 round, until the start of your next turn. If you can project more than one Aura at once (e.g. Double Draconic Aura), then you must spend 1 Mastery point to boost each Aura seperately. This is a supernatural ability.
Widen Draconic Aura: As a free action, by spending mastery points, you may increase the range of your Draconic Auras. For each mastery point you spend, the aura area widens by another 30 ft (2 points for a extra 60 ft and so on). The effect lasts for 10 rounds, and persists even if you switch auras during this period. There is no limit to how far you can widen your Draconic Aura, although you need the mastery points to support it. This is a supernatural ability.
Recover Vitality: As a free action, you can add points to your Touch of Vitality pool, although you may not exceed your maximum Vitality pool size. While in Mastery Meditation, you can spend 1 Mastery Point to recover a number of Vitality points equal to 2x the sum of your Charisma bonus (minimum 0) plus your Trissociate bonus <2*(Cha Bonus + Trissociate bonus)]. You may accelerate the conversion process by spending more mastery points. As a free action, by spending 1 point, you can recover a number of vitality points equal to your Charisma bonus (minimum 0) plus your Trissociate bonus, even when you are not in Mastery Meditation. This is a supernatural ability.
Adaptation
The Draconic Auras are strongly linked to a particular energy type (acid, cold, electricity, fire). This Association might hence be adapted to fit an "Elemental Shaman" concept, possibly taken in conjunction with the Elemental Savant association.
Marshal Aura Association Marshal Aura Association Progression (Based on Associate Level)
Level
Marshal Minor Auras Prepared
Marshal Major Auras Prepared (strength)
Special
Starter
1
-
Limited Marshal Aura
1
2
-
2
2
-
3
2
1 (+1)
4
2
1 (+1)
5
3
1 (+1)
6
3
1 (+1)
7
3
2 (+2)
8
3
2 (+2)
9
4
2 (+2)
10
4
2 (+2)
11
4
3 (+3)
12
4
3 (+3)
13
5
3 (+3)
14
5
3 (+3)
15
5
4 (+4)
16
5
4 (+4)
17
6
4 (+4)
18
6
4 (+4)
19
6
5 (+5)
Marshal Aura Skills: Add Handle Animal and Perform to your Trissociate class skill list.
Others: You gain class features as a Marshal, following the progression in the table above, except as noted here.
Marshal Minor Auras Prepared: Unlike a normal Marshal, you do not select new auras as you progress. Instead, you prepare your auras. By resting for 8 hours, and then meditating for 1 hour, you can prepare a number of Marshal minor auras as indicated by the number in the column. These auras remain prepared until you choose to prepare a different set in their place, through the process described above. Additionally, you qualify for the following feat:
Insightful Marshal: Requirements: Trissociate Marshal Associate Benefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to decide the bonus granted by your Marshal association Minor Aura. Special: You may buy this feat with Focus Features.
Marshal Major Auras Prepared: This functions as 'Minor Auras Prepared', except that you can prepare a number of major auras, equal to the number indicated in the column. When you meditate to prepare your minor auras, you can prepare your major auras at the same time.
Limited Aura: Your starter ability is a single minor aura. When you select Marshal as your secondary association, select any one minor aura. You can project this aura only, and cannot prepare another in its place (see 'Minor Auras Prepared' above). Additionally, the bonus which this aura may provide is capped at a maximum of +1. when you attain Associate level 1, these restrictions are removed. If Marshal is your primary association, these restrictions never comes into play.
Automatic Mastery Talents Boost Marshal Aura: As a free action, by spending mastery points, you may increase the power of your Major Aura (but not your Minor Aura). By spending 1 Mastery Point, you can add your Trissociate bonus to your Major Aura's numerical bonus. The effect lasts for 1 round, until the start of your next turn. If you can somehow project more than one Major Aura at once, then you must spend 1 Mastery point to boost each Aura seperately. This is a supernatural ability.
Widen Marshal Aura: As a free action, by spending mastery points, you may increase the range of your Major and/or Minor Auras. For each mastery point you spend, the aura area widens by another 60 ft (2 points for a extra 120 ft and so on). You must spend points to widen each aura seperately. The effect lasts for 10 rounds, and persists even if you switch auras during this period. There is no limit to how far you can widen your Major and Minor Aura, although you need the mastery points to support it. This is a supernatural ability.
Last edited by JeminiZero : 01-25-2013 at 09:09 AM.
Putting it All Together: Sample Trissociates
In many ways, a Trissociate is a multiclass build in a single base class. And like any multiclass character, it needs to have a coherent character at its heart, to work properly. Below are various sample characters which have been built as Trissociates. We put together their selected focus, primary and seconday Associations into one table, so that you can see how these characters would progress as they advance.
Ninja Wizard
Spoiler
Think of this as an improved Spellthief base class, minus the ability to steal spells, but with ACTUAL arcane magic of his own. As mentioned above, the aim is to make this a decent tier 3. Hence, if you compare this against a default Rogue-Mage-PrC build (1 Rogue / 4 Wizard / 10 Unseen Seer), this is significantly weaker due to the lack of spellcasting depth.
Sample Backstory
Spoiler
History: Even in periods of relative peace, a Kingdom would always have enemies. So the kingdom needed an army. With, like... Ninjas... and... um... Wizards! NINJA WIZARDS! With that thought in mind, General Stan the semi-sane forcibly conscripted a large number of apprentice wizards from the local academy into the army, and sent them for Ninja training.
Stan told the Ninja instructors to show absolutely no mercy: these mewling apprentices would either become elite Ninja Wizards within a 3 month crash course or die trying. The master Ninjas took his instructions quite literally: by the end of the first week, one third of the pioneer batch was dead. Some were killed by exhaustion, but most ran afoul of the perimeter traps while trying to flee. By the 3rd month, there was but one surviving apprentice, and HE managed to escape, leaving the pioneer batch with zero success.
But the story does not end there. The one thing Stan the semi-sane had not considered, was that apprentices were not the usual powerless peasants he routinely abused. The expensive Wizard Academy fees meant that most were in fact children of nobles and wealthy merchants. And when they failed to hear from their children after a couple of months, questions were asked which could not be hushed up as normal.
Stan however managed cover up his role in the matter, and made a hapless Lieutenant the fall guy in his place. And when the Lieutenant was executed for gross negligence, it looked like the entire affair had been buried... Well, almost. There was still the sole surviving apprentice, but he had dissappeared after his escape, and nobody had seen him since. Besides, how much damage could one very angry man do?
Hit Die: D6 (Additionally Stalker focus gives +1 HP per Trissociate level)
Level
Base Attack Bonus
Reflex
Good Save
Poor Save
Mastery Points
Trissociate Bonus
1
+0
+2
+2
+0
5
1
2
+1
+3
+3
+0
6
1
3
+2
+3
+3
+1
7
1
4
+3
+4
+4
+1
8
1
5
+3
+4
+4
+1
9
2
6
+4
+5
+5
+2
11
2
7
+5
+5
+5
+2
13
2
8
+6/+1
+6
+6
+2
15
2
9
+6/+1
+6
+6
+3
17
3
10
+7/+2
+7
+7
+3
20
3
11
+8/+3
+7
+7
+3
23
3
12
+9/+4
+8
+8
+4
26
3
13
+9/+4
+8
+8
+4
29
4
14
+10/+5
+9
+9
+4
33
4
15
+11/+6/+1
+9
+9
+5
37
4
16
+12/+7/+2
+10
+10
+5
41
4
17
+12/+7/+2
+10
+10
+5
45
5
18
+13/+8/+3
+11
+11
+6
50
5
19
+14/+9/+4
+11
+11
+6
55
5
20
+15/+10/+5
+12
+12
+6
60
5
Class Skills (6 + Int modifier per level): With Skill Category focus, all skills are class skills.
Weapon and Armor Proficiency: A Stalker 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 Features Notes
Spoiler
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.
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). You gain bonus spell slots based on your Intelligence score.
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.
Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation feat of your choice, which you qualify for.
Perfect Saves: A Trissociate normally has 2 good saves and 1 weak save. However, when he chooses the Martial Artist Association, all 3 of his saves gain Good progression.
Ki Pool (Su): A Martial Sage associate gains a Ki pool equal to his Trissociate level plus his Wisdom bonus (if any). As long as he has at least 1 point in his pool, he gains an untyped +2 bonus to will saving throws. He gains his Ki Pool (and bonus to will saves) as a starter ability, even though he does not yet have any abilities to spend Ki on. He may recover all his Ki points simply by resting for 8 hours. He may use this Ki Pool to perform a variety of tricks as listed below. Unless otherwise stated, each use of his Ki Pool is a supernatural ability that requires a free action and consumes 1 Ki point. Its effects last until the start of his next turn.
Ki Dodge (Su): Starting at Associate level 1, by spending Ki to focus his mind, a Martial Sage Associate finds he has a chance to dodge even the most accurate strikes. He effectively gains concealment (25% miss chance) against attacks. As he advances, a Martial Sage Associate finds he is able to dodge better than before. As he levels, his Ki Dodge miss chance improves as shown in the table above. It caps on Associate level 19, at 70% miss chance.
Because this ability relies on the Sages speed and reaction, rather than any visual distortion effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore visual concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it.
Although the effect of Ki Dodge is different and seperate from normal (visual) concealment, it does not stack with normal concealment. If a Martial Sage Associate has both Ki Dodge and normal concealment, then only the highest miss chance applies. Finally, you also qualify for the following feat:
Archaic Sage: Requirements: Trissociate Martial Sage Associate Benefits: You may use your Intelligence bonus, or your Charisma bonus instead of your Wisdom bonus (whichever of the 3 is highest), to calculate your Wisdom to AC bonus, and the size of your Ki Pool Special: You may buy this feat with Focus Features.
Others: You gain class features as per the Rogue according to the table above. Special: You can trade your Trap Sense, to gain the Penetrating Strike ACF (Dungeonscape).
Others: Your Rogue associate starter ability is a single point of sneak attack damage.
Wisdom to AC (Ex): You gain the ability to add your Wisdom bonus (if any) as an untyped bonus to AC. This bonus to AC apply even against touch attacks or when the Trissociate is flat-footed. He loses this bonus when he is immobilized or helpless, he carries a shield, or when he carries a medium or heavy load. This bonus to AC does not stack with that gained from the Monk, Ninja or Swordsage classes.
You may choose to have this AC bonus apply either only when you are unarmored, or when you are wearing light or no armor. If you choose for this AC to apply only when you are unarmored, you gain the Unarmored Speed Bonus and Additional Unarmored AC bonus as shown in the table above. These bonuses are untyped and stack with all other bonuses. If instead you choose this Wisdom AC bonus to apply even when you are in light armor, you do not gain either the Speed Bonus nor the Additional AC bonus.
Martial Sage Ability (Ex/Su): At the Associate levels indicated in the table above, a Martial Sage Associate can gain a special ability of his choice from among the following options, provided he meets the requirements.
Shadow Sight (Ex)
You gain Low-Light vision and Darkvision 60 ft. If you already have Darkvision, its range improves by 60 ft.
Ki Parachute (Su)
You can spend one Ki point as a free action to slow your fall, as if under the effect of Feather Fall. This effect lasts for 1 round per Trissociate level, or until you land, whichever occurs first. Additionally, you can share this effect with your allies, but only if you touch them. And they benefit from the effect only as long as you maintain physical contact.
Lesser Senses (Ex)
You gain Blindsense 60 ft. If you already have Blindsense, its range improves by 60 ft.
Improved Senses (Su) (Requires: Martial Sage Associate Level 5, Lesser Senses)
You can see Invisible and Ethereal as the See Invisibility spell.
Greater Senses (Ex) (Requires: Martial Sage Associate Level 9, Improved Senses)
You gain Blindsight 60 ft. If you already have Blindsight, its range improves by 60 ft.
Perfect Senses (Su) (Requires: Martial Sage Associate Level 13, Greater Senses)
You can spend one Ki point as a free action, to gain a True Seeing effect, that lasts for until the start of your next turn.
Ki Lesser Ghost Jump (Su)
You can spend one Ki point as a standard action, to teleport a distance equal to (5*Trissociate Level) ft. This functions as Dimension Door, except as noted here. You must have line of sight and line of effect to your destination. You can bring along objects as long as their weight doesn't exceed your maximum load, but you may not bring along other creatures. You can continue to take actions after arriving at your destination, provided you have actions remaining.
Ki Improved Ghost Jump (Su) (Requires: Martial Sage Associate Level 9, Ki Lesser Ghost Jump)
This functions as Ki Lesser Ghost Jump except as noted here. You can teleport as a move action instead of a standard action.
Ki Greater Ghost Jump (Su) (Requires: Martial Sage Associate Level 17, Ki Improved Ghost Jump)
This functions as Ki Lesser Ghost Jump except as noted here. You can teleport as a swift action instead of a standard action.
Ki Lesser Ghost Phase (Su)
You can spend one Ki point as a free action, to grant all your weapons and armor the Ghost Touch property, until the start of your next round. This lets you strike incorporeal creatures without suffering the normal miss chance.
Ki Improved Ghost Phase (Su): (Requires: Martial Sage Associate Level 13, Ki Lesser Ghost Phase)
By spending 1 Ki point as a free action, a Martial Sage can now turn Incorporeal. If he continuously reactivates this ability at the start of each turn, he is treated as being Incorporeal non-stop. E.g. if he starts his next turn in solid matter, but he reactivates this ability at the start of that turn, he is treated as never having materialized this turn, and is hence not shunted to the nearest open space.
Ki Greater Ghost Phase (Su): (Requires: Martial Sage Associate Level 17, Ki Improved Ghost Phase)
This works as Ki Improved Ghost Phase, except as noted here. A Martial Sage can now turn Ethereal. Refer to here for some of the differences between Incorporeal and Ethereal.
Evasion (Ex) (Requires: Martial Sage Associate Level 3)
You gain Evasion as a Rogue.
Improved Evasion (Ex) (Requires: Martial Sage Associate Level 11, Evasion)
You gain Improved Evasion as a Rogue.
Ki Lesser Ghost Fade (Su) (Requires: Martial Sage Associate Level 3)
You can spend 1 Ki point as a swift action, to gain an invisibility effect (as the spell), until the start of his next round. The effect ends if you attack any creature.
Ki Improved Ghost Fade (Su) (Requires: Martial Sage Associate Level 7, Ki Lesser Ghost Fade)
You can spend 1 Ki point as a swift action, to gain a greater invisibility effect (as the spell), until the start of his next round. You can attack creatures and still remain invisible.
Ki Greater Ghost Fade (Su) (Requires: Martial Sage Associate Level 11, Ki Improved Ghost Fade)
You can now activate your Improved Invisiblity as a free action, instead of a swift action. The effect still lasts until the start of your next turn.
Disease Immunity (Ex): (Requires: Martial Sage Associate Level 5)
You gain immunity to all diseases.
Poison Immunity (Ex): (Requires: Martial Sage Associate Level 5)
You gain immunity to all poisons.
Timeless Body (Ex): (Requires: Disease Immunity and Poison Immunity. It is permissible if these immunities come from other Associations. They need not necessarily be bought as Sage Abilities. But they must be from Associations and not race, templates, or other classes.)
You gain Timeless Body as a Monk.
Lesser Diamond Soul (Ex) (Requires: Martial Sage Associate Level 5)
You gain Spell Resistance equal to your Trissociate level + 3. Unlike normal Spell Resistance, you may lower it to receive beneficial spells as a free action. You may similiarly raise your lowered Spell Resistance again as a free action. You may choose to lower and raise your Spell Resistance, even if it is not your turn. This allows you to benefit from helpful spells with minimal consequences.
Improved Diamond Soul (Ex) (Requires: Martial Sage Associate Level 9, Lesser Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 7.
Greater Diamond Soul (Ex) (Requires: Martial Sage Associate Level 13, Improved Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 11.
Perfect Diamond Soul (Ex) (Requires: Martial Sage Associate Level 17, Greater Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 15.
Wizard Bonus Feat: You gain a bonus feat as per a Wizard.
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 Ki: You can add points to your Ki pool, although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery Point to gain a number of Ki Points equal to twice your Trissociate Bonus. You may accelerate the conversion process by spending more mastery points. As a free action, you can spend 1 Mastery Point to recover a number of Ki Points equal to your Trissociate Bonus, even when you are not in Mastery Meditation. This is a supernatural ability.
Boost Sneak Attack: As a free action, you may spend mastery points to increase the damage dealt by a successful Sneak Attack. You activate this ability after making a successful Sneak Attack (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery Point, and adds a number of d6 Sneak Attack dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). If you have multiple attacks (e.g. from two weapon fighting or iterative BAB), you can apply Boost Sneak Attack to each successful attack seperately.
Adaptation: Replace Rogue with Ranger, and Wizard with Druid, for a more "Wilderness" themed build.
Last edited by JeminiZero : 01-30-2013 at 08:52 AM.
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 SLAs and Cleric spells, to help produce a more well rounded Tier 3 character.
Sample Backstory
Spoiler
Nobody really knows where she comes from. I mean, sure she was from some village to the far north, and the passing traders seen her helping out there at the local Church and all. But nobody knows HOW she wound up in that village to begin with. I mean, girls like that don't just spontaneously appear in random rural communities, right?
But, eh... I'll tell you what I've heard: One story goes that she was a gift from the heavens, who descended unto the village many years ago, as an infant upon a glowing cloud. Another states that the village priestess got drunk, summoned an angel... and then she popped out 9 months later. A third theory was that she was simply found in a basket, by the doorway of the church, a nameless abandoned child like so many others, save for the wings on her back.
Ultimately though, these are all just hearsay, none of them were ever verified. And now, none of them ever will be- not since her home village was razed to ashes by orcish raiders. How she survived THAT is another mystery. She claims she actually died fighting the green-skins, but saw a vision of telling her that her job wasn't done, before waking up injured but alive, amidst the charred remains of her home...
Focus
Battle: Phalanx
Primary Association
Sublime (Suggested Disciplines: Devoted Spirit, Iron Heart)
Secondary Association
Cleric
Secondary Association
Half-Celestial
Recommended Race
If you want to emulate Change Shape that Angels normally get, then Changeling might help.
Recommended Feats
Power Attack. You may also want the Otherworldly feat to start off as an Outsider, and then retrain that once you gain Native Outsider Type.
Class Features Progression
Spoiler
If the Special column is too squished to read properly, try viewing this post in a new tab/window.
Hit Die: D6 (Additionally Phalanx focus gives +2 HP per Trissociate level)
Level
Base Attack Bonus
Fortitude
Good Save
Poor Save
Mastery Points
Trissociate Bonus
1
+1
+2
+2
+0
5
1
2
+2
+3
+3
+0
6
1
3
+3
+3
+3
+1
7
1
4
+4
+4
+4
+1
8
1
5
+5
+4
+4
+1
9
2
6
+6/+1
+5
+5
+2
11
2
7
+7/+2
+5
+5
+2
13
2
8
+8/+3
+6
+6
+2
15
2
9
+9/+4
+6
+6
+3
17
3
10
+10/+5
+7
+7
+3
20
3
11
+11/+6/+1
+7
+7
+3
23
3
12
+12/+7/+2
+8
+8
+4
26
3
13
+13/+8/+3
+8
+8
+4
29
4
14
+14/+9/+4
+9
+9
+4
33
4
15
+15/+10/+5
+9
+9
+5
37
4
16
+16/+11/+6/+1
+10
+10
+5
41
4
17
+17/+12/+7/+2
+10
+10
+5
45
5
18
+18/+13/+8/+3
+11
+11
+6
50
5
19
+19/+14/+9/+4
+11
+11
+6
55
5
20
+20/+15/+10/+5
+12
+12
+6
60
5
Class Skills (2 + Int modifier per level): Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Swim.
Sublime (Point Pool) Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.
Cleric Skills: Add Spellcraft and Heal to your Trissociate class skill list.
Weapon and Armor Proficiency: A Phalanx focus Trissociate is proficient with all simple weapons. He is also proficient with all armor (heavy, medium and light), and shields (except for Tower Shields).
Class Feature Notes
Spoiler
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.
Maneuvers: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known and stances known are detailed in the table above. You always ready all the Sublime association maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial adepts, you may not swap out your maneuvers known when you level.
Sublime Point Pool: You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Sublime association maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.
Other Notes: Because you ready all the Sublime association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Sublime association maneuvers (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from other Martial Adept Feats, such as Martial Study and Martial Stance.
Spellcasting: You gain Wisdom based prepared Divine spells as a Cleric. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Cl0-Cl9). You gain bonus spell slots based on your Wisdom score.
Spontaneous Casting: This functions the same as a normal Cleric. If you also have the Turn/Rebuke Undead Association, you must pick the ability to spontaneously cast Cure spells if you can Turn Undead, or the ability to spontaneously cast Inflict spells if you can Rebuke Undead.
Half-Celestial Spell-Like Abilities Gained (Sp): You gain spell like abilities as you advance, following the progression above. The caster level equals your Trissociate level. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier). You qualify for the following feat:
Half-Celestial Physical Magic: Requirements: Trissociate Half-Celestial Associate Benefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Celestial Association. This does not affect the Spell Like Abilities gained from other sources. Special: You may buy this feat with Focus Features.
Progressive Wings (Ex): You gain Progressive Wings, as appropriate for your ancestry, usually white bird-like feathered wings.
Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).
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.
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.
Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.
Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.
Disease Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all diseases.
Cleric Domain: Choose 1 Domain appropriate for your alignment/deity/cause. You gain that Domain's associated special ability. You do not gain extra dedicated Domain spell slots. Instead, you may also spontaneously convert prepared spells to Domain spells.
Daylight X/day (Su): You gain the ability to use a Daylight effect (as the spell) a number of times per day equal to your Trissociate level. On Associate level 9, you can use this effect at will.
Resist Poison +4 (Ex): You gain +4 Bonus to saving throws against Poison.
Celestial Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list. Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. This does not apply to Chosen Energy Resistance within the same Association, since you must select a different energy type each time. For example, if you select the same Chosen Energy Resistance for 2 different Associations, your energy resistance becomes twice your Trissociate level.
Immunity to Disease (Ex): You gain immunity to all diseases. This replaces Disease Resistance.
Half-Celestial Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Celestial Association.
Celestial Outsider Transformation (Ex): Your ascension is complete. Choose any 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.
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 (Cleric): 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 Spell Like Ability (Half-Celestial): You may recover an expended spell like ability as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending mastery points equal to the level of the spell, which the spell like ability duplicates, you may recover 1 use of that spell like ability. Level 0 spells cost no mastery points to restore in this manner.
You can only use this to recover spell like abilities gained from the specified Trissociate Association. It cannot be applied to spell like abilities gained from other classes or Associations (although they may have their own equivalent of this talent). You may accelerate the conversion process by spending more mastery points. By spending mastery points equal to double the level of the spell, which the spell like ability duplicates, you may recover that spell like ability as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 mastery point to restore in this manner.
Adaptation: You can replace some (or even all) of the components above to get various other Pseudo Savage Species progression classes. For example, replace Half-Celestial with Half-Fiend (and maybe replace Cleric with Sorcerer), and you get a pretty decent Demon/Devil type Gish. Similiarly, replace Half-Celestial with Half-Farspawn (and maybe Cleric with Psion) to get an Eldritch Abomination.
__________________ Trissociate: 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
Three Associations I think would be interesting, if they could be managed:
-Incarnum
As much as I would like to, I still dont have a firm understanding of Incarnum.
Quote:
Originally Posted by Pyromancer999
-Bloodline-Based
That is actually quite possible. Especially those bloodlines that grant SLAs based on HD, which makes it *almost* comparable to having one of the Spellcasting Associations (new SLA every odd level). I've added a Half-Fey, and will add Half-Fiend and Half-celestial later on.
Quote:
Originally Posted by Pyromancer999
-Monster-Class-Based
A bit trickier. Partly because there are waayyy more Monsters than there are half-blood templates, and it would be a nightmare to cover them all. Were you hoping for anything in particular?
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Same, i actually have a few ideas already, i want to make the ultimate Jack-of-All-Trades and i actually have three or four classes that'd work with it either by multiclassing, playing a gestalt, or playing a tristalt.
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Quotes
Spoiler
Quote:
Originally Posted by GFawkes
You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
Quote:
Originally Posted by blackwind1kaze
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:
Edit: I need you guys opinion on something: Half-Dragon. Putting it side by side with the Half-Fey and Half-Celestial and their boatload of SLAs, does it seem underpowered? Would it be better to merge the Dragon Breath with it?
__________________ Trissociate: 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
If you'd like to DM a game i'd play it. Not sure what associations yet but i'll think of something soon. I actually would love to play a gestalt with another "Jack of all trades" class
Quote:
Originally Posted by JeminiZero
Edit: I need you guys opinion on something: Half-Dragon. Putting it side by side with the Half-Fey and Half-Celestial and their boatload of SLAs, does it seem underpowered? Would it be better to merge the Dragon Breath with it?
I think you could add some SLAs based on what kind of dragon, lesser versions of the spell-like abilities the chosen dragon gets and that sort of thing. Adding the fire breath is another good option, though at a reduced rate so that the other stuff doesn't make it too powerful.
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Quotes
Spoiler
Quote:
Originally Posted by GFawkes
You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
Quote:
Originally Posted by blackwind1kaze
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:
That is actually quite possible. Especially those bloodlines that grant SLAs based on HD, which makes it *almost* comparable to having one of the Spellcasting Associations (new SLA every odd level). I've added a Half-Fey, and will add Half-Fiend and Half-celestial later on.
Sorry, I keep forgetting a lot of people on here still haven't read Welknair's Bloodlines. To clarify, I was talking about those.
Quote:
A bit trickier. Partly because there are waayyy more Monsters than there are half-blood templates, and it would be a nightmare to cover them all. Were you hoping for anything in particular?
Just a general monster class progression. Maybe just get the class features of certain monster classes along the way, without replacing racial features. To clarify, I mean these monster classes.
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Sorry, I keep forgetting a lot of people on here still haven't read Welknair's Bloodlines. To clarify, I was talking about those.
Oh, you mean these bloodlines. Looking through them, even the Major ones aren't stronger than the half-fey. You could probably substitute any major bloodline with one Association (minus Bloodline levels) and it would probably work.
I'll look through the Monster Classes later.
Quote:
Originally Posted by EdroGrimshell
If you'd like to DM a game i'd play it. Not sure what associations yet but i'll think of something soon. I actually would love to play a gestalt with another "Jack of all trades" class
I am sadly too busy run anything. But there are some people trying to get a homebrew game together if you care to join them.
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It is a find monster of a class sir. My only real critique is: Where's the capstone? Some, but not all associations offer capstones. I believe that all classes need a good capstone, and the ultimate jack-of-all-trades certainly does! I think there are three different ways you could go about it:
Ensuring that each association has a capstone.
Tying a capstone to the 20th level of Trissociate, so all Trissociates get it.
Making three capstones, one each for the Battle, Skill, and Mental Foci.
Personally, I think you should do the first option regardless, and then add the 2nd or 3rd on top of that.
This is an awesome class. Quick thing though: The table under the half fiend association is labeled as half celestial. Also is the spellbook for the wizard automatic?
I started making a nice PDF for the class, though i only finished the focuses, the talents, and the basic fluff and whatnot: http://www.mediafire.com/?jdojgb8jbz2o2pq
Please let me know of any errors. Still trying to find good images.
EDIT: Ive been trying my hand at general informational design, and im still new to it, so constructive criticism is helpful.
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I make professional-looking PDFs for homebrew classes and content.
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