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

    Join Date
    Jan 2008

    Default Trissociate [3.5 Base Class] (PEACH)

    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 Battle Angel?

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    Urdine Angel by Noxypia used under Creative Commons Attribution License


    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:
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    Base Class Suggested Associations
    Dragon Shaman Dragon Shaman, Half-Dragon, Sorcerer/Invocations
    Knight Knight, Animal Companion, Martial Initiator
    Monk Weaponmaster (Unarmed), Martial Sage, Shadow-Adept
    Paladin Paladin, Magical Companion, Magic Dilettante (Cleric)
    Spellthief Rogue, Spellthief, Magic Dilettante (Wizard)
    Soulknife Soulknife, Psionic-Blooded (Egoist), Weaponmaster (Mindblade)


    For a quick and rather simplistic overview, you might want to look at the Sample Trissociates: Ninja Wizard and Dhampir.

    For DMs whose players are requesting to play this class:
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    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 (Class Features and Learnable 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.

    Note: This class underwent a major balance update on 10 May 2014, so try to use versions later than this.


    For players who want their DMs to approve this class:
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    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.

    The EZ-Trissociate compiler has a "_Null" association that contains no class features. You can use this to generate a Trissociate with just 2 Associations (or even just 1). This was included in case you want to replace one of the Associations with another one that is not officially included in EZ-Trissociate (e.g. Bloodlines). You can also use a "Bissociate", for lower powered games, or if your DM feels a Trissociate with 3 Associations is too powerful for his game.


    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.

    Online Version:
    Sajro is kindly hosting an online version of my code, which can be found here. It will generate the files for you, and let you download them. Files are deleted after 2 minutes.

    EXE Instructions:
    Latest Version (8 Jul 2014): 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 OneDrive 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?)

    Spoiler
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    Current Version: Source

    Older Versions:
    20 Jun 2014: Windows Executable and JAR version and Source
    16 Jun 2014: Windows Executable and JAR version and Source
    13 Jun 2014: Windows Executable and JAR version and Source


    Design Notes
    Spoiler
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    This base class is now listed in the Homebrew Tier Compendium and the Base Class Compendium! Also, its the first thing to pop up when you google "Trissociate"

    This is a repost as the First Version was locked. And I decided to rename it from Generalist to Trissociate. 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.

    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.

    This project can also be considered my *fix* for lower tier classes (e.g. Paladin, Dragon Shaman, Soulknife etc). The Trissociate 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.

    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.

    Search Key Word: virtually


    Edit History
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    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

    2 Apr 2014
    -Updated Tables to match new forum format.
    -The Windows Executable/JAR has likewise been updated.

    13 Apr 2014
    -Major Balance overhaul: Mastery points greatly decreased. Weaker Associations beefed up.
    -Axiomatic/Anarchic and Psionic Blooded added.

    17 Apr 2014
    -More Support added for overlapping class features: Progressive Wings, Poison Immunity, Disease Immunity, Paralysis Immunity, Polymorph/Petrification Immunity, Stunning Immunity
    -Recover Companion for Animal Companion to increase usability at late levels.
    -Added Ozodrin Association

    24 Apr 2014
    -Half-Fey changed from enchantment to mind-affecting resistance/immunity
    -Even more support added for overlapping class features: Mind Affecting immunity, and Energy Immunity when you already have Chosen Energy Resistance
    -Added Teramach and Olethrofex Associations

    26 Apr 2014
    -Massive Overhaul of thread structure to make more space for new Associations
    -Added Divine-Blooded and Worm that Walks
    -Added Kathodos for Mythos

    27 Apr 2014
    -Worm that walks given Blindsense/Blindsight and Flanking immunity
    -Text for other Blindsense/Blindsight and Flanking immunity revised to allow stacking

    2 May 2014
    -Ardent has given a significant boost. Now has 2 mantles, and can learn 15 powers in all.
    -Wizard and Archivist no longer have Bonus feat or Scribe Scroll
    -Archivist now automatically gets the benefit of Academic Priest
    -Totemist and Incarnates: Reduce final Soulmelds to 2.
    -Beguiler, Dread Necromancer, Warmage added
    -Mythos: Bellator added

    4 May 2014
    -Mental BAB reduced to low (also the text had a leftover artifact on perfect armored caster which has now been removed)
    -Battle and Skill Focus final Mastery Points reduced to 20
    -Elemental Savant and Worm that Walks now have a 1 point Elemental/Vermin Strike as a starter ability. They also have 'Combination Strike' feat to combine their strike with other spells/spell like abilities
    -Added Fighter, Eldritch Blast and Magic Dilettante
    -Invocation revised to accommodate Eldritch Blast
    -Soulknife now has 'Rapid Reshape Mindblade Abilities' talent:
    -Ozodrin now has 'Rapid Form Reshape' talent

    6 May 2014
    -Eldritch Blast has been significantly beefed up. Now with additional (and hopefully balanced) Blast Essences and Shapes
    -Magic Dilettante has had its final Dilettante Points increased slightly
    -Half-Dragon: Rearrange when they get what, energy immunity now comes in much earlier
    -Half-Anarchic: Fast Healing amount has been reduced
    -Shadowcaster added
    -Turn/Rebuke Undead now have insightful feat to support for Int/Wis based priests (or those who want to mimic opportunistic piety). In line with Bone Talisman, Emergency Turning now costs 2 Mastery points

    10 May 2014
    -All Manifesters now get 1/4 their normal bonus power points
    -Spellcasters now get bonus spell slots based on point system
    -Extra Mystery uses also follows bonus spell slots
    -Favored Soul and Spirit Shaman now have Charismatic feat support to restore SAD
    -Ozodrin has had some minor changes. Mostly removal of text and replacing it with "refer to original ozodrin".
    -Added Extra Mastery points feat (+2 each time it is taken)
    -Added Wilder
    -Added Evolutionist

    13 May 2014
    -A whole bunch of minor grammar and formatting changes
    -Added Shaman and Maho-Tsukai
    -Added Machiavellian (Amechra has given approval)
    -Added Monacan (submitted by original creator)
    -Added Combat Medic and Xenoalchemist (Kellus has not logged on in 5 Jan 2014)

    15 May 2014
    -Martial Sage: Reword Ki Dodge to allow sneak attack, corrected Ki Point progression.
    -Truenamer, Barbarian and Wild Shape added

    17 May 2014
    -Clarified Barbarian extend rage text
    -Eldritch Blast progression tweaked for better damage at low-mid levels
    -Truenamer: Lexicon Of Perfected Map reduced to 3 to remove Conjunctive Gate
    -Lycanthrope: Added adaptation notes
    -Machiavellian: added Boost Scathing Wit
    -Combat Medic: added Boost Surgical Precision
    -Xenoalchemist: Added Boost Harvest Material Skill
    -Swarmlord added (Lix Lorn has given approval)

    27 May 2014
    -Cunning Association added
    -Martial Sage: Minor rewording

    29 May 2014
    -Speak Language added to Trissociate class skill list
    -Added Dabblemaster
    -Increase Cunning Reroll cost to 8
    -Added Extra Sublime Points feat for Initiators

    2 Jun 2014
    -Shadow-Walker renamed to Shadow-Blooded. Shadow Mantle delayed until level 11 (because even 10% concealment stops sneak attacks entirely)
    -Sublime renamed as Martial Initiator
    -This renaming was done to allow for: Shadow-Adept (a variant of Shadow-Blooded with Maneuvers instead of SLAs)
    -Extra Sublime Points feat effect halved

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

    5 Jun 2014
    -Appraise added to Trissociate Class Skill List
    -Cunning Reduction now applies to Hardness as well
    -Spellthief added
    -Boost Sneak Attack modified to accommodate Rogue and Spellthief

    6 Jun 2014
    -Spellthief: Spellcraft added to class skill list. Steal Spell clarified to allow spell energy to be used to cast own spells.

    9 Jun 2014
    -Spellthief: Notes on Psionic adaptation added. Steal Supernatural ability, and Lesser and Improved Steal Skill feats added.
    -Knight added

    11 Jun 2014
    -Added Guerilla and Skirmisher Focus
    -Focus which provide Heavy Armor proficiency now also include Tower Shields

    13 Jun 2014
    -Psionic-Blooded has been redone. The changes make it easier to augment PLAs now
    -Magic Dilettante can now cast SLAs with XP cost, but must pay the XP cost
    -Martial Adepts now have Copy Maneuver
    -Spellthief feats updated

    16 Jun 2014
    -Aegis and Vitalist added
    -Half dragon: Endure Exposure uses per day reduced to 2

    20 Jun 2014
    -Corrected displayed BAB for Skirmisher

    8 Jul 2014
    -Added note that Trissociate requires at least 5 class levels, to use Wild Shape to qualify for PrCs (like MoMF)


    Association Wish List
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    -Psionic Dilettante
    -Anthropomorphic Animals

    Homebrews:
    -Kellus' Truenamer Fix
    -Wordsmith
    -Conceptualist
    -Gramarie
    -Tome of Radiance
    Last edited by JeminiZero; 2014-07-08 at 05:30 AM.

  2. - Top - End - #2
    Troll in the Playground
     
    JeminiZero's Avatar

    Join Date
    Jan 2008

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

    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 virtually anybody... or anything! A monstrous 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.


    Class Features

    Table 1: The Trissociate

    Hit Die: d6

    Level Good Save Bad Save Mastery Points Trissociate Bonus Special
    1st
    +2
    +0
    1 1 Chosen Focus, Chosen Associations, Chosen Save, Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent (+1, total 1)
    2nd
    +3
    +0
    2 1
    3rd
    +3
    +1
    3 1 Focus Feature (+1, total 1)
    4th
    +4
    +1
    4 1
    5th
    +4
    +1
    5 2 Learnt Mastery Talent (+1, total 2)
    6th
    +5
    +2
    6 2
    7th
    +5
    +2
    7 2 Focus Feature (+1, total 2)
    8th
    +6
    +2
    8 2
    9th
    +6
    +3
    9 3 Learnt Mastery Talent (+1, total 3)
    10th
    +7
    +3
    10 3
    11th
    +7
    +3
    11 3 Focus Feature (+1, total 3)
    12th
    +8
    +4
    12 3
    13th
    +8
    +4
    13 4 Learnt Mastery Talent (+1, total 4)
    14th
    +9
    +4
    14 4
    15th
    +9
    +5
    15 4 Focus Feature (+1, total 4)
    16th
    +10
    +5
    16 4
    17th
    +10
    +5
    17 5 Learnt Mastery Talent (+1, total 1)
    18th
    +11
    +6
    18 5
    19th
    +11
    +6
    19 5 Focus Feature (+1, total 5)
    20th
    +12
    +6
    20 5

    Class Skills (2 + Int modifier per level): Appraise, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Ride, Sense Motive, Speak Language, Spot, Swim.

    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). This focus determines amongst other things: his Base Attack Bonus, his good save, and his Focus Feature.

    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.

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

    Mastery Points (Ex): A Trissociate has a pool of Mastery points, which he can use to augment his abilities in various ways (depending on his selected Focus and Associations). A Trissociates has a maximum number of Mastery points as listed in the table above. He can restore 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Mastery points will be partially restored. Unless otherwise stated, any usage of his Mastery points is considered an Extraordinary ability. Additionally, he qualifies for the following feat:

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

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

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

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

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

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

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



    Learnable 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 (detailed in the Associations section below). Whenever a Trissociate can learn a new Learnable 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: A Trissociate may spend 1 Mastery point as a free action to add his Trissociate bonus to all his saving throws. He can activate this talent even when it is not his turn. The effect lasts for 1 minute/Trissociate level.

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

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

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

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

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

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

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

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

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


    List of Focus
    Below are the list of Focus available to a Trissociate. Each Trissociate selects one Focus, which determines among other things:
    * Base Attack Bonus progression
    * Skill Points and Hit Points per level
    * Weapon and Armor Proficiencies
    * Which of his saves gains good progression
    * 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 Guerrilla High +1 4 Simple + 1 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 Skirmisher High +1 4 Simple Only Light
    Skill Stalker Medium +1 6 Simple + 1 Martial Light
    Skill Expert Medium +0 8 Simple Only Light
    Mental Mental Low +0 2 Simple Only Light More Mastery Points

    Battle Category
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    All Battle Category focuses have the following benefits:
    Base Attack Bonus: High
    Good Save: Fortitude
    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 (including 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 (including 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: Guerilla 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 1 bonus hit point per Trissociate level.
    Proficiencies: A Guerilla 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).

    Battle: Toughness Focus
    Hitpoints: You gain 3 bonus hit point per Trissociate level.



    Skill Category
    Spoiler
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    All Skill Category focuses have the following benefits:
    Base Attack Bonus: Medium
    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: Skirmisher Focus
    Base Attack Bonus: High
    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 1 bonus hit points per Trissociate level.

    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
    Spoiler
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    Mental Focus
    Base Attack Bonus: Low
    Good Save: Will
    Others: Mastery Pool follows this modified progression:

    Level Mastery Points
    1 2
    2 4
    3 6
    4 8
    5 10
    6 12
    7 14
    8 16
    9 18
    10 20
    11 22
    12 24
    13 26
    14 29
    15 32
    16 35
    17 38
    18 42
    19 46
    20 50

    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; 2014-06-15 at 04:56 AM.

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

    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.

    Note: There are no rules against selecting the same Association multiple times. However, do note that the EZ-Trissociate generator above does not have any special functions for handling multiple copies of the same Association. Hence it will output the exact same set of columns and text multiple times.

    Adaptation: Homebrew being what it is, you can customize a Trissociate beyond what is written here. For example, with DM approval, you can switch the half-blood SLAs for others of the same level. Additionally, you can change the number of Associations to something besides the default 3. E.g. 2 Associations for a low power game, and 4 or more for a high power game. (The EZ-Trissociate compiler has a "_Null" association which you can use to reduce your effective number of Associations, but there is currently no support for having 4 or more Associations, so you have to compile that manually).


    Bonus Spell Slots
    Previously, the spellcasting associations gained bonus spell slots for having a high Key Ability score, based on the normal formula. But this was found to be somewhat overpowering, as a triple spellcaster Association, with a Key Ability score of +9, would wind up with 3 bonus level 9 slots (on top of the 3 which his Associations provided) for a total of 6 spell slots (as well as 50 Mastery points if he took Mental Focus)! This is even more than a straight spellcaster with the same +9 Key Ability score. Instead, bonus spell slots (and mystery uses) should be calculated using the method below:

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

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


    A Beginner's Guide to Optimizing Association Selection
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    In my playtest experience, the biggest problem with the Trissociate is that you can wind up with serious Multiple Alignment Dependency issues. For example, a Psion-Sorcerer-Cleric needs high scores in all 3 mental stats (Int, Wis, Cha) to function well. Therefore, a quick and easy way to understand Associations is to think about them in terms of what high ability score they require. Additionally, some Associations can be used in a manner independent of ability scores. For example, Magic Blooded uses mental ability scores to determine the save DC for offensive SLAs. But if you only pick SLAs with no save (such as buff spells) then having all poor mental ability scores becomes unimportant.

    Therefore, the quick and easy way to select Associations, is to take those that require the same ability score and/or those which can function independently of ability score. For ease of reference, below is a list of current Associations sorted by Ability Score dependency.

    Strength
    *Most Half-Bloods with SLAs if you take the Physical Magic feat (Anarchic, Axiomatic, Celestial, Farspawn, Fiend, Plant, Shadow-Blooded, Worm-That-Walks)
    *Half-Dragon (Can select Str for Half-Dragon Ability Boost)
    *Paladin (secondarily requires decent Cha for smite, or Wis/Int if using Insightful Paladin)
    *Soulknife (2 hander power attack)
    *Incarnate (Melee focus)
    *Totemist (Melee focus)
    *Barbarian
    *Fighter
    *Knight (High Str for Damage)
    *Martial Initiator (2 hander power attack)
    *Ranger (2 weapon fighting. Note that since Ranger provides 2WF for free, it may be used with other Associations that work best with 2WF, but without needing high Dex, such as Rogue, Scout or Spellthief)
    *Weapon Master (2 hander power attack)
    *Shadow-Adept (2 hander power attack, requires high mental score for Shadow Hand save DCs)
    *Lycanthrope (spend Lycanthrope Ability on Str boost)

    Dexterity
    *Most Half-Bloods with SLAs if you take the Physical Magic feat (Anarchic, Axiomatic, Celestial, Farspawn, Fiend, Plant, Shadow-Blooded, Worm-That-Walks)
    *Half-Fey with Physical Magic feat (Can select Dex for Fey Ability Score Boost)
    *Soulknife (2 weapon fighting)
    *Fighter
    *Knight (High Dex for Combat Reflexes)
    *Martial Initiator (2 weapon fighting)
    *Ranger (Archery)
    *Rogue (2 weapon fighting/Archery)
    *Scout (2 weapon fighting/Archery)
    *Spellthief (2 weapon fighting/Archery)
    *Weapon Master (2 weapon fighting/Archery)
    *Shadow-Adept (2 weapon fighting, requires high mental score for Shadow Hand save DCs)
    *Lycanthrope (spend Lycanthrope Ability on Dex boost)

    Intelligence
    *Most Half-Bloods with SLAs (Anarchic, Axiomatic, Celestial, Farspawn, Fiend, Plant, Shadow-Blooded, Worm-That-Walks)
    *Half-Dragon (Can select Int for Half-Dragon Ability Boost)
    *Half-Fey (Can select Int for Fey Ability Score Boost)
    *Beguiler
    *Wizard
    *Wu Jen
    *Archivist
    *Turn Undead (with Insightful Turn Undead feat)
    *Rebuke Undead (with Insightful Rebuke Undead feat)
    *Erudite
    *Psion
    *Artificer
    *Binder (with Insightful Binder feat)
    *Eldritch Blast (with Insightful Invoker feat)
    *Invocation (with Insightful Invoker feat)
    *Magic Dilettante
    *Shadowcaster
    *Truenamer (need Cha for save DC)
    *Cunning
    *Dragon Shaman (with Insightful Vitality feat)
    *Marshal (with Insightful Marshal feat)
    *Martial Sage (with Archaic Sage feat)
    *Magic Blooded
    *Psionic Blooded

    Wisdom
    *Most Half-Bloods with SLAs (Anarchic, Axiomatic, Celestial, Farspawn, Fiend, Plant, Shadow-Blooded, Worm-That-Walks)
    *Half-Dragon (Can select Wis for Half-Dragon Ability Boost)
    *Half-Fey (Can select Wis for Fey Ability Score Boost)
    *Maho-Tsukai (require high Wis to offset effects of Taint)
    *Cleric
    *Druid
    *Spirit Shaman (requires Cha for spell DC)
    *Shaman
    *Turn Undead (with Insightful Turn Undead feat)
    *Rebuke Undead (with Insightful Rebuke Undead feat)
    *Ardent
    *Binder (with Insightful Binder feat)
    *Eldritch Blast (with Insightful Invoker feat)
    *Invocation (with Insightful Invoker feat)
    *Magic Dilettante
    *Incarnate (Save DC focus)
    *Cunning (With Archaic Cunning feat)
    *Dragon Shaman (with Insightful Vitality feat)
    *Marshal (with Insightful Marshal feat)
    *Martial Sage
    *Magic Blooded
    *Psionic Blooded

    Charisma
    *Most Half-Bloods with SLAs (Anarchic, Axiomatic, Celestial, Farspawn, Fiend, Plant, Shadow-Blooded, Worm-That-Walks)
    *Half-Dragon (Can select Cha for Half-Dragon Ability Boost)
    *Half-Fey (Can select Cha for Fey Ability Score Boost)
    *Dread Necromancer
    *Sorcerer
    *Warmage
    *Favored Soul (requires Wis for spell DC/with Charismatic Favored Soul feat)
    *Spirit Shaman (with Charismatic Spirit Shaman OR Dynamic Priest feat)
    *Shugenja
    *Turn Undead
    *Rebuke Undead
    *Wilder
    *Binder
    *Eldritch Blast
    *Invocation
    *Magic Dilettante
    *Cunning (With Archaic Cunning feat)
    *Dragon Shaman
    *Martial Sage (with Archaic Sage feat)
    *Marshal
    *Magic Blooded
    *Psionic Blooded

    Ability Independent
    *Eldritch Blast (select blast shapes and essences with no save)
    *Invocation (select only Invocations with no save DC)
    *Incarnate (buffing, protection, and no-save focus)
    *Animal Companion
    *Bard
    *Magic Dilettante (focus on no-save SLAs such as buffs)
    *Cunning (Ignore Int to Attack/Damage/AC.Saves. Focus on non-Int based abilities like Rerolls, Senses, and Swashbuckler features)
    *Martial Sage (Ignore Wis to AC bonus. Wear heavy armor/carry a shield and just use Ki abilities)
    *Wild Shape (works best on characters with low Str/Dex)
    *Divine-Blooded (only has protective class features)
    *Elemental Savant (supports a broad range of attack methods)
    *Half-Undead (only has protective class features)
    *Lycanthrope (spend Lycanthrope Ability on Con and Natural Armor boost)
    *Magic Blooded (focus on no-save SLAs such as buffs)
    *Psionic Blooded (focus on no-save PLAs such as buffs)


    Designing Your Own New Assocations
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    Perhaps you want to design an Association based on another class, which I have not covered. Here is a rough guide on things to keep in mind:

    As mentioned above, the target Tier for a Trissociate as a whole is 3 (fun without being overpowering). As such, the amount of features from your target class, to pack into an Association should depend in part on what tier that target class is.

    Despite the name, a Trissociate is actually made of FOUR components: 1 focus, and 3 Associations. Each component should be approximately Tier 5 on its own, having ~1/4 the power of a Tier 3 class. Keep in mind a class is not just its class features: hit points, BAB, Skills, and Saving throws also play a part. With regard to Focus, you can quickly see that Battle Focus is Fighter-lite (high BAB, high hit points, and a wider selection of bonus feats) and Skill Focus is Expert-plus (4-8 skill points per level, 2-0 bonus hit points, and Average Skill).

    For the top Tier 1 & 2 classes, I have tried to break it down to less than 1/4 of the original's power. E.g. whereas an 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. He also does not have any of the Wizard bonus feats, or a familiar.

    Whereas for lower tier base classes, its Association might carry more than 1/4 of what that class might do. E.g. The Paladin Association comprises about 1/2 of the Paladin's class features, and even that 1/2 has been significantly boosted.

    In general I try to give access to the top tier of abilities, but with delayed access and highly limited usage (so a Binder Associate can get level 8 vestiges, but can only bind 1 vestige at a time, and only gets it at level 19/20).

    How do you break down class features? That depends in part on how the class feature works

    For something which is a growing numerical value (e.g. sneak attack, power point pool), it is probably easier to scale it down (although how much to scale it down depends again on the tier). Even spell slots/spells known can be thought of like this. E.g. a Wizard Associate gains just 1 spell slot instead of 4.

    For class features that tend to be all or nothing (e.g. Half-Celestial flight, Paladin Divine Grace), I have tried to break it down to a scaling value gained at appropriate levels (e.g. Progressive Wings, scaling Divine Grace).

    Try to add class features, or advance existing class features of an Association (e.g. sneak attack) on odd Associate level. As mentioned above this minimizes dead levels, as the primary assocations will gain class features on odd Trissociate levels, while the secondary associations (with a 1 level delay) will gain class features on even Trissociate levels.

    The aim of this class is customization. Try to make an Association applicable to a variety of uses. For example, the Monk has Flurry of blows as one of its main class features, but it only applies to a limited selection of weapons. I have made it into the Weapon Master Association, and it now applies to any weapon, making it useful for Warriors and Archers as well.

    If you are uncertain as to what class features to add at which level, you can allow players to choose from several options. E.g. the Lycanthrope Association lets you pick what abilities you want. If some options are particularly strong, break this strong ability into smaller fragments that must be taken individually. E.g. the Martial Sage provides increasing spell resistance over several steps.

    Remember to provide feat support for alternate ability scores where reasonable. For example, a Martial Sage could use Archaic Sage to apply Intelligence or Charisma to determine his AC bonus and Ki pool, in place of wisdom. But a wizard Associate should NOT be able to use Constitution or Strength to determine his spell access and DC.

    See if the Association can utilize Mastery Points in some way. As a general rule of thumb: 1 Mastery Point should be about equal to 1 spell level (or 2 PP) out of combat. And 2 Mastery Points should be about equal to 1 spell level (or 2 PP) in combat.

    Approximate value of 1 MP (Outside of Combat)
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    *At level 1 using magic missle as a reference: 1d4+1 = 3.5 ave damage
    *At level 20 using magic missle as a reference: 5x(1d4+1) = 17.5 ave damage
    *At level 1 using Cure Light Wounds as a reference: 1d8+1 = 5.5 hp of healing
    *At level 20 using mass heal as a reference: 250 / 9 spell levels = ~27.78 hp of healing
    *At level 1 using resistance as a reference: +1 to saving throws over 1 encounter
    *At level 20 using superior resistance as a reference: +6 to saving throws / 6 spell levels = +1 to saving throws over 4 encounters (or approximately +4 over 1 encounter)
    *At level 1 using Guidance as a reference: +1 to a single skill check
    *At level 20 using Guidance of the Avatar as a reference: +20 to a skill check / 2 spell levels = +10
    *At level 20 using Quickened True Casting as a reference: +10 to CL to overcome SR / 5 spell levels = +2
    *At level 20 using Spell Enhancer as a reference: +2 to CL / 4 spell levels = 0.5 (benefits: overcomes SR, increased effect, harder to dispel, longer duration)




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

    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.

    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). You may also sacrifice some or all of these additional dice, to activate abilities that require you to reduce the number of Sneak Attack dice. You can only use 'Boost Sneak Attack' once per turn, even if you have another Association besides this one that grants Sneak Attack.

    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 or 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.

    Faster Healing: This ability can be triggered by spending 1 Mastery point as a free action and does not require Mastery Meditation. It lasts for 5 rounds, during which it increases your Fast Healing amount by half your Trissociate level (round down, minimum 1). Additionally, during this time, you can Fast Heal up to 100% of your HP, regardless of your normal limit.
    E.g. Lets say we have level 1 Divine-Blooded 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 Divine-Blooded Faster Healing, which increases his Fast Healing by half his Trissociate level (in this case +1), to a total of 2. And he can Fast Heal up to his full 8 HP.
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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    Arcane Caster Associations


    Beguiler Association
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    Beguiler Association Progression (Based on Associate Level)
    Level Bg0 Bg1 Bg2 Bg3 Bg4 Bg5 Bg6 Bg7 Bg8 Bg9 Special
    Starter 2 - - - - - - - - -
    1 3 - - - - - - - - -
    2 4 - - - - - - - - -
    3 4 1 - - - - - - - - Beguiler-Advanced Learning 1
    4 4 2 - - - - - - - -
    5 4 2 1 - - - - - - -
    6 4 2 2 - - - - - - -
    7 4 2 2 1 - - - - - - Beguiler-Advanced Learning 2
    8 4 2 2 2 - - - - - -
    9 4 2 2 2 1 - - - - -
    10 4 2 2 2 2 - - - - -
    11 4 2 2 2 2 1 - - - - Beguiler-Advanced Learning 3
    12 4 2 2 2 2 2 - - - -
    13 4 2 2 2 2 2 1 - - -
    14 4 2 2 2 2 2 2 - - -
    15 4 2 2 2 2 2 2 1 - - Beguiler-Advanced Learning 4
    16 4 2 2 2 2 2 2 2 - -
    17 4 2 2 2 2 2 2 2 1 -
    18 4 2 2 2 2 2 2 2 2 -
    19 4 2 2 2 2 2 2 2 2 2 Beguiler-Advanced Learning 5

    Beguiler Skills: Add Balance, Disguise, Escape Artist, Sleight of Hand, Spellcraft, Tumble and Use Magic Device to your Trissociate class skill list.

    Beguiler Class Features: You gain Beguiler class features (Player Handbook 2 pg 6), which works just like a normal Beguiler except as noted here. Your Beguiler class features are gained according to the progression in the table above.

    Beguiler Spellcasting: You gain Intelligence based spontaneous Arcane spells as a Beguiler, except as noted here. When you gain access to a new level of spells, you automatically know all the spells for that level on the Beguiler spell list. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Bg0-Bg9).
    Beguiler Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Automatic Mastery Talents
    Recover Spell (Beguiler): You gain the Recover Spell talent as described above.



    Dread Necromancer Association
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    Requirements
    Alignment: You must be non-good to select the Dread Necromancer association.

    Dread Necromancer Association Progression (Based on Associate Level)
    Level Dn1 Dn2 Dn3 Dn4 Dn5 Dn6 Dn7 Dn8 Dn9 Special
    Starter - - - - - - - - -
    1 - - - - - - - - - Dread Necromancer-Charnel Touch
    2 - - - - - - - - -
    3 1 - - - - - - - - Dread Necromancer-Advanced Learning 1
    4 2 - - - - - - - -
    5 2 1 - - - - - - - Dread Necromancer-Negative Energy Burst 1/day
    6 2 2 - - - - - - -
    7 2 2 1 - - - - - - Dread Necromancer-Advanced Learning 2
    8 2 2 2 - - - - - -
    9 2 2 2 1 - - - - - Dread Necromancer-Negative Energy Burst 2/day
    10 2 2 2 2 - - - - -
    11 2 2 2 2 1 - - - - Dread Necromancer-Advanced Learning 3
    12 2 2 2 2 2 - - - -
    13 2 2 2 2 2 1 - - - Dread Necromancer-Negative Energy Burst 3/day
    14 2 2 2 2 2 2 - - -
    15 2 2 2 2 2 2 1 - - Dread Necromancer-Advanced Learning 4
    16 2 2 2 2 2 2 2 - -
    17 2 2 2 2 2 2 2 1 - Dread Necromancer-Negative Energy Burst 4/day
    18 2 2 2 2 2 2 2 2 -
    19 2 2 2 2 2 2 2 2 2 Dread Necromancer-Advanced Learning 5

    Dread Necromancer Skills: Add Disguise and Spellcraft to your Trissociate class skill list.

    Dread Necromancer Class Features: You gain Dread Necromancer class features (Heroes of Horror pg 84), which works just like a normal Dread Necromancer except as noted here. Your Dread Necromancer class features are gained according to the progression in the table above.

    Dread Necromancer Spellcasting: You gain Charisma based spontaneous Arcane spells as a Dread Necromancer, except as noted here. When you gain access to a new level of spells, you automatically know all the spells for that level on the Dread Necromancer spell list. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Dn1-Dn9).
    Dread Necromancer Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Automatic Mastery Talents
    Recover Spell (Dread Necromancer): You gain the Recover Spell talent as described above.



    Sorcerer Association
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    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.

    Sorcerer 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. 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.
    Sorcerer Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Automatic Mastery Talents
    Recover Spell (Sorcerer): You gain the Recover Spell talent as described above.



    Warmage Association
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    Warmage Association Progression (Based on Associate Level)
    Level Wm0 Wm1 Wm2 Wm3 Wm4 Wm5 Wm6 Wm7 Wm8 Wm9 Special
    Starter 2 - - - - - - - - -
    1 3 - - - - - - - - - Warmage Edge
    2 4 - - - - - - - - -
    3 4 1 - - - - - - - - Warmage-Advanced Learning 1
    4 4 2 - - - - - - - -
    5 4 2 1 - - - - - - -
    6 4 2 2 - - - - - - -
    7 4 2 2 1 - - - - - - Warmage-Advanced Learning 2
    8 4 2 2 2 - - - - - -
    9 4 2 2 2 1 - - - - - Warmage-Bonus Metamagic Feat
    10 4 2 2 2 2 - - - - -
    11 4 2 2 2 2 1 - - - - Warmage-Advanced Learning 3
    12 4 2 2 2 2 2 - - - -
    13 4 2 2 2 2 2 1 - - -
    14 4 2 2 2 2 2 2 - - -
    15 4 2 2 2 2 2 2 1 - - Warmage-Advanced Learning 4
    16 4 2 2 2 2 2 2 2 - -
    17 4 2 2 2 2 2 2 2 1 - Warmage-Bonus Metamagic Feat
    18 4 2 2 2 2 2 2 2 2 -
    19 4 2 2 2 2 2 2 2 2 2 Warmage-Advanced Learning 5

    Warmage Skills: Add Spellcraft to your Trissociate class skill list.

    Warmage Class Features: You gain Warmage class features (Complete Arcane pg 10), which works just like a normal Warmage except as noted here. Your Warmage class features are gained according to the progression in the table above.

    Warmage Spellcasting: You gain Charisma based spontaneous Arcane spells as a Warmage, except as noted here. When you gain access to a new level of spells, you automatically know all the spells for that level on the Warmage spell list. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wm0-Wm9).
    Warmage Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Warmage-Bonus Metamagic Feat: You gain any one metamagic feat which you qualify for.

    Automatic Mastery Talents
    Recover Spell (Warmage): You gain the Recover Spell talent as described above.



    Wizard Association
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    Wizard Association Progression (Based on Associate Level)
    Level Wz0 Wz1 Wz2 Wz3 Wz4 Wz5 Wz6 Wz7 Wz8 Wz9 Special
    Starter 1 - - - - - - - - -
    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 - - - -
    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.

    Wizard Spellcasting: You gain Intelligence based prepared Arcane spells as a Wizard. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wz0-Wz9).
    Wizard Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    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.

    Automatic Mastery Talents
    Recover Spell (Wizard): You gain the Recover Spell talent as described above.


    Recommended Spell List
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    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)
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    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


    Utility Spells (Core)
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    0. Detect Magic
    0. Light
    0. Mage Hand
    0. Message
    0. Prestidigitation
    1. Alarm
    1. Comprehend Languages
    1. Disguise Self
    1. Floating Disc
    1. Identify
    1. Magic Aura
    1. Mount
    1. Unseen Servant
    1. Ventriloquism
    2. Continual Flame
    2. Knock
    2. Rope Trick
    2. Shatter
    2. Spectral Hand
    2. Whispering Wind
    3. Phantom Steed
    3. Shrink Item
    3. Water Breathing
    3. Wind Wall
    4. Animate Dead
    4. Arcane Eye
    4. Detect Scrying
    4. Dimension Door
    4. Remove Curse
    4. Stone Shape
    5. Break Enchantment
    5. Contact Other Plane
    5. Passwall
    5. Permanency
    5. Prying Eyes
    5. Secret Chest
    5. Sending
    5. Teleport
    6. Contingency
    6. Move Earth
    6. Shadow Walk
    7. Control Weather
    7. Ethereal Jaunt
    7. Greater Teleport
    7. Mages Magnificent Mansion
    7. Phase Door
    7. Plane Shift
    7. Simulacrum
    8. Clone
    8. Dimension Lock
    8. Greater Prying eyes
    9. Etherealness
    9. Gate
    9. Teleportation Circle
    9. Wish


    Buff Spells (Core)
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    1. Endure Elements
    1. Enlarge Person
    1. Feather Fall
    1. Jump
    1. Mage Armor
    1. Protection From X
    1. Shield
    1. True Strike
    2. Alter Self
    2. Blur
    2. Invisibility
    2. Mirror Image
    2. Protection from Arrows
    2. Resist Energy
    2. See Invisibility
    2. Spider Climb
    2. Stat Buffs (Bull Strength, Cats Grace, Bears Endurance, Fox Cunning, Owls Wisdom, Eagle Splendor)
    3. Arcane Sight
    3. Displacement
    3. Fly
    3. Greater Magic Weapon
    3. Haste
    3. Heroism
    3. Invisibility Sphere
    3. Keen Edge
    3. Magic Circle Against X
    3. Protection from Energy
    3. Tongues
    4. Greater Invisibility
    4. Mass Enlarge Person
    4. Polymorph
    5. Overland Flight
    6. Antimagic Field
    6. Greater Heroism
    6. True Seeing
    7. Ethereal Jaunt
    7. Greater Arcane Sight
    7. Mass Invisibility
    7. Project Image
    7. Spell Turning
    8. Mind Blank
    8. Moment of Prescience
    8. Polymorph Any Object
    9. Foresight
    9. Shapechange
    9. Time stop


    No Save Spells (Splat)
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    0. Caltrops (SpC 42)
    1. Blockade (CSc 95)
    1. Lesser Orb of X (SpC)
    1. Lesser Shivering Touch (Frost 104)
    1. Ray of Clumsiness (SpC 166)
    1. Targetting Ray (SpC 219)
    2. Arcane Turmoil (CM 96)
    2. Cloud of Knives (PHB2 107)
    2. Curse of Impending Blades (SpC 56)
    2. Ray of Stupidity (SpC 167)
    2. Ray of Weakness (SpC 168)
    2. Stolen Breath (SpC 207)
    3. Chain Missile (SpC 44)
    3. Haboob (Sand 117)
    3. Legion of Sentinels (PHB2 116)
    3. Mass Curse of Impending Blades (SpC 57)
    3. Melf Unicorn Arrows (PHB2 119)
    3. Shivering Touch (Frost 104)
    4. Dispelling Screen (SpC 67)
    4. Orb of X (SpC)
    4. Wall of Sand (SpC 235)
    5. Channeled Lifetheft (CM 98)
    5. Orb of Dancing Death (MoE 99)
    5. Spell Theft (CSc 104)
    6. Freezing Fog (SpC 99)
    6. Ray of Entropy (SpC 167)
    7. Avasculate (SpC 19)
    8. Chain Dispel (PHB2 105)
    9. Reaving Dispel (SpC)
    9. Summon Elemental Monolith (SpC)
    And the Summon Undead Series.


    Utility Spells (Splat)
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    0. Stick (SpC 206)
    1. Benign Transposition (SpC 27)
    1. Deep Breath (SpC 61)
    1. Hoard Gullet (DrM 68)
    1. Stand (SpC 125)
    1. Summon Component (CM 118)
    1. Wave Blessing (Storm 125)
    2. Dimension Hop (PHB2 110)
    2. Discern Shapechanger (SpC 66)
    2. Dragoneye Rune (DrM 66)
    2. Force Ladder (SpC 97)
    2. Icicle (Frost 101)
    2. Quick Potion (SpC 164)
    2. Speaking Stones (MoE 102)
    2. Spymaster's Coin (CSc 104)
    3. Circle Dance (SpC 46)
    3. Corpse Candle (SpC 53)
    3. Dimension Step (PHB2 110)
    3. Skull Watch (SpC 191)
    3. Water to Acid (Storm 124)
    4. Ethereal Mount (SpC 85)
    4. Force Chest (SpC 97)
    4. Passage of Shifting Sands (DrM 70)
    4. Perfect Summons (BoED 103)
    5. Evacuation Rune (CSc 98)
    6. Eye of Stone (RoS 162)
    6. Trusted Bloodhound (CM 111)
    8. Greater Plane Shift (SpC 159)
    9. Ice Assassin (Frost 97)


    Buff Spells (Splat)
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    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)




    Arcane Caster Associations (Oriental)


    Maho-Tsukai Association
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    This Maho-Tsukai Association was first written up by Xuldarinar. Note that Tainted spellcasting has the potential to be incredibly powerful,if the caster can find some way of circumventing the disadvantages of Taint. He can then pump up his Taint score to ridiculous levels, granting him lots of bonus slots, and extremely high save DCs.

    Requirements
    Special: A Maho-Tsukai Associate begins play with a Taint score of 1.

    Maho-Tsukai Association Progression (Based on Associate Level)
    Level Mt0 Mt1 Mt2 Mt3 Mt4 Mt5 Mt6 Mt7 Mt8 Mt9 Special
    Starter 1/1 -/- -/- -/- -/- -/- -/- -/- -/- -/- Maho-Tsukai (Taint Suppression, Blood Component)
    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

    Maho-Tsukai Skills: Add Spellcraft to your Trissociate class skill list.

    Maho-Tsukai Class Features: You gain Maho-Tsukai class features (Oriental Adventures pg 237), which works just like a normal Maho-Tsukai except as noted here. Your Maho-Tsukai class features are gained according to the progression in the table above.

    Maho-Tsukai Spellcasting: You gain Taint based spontaneous Arcane spells as a Maho-Tsukai, except as noted here. Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follow the tables above (Mt0-Mt9) and the numbers indicate Spell Slots/Spells Known. 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.
    Maho-Tsukai Bonus Spell Slots: You gain bonus spell slots based on your Taint score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Maho-Tsukai Cantrips: Unlike a normal Maho-Tsukai, your Maho-Tsukai Association provides cantrips. You may choose to gain level 0 spells known from the following list: Daze, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Inflict Minor Wounds, Mage Hand, Open/Close, Prestidigitation, Read Magic.

    Adaptation: The Taint described above refers to the system described in Oriental Adventures and Unearthed Arcana. With DM permission, you may instead use the Heroes of Horror Taint system (Heroes of Horror pg. 66), in which case you cast using Depravity instead.

    Automatic Mastery Talents
    Recover Spell (Maho-Tsukai): You gain the Recover Spell talent as described above.



    Wu Jen Association
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    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.

    Wu Jen Class Features: You gain Wu Jen class features (Complete Arcane pg 14), which works just like a normal Wu Jen except as noted here. Your Wu Jen class features are gained according to the progression in the table above.

    Wu Jen Spellcasting: You gain Intelligence based prepared Arcane spells as a Wu Jen. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wj0-Wj9).
    Wu Jen Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    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.

    Automatic Mastery Talents
    Recover Spell (Wu Jen): You gain the Recover Spell talent as described above.

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

    Divine Caster Associations


    Archivist Association
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    Archivist Association Progression (Based on Associate Level)
    Level Ac0 Ac1 Ac2 Ac3 Ac4 Ac5 Ac6 Ac7 Ac8 Ac9 Special
    Starter 1 - - - - - - - - -
    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 - - - -
    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.

    Archivist Spellcasting: You gain Intelligence based prepared Divine spells as an Archivist, except as noted here. Your spells at each level follow the table above (Ac0-Ac9) Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above. Your spell access and spell DC are based on your Intelligence score. Unlike a normal Archivist, your bonus spell slots are based on your Intelligence score, instead of your Wisdom score, using the formula described below.
    Archivist Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Automatic Mastery Talents
    Recover Spell (Archivist): You gain the Recover Spell talent as described above.



    Cleric Association
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    Cleric Association Progression (Based on Associate Level)
    Level Cl0 Cl1 Cl2 Cl3 Cl4 Cl5 Cl6 Cl7 Cl8 Cl9 Special
    Starter 1 - - - - - - - - - Cleric-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.

    Cleric 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).
    Cleric Bonus Spell Slots: You gain bonus spell slots based on your Wisdom score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Cleric-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 granted power. You do not gain extra dedicated Domain spell slots. Instead, you may also spontaneously convert prepared spells to Domain spells.
    Note: You may trade your Domain's granted power, for other alternate class features as a Cleric, such as Divine Restoration (Dungeonscape pg 9).

    Automatic Mastery Talents
    Recover Spell (Cleric): You gain the Recover Spell talent as described above.


    Druid Association
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    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 - - - - - - - - - Druid-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 Poison 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.

    Druid Class Features: You gain Druid class features, which works just like a normal Druid except as noted here. Your Druid class features are gained according to the progression in the table above.

    Druid-Bonus Language: You gain Druidic as a bonus language.

    Druid 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). Unlike a true Druid, you are not prohibited from wearing metal armor.
    Druid Bonus Spell Slots: You gain bonus spell slots based on your Wisdom score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Druid Spontaneous Casting: You may spontaneously convert prepared spells into Summon Nature Ally of the appropriate level, as a Druid does.

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

    Automatic Mastery Talents
    Recover Spell (Druid): You gain the Recover Spell talent as described above.



    Favored Soul Association
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    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.

    Favored Soul Class Features: You gain Favored Soul class features (Complete Divine pg 6), which works just like a normal Favored Soul except as noted here. Your Favored Soul class features are gained according to the progression in the table above. Additionally, you qualify for the following feat:

    Charismatic Favored Soul:
    Requirements: Trissociate Favored Soul Associate
    Benefit: You may use your Charisma bonus, instead of your Wisdom bonus, to determine the DC for spells gained from your Favored Soul Association.
    Special: You may buy this feat with Focus Features.

    Favored Soul Spellcasting: You gain Charisma/Wisdom based spontaneous Divine spells as a Favored Soul (Complete Divine pg 6), except as noted here. 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. 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. Like a Favored Soul, your spell DCs are based on your Wisdom bonus. Your spell access is based on your Charisma score.
    Favored Soul Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described 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. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.
    Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

    Automatic Mastery Talents
    Recover Spell (Favored Soul): You gain the Recover Spell talent as described above.



    Spirit Shaman Association
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    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.

    Spirit Shaman Class Features: You gain Spirit Shaman class features (Complete Divine pg 14), which works just like a normal Spirit Shaman except as noted here. Your Spirit Shaman class features are gained according to the progression in the table above. Additionally, you qualify for the following feat:

    Charismatic Spirit Shaman:
    Requirements: Trissociate Spirit Shaman Associate
    Benefit: You may use your Charisma bonus, instead of your Wisdom bonus, to determine the spell access, and bonus spell slots gained from your Spirit Shaman Association.
    Special: You may buy this feat with Focus Features.

    Spellcasting: You gain Wisdom/Charisma based retrieved/spontaneous Divine spells as a Spirit Shaman, except as noted here. 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. Like a Spirit Shaman, your spell DC is based on your Charisma score. And your spell access is based on your Wisdom score.
    Spirit Shaman Bonus Spell Slots: You gain bonus spell slots based on your Wisdom score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Automatic Mastery Talents
    Recover Spell (Spirit Shaman): You gain the Recover Spell talent as described above.



    Divine Caster Associations (Oriental)


    Shaman Association
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    This Shaman Association was first written up by Xuldarinar.

    Shaman Association Progression (Based on Associate Level)
    Level Sm0 Sm1 Sm2 Sm3 Sm4 Sm5 Sm6 Sm7 Sm8 Sm9 Special
    Starter 1 - - - - - - - - - Shaman-Spontaneous Casting
    1 2 - - - - - - - - - Shaman-First Domain
    2 3 - - - - - - - - -
    3 3 1 - - - - - - - - Shaman-Spirit Sight
    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 - - - - Shaman-Second Domain
    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 Shaman-Bonus Feat

    Shaman Skills: Add Spellcraft and Heal to your Trissociate class skill list.

    Shaman Class Features: You gain Shaman class features (Oriental Adventures pg 22), which works just like a normal Shaman except as noted here. Your Shaman class features are gained according to the progression in the table above.

    Shaman Spellcasting: You gain Wisdom based prepared Divine spells as a Shaman. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Sm0-Sm9).
    Shaman Bonus Spell Slots: You gain bonus spell slots based on your Wisdom score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Shaman-Spontaneous Casting: This functions the same as a normal Shaman. 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.

    Shaman-First Domain: Choose 1 Domain appropriate for your Shaman Associate (Shaman's share some domains with Clerics). You gain that Domain's granted power. You do not gain extra dedicated Domain spell slots. Instead, you may also spontaneously convert prepared spells to Domain spells.

    Shaman-Second Domain: You gain a second Domain appropriate for your Shaman Associate. You gain that Domain's granted power. As before, you do not gain extra dedicated Domain spell slots. Instead, you may also spontaneously convert prepared spells to cast spells from any of your domains.

    Shaman-Bonus Feat: You gain any bonus feat which you qualify for, from the list of Shaman bonus feats. Additionally, you may select Improved Unarmed Strike as your bonus feat, even though it is not normally a Shaman bonus feat.

    Automatic Mastery Talents
    Recover Spell (Shaman): You gain the Recover Spell talent as described above.



    Shugenja Association
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    Shugenja Association Progression (Based on Associate Level)
    Level Sj0 Sj1 Sj2 Sj3 Sj4 Sj5 Sj6 Sj7 Sj8 Sj9 Special
    Starter 1/s+1+0 -/- -/- -/- -/- -/- -/- -/- -/- -/- Shugenja Element Focus
    1 2/s+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.

    Shugenja Class Features: You gain Shugenja class features (Complete Divine pg 10), which works just like a normal Shugenja except as noted here. Your Shugenja class features are gained according to the progression in the table above.

    Shugenja Spellcasting: You gain Charisma based spontaneous Divine spells as a Shugenja. 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). 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.
    Shugenja Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

    Automatic Mastery Talents
    Recover Spell (Shugenja): You gain the Recover Spell talent as described above.

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

    Divine Miscellaneous Associations


    Paladin Association
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    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.
    Adaptation: With DM permission, you may instead opt to smite your opposite on the Lawful-Chaos alignment axis. E.g. a Lawful character would Smite Chaos, and vice versa. This is especially appropriate for Half-Anarchic or Half-Axiomatic characters.

    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 Class Features: You gain Paladin class features, which works just like a normal Paladin except as noted here. Your Paladin class features are gained according to the progression in the table above. (If you are a Paladin variant, you may instead gain class features as a Paladin of Freedom, Slaughter or Tyranny.) Additionally, 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 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.

    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 1 minute/Trissociate level. 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
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    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)
    Level Turn Undead Spell Like Abilities Gained Special
    Starter Lay on Hands
    1 Cure Minor Wounds 1/day Turn Undead
    2
    3 Remove Fear 1/day, Protection from Evil 1/day
    4
    5 Remove Paralysis 1/day, Lesser Restoration 1/day
    6
    7 False Life 1/day, Consecrate 1/day
    8
    9 Remove Blindness/Deafness 1/day, Remove Disease 1/day
    10
    11 Magic Circle against Evil 1/day, Remove Curse 1/day
    12
    13 Neutralize Poison 1/day, Restoration 1/day
    14
    15 Death Ward 1/day, Break Enchantment 1/day
    16
    17 Heal 1/day, Regenerate or Greater Restoration 1/day
    18
    19 Mass Heal 2/day

    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, except as noted here. Your Lay On Hands point pool size is equal to your Trissociate Level multiplied by (your Trissociate bonus plus your Charisma bonus if any). E.g. a level 3 Trissociate with 14 Charisma (a bonus of +2), and a Trissociate bonus of +1 would have a pool size of: 3 x (2+1) = 9. Additionally, you qualify for the following feat:

    Insightful Turn Undead:
    Requirements: Trissociate Turn Undead 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 abilities of your Turn Undead Association. This only applies to your Turn Undead Association, and not to the Turn Undead or Lay On Hands gained from other classes. Firstly, you may use your highest mental ability score bonus to determine the size of your Lay On Hands pool, and the number of points recovered using the Recover Lay On Hands talent. Secondly, you may use your highest mental ability score bonus to determine the save DCs of your Turn Undead Spell-like Abilities. Thirdly, you may use your highest mental ability score bonus, to determine the number of times per day you may Turn Undead, the most powerful undead you can affect, and the total Hit Dice of undead you can Turn.
    Special: You may buy this feat with Focus Features.

    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 Lay On Hands: You can add points to your Lay On Hands 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 points equal to (your Trissociate level + your Trissociate bonus + your Charisma bonus if any). You may accelerate the conversion process by spending more Mastery points. Even when you are not in Mastery Meditation, as a free action, by spending 1 point, you can recover a number of Lay On Hands points equal to half of (your Trissociate level + your Trissociate bonus + your Charisma bonus if any) round down, minimum 1. This is a supernatural ability.

    Recover Spell Like Ability (Turn Undead): You gain the Recover Spell Like Ability talent as described above.

    Emergency Turning: You gain the Emergency Turning talent as described above.



    Rebuke Undead Association
    Spoiler
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    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)
    Level Rebuke Undead Spell-like Abilities Special
    Starter Deadly Touch
    1 Inflict Minor Wounds 1/day Rebuke Undead
    2
    3 Bane 1/day, Protection from Good 1/day
    4
    5 Ghoul Touch 1/day, Blindness Deafness (as Wizard) 1/day
    6
    7 Command Undead 1/day, Desecrate 1/day
    8
    9 Ray of Exhaustion 1/day, Contagion 1/day
    10
    11 Magic Circle against Good 1/day, Bestow Curse (as Cleric) 1/day
    12
    13 Poison (as Cleric) 1/day, Enervation 1/day
    14
    15 Fear 1/day, Blight 1/day
    16
    17 Harm 1/day, Control Undead 1/day
    18
    19 Energy Drain 3/day

    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, except as noted here. Your Deadly Touch point pool size is equal to your Trissociate Level multiplied by (your Trissociate bonus plus your Charisma bonus if any). E.g. a level 3 Trissociate with 14 Charisma (a bonus of +2), and a Trissociate bonus of +1 would have a pool size of: 3 x (2+1) = 9. Additionally, you qualify for the following feat:

    Insightful Rebuke Undead:
    Requirements: Trissociate Rebuke Undead 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 abilities of your Rebuke Undead Association. This only applies to your Rebuke Undead Association, and not to the Rebuke Undead or Deadly Touch gained from other classes. Firstly, you may use your highest mental ability score bonus to determine the size of your Deadly Touch pool, and the number of points recovered using the Recover Deadly Touch talent. Secondly, you may use your highest mental ability score bonus to determine the save DCs of your Rebuke Undead Spell-like Abilities. Thirdly, you may use your highest mental ability score bonus, to determine the number of times per day you may Rebuke Undead, the most powerful undead you can affect, and the total Hit Dice of undead you can Rebuke.
    Special: You may buy this feat with Focus Features.

    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 Deadly Touch: You can add points to your 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 Deadly Touch points equal to (your Trissociate level + your Trissociate bonus + your Charisma bonus if any). You may accelerate the conversion process by spending more Mastery points. Even when you are not in Mastery Meditation, as a free action, by spending 1 point, you can recover a number of Deadly Touch points equal to half of (your Trissociate level + your Trissociate bonus + your Charisma bonus if any) round down, minimum 1. This is a supernatural ability.

    Recover Spell Like Ability (Rebuke Undead): You gain the Recover Spell Like Ability talent as described above.

    Emergency Turning: You gain the Emergency Turning talent as described above.



    Psionic Associations


    Ardent Association
    Spoiler
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    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 (2)
    2 2 1
    3 3 1
    4 3 1
    5 4 2
    6 4 2
    7 5 3
    8 6 3
    9 7 4
    10 7 4
    11 8 5
    12 9 5
    13 10 6
    14 10 6
    15 11 7
    16 12 7
    17 13 8
    18 13 8
    19 15 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 two primary Mantles (Complete Psionic pg 66). You gain these 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. 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. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Wisdom score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Wisdom score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points. Your Powers known however, is still based on your Associate level, and follows the 1st table above. You may only select powers from your chosen mantles.
    Note: You have the option of customizing one or both 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
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    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. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Erudite association is secondary, and you do not know any powers yet). You gain bonus Power Points based on your Intelligence score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Intelligence score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Intelligence score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points.

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

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

    Automatic Mastery Talents
    Recover Power Points: You gain the Recover Power Points talent as described above.



    Psion Association
    Spoiler
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    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. 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). You gain bonus Power Points based on your Intelligence score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Intelligence score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Intelligence score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points.

    Your Powers known however, is still based on your Associate level, and follows the 1st table above. 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
    Spoiler
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    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.

    Soulknife Association Progression (Based on Associate Level)
    Level Special
    Starter Soulknife-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.

    Soulknife-Wild Talent (Ex): You gain Wild Talent as a bonus feat. If you already have Wild Talent, you instead gain Psionic 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 Soulknife 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.

    Automatic Mastery Talents
    Rapid Reshape Mindblade Abilities: Normally a Soulknife Associate must spend 8 hours in concentration in order to reassign the weapon special abilities of his mindblade. However he can speed up the process by spending Mastery points. By spending 3 Mastery points, he can reassign +1 Enhancement Value as a free action (6 Mastery points for +2 Enhancement value, etc). E.g. Lets say that a Soulknife Associate has Mind Blade enhancement (+2 bonus equivalent ability), which he has assigned to Defending and Keen (+1 each). He can spend 3 Mastery points to change Defending to Vicious. Or he could spend 6 Mastery points to reassign both Defending and Keen to Wounding (+2 in all).



    Wilder Association
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    Wilder Association Progression (Based on Associate Level)
    Level Wilder Powers Known Wilder Maximum Power Level Known Special
    Starter - -
    1 1 1
    2 1 1
    3 2 1 Wilder-Wild surge +1, Wilder-Psychic Enervation
    4 2 1
    5 3 2
    6 3 2
    7 4 3 Wilder-Wild surge +2
    8 4 3
    9 5 4
    10 5 4
    11 6 5 Wilder-Wild surge +3
    12 6 5
    13 7 6
    14 7 6
    15 8 7 Wilder-Wild surge +4
    16 8 7
    17 9 8
    18 9 8
    19 10 9 Wilder-Wild surge +5

    Wilder Association Progression (Based on Trissociate Level)
    Level Wilder 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

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

    Wilder Class Features: You gain Wilder class features, which works just like a normal Wilder except as noted here. Your Wilder class features are gained according to the progression in the table above.

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

    Automatic Mastery Talents
    Recover Power Points: You gain the Recover Power Points talent as described above.

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

    Associations for Other Alternate Magic Systems


    Artificer Association
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    Artificer Association Progression (Based on Associate Level)
    Level At1 At2 At3 At4 At5 At6 Special
    Starter - - - - - - Artificer Knowledge
    1 - - - - - - Artificer-Item Creation, Artificer-Skill Mastery
    2 - - - - - -
    3 1 - - - - - Artificer-Bonus Feat
    4 1 - - - - -
    5 1 1 - - - - Artificer-Artisan Bonus
    6 1 1 - - - -
    7 1 1 - - - - Artificer-Bonus Feat
    8 1 1 - - - -
    9 1 1 1 - - - Artificer-Retain Essence
    10 1 1 1 - - -
    11 1 1 1 - - - Artificer-Bonus Feat
    12 1 1 1 - - -
    13 1 1 1 1 - - Artificer-Metamagic Spell Trigger
    14 1 1 1 1 - -
    15 1 1 1 1 1 - Artificer-Bonus Feat
    16 1 1 1 1 1 -
    17 1 1 1 1 1 1 Artificer-Metamagic Spell Completion
    18 1 1 1 1 1 1
    19 1 1 1 1 1 1 Artificer-Bonus Feat

    Artificer Skills: Add Spellcraft and Use Magic Device to your Trissociate class skill list.

    Artificer Class Features: You gain Artificer class features (Eberron Campaign Setting pg 30), which works just like a normal Artificer except as noted here. Your Artificer class features are gained according to the progression in the table above.

    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.

    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!

    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.

    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
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    Binder Association Progression (Based on Associate Level)
    Level Maximum Binder Vestige Level Special
    Starter 1 Zero Soul Binding (1 Vestige), Pact Augmentation (1 ability)
    1 1 Least Soul Binding (1 Vestige), Suppress Sign
    2 1
    3 1 Lesser Soul Binding (1 Vestige), Pact Augmentation (2 abilities)
    4 1
    5 1 Soul Binding (1 Vestige)
    6 1
    7 2 Pact Augmentation (3 abilities)
    8 2
    9 3
    10 3
    11 4 Pact Augmentation (4 abilities)
    12 4
    13 5
    14 5
    15 6 Pact Augmentation (5 abilities)
    16 6
    17 7
    18 7
    19 8 Pact Augmentation (6 abilities)

    Binder Skills: Add Decipher Script to your Trissociate class skill list.

    Binder Class Features: You gain Binder class features (Tome of Magic pg 9), which works just like a normal Binder except as noted here. Your Binder class features are gained according to the progression 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.



    Eldritch Blast Association
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    Note: Unlike normal Warlocks, the Eldritch Blast association has no alignment restriction. It is this author's humble opinion that the ability to shoot beams of magic is so generic that there is no particular reason why its user cannot be lawful good.

    Eldritch Blast Association Progression (Based on Associate Level)
    Level Eldritch Blast Damage Eldritch Blast Shapes and Essences (Least) Eldritch Blast Shapes and Essences (Lesser) Eldritch Blast Shapes and Essences (Greater) Eldritch Blast Shapes and Essences (Dark) Special
    Starter 1 - - - -
    1 1d6 - - - -
    2 1d6 - - - -
    3 2d6 1 - - -
    4 2d6 1 - - -
    5 3d6 2 - - -
    6 4d6 2 - - -
    7 5d6 2 1 - -
    8 5d6 2 1 - -
    9 6d6 2 2 - -
    10 7d6 2 2 - -
    11 8d6 2 2 1 -
    12 8d6 2 2 1 -
    13 9d6 2 2 2 -
    14 10d6 2 2 2 -
    15 11d6 2 2 2 -
    16 12d6 2 2 2 -
    17 13d6 2 2 2 1
    18 14d6 2 2 2 1
    19 16d6 2 2 2 2

    Eldritch Blast (Sp): You gain an Eldritch Blast as a Warlock (Complete Arcane pg 5), except as noted here. Your invoker level is equal to your Trissociate level. Your damage progresses according to the 'Eldritch Blast Damage' column. The Save DCs (if any) are based on your Charisma. You gain Blast Shapes and Essences according to the 'Eldritch Blast Shapes and Essences' columns above, with the Shape and Essence grade in brackets. You may only take Blast Shapes and Essences for the Eldritch Blast association, and not other invocations (although you may gain other invocations through the Invocations association). Whenever you gain a Trissociate level, you may swap a Blast Shape or Essence known, with another of similiar grade. Additionally, you qualify for the following feats:

    Insightful Invoker:
    Requirements: Trissociate Invocation Associate OR Trissociate Eldritch Blast 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 and your Eldritch Blast. Additionally, whenever an Invocation, Eldritch Blast Shape or Essence 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.

    Eldritch Blast Combination:
    Requirements: Trissociate Eldritch Blast Associate
    Benefit: By spending a full round action, you can use any standard action Eldritch Blast and take any one other standard action of your choosing, provided the other action is not another Eldritch Blast. However, your Eldritch Blast only does half its normal damage. This reduction in damage also applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast). You can choose to use your Eldritch Blast first, or to take the other standard action first, in whichever order you prefer. Spellcasters commonly use this feat to combine Eldritch Blast with their spells. For example, as a full round action, you may fire your Eldritch Blast ray, and cast a standard action spell, although your Eldritch Blast ray only does half its normal damage.
    Special: You may buy this feat with Focus Features.

    Special: You qualify for the following blast shapes and essences:

    Eldritch Weapon Charge
    Least; 1st level equivalent; Blast Shape
    As a move action but no more than once per round, you can charge any weapon (including natural weapons, unarmed strikes and ranged weapon ammunition) with your Eldritch Blast. The next successful attack with that weapon also affects the target as if struck by your Eldritch Blast, and discharges the stored Eldritch energy. If not used by the start of your next turn, this energy charge dissipates. Use of this blast shape does not provoke attacks of opportunities. This blast shape can also be used as a free action (but still only once per round), in which case your Edritch Blast does half its normal damage. This reduction in damage also applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast).
    Note: It is recommended that this invocation be used in place of Eldritch Glaive, which has very high damage potential, especially with the improved Eldritch Blast damage progression, on a build with high BAB, and extra attacks like Haste, Raging Mongoose and Robilar's Gambit, or which can make self copies via Fission and Body out of Body.

    Force Blast
    Lesser; 4th; Eldritch Essence
    This eldritch essence allows you to change your eldritch blast into a Force Blast. A Force Blast deals force damage, and can hence strike ethereal and incorporeal targets.

    Improved Eldritch Cone
    Dark; 8th; Blast Shape
    This blast shape invocation allows you to invoke your eldritch blast as a 50-foot cone. The improved eldritch cone deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage. Additionally, you can open up holes within the targeted area, each at least 5 ft cube in size, to avoid damaging allies.

    Sacred/Profane Blast
    Dark; 9th; Eldritch Essence
    This eldritch essence allows you to change your eldritch blast into a Sacred or Profane Blast (those who use it call it different names according to their alignment, but the effect is the same). A Sacred/Profane Blast is imbued with a fragment of divine energy, that allows it to function where mortal magic would normally fail. It ignores spell resistance and magic immunity, and can be used even in an antimagic field or dead magic zone.

    Automatic Mastery Talents
    Boost Eldritch Blast: As a free action, you can spend Mastery points to increase the damage dealt by your Eldritch Blast, and its save DC (if any). When you use your Eldritch Blast, you can spend 1 Mastery point, to add a number of d6 dice equal to your Trissociate Bonus, to the Eldritch Blast damage. At the same time, you also add your Trissociate Bonus to the save DC (if any). This can only be applied once to each use of your Eldritch Blast. When used with Eldritch Blast options that reduce damage (e.g. secondary targets of Eldritch Chain), add the Boost Eldritch Blast bonus to the total damage first, before applying the reduction. This is a supernatural ability.



    Invocation Association
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    Invocation Association Progression (Based on Associate Level)
    Level Invocations (Least) Invocations (Lesser) Invocations (Greater) Invocations (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 (Sp): You gain Charisma based Invocations according to the 'Invocations' columns above, with the Invocation grade in brackets. You may choose invocations from both the Warlock (Complete Arcane pg 5) and Dragonfire Adept list. Your Invoker level is equal to your Trissociate level. Whenever you gain a Trissociate level, you may swap an invocation known, with another of similiar grade.
    Special: If you took the Eldritch Blast Association, you may also purchase Invocations from this Association that apply to your Eldritch Blast. Additionally, you qualify for the following feat:

    Insightful Invoker:
    Requirements: Trissociate Invocation Associate OR Trissociate Eldritch Blast 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 and your Eldritch Blast. Additionally, whenever an Invocation, Eldritch Blast Shape or Essence 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.



    Magic Dilettante Association
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    This is based on the Arcane Dilettante class feature from the Factotum, but modified to allow you to pick up spells from any one spellcasting class. E.g. a Nature oriented character could mimic Druid spells, a character in an Oriental setting could mimic Wu Jen spells etc.

    Note that unlike Spellcasters/Manifesters, you can use these SLAs even if you have low mental stat score (e.g. if Stabby McFighter wants Haste). Unlike Magic Blooded, you can swap out your spells each day, which gives you far more versatility at the cost of less raw power (Need a skeleton army? Prepare Animate Dead. Need to get somewhere quickly? Prepare Teleport. Wondering what someone is up to? Prepare Scry. See how the Factotum in Silverclawshift's Crystal Cantrips was played).

    Magic Dilettante Association Progression (Based on Associate Level)
    Level Dilettante Points Dilettante Highest Spell Level Special
    Starter 1 0
    1 3 0
    2 4 0
    3 5 1
    4 7 1
    5 9 2
    6 11 2
    7 14 3
    8 17 3
    9 20 4
    10 24 4
    11 28 5
    12 32 5
    13 37 5
    14 42 5
    15 48 6
    16 54 6
    17 61 6
    18 68 6
    19 76 7

    Magic Dilettante Spell Like Abilities (Sp): When you gain this association, select a spellcasting class that provides 0th-9th levels spells. (E.g. within Core, there is Wizard/Sorcerer, Cleric and Druid. Outside of Core, there are other classes such as Wu Jen, Shugenja etc). If your selected class has a spell list that is customizable (e.g. Clerics can select domains which adds spells), then you may also customize your selected class spell list, and it cannot be changed thereafter (e.g. if you select Cleric, you may also pick 2 domains, and this choice is permanent once made).

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

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

    Your SLAs functions in all ways like a normal SLA (e.g. caster level equal to your Trissociate level, same casting time as the original spell, no somatic of verbal components, high ability score not required to cast the SLA) except as noted here: If the original spell has any costly material component, XP cost, sacrifice or corruption cost for your selected spellcasting class, you must pay the same cost when casting your SLA. Non-costly material components are not required. A costly focus which is not expended by the original spell when it is cast, is also not required for your SLA. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier).

    Automatic Mastery Talents
    Recover Spell Like Ability (Magic Dilettante): You gain the Recover Spell Like Ability talent as described above.



    Shadowcaster Association
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    This Shadowcaster Association was first written up by Xuldarinar

    Shadowcaster Association Progression (Based on Associate Level)
    Level Sc0 Sc1 Sc2 Sc3 Sc4 Sc5 Sc6 Sc7 Sc8 Sc9 Special
    Starter 1 - - - - - - - - - Shadowcaster-Fundamental of Shadow
    1 2 - - - - - - - - -
    2 3 - - - - - - - - -
    3 3 1 - - - - - - - - Shadowcaster-Apprentice Mysteries
    4 3 1 - - - - - - - -
    5 3 1 1 - - - - - - -
    6 3 1 1 - - - - - - -
    7 3 1 1 1 - - - - - - Shadowcaster-Sustaining Shadow (eat 1 meal/week)
    8 3 1 1 1 - - - - - -
    9 3 1 1 1 1 - - - - - Shadowcaster-Apprentice Mysteries (spell-like) & Initiate Mysteries
    10 3 1 1 1 1 - - - - -
    11 3 1 1 1 1 1 - - - - Shadowcaster-Sustaining Shadow (sleep 1 hour/day)
    12 3 1 1 1 1 1 - - - -
    13 3 1 1 1 1 1 1 - - - Shadowcaster Poison Immunity
    14 3 1 1 1 1 1 1 - - -
    15 3 1 1 1 1 1 1 1 - - Shadowcaster-Apprentice Mysteries (supernatural) & Initiate Mysteries (spell-like) & Master Mysteries
    16 3 1 1 1 1 1 1 1 - -
    17 3 1 1 1 1 1 1 1 1 - Shadowcaster Disease Immunity
    18 3 1 1 1 1 1 1 1 1 -
    19 3 1 1 1 1 1 1 1 1 1

    Shadowcaster Skills: Add Spellcraft to your Trissociate class skill list.

    Shadowcaster Class Features: You gain Shadowcaster class features (Tome of Magic pg 111), which works just like a normal Shadowcaster except as noted here. Your Shadowcaster class features are gained according to the progression in the table above.

    Fundamental of Shadow (Su): You gain a single Intelligence-based Fundamental as a Shadowcaster. Your daily uses of your Fundamental are listed on the table above (Sc0).

    Mysteries and Paths: You gain Intelligence-based Mysteries as a Shadowcaster. Your daily Mystery uses for each level follows the table above (Sc1-Sc9). Your Caster level is equal to your Trissociate level. Your Mysteries advance in form as a Shadowcaster's, following the table above. Unlike a normal Shadowcaster, you do not learn a new Mystery at every level. Instead, when you acquire access to a new Mystery level, you gain one Mystery known of that level. Your Mystery access and Mystery DCs are based on your Intelligence score. Unlike a normal Shadowcaster, you gain extra uses of your Mysteries known based on your Intelligence score, in the manner described below.
    Shadowcaster Extra Mystery Uses: You gain extra mystery uses based on your Intelligence score, but instead of the normal formula, your extra mystery uses are calculated using the method described above.

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

    Shadowcaster Disease Immunity (Ex): You gain immunity to all diseases, including supernatural diseases.
    Special: If you already have Disease Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Automatic Mastery Talents
    Recover Mystery or Fundamental (Shadowcaster): You may recover an expended Mystery or Fundamental as if you did not use it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the Mystery's level, you may restore a previously used Mystery. Level 0 Fundamentals cost no Mastery points to restore in this manner. You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the Mystery's level, you may recover that Mystery as a free action, even when you are not in Mastery Meditation. Level 0 Fundamentals cost 1 Mastery point to restore in this manner.



    Truenamer Association
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    This Barbarian Association was first written up by Xuldarinar. This Association only goes up to 4th level Lexicon of Perfected Map, so it does not gain access to Conjunctive Gate. Note that the official Truenamer is generally regarded to be broken (i.e. too weak) in its official state. If using this Association (or Truenamers in general), either reduce the skill check to 1xCR instead of 2xCR, OR allow the purchase of custom skill boosting items.

    Truenamer Association Progression (Based on Associate Level)
    Level Lexicon of the Evolving Mind Lexicon of the Crafted Tool Lexicon of the Perfected Map Special
    Starter 1/1st - -
    1 1/1st - - Truenamer-Known Personal Truename
    2 1/1st - -
    3 2/2nd - -
    4 2/2nd - -
    5 2/2nd 1/1st - Truenamer-Knowledge Focus
    6 2/2nd 1/1st -
    7 3/3rd 1/1st - Truenamer-Bonus Recitation Feat
    8 3/3rd 1/1st -
    9 3/3rd 2/2nd 1/1st Truenamer-Knowledge Focus
    10 3/3rd 2/2nd 1/1st
    11 4/4th 2/2nd 1/1st Truenamer-See The Named
    12 4/4th 2/2nd 1/1st
    13 4/4th 3/3rd 2/2nd Truenamer-Knowledge Focus
    14 4/4th 3/3rd 2/2nd
    15 5/5th 3/3rd 2/2nd Truenamer-Sending
    16 5/5th 3/3rd 2/2nd
    17 5/5th 4/4th 3/3rd Truenamer-Knowledge Focus
    18 5/5th 4/4th 3/3rd
    19 6/6th 5/5th 3/3th Truenamer-Speak Unto The Masses

    Truenamer Skills: Add Truespeak to your Trissociate class skill list.

    Truenamer Class Features: You gain Truenamer class features (Tome of Magic pg 198), which works just like a normal Truenamer except as noted here. Your Truenamer class features are gained according to the progression in the table above.

    Utterances (Sp): You gain the Utterances class feature, as the Truenamer class feature, except as noted here. Your utterances known for each lexicon follows the table above. The numbers indicate your utterances known/highest level of utterances for that particular lexicon.

    Automatic Mastery Talents
    Boost Truespeak: As a free action, by spending 2 mastery points, you may add your Trissociate level as a bonus to any Truespeak check you make. This stacks with the Skill Boost Learnable Mastery Talent if you have it, although Skill Boost seperately costs another Mastery point.



    Incarnate Association
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    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
    6 1 2 1
    7 2 3 1 Incarnate-Expanded Soulmeld Capacity +1
    8 2 3 1
    9 2 4 1 Incarnate-Rapid Meldshaping 1/day
    10 2 4 1
    11 2 5 1 Incarnate-Chakra Binds (Arms, Brow, Shoulders)
    12 2 5 1
    13 2 6 2 Incarnate-Share Chakra 2
    14 2 6 2
    15 2 7 2 Incarnate-Chakra Binds (Throat, Waist)
    16 2 7 2
    17 2 8 2 Incarnate-Chakra Bind (Heart), Incarnate-Expanded soulmeld capacity +2
    18 2 8 2
    19 2 9 2 Incarnate-Chakra Bind (Soul), Incarnate-True Incarnation

    Incarnate Skills: Add Spellcraft to your Trissociate class skill list.

    Incarnate Class Features: You gain Incarnate class features (Magic of Incarnum pg 20), which works just like a normal Incarnate except as noted here. Your Incarnate class features are gained according to the progression in the table above. You use your Trissociate level to determine the Meldshaper level, for soulmelds shaped by your Incarnate Association.

    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
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    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-Share Chakra 1
    10 2 3 1
    11 2 4 1 Totemist-Chakra Binds (Arms, Brow, Shoulders)
    12 2 4 1
    13 2 4 2 Totem Chakra Bind (Double Bind), Totemist-Share Chakra 2
    14 2 4 2
    15 2 5 2 Totemist-Chakra Binds (Throat, Waist)
    16 2 5 2
    17 2 6 2 Totem Chakra Bind (+2 Capacity)
    18 2 6 2
    19 2 7 2 Totemist-Chakra Bind (Heart)

    Totemist Skills: Add Spellcraft to your Trissociate class skill list.

    Totemist Class Features: You gain Totemist class features (Magic of Incarnum pg 29), which works just like a normal Totemist except as noted here. Your Totemist class features are gained according to the progression in the table above. You use your Trissociate level to determine the Meldshaper level, for soulmelds shaped by your Totemist Association.

    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.


    Incarnum Notes:
    Spoiler
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    Since 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.

    As mentioned above, each Association should be about 1/4 the power of a Tier 3 class. The Totemist is considered tier 3, but that is in part because he comes with a fair chassis (Medium BAB, 4 skill points, d8 hit dice). So taking this into account, I thought it would be fair for an Association to have ~1/3 of a Totemist class features. A Totemist gets 9 Soulmelds, 20 Essentia, and 5 Chakra Binds. Divide by 3, this would give 3 Soulmelds, 6.66 Essentia, and 1.66 Chakra Binds. I have decided to round up Essentia to 7 and Chakra Binds to 2, but at the cost of reducing Soulmelds to 2.

    The Incarnate is considered tier 4, on a relatively poor chassis (poor BAB, 2 skill points, d6 hit dice). So again I thought it would be fair to have ~1/3 of his class features in an Association. An Incarnate gets 9 Soulmelds, 26 Essentia, and 5 Chakra Binds. Divide by 3, this would give 3 Soulmelds, 8.66 Essentia, and 1.66 Chakra Binds. I have decided to round up Essentia to 9 and Chakra Binds to 2, but at the cost of reducing Soulmelds to 2.

    Since unlike full Incarnate/Totemists, Associates 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.

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

    Martial & Melee Associations


    Barbarian Association
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    This Barbarian Association was first written up by Adam1949. Note that the design below tries to increase morale bonus to saves (arguably the weakest benefit of Rage) on the same level as additional rage per day (a fairly strong benefit), so that there are no dead levels.

    Barbarian Association Progression (Based on Associate Level)
    Level Barbarian Damage Reduction Special
    Starter -
    1 - Rage (+2 Str, +4 Con, +0 morale bonus to Will saves, -2 AC penalty) 1/day
    2 -
    3 1/- Rage (+4 Str, +4 Con, +0 morale bonus to Will saves, -2 AC penalty) 1/day
    4 1/-
    5 1/- Rage (+4 Str, +4 Con, +1 morale bonus to Will saves, -2 AC penalty) 2/day
    6 1/-
    7 2/- Rage (+4 Str, +6 Con, +1 morale bonus to Will saves, -2 AC penalty) 2/day
    8 2/-
    9 2/- Rage (+4 Str, +6 Con, +2 morale bonus to Will saves, -2 AC penalty) 3/day
    10 2/-
    11 3/- Rage (+6 Str, +6 Con, +2 morale bonus to Will saves, -2 AC penalty) 3/day
    12 3/-
    13 3/- Rage (+6 Str, +6 Con, +3 morale bonus to Will saves, -2 AC penalty) 4/day
    14 3/-
    15 4/- Rage (+6 Str, +8 Con, +3 morale bonus to Will saves, -2 AC penalty) 4/day
    16 4/-
    17 4/- Rage (+6 Str, +8 Con, +4 morale bonus to Will saves, -2 AC penalty) 5/day
    18 4/-
    19 5/- Rage (+8 Str, +8 Con, +4 morale bonus to Will saves, -2 AC penalty) 5/day

    Barbarian Class Features: You gain Barbarian class features, which works just like a normal Barbarian except as noted here. Your Barbarian class features are gained according to the progression in the table above. The benefits of your Rage do not follow the normal progression. Instead your Rage per day, and the benefits of Rage, are indicated in table above.

    Automatic Mastery Talents
    Extend Rage: As a free action, you may spend Mastery points to increase the length of your current rage. On the last round of your rage, you may spend 1 Mastery point to extend your rage by 1 round, so that the next round is the last round instead. You can repeat this for consecutive rounds, provided you have enough Mastery points. You can only use this ability if you are currently Raging.



    Fighter Association
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    Fighter Association Progression (Based on Associate Level)
    Level Effective Fighter Level Special
    Starter 1
    1 1 Fighter-Bonus Feat
    2 1
    3 1 Fighter-Bonus Feat
    4 1
    5 2 Fighter-Bonus Feat
    6 3
    7 4 Fighter-Bonus Feat
    8 5
    9 6 Fighter-Bonus Feat
    10 7
    11 8 Fighter-Bonus Feat
    12 9
    13 10 Fighter-Bonus Feat
    14 11
    15 12 Fighter-Bonus Feat
    16 13
    17 14 Fighter-Bonus Feat
    18 15
    19 16 Fighter-Bonus Feat

    Effective Fighter Level: You have an effective Fighter level according to this column, for the purpose of qualifying for feats. This stacks with actual levels of Fighter or effective Fighter levels from other classes, if you have them.
    Special: If you have a Battle Category Focus, your effective Fighter level is instead equal to your Trissociate level.

    Fighter-Bonus Feat (Ex): You gain one Fighter feat which you qualify for. Additionally, you may also select Martial Weapon Proficiency and Armor Proficiency as your bonus feat, even though they are not normally Fighter feats.



    Knight Association
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    Knight Association Progression (Based on Associate Level)
    Level Special
    Starter Knight's Code
    1 Knight-Fighting Challenge +1, Knight-Mounted Combat
    2
    3 Knight-Shield Block +1, Knight-Bulwark of Defense
    4
    5 Knight-Test of Mettle, Knight-Vigilant Defender, Knight-Medium Armor Mastery or Armor Proficiency
    6
    7 Knight-Fighting Challenge +2, Knight-Shield Ally
    8
    9 Knight-Call to Battle +2, Knight-Heavy Armor Mastery or Armor Proficiency
    10
    11 Knight-Shield Block +2, Knight-Bonus Feat
    12
    13 Knight-Fighting Challenge +3, Knight-Daunting Challenge
    14
    15 Knight-Improved Shield Ally, Knight-Bonus Feat
    16
    17 Knight-Bond of Loyalty, Knight-Impetuous Endurance
    18
    19 Knight-Fighting Challenge +4, Knight-Shield Block +3, Knight-Loyal Beyond Death

    Knight Skills: Add Handle Animal to your Trissociate class skill list.

    Knight Class Features: You gain Knight class features, which works just like a normal Knight except as noted here. Your Knight class features are gained according to the progression in the table above. You may use your Trissociate level to determine the strength of your Knight abilities. You may use your Intelligence bonus or Wisdom bonus, instead of your Charisma bonus (whichever is the highest), to determine the saving throw DC for your Test of Mettle and Daunting Challenge class features. Additionally, the number of daily uses of your Knight's Challenge ability is equal to 1/2 your Trissociate level + your highest mental ability score modifier (Int, Wis or Cha; minimum once per day).

    Knight-Medium Armor Mastery or Armor Proficiency (Ex): If you have Medium Armor proficiency, you gain Medium Armor Mastery as a Knight. If you do not have Medium Armor proficiency, you instead gain Medium Armor proficiency.

    Knight-Heavy Armor Mastery or Armor Proficiency (Ex): If you have Heavy Armor proficiency, you gain Heavy Armor Mastery as a Knight. If you do not have Heavy Armor proficiency, you instead gain Heavy Armor proficiency.

    Automatic Mastery Talents
    Recover Knight's Challenge: As a free action which does not require Mastery Meditation, you may spend Mastery points to recover uses of your Knight's Challenge. You gain 1 Knight's Challenge for each Mastery point spent. You may not exceed your normal daily maximum.



    Martial Initiator Association
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    Martial Initiator Association Progression (Based on Associate Level)
    Level Martial Initiator Highest Maneuver Level Martial Initiator Maneuvers Known Martial Initiator Stances Known Martial Initiator 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)

    Martial Initiator Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.

    Martial Initiator Maneuvers and Stances: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known and stances known are detailed in the table above. You always ready all the Martial Initiator maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial Adepts, you may not swap out your Martial Initiator maneuvers known when you level.

    Martial Initiator Sublime Point Pool (Ex): You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Martial Initiator maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.
    Special: If you have a Sublime Point Pool from more than one Association, you may combine them together into a single pool. This lets you use Sublime Points from one Association to initiate maneuvers gained from another Association. You can still only adopt one stance at a time.
    Note: Because you ready all the Martial Initiator association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Martial Initiator association (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from certain other Martial Adept Feats, such as Martial Study and Martial Stance. Additionally you qualify for the following feats:

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

    Lesser Copy Maneuver: (refer to linked thread)

    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 (unless you also took the Extra Sublime Points feat), 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.



    Martial Sage Association
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    Martial Sage Association Progression (Based on Associate Level)
    Level Maximum Ki Dodge Miss Chance Martial Sage Unarmored Speed Bonus Martial Sage Unarmored AC Bonus Special
    Starter - - -
    1 15% +5 ft 1 Martial Sage Ability (+1, Total 1), Wisdom to AC
    2 15% +5 ft 1
    3 20% +10 ft 1 Martial Sage Ability (+1, Total 2)
    4 20% +10 ft 1
    5 25% +10 ft 2 Martial Sage Ability (+1, Total 3)
    6 25% +10 ft 2
    7 30% +15 ft 2 Martial Sage Ability (+1, Total 4)
    8 30% +15 ft 2
    9 35% +15 ft 3 Martial Sage Ability (+1, Total 5)
    10 35% +15 ft 3
    11 40% +20 ft 3 Martial Sage Ability (+1, Total 6)
    12 40% +20 ft 3
    13 45% +20 ft 4 Martial Sage Ability (+1, Total 7)
    14 45% +20 ft 4
    15 50% +25 ft 4 Martial Sage Ability (+1, Total 8)
    16 50% +25 ft 4
    17 55% +25 ft 5 Martial Sage Ability (+1, Total 9)
    18 55% +25 ft 5
    19 60% +30 ft 5 Martial Sage Ability (+1, Total 10)

    Martial Sage Association Progression (Based on Trissociate Level)
    Level Ki Points
    1 2
    2 5
    3 10
    4 15
    5 22
    6 30
    7 40
    8 50
    9 62
    10 75
    11 90
    12 105
    13 122
    14 140
    15 160
    16 180
    17 202
    18 225
    19 250
    20 275

    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 Sage Association, all 3 of his saves gain Good progression.

    Ki Points (Su): A Martial Sage Associate gains a pool of Ki points based on his Trissociate level, according to the table above. 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 points (and bonus to will saves) as a starter ability, even if he does not yet have any abilities to spend Ki on. He can recover 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 Ki points will be partially restored. He may use his Ki points to perform a variety of tricks as listed below. Unless otherwise stated, the use of Ki points is a supernatural ability. While wearing medium or heavy armor, or carrying a medium or heavy load may affect his Wisdom Bonus to AC, it has no effect on his Ki points, or his usage of Ki abilities (including Ki Dodge). Finally, he qualifies 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 bonus to attack and damage for the Zen Weapon Strike Martial Sage ability (if you have selected it)
    Special: You may buy this feat with Focus Features.

    Maximum Ki Dodge Miss Chance (Su): By focusing his mind, a Martial Sage Associate finds he has a chance to dodge even the most accurate strikes. As a free action, he may choose to activate his Ki Dodge ability, and its effects last until the start of his next turn. Any enemy that tries to attack him with an attack that has an attack roll, has a chance of missing him. The maximum miss chance he can benefit from, is indicated in the table above. Activating Ki Dodge may cost Ki points depending on what amount of miss chance he chooses. He can choose to use less miss chance than his maximum, in order to conserve Ki points.

    Ki Dodge Miss Chance Ki Point Cost
    20% or less free
    25-35% 1
    40-50% 2
    55-60% 3

    Because this ability relies on the Sages speed and reaction, rather than any concealment effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it. Also, because it is not concealment, the miss chance of Ki Dodge provides none of the benefits of concealment either: A Martial Sage cannot use Ki Dodge to hide. And a rogue attacking him still does sneak attack damage (provided the rogue manages to hit).

    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.

    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 applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, when you use a shield, or when you carry 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.

    Zen Weapon Strike (Ex):
    You can add your Wisdom bonus (if any) subject to a maximum cap of +2, to all your weapon attack rolls (including ranged weapons, natural weapons and unarmed strike), and to your Strength bonus for the purposes of calculating weapon damage rolls. This ability can be taken multiple times, each time increasing the cap by another +2. E.g. Lets say we have a Martial Sage Associate with 14 Strength (a bonus of +2) and 16 Wisdom (a bonus of +3). If he takes Zen Weapon Strike once, he can apply his Wisdom bonus subject to the +2 cap, as a bonus to his weapon attack rolls. He can also add this bonus to his Strength bonus for determining weapon damage, so his effective Strength bonus would be 2 Str + 2 Wis = +4. If he wields a weapon in his main hand, he adds +4 damage. If he wields a weapon in his off hand, he adds +2 damage. If he wields a weapon in two hands, he adds +6 damage. If he takes Zen Weapon Strike a second time, it raises his Wisdom bonus cap to +4, however he only has a Wisdom bonus of +3.

    Lesser Senses (Ex):
    You gain Blindsense equal to your Trissociate level x 5 ft. This stacks with any extraordinary Blindsense you have from other Associations.

    Improved Senses (Su): (Requires: Trissociate Level 5, Lesser Senses)
    You can see Invisible and Ethereal as the See Invisibility spell.

    Greater Senses (Ex): (Requires: Trissociate Level 9, Improved Senses)
    You gain Blindsight equal to your Trissociate level x 5 ft. This stacks with any extraordinary Blindsight you have from other Associations.

    Perfect Senses (Su): (Requires: Trissociate 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: Trissociate Level 9, Ki Lesser Ghost Jump)
    This functions as Ki Lesser Ghost Jump except as noted here. You can spend 2 Ki points to teleport as a move action.

    Ki Greater Ghost Jump (Su): (Requires: Trissociate Level 17, Ki Improved Ghost Jump)
    This functions as Ki Lesser Ghost Jump except as noted here. You can spend 3 Ki points teleport as a swift 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 turn. This lets you strike incorporeal creatures without suffering the normal miss chance.

    Ki Improved Ghost Phase (Su): (Requires: Trissociate Level 9, Ki Lesser Ghost Phase)
    By spending 3 Ki points as a swift 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: Trissociate Level 15, Ki Improved Ghost Phase)
    This works as Ki Improved Ghost Phase, except as noted here. A Martial Sage can now turn either Incorporeal or Ethereal, choosing one or the other each time he activates this ability. Refer to here for some of the differences between Incorporeal and Ethereal.

    Evasion (Ex): (Requires: Trissociate Level 3)
    You gain Evasion as a Rogue.

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

    Ki Lesser Ghost Fade (Su): (Requires: Trissociate Level 3)
    You can spend 1 Ki point as a free action, to gain an invisibility effect (as the spell), until the start of your next turn. The effect ends if you attack any creature.

    Ki Improved Ghost Fade (Su): (Requires: Trissociate Level 7, Ki Lesser Ghost Fade)
    You can spend 2 Ki points as a free action, to gain a greater invisibility effect (as the spell), until the start of your next turn. You can attack creatures and still remain invisible.

    Disease Immunity (Ex): (Requires: Trissociate Level 5)
    You gain immunity to all diseases.

    Poison Immunity (Ex): (Requires: Trissociate 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: Trissociate 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: Trissociate 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: Trissociate 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: Trissociate Level 17, Greater Diamond Soul)
    This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 15.

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

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

    Automatic Mastery Talents
    Recover Ki: You can add Ki points back to your 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 half your Trissociate Level (round down, minimum 1). 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 one quarter of your Trissociate Level (round down, minimum 1), even when you are not in Mastery Meditation. This is a supernatural ability.



    Ranger Association
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    Ranger Association Progression (Based on Associate Level)
    Level Special
    Starter
    1 Ranger-Combat Style (Rapid Shot or Two Weapon Fighting)
    2
    3 Ranger-Favored Enemy (1st)
    4
    5 Ranger-Endurance, Ranger-Woodland Stride
    6
    7 Ranger-Favored Enemy (2nd)
    8
    9 Ranger-Improved Combat Style (Manyshot or Improved Two Weapon Fighting)
    10
    11 Ranger-Favored Enemy (3rd)
    12
    13 Ranger-Combat Style Mastery (Improved Precise Shot or Greater Two Weapon Fighting)
    14
    15 Ranger-Favored Enemy (4th)
    16
    17 Ranger-Camouflage
    18
    19 Ranger-Favored Enemy (5th), Ranger-Hide in Plain Sight

    Ranger Skills: Add Survival and Handle Animal to your Trissociate class skill list.

    Ranger Class Features: You gain Ranger class features, which works just like a normal Ranger except as noted here. Your Ranger class features are gained according to the progression in the table above.

    Automatic Mastery Talents
    Boost Favored Enemy Skill: As a free action, you may spend Mastery points to increase your Favored Enemy bonus to skill checks, for a previously selected Favored Enemy. By spending 1 Mastery point you can increase your Favored Enemy bonus by an amount equal to half Trissociate level (round down, minimum 1), for the purpose of skill checks.

    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. You have selected Undead as your one of your Favored Enemies, and your bonus is currently +4. On level 7 (half level round down is 3), by spending 1 Mastery point, you can increase your Undead Favored Enemy bonus from +4 to +7 for one skill check.

    Boost Favored Enemy Bonus: As a free action, by spending 1 Mastery point, you can increase your Favored Enemy bonus, for a previously selected Favored Enemy, by an amount equal to your Trissociate bonus. This 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 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 Track, and hence you do not gain Urban Tracking.
    *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.



    Weapon Master Association
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    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 (including both melee and ranged weapons) 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 (this applies even to ranged weapons): If you wield your chosen weapon in one hand, add the indicated number as a bonus to damage. If you wield your chosen weapon in two or more hands, you instead add twice the indicated number as a bonus to damage (this also applies if 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 True Strike: When attacking with your chosen weapon, as part of the attack action, you may activate this ability at the cost of 1 Mastery point to gain a true strike effect on that attack roll. This ability can be used at most once per round.

    Lesser 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. By spending 1 Mastery point, you can make up to 2 additional attacks (provided you have them).

    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, which allows him to make up to 2 additional attacks. But he has only 1 additional attack at +2 BAB. If the Weapon Master Associate also has haste, he can spend 1 Mastery point to use Lesser Chosen Pounce, and make two additional attacks: one at the haste-granted +7 BAB, and the second at +2 BAB.

    Chosen Pounce: This functions as Lesser Chosen Pounce, except as noted here. By spending 2 Mastery points, you can make a full attack at the end of a charge.



    Wild Shape Association
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    Wildshape can be used to assume a variety of animal forms. To represent a warrior who only fights in one form, consider using the Lycanthrope Association and changing the fluff.

    Wild Shape Association Progression (Based on Associate Level)
    Level Special
    Starter
    1 Wild Shape (Small Animals 1/day)
    2
    3 Wild Shape (Small Animals 2/day), Wild Shape-Normal Speech and Gesture
    4
    5 Wild Shape (Small Animals 3/day)
    6
    7 Wild Shape (Small Animals 4/day), Wildshape-Move Shift
    8
    9 Wild Shape (Small-Medium Animals 4/day)
    10
    11 Wild Shape (Small-Medium Animals 5/day)
    12
    13 Wild Shape (Tiny-Medium Animals 5/day), Druid-Thousand Faces
    14
    15 Wild Shape (Tiny-Medium Animals 6/day)
    16
    17 Wild Shape (Tiny-Large Animals 6/day)
    18
    19 Wild Shape (Tiny-Large Animals 7/day), Wildshape-Swift Shift

    Wild Shape Skills: Add Survival to your Trissociate class skill list.

    Druid Class Features: You gain Druid class features, which works just like a normal Druid except as noted here. Your Druid class features are gained according to the progression in the table above. The benefits of your Wild Shape do not follow the normal progression. Instead your daily uses of Wild Shape, and the forms you may assume, are indicated in table above. You do not gain the ability to Wild Shape into Plants or Elementals.
    Special: You cannot use Wild Shape obtained from the Wild Shape Association, to qualify for prestige classes which require Wild Shape, (such as the Master of Many Forms, Complete Adventurer pg 58), unless you have at least 5 levels in the Trissociate base class.

    Wild Shape-Normal Speech and Gesture (Su): You can speak and gesture normally while in Wild Shape. This allows you to supply the somatic and verbal components for spells (provided there are no other factors hindering your casting).

    Wild Shape-Move Shift (Su): You can use Wild Shape as a move action instead of a standard action.

    Wild Shape-Move Shift (Su): You can use Wild Shape as a swift action.

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

    Precision and Skill Associations


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Greater Cunning Attack: (Requires: Improved Cunning Attack)
    When making an attack roll, after making the initial roll, but before its results are known (i.e. whether it hits or misses), you may spend 8 Cunning Points as an immediate action to make a second roll, and to take the better of the two rolls.

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

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

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

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

    Greater Cunning Resistance: (Requires: Improved Cunning Resistance)
    When making a saving throw, after making the initial roll, but before its results are known (i.e. whether it succeeds or not), you may spend 8 Cunning Points as an immediate action to make a second roll, and to take the better of the two rolls.

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

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

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

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

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

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

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

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

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

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

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

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

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

    Improved Cunning Critical: (Requires: Trissociate level 15, Lesser Cunning Critical)
    This works like Lesser Cunning Critical, except that you now deal a total of 2 points of Strength damage, and 2 points of Constitution damage, when you score a critical hit.

    Acrobatic Charge:
    You may charge over difficult terrain that normally slow movement, and through squares occupied by allies. This ability enables you to run down steep stairs, leap down from a balcony, or to tumble over tables to get to your target. Depending on the circumstance, you may still need to succeed on the appropriate checks (such as Balance, Jump or Tumble) to successfully move over the terrain. This ability does not cost Cunning Points.

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

    Automatic Mastery Talents
    Boost Cunning Points: As a free action, you may spend 1 Mastery point to gain 2 Cunning Points. This does not require Mastery Meditation. As per normal, these Cunning Points are lost if not used by the start of your next turn. You may use this ability even when it is not your turn.



    Rogue Association
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    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.

    Rogue Class Features: You gain Rogue class features, which works just like a normal Rogue except as noted here. Your Rogue class features are gained according to the progression in the table above.
    Special: You can trade your Trap Sense, to gain the Penetrating Strike ACF (Dungeonscape).

    Others: Your Rogue Association starter ability is a single point of sneak attack damage.

    Automatic Mastery Talents
    Boost Sneak Attack: You gain the Boost Sneak Attack talent as described above.



    Scout Association
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    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 Scout 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 Scout Blindsight 60 ft

    Scout Skills: Add Balance, Escape Artist and Tumble to your Trissociate class skill list.

    Scout Class Features: You gain Scout class features (Complete Adventurer pg 10), which works just like a normal Scout except as noted here. Your Scout class features are gained according to the progression in the table above.

    Others: Your starter ability is Battle Fortitude +1.

    Scout-Camouflage or Scout Blindsense (Ex): You may choose to gain one of the following abilities. Either: Camouflage as a Scout, or Blindsense as described below.
    Scout Blindsense (Ex): You gain Blindsense to a distance equal to your Trissociate level x 5 ft.
    Special: If you already have Blindsense as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

    Scout-Hide in Plain Sight or Scout Blindsight (Ex): If you previously selected the Camouflage ability, you now gain Hide in Plain Sight. If you previously selected Scout Blindsense, you now gain Blindsight as described below.
    Scout Blindsight (Ex): You gain Blindsight to a distance equal to your Trissociate level x 5 ft.
    Special: If you already have Blindsight as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

    Automatic Mastery Talents
    Boost Skirmish: As a free action, you may spend Mastery points to increase the damage dealt by a successful Skirmish. You activate this ability after making a successful Skirmish (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery point, and adds a number of d6 Skirmish dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). This ability can only be used once per round.



    Shadow-Adept Association
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    For a variant that gains Shadow SLAs instead of maneuvers, see the Shadow-Blooded Association.

    Shadow-Adept Association Progression (Based on Associate Level)
    Level Shadow Mantle Shadow-Adept Highest Maneuver Level Shadow-Adept Maneuvers Known Shadow-Adept Stances Known Shadow-Adept Sublime Point Pool Maximum (Recovery) Special
    Starter - - - - - (-) Shadow-Adept Chosen Energy Resistance, Low light vision
    1 - 1 1 1 3 (1) Dark Vision 60 ft
    2 - 1 1 1 3 (1)
    3 - 2 2 1 6 (1) Shadow Hide in Plain Sight (Lesser)
    4 - 2 2 1 6 (1)
    5 - 3 2 2 9 (2) Improved Dark Vision (60 ft)
    6 - 3 2 2 9 (2)
    7 - 4 3 2 12 (2) Shadow Hide in Plain Sight (Improved)
    8 - 4 3 2 12 (2)
    9 - 5 3 3 15 (3)
    10 - 5 3 3 15 (3)
    11 10% 6 4 3 18 (3) Shadow Hide in Plain Sight (Greater)
    12 10% 6 4 3 18 (3)
    13 20% 7 4 3 21 (4) Shadow Speed Boost (+10 ft)
    14 20% 7 4 3 21 (4)
    15 30% 8 5 4 24 (4)
    16 30% 8 5 4 24 (4)
    17 40% 9 5 4 27 (5)
    18 40% 9 5 4 27 (5)
    19 50% 9 6 4 30 (5) One With Shadow

    Shadow-Adept Skills: Add Balance, Disguise, Escape Artist, Martial Lore, Sleight of Hand and Tumble to your Trissociate class skill list.

    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-Adept 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. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.
    Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

    Shadow-Adept Maneuvers and Stances: You gain maneuvers from the Shadow Hand discipline, with your initiator level equal to your Trissociate level. For Shadow Hand maneuvers which have a save DC that is normally based on Wisdom, the save DC is instead based on your highest mental ability score (Intelligence, Wisdom or Charisma). Your maneuvers known and stances known are detailed in the table above. You always ready all the Shadow Hand maneuvers that you know (hence there is no maneuvers readied column). Whenever you gain another Trissociate level, you may swap out one of your current Shadow Hand maneuvers for another Shadow Hand maneuver which you qualify for. You may not swap out your Shadow Hand stances.
    Special: With DM permission, you may swap out Shadow Hand for another discipline that is appropriate for a Shadow-Adept.

    Shadow-Adept Sublime Point Pool (Ex): You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Shadow-Adept maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.
    Special: If you have a Sublime Point Pool from more than one Association, you may combine them together into a single pool. This lets you use Sublime Points from one Association to initiate maneuvers gained from another Association. You can still only adopt one stance at a time.
    Note: Because you ready all the Shadow-Adept association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Shadow-Adept association (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from certain other Martial Adept Feats, such as Martial Study and Martial Stance. Additionally you qualify for the following feats:

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

    Lesser Copy Maneuver: (refer to linked thread)

    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 yourself 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 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.

    One With Shadow (Ex): Your Shadow Hide in Plain Sight ability is now an extraordinary ability, that functions even in an anti-magic field. Additionally, your Shadow Hand maneuvers and stances which are normally supernatural abilities, may now also be used as extraordinary abilities.

    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.



    Spellthief Association
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    Spellthief Association Progression (Based on Associate Level)
    Level Spellthief-Steal Spell Highest Spell Level Special
    Starter - Spellthief-Sneak Attack +1
    1 0th Spellthief-Spellgrace +1, Spellthief-Sneak Attack +1d6
    2 0th
    3 1st Spellthief-Steal energy resistance 5, Spellthief-Detect Magic
    4 1st
    5 2nd Spellthief-Steal energy resistance 10, Spellthief-Steal Spell Effect
    6 2nd
    7 3rd Spellthief-Spellgrace +2, Spellthief-Steal Spell-Like Ability
    8 3rd
    9 4th Spellthief-Steal energy resistance 15, Spellthief-Absorb Spell
    10 4th
    11 5th Spellthief-Steal energy resistance 20, Spellthief-Sneak Attack +2d6
    12 5th
    13 6th Spellthief-Spellgrace +3, Spellthief-Arcane Sight
    14 6th
    15 7th Spellthief-Steal energy resistance 25, Spellthief-Discover Spell
    16 7th
    17 8th Spellthief-Steal energy resistance 30, Spellthief-Steal Spell Resistance
    18 8th
    19 9th Spellthief-Spellgrace +4, Spellthief-Absorb Spell (Immediate Casting)

    Spellthief Skills: Add Escape Artist, Spellcraft, Tumble and Use Magic Device to your Trissociate class skill list.

    Spellthief Class Features: You gain Spellthief class features, which works just like a normal Spellthief except as noted here. Your Spellthief class features are gained according to the progression in the table above. You may use your Trissociate level to determine the strength of your Spellthief abilities. The highest level spell you can steal, is indicated in the 'Spellthief-Steal Spell Highest Spell Level' column. If you are a spontaneous caster, you can use the stolen spell power to cast any spontaneous spell that you know of the same level or lower (effectively, this gives you one free casting of a known spontaneous spell). If you are a prepared caster, you can use the stolen spell power to cast any spell in a spell slot of the same level or lower, without expending that spell slot (effectively, this gives you one free casting of a prepared spell). You may use your Intelligence bonus or Wisdom bonus, instead of your Charisma bonus (whichever is the highest), to determine your daily uses of 'Spellthief-Detect Magic' and 'Spellthief-Arcane Sight', the caster level cap for your 'Spellthief-Steal Spell Effect' ability, and the duration of your 'Spellthief-Steal Spell Resistance' ability.
    Psionic Adaptation: As noted in the sidebar for the original Spellthief, if psionics are common in your game, you have two options. The first is to allow Spellthieves to affect both spells and psionic powers. The second is to create a new Association, the Psithief, that functions identically to the Spellthief except that its special abilities affect psionic powers only.
    Others: You qualify for the following feats:

    Steal Supernatural Ability: (refer to linked thread)

    Spellthief-Sneak Attack +1 (Ex): Your Spellthief Association starter ability is a single point of sneak attack damage.

    Automatic Mastery Talents
    Boost Sneak Attack: You gain the Boost Sneak Attack talent as described above.

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    Last edited by JeminiZero; 2014-06-15 at 04:59 AM.

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

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    Animal Companion Association
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    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.

    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 Recover Companion (20 hours)
    4 +2 / 4th Level or Higher (Level –3)
    5 +3 Recover Companion (16 hours)
    6 +4
    7 +4 / 7th Level or Higher (Level –6) Recover Companion (12 hours)
    8 +5
    9 +6 Recover Companion (8 hours)
    10 +6 / 10th Level or Higher (Level –9)
    11 +7 Recover Companion (4 hours)
    12 +8
    13 +8 / 13th Level or Higher (Level –12) Recover Companion (2 hours)
    14 +9
    15 +10 Recover Companion (1 hour)
    16 +10 / 16th Level or Higher (Level –15)
    17 +11 Recover Companion (30 minutes)
    18 +12
    19 +12 Recover Companion (15 minutes)

    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.

    Recover Companion (Ex): When you do not have an Animal or Magical Companion (regardless of whether it was killed or released), you may use this ability to obtain a new companion faster than normal, provided that your new companion is similiar to your previous companion (e.g. if your previous companion was a wolf, then you can only use Recover Companion to gain another wolf). If you want a different animal companion, you may still obtain it via the normal method of meditating for 24 hours. When using Recover Companion, the time it takes to gain a new companion is noted in the table above.
    Adaptation: Mechanically, this grants you a brand new companion. However, if the your previous companion was killed and its remains are available, you may also treat this ability as raising the old companion back to life. It returns at full strength, and hence loses no level, hit dice or constitution from this process.

    Automatic Mastery Talents
    Animal Fast Healing: An Animal Companion Associate may spend 1 Mastery point to grant his Animal Companion fast healing equal to half his Trissociate level (round down, minimum 1) for 5 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). If he activates this talent while his Animal Companion is dying, the Companion is automatically stabilized.



    Bard Association
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    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
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    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

    Dragon Shaman Class Features: When you select the Dragon Shaman (Player Handbook 2 pg 11) 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 Trissociate Level multiplied by (your Trissociate bonus plus your Charisma bonus if any). E.g. a level 3 Trissociate with 14 Charisma (a bonus of +2), and a Trissociate bonus of +1 would have a pool size of: 2 x 3 x (2+1) = 18. 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 1 minute/Trissociate level, 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 (your Trissociate level + your Trissociate bonus + your Charisma bonus if any). You may accelerate the conversion process by spending more Mastery points. Even when you are not in Mastery Meditation, as a free action, by spending 1 point, you can recover a number of vitality points equal to half of (your Trissociate level + your Trissociate bonus + your Charisma bonus if any) round down, minimum 1. 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 Association
    Spoiler
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    Marshal 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 Skills: Add Handle Animal and Perform to your Trissociate class skill list.

    Marshal Class Features: You gain Marshal class features, which works just like a normal Marshal except as noted here. Your Marshal class features are gained according to the progression in the table above.

    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 1 minute/Trissociate level, 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.

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

    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
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    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.



    Divine-Blooded Association
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    This Association is mix of the abilities which Demi-Gods (Divine Rank 0) and Abominations get. Despite its name, it could also be refluffed as Abomination-Blooded.

    Divine-Blooded Association Progression (Based on Associate Level)
    Level Divine-Blooded Natural Armor Bonus Divine-Blooded Fast Healing (Max HP) Special
    Starter - - Divine-Blooded Bonus to Saves
    1 +1 1 (20%) Darkvision 60 ft, Divine-Blooded Chosen Energy Resistance 1
    2 +1 1 (20%)
    3 +2 1 (40%) Divine-Blooded Ability Damage Immunity 1 & 2
    4 +2 1 (40%)
    5 +3 1 (60%) Divine-Blooded Ability Damage Immunity 3 & 4
    6 +3 1 (60%)
    7 +4 1 (80%) Divine-Blooded Ability Damage Immunity 5 & 6
    8 +4 1 (80%)
    9 +5 1 (100%) Divine-Blooded Ability Drain Immunity 1, Divine-Blooded Energy Drain Immunity
    10 +5 1 (100%)
    11 +6 2 (100%) Divine-Blooded Ability Drain Immunity 2, Divine-Blooded Chosen Energy Resistance 2
    12 +6 2 (100%)
    13 +7 4 (100%) Divine-Blooded Ability Drain Immunity 3, Divine-Blooded Death From Massive Damage Immunity
    14 +7 4 (100%)
    15 +8 6 (100%) Divine-Blooded Ability Drain Immunity 4, Divine-Blooded Polymorph/Petrification Immunity, Timeless Body
    16 +8 6 (100%)
    17 +9 8 (100%) Divine-Blooded Ability Drain Immunity 5, Divine-Blooded Mind-Affecting Immunity
    18 +9 8 (100%)
    19 +10 10 (100%) Divine-Blooded Ability Drain Immunity 6, Divine-Blooded Outsider Transformation

    Divine-Blooded 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 Divine-Blooded primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. His fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.
    Special: If you have multiple Associations which provide you with Fast Healing, their effects stack in the following manner. Each Association will fast heal back to its maximum and then stop. As long as it is active, each Association stacks with all other Associations. E.g. Lets say we have a level 3 Trissociate with 30 HP. One Association grants him Fast Healing 1 (40%), which will bring him back to 12 HP. Another grants him Fast Healing 1 (20%) which will bring him back to 6 HP. When he is below 6 HP, both are active, and they stack to give him Fast Healing 2. When he is between 6-12 HP, only the first one is active, giving him Fast Healing 1. When he is above 12 HP, both become inactive.

    Divine-Blooded Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: ability damage, ability drain, energy drain, death from massive damage, polymorph/petrification and mind-affecting. At later levels, you gain immunity to these various effects.

    Divine-Blooded 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. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.
    Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

    Divine-Blooded Ability Damage Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Damage to that score. Each time you gain this ability, select a different ability score.
    Special: If you already have Ability Damage Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Divine-Blooded Ability Drain Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Drain to that score. Each time you gain this ability, select a different ability score.
    Special: If you already have Ability Drain Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Divine-Blooded Energy Drain Immunity (Ex): You gain immunity to energy drain.
    Special: If you already have Energy Drain Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Divine-Blooded Death From Massive Damage Immunity (Ex): You gain immunity to death form massive damage.
    Special: If you already have Death From Massive Damage Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

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

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

    Divine-Blooded Outsider Transformation (Ex): Your ascension is complete. Choose any 2 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
    Divine-Blooded Faster Healing: You gain the Faster Healing Talent as described above.



    Elemental-Savant Association
    Spoiler
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    This Association, represents a slow transformation into an Elemental, with the associated immunities. Alternatively, if you want a warrior who uses elemental damage without necessarily gaining elemental immunities, consider taking the Sublime Association and using Desert Wind for fire damage (or a refluffed Arctic/Storm/Corrosive Wind dealing Ice/Lightning/Acid damage).

    Elemental-Savant Association Progression (Based on Associate Level)
    Level Elemental Fortification Elemental Strike: Damage Elemental Strike: Range Special
    Starter - 1 10 ft cone/20 ft line and ray 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 Elemental-Savant Flanking Immunity
    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 Elemental-Savant Poison Immunity
    14 70% 7d8 45 ft cone/90 ft line and ray
    15 80% 8d8 50 ft cone/100 ft line and ray Elemental-Savant Paralysis Immunity
    16 80% 8d8 50 ft cone/100 ft line and ray
    17 90% 9d8 55 ft cone/110 ft line and ray Elemental-Savant Stunning Immunity, 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.
    Special: This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 40% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 65%. If you also carry a shield with light fortification, your total effective fortification is still 65%, since the light fortification from the shield and the suit of armor do not stack.
    Special: If you have selected 2 or more Associations which provide fortification as an extraordinary ability, they stack together in a special way. Firstly, your total fortification is equal to the fortification of all your associations summed together. You can no longer stack your total fortification with one other source (although you can still use another source if it is higher than your total fortification). Your maximum effective fortification is still 100%. But for every 25% your sum total fortification exceeds 100%, you may choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves. You can choose the same, or a different benefit each time your total fortification reaches the next 25% mark, and their effects stack. E.g. lets say a Trissociate has selected 2 Associations which provide 100% fortification by level 20. Lets say that on level 19, his total fortification is 190% (although his effective fortification is still only 100%). This exceeds the 100% cap by 90%, or 3 times (round down) of 25%. Hence he can gain the above mentioned bonus 3 times.

    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 standard action, you can attempt a melee touch attack against a single target. If it hits, your target suffers Elemental Strike damage with no save.
    *As a move action, you can charge any weapon (including natural weapons, unarmed strikes and ranged weapon ammunition) with elemental energy. The next successful 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: When used as an area attack, 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). Additionally, you qualify for the Elemental Strike feats listed below.
    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.

    Quicken Elemental Weapon Charge:
    Requirements: Trissociate Elemental-Savant Associate
    Benefit: You may use Elemental Strike to charge any weapon as a free action, but Elemental Strike only does half of its normal damage. You still cannot use Elemental Strike more than once per round.
    Special: You may buy this feat with Focus Features.

    Rapid Elemental Area Strike:
    Requirements: Trissociate Elemental-Savant Associate
    Benefit: You may use Elemental Strike to fire a cone or a line with full damage as a standard action instead of a full round action. You still cannot use Elemental Strike more than once per round.
    Special: You may buy this feat with Focus Features.

    Precise Elemental Area Strike:
    Requirements: Trissociate Elemental-Savant Associate
    Benefit: When you use Elemental Strike to fire a cone or a line, you can open up holes within the targeted area, each at least 5 ft cube in size, to avoid damaging allies.
    Special: You may buy this feat with Focus Features.

    Elemental Strike Combination:
    Requirements: Trissociate Elemental-Savant Associate
    Benefit: By spending a full round action, you can use any standard action Elemental Strike and take any one other standard action of your choosing. However, your Elemental Strike only does half its normal damage. You can choose to use your Elemental Strike first, or to take the other standard action first, in whichever order you prefer. You can still only use Elemental Strike once per round. Spellcasters commonly use this feat to combine Elemental Strike with their spells. For example, as a full round action, you may fire your Elemental Strike ray, and cast a standard action spell, although your Elemental Strike ray only does half its normal damage.
    Special: You may buy this feat with Focus Features.

    Penetrating Elemental Strike:
    Requirements: Trissociate Elemental-Savant Associate
    Benefit: You may choose to use your Elemental Strike as a Penetrating Elemental Strike. When used this way, your Elemental Strike only deals 80% its normal damage (round down, minimum 1). However, the resulting damage ignores energy resistance, and deals half damage to creatures normally immune to your energy type (round down, minimum 1). E.g. Lets say your Elemental Strike normally deals 9d8 damage. You decide to use it as a Penetrating Elemental Strike. You roll for damage and get 9d8 = 42. Your Elemental Strike in effect will deal 42 x 0.8 = 33.6 damage (round down to 33), which ignores energy resistance. Against creatures normally immune to your energy type, it deals 33 / 2 = 16.5 (round down to 16) damage.
    Special: You may buy this feat with Focus Features.

    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. 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.

    Elemental-Savant Flanking Immunity (Ex): You gain immunity to being flanked.
    Special: If you already have Flanking Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

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

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

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

    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 reduce damage (e.g. Penetrating Elemental Strike feat deals 80% damage), add the Boost Elemental Strike bonus to the total damage first, before applying the reduction. This is a supernatural ability.



    Half-Anarchic Association
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    This is based on a mixture of the various Slaad and the Anarchic Template.

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

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

    Half-Anarchic Spell-Like Abilities Gained (Sp): You gain spell like abilities as you advance, following the progression above. The caster level equals your Trissociate level. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier). You qualify for the following feat:

    Half-Anarchic Physical Magic:
    Requirements: Trissociate Half-Anarchic Associate
    Benefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Anarchic Association. This does not affect the Spell Like Abilities gained from other sources.
    Special: You may buy this feat with Focus Features.

    Half-Anarchic Fast Healing (Ex): You gain the indicated amount of fast healing as you progress. However, you are initially unable to fast heal all your HP. Instead, your fast healing brings you up to a maximum percentage of your HP (rounded down), as indicated within the brackets. E.g. Lets say we have level 1 Half-Anarchic primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. His fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.
    Special: If you have multiple Associations which provide you with Fast Healing, their effects stack in the following manner. Each Association will fast heal back to its maximum and then stop. As long as it is active, each Association stacks with all other Associations. E.g. Lets say we have a level 3 Trissociate with 30 HP. One Association grants him Fast Healing 1 (40%), which will bring him back to 12 HP. Another grants him Fast Healing 1 (20%) which will bring him back to 6 HP. When he is below 6 HP, both are active, and they stack to give him Fast Healing 2. When he is between 6-12 HP, only the first one is active, giving him Fast Healing 1. When he is above 12 HP, both become inactive.

    Half-Anarchic Polymorph/Petrification Resistance (Ex): You add your Trissociate level as a bonus to saving throws against polymorph and petrification effects.

    Anarchic Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid, Sonic). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.
    Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.
    Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

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

    Half-Anarchic Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Anarchic Association.

    Anarchic Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

    Automatic Mastery Talents
    Recover Spell Like Ability (Half-Anarchic): You gain the Recover Spell Like Ability talent as described above.

    Half-Anarchic Faster Healing: You gain the Faster Healing Talent as described above.



    Half-Axiomatic Association
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    This next one is based on a mixture of the various Formians and the Axiomatic Template. There was no easy way to include the Hive Mind ability, so I have instead given Half-Axiomatics telepathy and Contact Other Lawful Plane.

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

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

    Half-Axiomatic Spell-Like Abilities Gained (Sp): You gain spell like abilities as you advance, following the progression above. The caster level equals your Trissociate level. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier). You qualify for the following feat:

    Half-Axiomatic Physical Magic:
    Requirements: Trissociate Half-Axiomatic Associate
    Benefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Axiomatic Association. This does not affect the Spell Like Abilities gained from other sources.
    Special: You may buy this feat with Focus Features.

    Half-Axiomatic Polymorph/Petrification Resistance (Ex): You add your Trissociate level as a bonus to saving throws against polymorph and petrification effects.

    Axiomatic Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Sonic). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.
    Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.
    Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

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

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

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

    Half-Axiomatic Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Axiomatic Association.

    Axiomatic Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

    Automatic Mastery Talents
    Recover Spell Like Ability (Half-Axiomatic): You gain the Recover Spell Like Ability talent as described above.

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

    Half-Blood Associations (Part 2)


    Half-Celestial Association
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    Requirements
    Alignment: Half-Celestials are usually Good, but your DM may waive this requirement.
    Special: You must not already be a Half-Celestial.

    Half-Celestial Association Progression (Based on Associate Level)
    Level Celestial Damage Reduction Half-Celestial Spell Like Abilities Gained Special
    Starter - Half-Celestial Progressive Wings 1, Half-Celestial Disease Resistance
    1 1/Evil Protection From Evil 3/day, Bless 1/day Half-Celestial Progressive Wings 2, Darkvision 60 ft
    2 1/Evil
    3 2/Evil Aid 1/day, Detect Evil 1/day Daylight X/day
    4 2/Evil
    5 3/Evil Cure Serious Wounds 1/day, Neutralize Poison 1/day Half-Celestial Progressive Wings 3, Resist Poison +4
    6 3/Evil
    7 4/Evil Holy Smite 1/day, Remove Disease 1/day Celestial Chosen Energy Resistance 1
    8 4/Evil
    9 5/Evil Dispel Evil 1/day Half-Celestial Progressive Wings 4, Daylight at will
    10 5/Evil
    11 6/Evil Holy Word 1/day Celestial Chosen Energy Resistance 2
    12 6/Evil
    13 7/Evil Holy Aura 3/day, Hallow 1/day Half-Celestial Progressive Wings 5, Half-Celestial Disease Immunity
    14 7/Evil
    15 8/Evil Mass Charm Monster 1/day Celestial Chosen Energy Resistance 3
    16 8/Evil
    17 9/Evil Summon Monster IX (celestials only) 1/day Half-Celestial Rapid Summons, Timeless Body
    18 9/Evil
    19 10/Evil Resurrection 1/day Celestial Outsider Transformation

    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.

    Half-Celestial Progressive Wings (Ex): You gain Progressive Wings, as appropriate for your ancestry, usually white bird-like feathered wings.

    Half-Celestial 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).

    Half-Celestial Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load. Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
    Special: If you already have Progressive Wings 2 from another association, you instead gain any bonus feat which you qualify for.

    Half-Celestial Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.
    Special: If you already have Progressive Wings 3 from another association, you instead gain any bonus feat which you qualify for.

    Half-Celestial 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.

    Half-Celestial Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.

    Half-Celestial 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 (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. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.
    Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

    Half-Celestial Disease Immunity (Ex): You gain immunity to all diseases, including supernatural diseases.
    Special: If you already have Disease Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Half-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 2 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 gain the Recover Spell Like Ability talent as described above.



    Half-Dragon Association
    Spoiler
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    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 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 - - - - - - Half-Dragon Progressive Wings 1, Dragonblood Subtype
    1 1 - - +1 1d4 15 ft cone/30 ft line Half-Dragon Progressive Wings 2, Darkvision 60 ft, 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 Half-Dragon 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 Half-Dragon Progressive Wings 4
    10 - - - +5 5d6 35 ft cone/70 ft line
    11 - - 1 +6 6d6 40 ft cone/80 ft line Dragon Energy Immunity
    12 - - - +6 6d6 40 ft cone/80 ft line
    13 1 - - +7 7d8 45 ft cone/90 ft line Half-Dragon 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 3
    16 - - - +8 8d8 50 ft cone/100 ft line
    17 - - 1 +9 9d8 55 ft cone/110 ft line Half-Dragon Paralysis Immunity, Timeless Body
    18 - - - +9 9d8 55 ft cone/110 ft line
    19 1 1 1 +10 10d10 60 ft cone/120 ft line 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.

    Half-Dragon Progressive Wings (Ex): You gain Progressive Wings, resembling those of your chosen Dragon.

    Half-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).

    Half-Dragon Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load. Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
    Special: If you already have Progressive Wings 2 from another association, you instead gain any bonus feat which you qualify for.

    Half-Dragon Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.
    Special: If you already have Progressive Wings 3 from another association, you instead gain any bonus feat which you qualify for.

    Half-Dragon 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.

    Half-Dragon 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 Spell-Like Ability 2 times per day. For purposes of adjudicating effects dependent on spell level, treat Endure Exposure as a level 1 spell. You can recover daily uses of your Endure Exposure Spell Like Ability, as per the Recover Spell Like Ability talent (so spending 1 Mastery point to recover 1 use).
    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.

    Blindsense: You gain Blindsense to 30 ft.

    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.

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

    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.



    Half-Farspawn Association
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    This next one 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?

    Carnage by doppingqnk used under Creative Commons Attribution License

    Alternatively, there is now a proper Ozodrin Association further down this list. Or, if you want a mostly normal character that can shift into a monstrousity for a short while each day, consider using Akodrin bloodline.

    Requirements
    Alignment: Half-Farspawn are usually Chaotic Evil, but your DM may waive this requirement.
    Special: You must not already be a Half-Farspawn (Lords of Madness pg 152).

    Half-Farspawn Association Progression (Based on Associate Level)
    Level Farspawn Natural Armor Bonus Half-Farspawn Spell Like Abilities Gained Special
    Starter - Farspawn Alternate Form, Half-Farspawn Poison Resistance
    1 +1 Blur 3/day Darkvision 60 ft, Half-Farspawn Blindsense
    2 +1
    3 +2 Touch of Idiocy 1/day True Strike 1/day, Extra Tentacle 1
    4 +2
    5 +3 Stinking Cloud 1/day Farspawn Chosen Energy Resistance 1
    6 +3
    7 +4 Blink 3/day Half-Farspawn Blindsight
    8 +4
    9 +5 Greater Invisibility 1/day True Strike 2/day, Extra Tentacle 2
    10 +5
    11 +6 Telekinesis 1/day Farspawn Chosen Energy Resistance 2
    12 +6
    13 +7 Ethereal Jaunt 3/day Half-Farspawn Poison Immunity
    14 +7
    15 +8 Scintillating Pattern 1/day True Strike 3/day, Half-Farspawn Flanking Immunity
    16 +8
    17 +9 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 Rapid Summons, Timeless Body
    18 +9
    19 +10 Implosion 1/day Farspawn Outsider Transformation

    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 (Ex): As a standard action, you can assume a suitably grotesque form, sprouting non-functional cilia, extra eyes and mouths. 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.

    Half-Farspawn Poison Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all poisons.

    Half-Farspawn Blindsense (Ex): You gain Blindsense to a distance equal to your Trissociate level x 5 ft.
    Special: If you already have Blindsense as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

    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.

    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

    Farspawn Chosen Energy Resistance (Ex): Select one of the following energy types (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. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.
    Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

    Half-Farspawn Blindsight (Ex): You gain Blindsight to a distance equal to your Trissociate level x 5 ft.
    Special: If you already have Blindsight as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

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

    Half-Farspawn Flanking Immunity (Ex): You gain immunity to being flanked.
    Special: If you already have Flanking Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Half-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 2 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 gain the Recover Spell Like Ability talent as described above.

    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.



    Half-Fey Association
    Spoiler
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    Requirements
    Special: You must not already be a Half-Fey.

    Half-Fey Association Progression (Based on Associate Level)
    Level Fey Damage Reduction Half-Fey Spell Like Abilities Gained Special
    Starter - Half-Fey Progressive Wings 1, Half-Fey Mind-Affecting Resistance
    1 1/Cold Iron Charm Person X/day, Hypnotism 1/day, Faerie fire or Glitterdust 1/day Half-Fey Progressive Wings 2, Low Light Vision
    2 1/Cold Iron
    3 2/Cold Iron Detect law 3/day, Enthrall or Sleep 1/day Fey Ability Score Boost 1
    4 2/Cold Iron
    5 3/Cold Iron Protection from law 3/day Half-Fey Progressive Wings 3
    6 3/Cold Iron
    7 4/Cold Iron Confusion or Calm Emotions 1/day Fey Ability Score Boost 2
    8 4/Cold Iron
    9 5/Cold Iron Eyebite or Lesser Geas 1/day Half-Fey Progressive Wings 4
    10 5/Cold Iron
    11 6/Cold Iron Dominate person or Hold Monster 1/day Fey Ability Score Boost 3
    12 6/Cold Iron
    13 7/Cold Iron Mass Invisibility 1/day Half-Fey Progressive Wings 5
    14 7/Cold Iron
    15 8/Cold Iron Geas/Quest or Mass Suggestion 1/day Fey Ability Score Boost 4
    16 8/Cold Iron
    17 9/Cold Iron Insanity or Mass Charm Monster 1/day Charm Person At Will, Timeless Body
    18 9/Cold Iron
    19 10/Cold Iron Irresistible Dance 1/day Fey Type, Half-Fey Mind-Affecting Immunity

    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.

    Half-Fey 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.

    Half-Fey 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).

    Half-Fey Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load. Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
    Special: If you already have Progressive Wings 2 from another association, you instead gain any bonus feat which you qualify for.

    Half-Fey Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.
    Special: If you already have Progressive Wings 3 from another association, you instead gain any bonus feat which you qualify for.

    Half-Fey 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.

    Half-Fey Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.

    Half-Fey Mind-Affecting Resistance (Ex): You add your Trissociate level, as bonus to saving throws against mind-affecting effects.

    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.

    Fey Type (Ex): Your type changes to Fey.

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

    Automatic Mastery Talents
    Recover Spell Like Ability (Half-Fey): You gain the Recover Spell Like Ability talent as described above.

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    Half-Blood Associations (Part 3)

    Half-Fiend (Standard) Association
    Spoiler
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    Requirements
    Alignment: Half-Fiends are usually Evil, but your DM may waive this requirement.
    Special: You must not already be a Half-Fiend.

    Half-Fiend (Standard) Association Progression (Based on Associate Level)
    Level Fiend Damage Reduction Half-Fiend (Standard) Spell Like Abilities Gained Special
    Starter - Half-Fiend (Standard) Progressive Wings 1, Poison Resistance
    1 1/Good Darkness 3/day Half-Fiend (Standard) Progressive Wings 2, Darkvision 60 ft
    2 1/Good
    3 2/Good Desecrate 1/day Fiendish Chosen Energy Resistance 1
    4 2/Good
    5 3/Good Unholy Blight 1/day Half-Fiend (Standard) Progressive Wings 3, Resist Disease +4
    6 3/Good
    7 4/Good Poison 3/day Fiendish Chosen Energy Resistance 2
    8 4/Good
    9 5/Good Contagion 1/day Half-Fiend (Standard) Progressive Wings 4, Half-Fiend Bite and Claw
    10 5/Good
    11 6/Good Blasphemy 1/day Fiendish Chosen Energy Resistance 3
    12 6/Good
    13 7/Good Unholy Aura 3/day, Unhallow 1/day Half-Fiend (Standard) Poison Immunity
    14 7/Good
    15 8/Good Horrid Wilting 1/day Fiendish Chosen Energy Resistance 4
    16 8/Good
    17 9/Good Summon Monster IX (fiends only) 1/day Half-Fiend Rapid Summons, Timeless Body
    18 9/Good
    19 10/Good Destruction 1/day Fiend Outsider Transformation

    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.

    Half-Fiend (Standard) 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.

    Half-Fiend (Standard) 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).

    Half-Fiend (Standard) Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load. Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
    Special: If you already have Progressive Wings 2 from another association, you instead gain any bonus feat which you qualify for.

    Half-Fiend (Standard) Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.
    Special: If you already have Progressive Wings 3 from another association, you instead gain any bonus feat which you qualify for.

    Half-Fiend (Standard) 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.

    Half-Fiend (Standard) Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.

    Half-Fiend (Standard) 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. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.
    Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

    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.

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

    Half-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 2 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 gain the Recover Spell Like Ability talent as described above.



    Half-Fiend (Alu-Demon) Association
    Spoiler
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    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
    Starter
    1 Charm Person 3/day
    2
    3 Detect Thoughts 3/day
    4
    5 Suggestion 3/day
    6
    7 Polymorph (humanoid only) 3/day
    8
    9 Dimension Door 1/day
    10
    11 Blasphemy 1/day
    12
    13 Unholy Aura 3/day, Unhallow 1/day
    14
    15 Horrid Wilting 1/day
    16
    17 Summon Monster IX (fiends only) 1/day
    18
    19 Destruction 1/day

    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
    Spoiler
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    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)
    Level Half-Fiend (Molydeus) Spell Like Abilities Gained
    Starter
    1 Darkness 3/day
    2
    3 Suggestion 1/day
    4
    5 Unholy Blight 1/day
    6
    7 Vampiric Touch 3/day
    8
    9 Baleful Polymorph 1/day
    10
    11 Blasphemy 1/day
    12
    13 Unholy Aura 3/day, Telekinesis 1/day
    14
    15 Horrid Wilting 1/day
    16
    17 Summon Monster IX (fiends only) 1/day
    18
    19 Trap The Soul 1/day

    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.



    Half-Plant Association
    Spoiler
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    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)
    Level Plant Damage Reduction Plant Fortification Plant Fire Vulnerability Half-Plant Spell Like Abilities Gained Special
    Starter - - - Plant Bonus to Saves
    1 1/Slashing 10% 5% Entangle 1/day Low-light Vision, Slam Attack
    2 1/Slashing 10% 5%
    3 2/Slashing 20% 10% Summon Nature's Ally II 1/day Half-Plant Rapid Summons
    4 2/Slashing 20% 10%
    5 3/Slashing 30% 15% Speak With Plants 3/day Immunity to Sleep
    6 3/Slashing 30% 15%
    7 4/Slashing 40% 20% Summon Nature's Ally IV 1/day Half-Plant Skill Bonus
    8 4/Slashing 40% 20%
    9 5/Slashing 50% 25% Command Plants 1/day Half-Plant Poison Immunity
    10 5/Slashing 50% 25%
    11 6/Slashing 60% 30% Summon Nature's Ally VI 1/day Half-Plant Paralysis Immunity
    12 6/Slashing 60% 30%
    13 7/Slashing 70% 35% Animate Plants 1/day Half-Plant Polymorph/Petrification Immunity
    14 7/Slashing 70% 35%
    15 8/Slashing 80% 40% Summon Nature's Ally VIII 1/day Timeless Body
    16 8/Slashing 80% 40%
    17 9/Slashing 90% 45% Control Plants 1/day Half-Plant Stunning Immunity
    18 9/Slashing 90% 45%
    19 10/Slashing 100% 50% Summon Nature's Ally IX 1/day Half-Plant Mind-Affecting Immunity

    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.
    Special: This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 40% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 65%. If you also carry a shield with light fortification, your total effective fortification is still 65%, since the light fortification from the shield and the suit of armor do not stack.
    Special: If you have selected 2 or more Associations which provide fortification as an extraordinary ability, they stack together in a special way. Firstly, your total fortification is equal to the fortification of all your associations summed together. You can no longer stack your total fortification with one other source (although you can still use another source if it is higher than your total fortification). Your maximum effective fortification is still 100%. But for every 25% your sum total fortification exceeds 100%, you may choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves. You can choose the same, or a different benefit each time your total fortification reaches the next 25% mark, and their effects stack. E.g. lets say a Trissociate has selected 2 Associations which provide 100% fortification by level 20. Lets say that on level 19, his total fortification is 190% (although his effective fortification is still only 100%). This exceeds the 100% cap by 90%, or 3 times (round down) of 25%. Hence he can gain the above mentioned bonus 3 times.

    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/petrification, 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.

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

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

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

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

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

    Automatic Mastery Talents
    Recover Spell Like Ability (Half-Plant): You gain the Recover Spell Like Ability talent as described above.



    Half-Undead Association
    Spoiler
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    Half-Undead Association Progression (Based on Associate Level)
    Level Undead Fortification Undead Damage Reduction Half-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%) Half-Undead Ability Damage Immunity 1, Immunity to Sleep Effects
    4 20% 2/Silver and Magic 1 (40%)
    5 30% 3/Silver and Magic 1 (60%) Half-Undead Ability Damage Immunity 2, Half-Undead Poison Immunity
    6 30% 3/Silver and Magic 1 (60%)
    7 40% 4/Silver and Magic 1 (80%) Half-Undead Ability Damage Immunity 3, Half-Undead Disease Immunity
    8 40% 4/Silver and Magic 1 (80%)
    9 50% 5/Silver and Magic 1 (100%) Half-Undead 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%) Half-Undead Ability Drain Immunity 2, Half-Undead Energy Drain Immunity
    12 60% 6/Silver and Magic 2 (100%)
    13 70% 7/Silver and Magic 4 (100%) Half-Undead Ability Drain Immunity 3, Half-Undead Death From Massive Damage Immunity
    14 70% 7/Silver and Magic 4 (100%)
    15 80% 8/Silver and Magic 6 (100%) Half-Undead Ability Drain Immunity 4, Half-Undead Paralysis Immunity
    16 80% 8/Silver and Magic 6 (100%)
    17 90% 9/Silver and Magic 8 (100%) Half-Undead Ability Drain Immunity 5, Half-Undead Stunning Immunity
    18 90% 9/Silver and Magic 8 (100%)
    19 100% 10/Silver and Magic 10 (100%) Half-Undead 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.
    Special: This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 40% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 65%. If you also carry a shield with light fortification, your total effective fortification is still 65%, since the light fortification from the shield and the suit of armor do not stack.
    Special: If you have selected 2 or more Associations which provide fortification as an extraordinary ability, they stack together in a special way. Firstly, your total fortification is equal to the fortification of all your associations summed together. You can no longer stack your total fortification with one other source (although you can still use another source if it is higher than your total fortification). Your maximum effective fortification is still 100%. But for every 25% your sum total fortification exceeds 100%, you may choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves. You can choose the same, or a different benefit each time your total fortification reaches the next 25% mark, and their effects stack. E.g. lets say a Trissociate has selected 2 Associations which provide 100% fortification by level 20. Lets say that on level 19, his total fortification is 190% (although his effective fortification is still only 100%). This exceeds the 100% cap by 90%, or 3 times (round down) of 25%. Hence he can gain the above mentioned bonus 3 times.

    Half-Undead Fast Healing (Ex): You gain the indicated amount of fast healing as you progress. However, you are initially unable to fast heal all your HP. Instead, your fast healing brings you up to a maximum percentage of your HP (rounded down), as indicated within the brackets. E.g. Lets say we have level 1 Half-Undead primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. His fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.
    Special: If you have multiple Associations which provide you with Fast Healing, their effects stack in the following manner. Each Association will fast heal back to its maximum and then stop. As long as it is active, each Association stacks with all other Associations. E.g. Lets say we have a level 3 Trissociate with 30 HP. One Association grants him Fast Healing 1 (40%), which will bring him back to 12 HP. Another grants him Fast Healing 1 (20%) which will bring him back to 6 HP. When he is below 6 HP, both are active, and they stack to give him Fast Healing 2. When he is between 6-12 HP, only the first one is active, giving him Fast Healing 1. When he is above 12 HP, both become inactive.

    Undead Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: sleep effects, non-lethal damage, poison, fatigue and exhaustion, disease, paralysis, physical ability score damage (Str/Dex/Con), ability drain, energy drain, stunning, death from massive damage and death effects. At later levels, you gain immunity to these various effects.

    Adaptation: Undead and Constructs share many of the same immunities, so this could also be applied to a 'Half-Construct' character, or one who is gradually mechanizing himself (like the Eberron Renegade Master Maker). In this case, you should replace the Damage Reduction with X/Adamantine instead. Additionally, for players who wish to use Warforged components, this should likely cost a feat.

    Slam Attack (Ex): You gain a slam attack, if you do not already have one, whose damage follows the table below. If you already have one, you can choose to retain your old damage value, or use the appropriate value from the table below, whichever is better.

    Size Slam Damage
    Fine 1
    Diminutive 1d2
    Tiny 1d3
    Small 1d4
    Medium 1d6
    Large 1d8
    Huge 2d6
    Gargantuan 2d8
    Colossal 4d6

    Half-Undead Ability Damage Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution). You gain immunity to Ability Damage to that score. Each time you gain this ability, select a different ability score.
    Special: If you already have Ability Damage Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

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

    Half-Undead Disease Immunity (Ex): You gain immunity to all diseases, including supernatural diseases.
    Special: If you already have Disease Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Half-Undead Ability Drain Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Drain to that score. Each time you gain this ability, select a different ability score.
    Special: If you already have Ability Drain Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Half-Undead Energy Drain Immunity (Ex): You gain immunity to energy drain.
    Special: If you already have Energy Drain Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Half-Undead Death From Massive Damage Immunity (Ex): You gain immunity to death form massive damage.
    Special: If you already have Death From Massive Damage Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

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

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

    Automatic Mastery Talents
    Half-Undead Faster Healing: You gain the Faster Healing Talent as described above.



    Lycanthrope Association
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    Besides being used for Lycanthropes, this Association can also represent shape-shifting warrior, who uses only one form (unlike Wild Shape, or polymorph using spells where he can assume a variety of forms). See the adaptation notes below.

    Lycanthrope Association Progression (Based on Associate Level)
    Level Lycanthrope Damage Reduction Special
    Starter - Lycanthrope Lesser Alternate Form, Lycanthrope Empathy
    1 1/Silver Lycanthrope Alternate Form, Scent, Low-light vision
    2 1/Silver
    3 2/Silver Lycanthrope Ability (+1, total 1)
    4 2/Silver
    5 3/Silver Lycanthrope Ability (+1, total 2)
    6 3/Silver
    7 4/Silver Lycanthrope Ability (+1, total 3)
    8 4/Silver
    9 5/Silver Lycanthrope Ability (+1, total 4)
    10 5/Silver
    11 6/Silver Lycanthrope Ability (+1, total 5)
    12 6/Silver
    13 7/Silver Lycanthrope Ability (+1, total 6)
    14 7/Silver
    15 8/Silver Lycanthrope Ability (+1, total 7)
    16 8/Silver
    17 9/Silver Lycanthrope Ability (+1, total 8)
    18 9/Silver
    19 10/Silver Lycanthrope Ability (+2, total 10)

    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. Even if its use is limited to willing subjects, it can still 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.

    Adaptation: This Association can also be used to represent a warrior who shapeshifts to one particular form (e.g. a Balor). In that case make the following changes:
    *Remove Curse of Lycanthropy entirely.
    *Change the Damage Reduction to suit your chosen form. (E.g. a Balor shifter would gain Damage Reduction X/Cold Iron)
    *Replace Lycanthrope Empathy with one suitable for your chosen form. (E.g. a Balor shifter would +4 racial bonus to influence other Balors)
    *You may not select Special Quality or Special Attack for your Lycanthrope ability. (E.g. so you may not gain a Balor's Death Throes or Immunity to Electricity). You may still select Size Increase, Physical Boost, and Wisdom Boost.

    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 animal's 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.

    Automatic Mastery Talents
    Quicken Alternate Form: You may use the Alternate Form ability gained from the Lycanthrope Association as a swift action instead of a standard action.

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

    Half-Blood Associations (Part 4)


    Magic-Blooded Association
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    Magic-Blooded provides a customizable fixed list of SLAs which can be used to represent any magical ancestry, or mystical training. Note that unlike Spellcasters/Manifesters, you can use these SLAs even if you have low mental stat score (e.g. if Stabby McFighter wants Haste). If you want the versatility of being able to choose a new set of SLAs each day (at the cost of less raw power), use the Magic Dilettante Association instead.

    You could use this 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.)

    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. caster level equal to your Trissociate level, same casting time as the original spell, no somatic of verbal components, high ability score not required to cast the SLA) except as noted here: If the original spell has any costly material component, XP cost, sacrifice or corruption cost for your selected spellcasting class, you must pay the same cost when casting your SLA. Non-costly material components are not required. A costly focus which is not expended by the original spell when it is cast, is also not required for your SLA. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier).

    Automatic Mastery Talents
    Recover Spell Like Ability (Magic-Blooded): You gain the Recover Spell Like Ability talent as described above.



    Psionic-Blooded Association
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    This is basically the psionic counterpart of Magic-Blooded above. To keep their power level comparable, the Psi-Like-Abilities are unaugmented.

    Psionic-Blooded Association Progression (Based on Associate Level)
    Level Psionic-Blooded Power Resistance Psionic-Blooded Psi-Like Points Psionic-Blooded Psi-Like Abilities Known Special
    Starter Level + 0 -
    1 Level + 1 1 1st Level PLA 1 known
    2 Level + 2 1
    3 Level + 3 2 1st Level PLA 1 known (total 2 known)
    4 Level + 4 2
    5 Level + 5 5 2nd Level PLA 1 known
    6 Level + 6 5
    7 Level + 7 10 3rd Level PLA 1 known
    8 Level + 8 10
    9 Level + 9 17 4th Level PLA 1 known
    10 Level + 10 17
    11 Level + 11 26 5th Level PLA 1 known
    12 Level + 11 26
    13 Level + 12 37 6th Level PLA 1 known
    14 Level + 12 37
    15 Level + 13 50 7th Level PLA 1 known
    16 Level + 13 50
    17 Level + 14 65 8th Level PLA 1 known
    18 Level + 14 65
    19 Level + 15 82 9th Level PLA 1 known

    Psionic-Blooded Power Resistance: You gain Power Resistance according to the table above. Note that the 'Level' in the column refers to your Trissociate Level.

    Psionic-Blooded Psi-Like Points (Ps): You gain a pool of Psi-Like Points according to the table above. Psi-Like Points are not Power Points, and effects which reduce or add Power Points do not work on Psi-Like Points. You do not gain bonus Psi-Like Points for having high ability score. As a Psi-Like ability, Psi-Like Points are restored at the start of each day even if you have not rested.

    Psionic-Blooded Psi-Like Abilities Known (Ps): When you gain this association, select a manifesting class that provides 1st-9th levels powers. (E.g. within SRD, there is the Psion. Outside of Core, there are other classes such as the Ardent). If your selected class has a power list that is customizable (e.g. Psions can select a discipline which adds selectable powers), then you may also customize your selected class power list, and it cannot be changed thereafter (e.g. if you select Psion, you may also pick 1 discipline, and this choice is permanent once made). If you selected Ardent, you may select 4 psionic mantles to form your selectable power list.

    You may acquire powers from your selected class power list, as psi-like abilities (PLAs) following the table above. At the indicated levels, you may select a particular power of the appropriate level, and gain it as a PLA known. Additionally, whenever you gain another level in Trissociate, you may swap out one of your existing PLAs known, for another of the same level, from your selected class power list.

    Your PLAs functions in all ways like a normal PLA (e.g. manifester level equal to your Trissociate level, same manifesting time as the original power, no display, high ability score is not required to manifest the PLA) except as noted here: Using PLAs gained from being Psionic-Blooded, costs a number of Psi-Like Points, equal to the Power Point cost if the PLA had been manifested as a normal psionic power. You cannot manifest a Psionic-Blooded PLA unless you have sufficient Psi-Like Points to pay for it. Unlike normal PLAs, your PLAs are normally manifested as unaugmented, and cost a number of Psi-Like Points equal to their unaugmented power point cost. However, you can spend more Psi-Like Points on a PLA than its default base cost, allowing you to augment it as if it were a psionic power. You may manifest a PLA as often as you like, so long as you have the Psi-Like Points to support it. Like a normal psionic power, the maximum number of Psi-Like Points, you can spend on a single manifestation of a PLA, is equal to your manifester level. If the original power has any costly material component, XP cost, sacrifice or corruption cost for your selected manifesting class, you must pay the same cost when manifesting your PLA. Non-costly material components are not required. A costly focus which is not expended by the original power when it is manifested, is also not required for your PLA. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + power level + highest mental ability score modifier).

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



    Shadow-Blooded Association
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    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. For a variant which gains Shadow Hand maneuvers instead of SLAs, see the Shadow-Adept Association.

    Shadow-Blooded Association
    Shadow-Blooded Association Progression (Based on Associate Level)
    Level Shadow Mantle Shadow-Blooded Spell Like Abilities Gained Special
    Starter - Shadow-Blooded Chosen Energy Resistance, Low light vision
    1 - Disguise Self 3/day Dark Vision 60 ft
    2 -
    3 - Darkness 3/day Shadow Hide in Plain Sight (Lesser)
    4 -
    5 - Major Image 1/day Improved Dark Vision (60 ft)
    6 -
    7 - Shadow Conjuration 1/day Shadow Hide in Plain Sight (Improved)
    8 -
    9 - Shadow Evocation 1/day Shadow Subschool Enhancement (Lesser)
    10 -
    11 10% Shadow Walk or Plane Shift (to and from the Plane of Shadow only) 1/day Shadow Hide in Plain Sight (Greater)
    12 10%
    13 20% Greater Shadow Conjuration 1/day Shadow Image, Shadow Speed Boost (+10 ft)
    14 20%
    15 30% Greater Shadow Evocation 1/day Shadow Subschool Enhancement (Improved)
    16 30%
    17 40% 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-Blooded Rapid Summons
    18 40%
    19 50% Shades 1/day Shadow Subschool Enhancement (Greater)

    Shadow-Blooded Skills: Add Balance, Disguise, Escape Artist, Sleight of Hand and Tumble to your Trissociate class skill list.

    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-Blooded 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. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.
    Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

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

    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 yourself 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-Blooded 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 30% real.
    Improved: Shadow Conjuration and Shadow Evocation are now 40% real. Greater Shadow Conjuration and Greater Shadow Evocation are 65% real.
    Greater: Shadow Conjuration and Shadow Evocation are now 50% real. Greater Shadow Conjuration and Greater Shadow Evocation are 70% 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-Blooded 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-Blooded 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-Blooded Association.

    Automatic Mastery Talents
    Recover Spell Like Ability (Shadow-Blooded): You gain the Recover Spell Like Ability talent as described above.



    Worm-That-Walks Association
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    Worm-That-Walks Association Progression (Based on Associate Level)
    Level Worm-That-Walks Fortification Vermin Strike: Damage Vermin Strike: Range Worm-That-Walks Spell Like Abilities Gained Special
    Starter - 1 10 ft cone/20 ft line and ray
    1 10% 1d4 15 ft cone/30 ft line and ray Speak with Vermin (as speak with Speak with Animals, but with vermin instead) 3/day Darkvision 60 ft, Worm-That-Walks Blindsense
    2 10% 1d4 15 ft cone/30 ft line and ray
    3 20% 2d4 20 ft cone/40 ft line and ray Charm Vermin (as Charm Animal, but with vermin instead) 1/day Pierce Vermin Mind
    4 20% 2d4 20 ft cone/40 ft line and ray
    5 30% 3d4 25 ft cone/50 ft line and ray Vermin Trance (as Animal Trance, but with vermin instead) 1/day
    6 30% 3d4 25 ft cone/50 ft line and ray
    7 40% 4d6 30 ft cone/60 ft line and ray Vermin Messenger (as Animal Messenger, but with a tiny monstrous vermin instead) 1/day Worm-That-Walks Blindsight
    8 40% 4d6 30 ft cone/60 ft line and ray
    9 50% 5d6 35 ft cone/70 ft line and ray Dominate Vermin (as Dominate Animal, but with vermin instead) 1/day Worm-That-Walks Flanking Immunity
    10 50% 5d6 35 ft cone/70 ft line and ray
    11 60% 6d6 40 ft cone/80 ft line and ray Giant Vermin 1/day Giant Vermin Supply
    12 60% 6d6 40 ft cone/80 ft line and ray
    13 70% 7d8 45 ft cone/90 ft line and ray Insect Plague 1/day
    14 70% 7d8 45 ft cone/90 ft line and ray
    15 80% 8d8 50 ft cone/100 ft line and ray Vermin Polymorph (as Baleful Polymorph, but into a Small or smaller vermin of no more than 1 HD) 1/day Hive Clone
    16 80% 8d8 50 ft cone/100 ft line and ray
    17 90% 9d8 55 ft cone/110 ft line and ray Creeping Doom 1/day Aberrant Transformation
    18 90% 9d8 55 ft cone/110 ft line and ray
    19 100% 10d10 60 ft cone/120 ft line and ray Vermin Shapes (as Animal Shapes, but with vermin instead) 1/day True Hive Clone

    Worm-That-Walks Transformation (Ex): The Worm-That-Walks Association gradually transforms you into a lesser version of the Worm That Walks. The transformation starts from your hands and feet, which become masses of vermin still connected with the rest of your body. As you grow stronger, it gradually spreads up your limbs, into your body, replacing bone, muscle and organs, until you are entirely made of worms. This transformation provides you with fortification as described below, but has no other mechanical effect. Even though you are made of vermin, spells that specifically target vermin (such as Repel Vermin) have no effect on you. Even though they are made of worms, your hands remain as dextrous as ever and can be used normally.

    Worm-That-Walks Fortification (Ex): As you become more Worm-That-Walks-like, you become less vulnerable to precision damage. When you are struck by a critical hit, or a precision damage attack (such as sneak attack, sudden strike or skirmish), there is a chance that the critical hit or precision damage is negated and damage is instead rolled normally, as indicated by the percentage in the column.
    Special: This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 40% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 65%. If you also carry a shield with light fortification, your total effective fortification is still 65%, since the light fortification from the shield and the suit of armor do not stack.
    Special: If you have selected 2 or more Associations which provide fortification as an extraordinary ability, they stack together in a special way. Firstly, your total fortification is equal to the fortification of all your associations summed together. You can no longer stack your total fortification with one other source (although you can still use another source if it is higher than your total fortification). Your maximum effective fortification is still 100%. But for every 25% your sum total fortification exceeds 100%, you may choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves. You can choose the same, or a different benefit each time your total fortification reaches the next 25% mark, and their effects stack. E.g. lets say a Trissociate has selected 2 Associations which provide 100% fortification by level 20. Lets say that on level 19, his total fortification is 190% (although his effective fortification is still only 100%). This exceeds the 100% cap by 90%, or 3 times (round down) of 25%. Hence he can gain the above mentioned bonus 3 times.

    Worm-That-Walks 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:

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

    Vermin Strike (Ex): At will, but no more than once per round, you may use a Vermin Strike. You attack your opponents with some of the vermin that constitute your own mass. This does physical damage according to the table above, that counts as bludgeoning, piercing and slashing for the purposes of overcoming damage reduction. Vermin Strikes do not provoke Attacks of Opportunity. 1 round after they leave you, your vermin decay to nothingness. Spells which would normally hedge out vermin (like Repel Vermin) have no effect. 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 Vermin 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 standard action, you can attempt a melee touch attack against a single target. If it hits, your target suffers Vermin Strike damage with no save.
    *As a move action, you can coat any weapon (including natural weapons, unarmed strikes and ranged weapon ammunition) with vermin which attack when that weapon strikes an enemy. The next successful attack with that weapon also adds Vermin Strike damage to the weapon damage rolls, and the vermin coating dissipates immediately thereafter. There is no save to reduce the damage. If not used by the start of your next turn, the vermin coat also dissipates. You can also coat your weapon as a swift action, but Vermin Strike only does half of its normal damage.

    Vermin Strike Feats: You qualify for the Vermin Strike feats listed below.

    Quicken Vermin Weapon Coat:
    Requirements: Trissociate Worm-That-Walks Associate
    Benefit: You may use Vermin Strike to coat any weapon as a free action, but Vermin Strike only does half of its normal damage. You still cannot use Vermin Strike more than once per round.
    Special: You may buy this feat with Focus Features.

    Rapid Vermin Area Strike:
    Requirements: Trissociate Worm-That-Walks Associate
    Benefit: You may use Vermin Strike to fire a cone or a line with full damage as a standard action instead of a full round action. You still cannot use Vermin Strike more than once per round.
    Special: You may buy this feat with Focus Features.

    Precise Vermin Area Strike:
    Requirements: Trissociate Worm-That-Walks Associate
    Benefit: When you use Vermin Strike to fire a cone or a line, you can open up holes within the targeted area, each at least 5 ft cube in size, to avoid damaging allies.
    Special: You may buy this feat with Focus Features.

    Vermin Strike Combination:
    Requirements: Trissociate Worm-That-Walks Associate
    Benefit: By spending a full round action, you can use any standard action Vermin Strike and take any one other standard action of your choosing. However, your Vermin Strike only does half its normal damage. You can choose to use your Vermin Strike first, or to take the other standard action first, in whichever order you prefer. You can still only use Vermin Strike once per round. Spellcasters commonly use this feat to combine Vermin Strike with their spells. For example, as a full round action, you may fire your Vermin Strike ray, and cast a standard action spell, although your Vermin Strike ray only does half its normal damage.
    Special: You may buy this feat with Focus Features.

    Vermin Strike Items: You may use the following items to augment your Vermin Strike.
    Gauntlets: When you use your Vermin Strike as a cone, line or ray, any gauntlets you wear impart their properties to your Vermin Strike, except for their enhancement bonus and damage type (bludgeoning, slashing, piercing). For example, wearing +1 adamantine gauntlets causes your Vermin Strike cone, line or ray to count as magical and adamantine for the purposes of overcoming damage reduction, but whereas the gauntlets only deal bludgeoning damage, and add +1 enhancement bonus to attack and damage, your Vermin Strike still deals bludgeoning, piercing and slashing damage, and does not have an enhancement to attack or damage. If you are wearing different types of gauntlets, you can only apply one with each use of Vermin Strike. This does not apply when Vermin Strike is used to coat a weapon, as in that case, Vermin Strike adds to the damage rolls of that weapon.

    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 Vermin Strike. Normally these items improve a warlock's damage by a number of d6 dice. However, when applied to Vermin Strike, they instead improve damage, using the same type of dice which the Vermin Strike currently uses. For example, the Greater Chasuble of Fell Power would improve Eldritch Blast by 2d6. When applied to your Vermin Strike, it improves damage by 2dX, where X is the damage dice which your Vermin Strike currently uses.

    Worm-That-Walks Blindsense (Ex): You gain Blindsense to a distance equal to your Trissociate level x 5 ft.
    Special: If you already have Blindsense as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

    Pierce Vermin Mind (Su): When using your Worm-That-Walks spell like abilities that are mind-affecting against vermin, you can ignore the immunity to mind-affecting which vermin have due to their type. This only applies to vermin, and only to the mind-affecting immunity from their type. A vermin with mind-affecting immunity from another source (e.g. a Mind Blank spell) will still be protected against your mind-affecting spell like abilities.

    Worm-That-Walks Blindsight (Ex): You gain Blindsight to a distance equal to your Trissociate level x 5 ft.
    Special: If you already have Blindsight as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

    Worm-That-Walks Flanking Immunity (Ex): You gain immunity to being flanked.
    Special: If you already have Flanking Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Giant Vermin Supply (Ex): When using Giant Vermin as a spell or spell like ability, you can use it to transform the vermin that make up your body. When you do this, vermin fall off from your body and land adjacent to your square, before enlarging. This requires no action on your part besides casting Giant Vermin.

    Hive Clone (Sp): You can use a special form of Clone, which works just like the spell except as noted here. Firstly, you can only use this to create a clone of yourself. Your clone takes the form of a hive of dormant worms. Even without your soul, this hive does not need preservation (the worms are alive but in a state of hibernation). This Hive Clone still requires the focus and material components of a normal clone. You can use this spell like ability at will, but it requires the appropriate focus and material components each time. If you have multiple fully grown Hive Clones on standby, when you die, you may choose which one you return in.

    Aberrant Transformation (Ex): Your type become Aberration. You will no longer die of old age, nor do you suffer any penalties from aging.

    True Hive Clone (Sp): This works as Hive Clone except as noted here. By using supplies worth 8,000 gold as the material component (instead of the usual 1,000 gold), you can create a True Hive Clone. When your original body dies, and your soul enters a True Hive Clone, you are treated as having been raised by a True Resurrection spell, and suffer no loss of level or constitution points.

    Automatic Mastery Talents
    Boost Vermin Strike: As a free action, you can spend Mastery points to increase the damage dealt by your Vermin Strike, and its reflex save DC (if it is a cone or line). When you use your Vermin Strike, you can spend 1 Mastery point, to add a number of dice equal to your Trissociate Bonus, to the Vermin Strike damage. The dice type (i.e. d4, d6, d8, d10) is the same dice type that your Vermin 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 Vermin Strike. When used with Vermin Strike options that reduce damage (e.g. using Vermin Strike to coat a weapon as a swift action only deals 50% damage), add the Boost Vermin Strike bonus to the total damage first, before applying the reduction. This is an extraordinary ability.

    Recover Spell Like Ability (Worm-That-Walks): You gain the Recover Spell Like Ability talent as described above.

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    Last edited by JeminiZero; 2014-06-15 at 05:01 AM.

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

    Pathfinder Associations


    Aegis Association
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    Aegis Association Progression (Based on Associate Level)
    Level Aegis Customization Points Aegis Damage Reduction Aegis Reconfigure Aegis Augment Suit Special
    Starter - - - - Aegis-Astral Repair
    1 1 - - - Aegis-Form Astral Suit
    2 1 - - -
    3 2 1/- 1/day - Aegis-Craftsman (+1)
    4 2 1/- 1/day -
    5 3 1/- 1/day +1 Aegis-Invigorating Suit
    6 3 1/- 1/day +1
    7 4 2/- 2/day +1 Aegis-Craftsman (+2)
    8 4 2/- 2/day +1
    9 5 2/- 2/day +2 Aegis-Cannibalize Suit 1/day
    10 5 2/- 2/day +2
    11 6 3/- 3/day +2 Aegis-Craftsman (+3)
    12 6 3/- 3/day +2
    13 7 3/- 3/day +3 Aegis-Cannibalize Suit 2/day
    14 7 3/- 3/day +3
    15 8 4/- 4/day +3 Aegis-Craftsman (+4)
    16 8 4/- 4/day +3
    17 9 4/- 4/day +4 Aegis-Cannibalize Suit 3/day
    18 9 4/- 4/day +4
    19 10 5/- 5/day +4 Aegis-Craftsman (+5), Aegis-Perfect Merger

    Aegis Skills: Add Acrobatics (Balance and Tumble for 3.5), Autohypnosis, Spellcraft (Psicraft for 3.5) and Use Magic Device (Use Psionic Device for 3.5) to your Trissociate class skill list.

    Aegis Class Features: You gain Aegis class features, which works just like a normal Aegis except as noted here. Your Aegis class features are gained according to the progression in the table above. You may use your Wisdom bonus or your Charisma bonus, in place of your Intelligence bonus (whichever of the 3 is highest) to determine the number of Customization Points you can reassign with your Reconfigure ability, and the duration of your Augment Suit.
    Special: Because a Trissociate has a wide variety of class features, your may fuel your Augment Suit class feature with things besides Power Points. You may still use Power Points as per normal (if you have them). But you may also substitute other things for Power Points. Options include:
    *Spell Slots: You may sacrifice your Spell Slots to fuel Augment Suit, regardless of whether you are a prepared or spontaneous caster. Each Spell Slot provides Power Points equal to twice its spell slot level (so you may spend a level 1 Spell Slot in place of 2 Power Points). Level 0 Spell Slots provide no Power Points.
    *Spell-Like Ability: You may sacrifice a Spell-Like Ability to fuel Augment Suit, provided that Spell-Like Ability has limited uses per day (so you cannot use Invocations for this). Each Spell-Like Ability provides Power Points equal to twice its effective spell level (so you may spend a level 1 Spell-Like Ability in place of 2 Power Points). Level 0 Spell-Like Abilities provide no Power Points.
    *Psi-Like Points: You may spend 1 Psi-Like Point in place of 1 Power Point.
    *Sublime Points: You may spend 6 Sublime Points in place of 1 Power Point.
    *Mastery Points: You may spent 1 Mastery point in place of 1 Power Point.

    Additionally you may use more than one power source at once, to fuel Augment Suit. For example, lets say you want to use Augment Suit to give +4 temporary Customization Points. This normally costs 4 Power Points. You could instead spend 2 level 1 Spell Slots. Or you could instead spend a level 1 Spell-Like Ability and 2 Power Points. Or you could spend 18 Sublime Points and 1 Mastery point. Or any other combination you choose, which adds up to 4 Power Points.

    Automatic Mastery Talents
    Rapid Reshape Astral Suit: Normally a Aegis Associate must spend 8 hours in concentration in order to reassign the Customization Points of his Astral Suit. However he can speed up the process by spending Mastery points. By spending 3 Mastery points, he can reassign 1 Customization Point as a free action (6 Mastery points for 2 Customization Points, etc).



    Vitalist Association
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    Vitalist Association Progression (Based on Associate Level)
    Level Vitalist Powers Known Vitalist Maximum Power Level Known Vitalist Transfer Wound Special
    Starter - - - Vitalist-Knack (1 Talent Known), Vitalist-Collective
    1 - - - Vitalist-Knack (2 Talents Known), Vitalist-Collective Healing
    2 - - -
    3 1 1 +1d6 Vitalist-Medic Powers, Vitalist-Health Sense (Identify)
    4 2 1 +1d6
    5 3 2 +1d6 Vitalist-Steal Health (Touch), Vitalist-Spirit of Many
    6 3 2 +1d6
    7 4 3 +2d6 Vitalist-Request Aid
    8 5 3 +2d6
    9 6 4 +2d6 Vitalist-Steal Health (Ranged), Vitalist-Health Sense (Stabilize)
    10 6 4 +2d6
    11 7 5 +3d6 Vitalist-Expanded Knowledge
    12 8 5 +3d6
    13 9 6 +3d6 Vitalist-Health Sense (Treat Poison)
    14 9 6 +3d6
    15 10 7 +4d6 Vitalist-Steal Life
    16 11 7 +4d6
    17 12 8 +4d6 Vitalist-Collective Range (Unlimited), Vitalist-Health Sense (Treat Disease)
    18 13 8 +4d6
    19 14 9 +5d6 Vitalist-Collective Range (Planar)

    Vitalist Association Progression (Based on Trissociate Level)
    Level Vitalist 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

    Vitalist Skills: Add Autohypnosis, Heal, Survival and Spellcraft (Psicraft for 3.5) to your Trissociate class skill list.

    Vitalist Class Features: You gain Vitalist class features, which works just like a normal Vitalist except as noted here. Your Vitalist class features are gained according to the progression in the table above.

    Psionics: You gain Wisdom based Manifesting Powers as a Vitalist. Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a Power Point pool, and can start taking Psionic feats. You also gain bonus Power Points based on your Wisdom score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Wisdom score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Wisdom score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points. Your Powers known however, is still based on your Associate level, and follows the 1st table above. You may only select powers from the Vitalist Power List. Like a Vitalist, when you recover your daily power points after resting, you may choose to rotate one or more powers you know for new ones which you qualify for.

    Automatic Mastery Talents
    Recover Vitalist Transfer Wound: As a free action which does not require Mastery Meditation, you may spend Mastery points to recover uses of your Vitalist Transfer Wound ability. You regain 1 use of Transfer Wound for each Mastery point spent. You may not exceed your normal daily maximum.

    Recover Power Points: You gain the Recover Power Points talent as described above.

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    Last edited by JeminiZero; 2014-06-19 at 11:34 PM.

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

    Homebrew Associations
    As the title suggests these Associations are based on other homebrewed base classes.


    Dabblemaster Association
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    This Dabblemaster Association was first written up by qazzquimby

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

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

    Dabblemaster Class Features: You gain Dabblemaster class features, which works just like a normal Dabblemaster except as noted here. Your Dabblemaster class features are gained according to the progression in the table above. You gain Dabblemaster Feature Slots (DMFS1-6) according to the table above. Your effective caster/manifester/initiator/shadowcaster/artificer/truenamer level is equal to your Trissociate level. You do not immediately begin with 3 uses per day for your Fundament of Shadow, instead your daily uses are indicated in the table above. You gain the ability to bind vestiges, but not any of the other Binder class features. Your effective Binder level for the purposes of calculating all related effects (including the highest level vestige, and the maximum number of vestiges you can bind) is shown in the 'Dabblemaster Effective Binder Level' column. You also gain Meldshaping as a Dabblemaster, according to the 'Dabblemaster Meldshaping' column. Your effective Meldshaper level is equal to your Trissociate level.

    Automatic Mastery Talents
    Recover Feature Slot: You may recover an expended Feature Slot as if you did not use it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the level of the Feature Slot, you may recover use of that Feature Slot. You can only use this to recover Feature Slots gained from the specified Trissociate Association. You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the level of the Feature Slot, you may recover that Feature Slot as a free action, even when you are not in Mastery Meditation.



    Evolutionist Association
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    This Evolutionist Association was first written up by qazzquimby

    Evolutionist Association Progression (Based on Associate Level)
    Level Evolutionist Mutations Special
    Starter - Evolutionist-Improved Unarmed Strike
    1 2
    2 2
    3 4 Evolutionist-Teratomorph I
    4 4
    5 6
    6 6
    7 8
    8 8
    9 10 Evolutionist-Teratomorph II
    10 10
    11 12
    12 12
    13 14
    14 14
    15 16 Evolutionist-Teratomorph III
    16 16
    17 18
    18 18
    19 20 Evolutionist-Mutant Ascendancy

    Evolutionist Class Features: You gain Evolutionist class features, which works just like a normal Evolutionist except as noted here. Your Evolutionist class features are gained according to the progression in the table above. When you take the Evolutionist Association, the Trissociate class grants mutations, and therefore counts towards your mutator level, but only if Evolutionist is one of your Associations. You can only gain Mutant Ascendancy once, even if you selected the Evolutionist Association multiple times. You gain Improved Unarmed Strike as a starter ability.

    Evolutionist Mutations: You have a number mutations as per an Evolutionist, according to this column, in the table above. This number does not include bonus mutations you may obtain from other class features such as Teratomorphs. Whenever you gain a Trissociate level, you may choose to lose any one mutation you have, to gain a different one, although you cannot choose to lose a mutation that would cause you to no longer qualify for another mutation, feat or prestige class that you currently have.

    Automatic Mastery Talents
    Recover Spell Like Ability (Evolutionist): You gain the Recover Spell Like Ability talent as described above.



    Machiavellian Association
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    This Machiavellian Association was first written up by qazzquimby

    Machiavellian Association Progression (Based on Associate Level)
    Level Machiavellian-Scathing Wit Machiavellian-Unique Behaviours Per Day Machiavellian-Unique Triggers Per Day Machiavellian-Requests Per Day Special
    Starter - - - -
    1 - 1 1 - Machiavellian-Reprogram (1 Behavior, 1 Trigger)
    2 - 1 1 -
    3 +1d6 1 1 - Machiavellian-Psychoanalyze
    4 +1d6 1 1 -
    5 +1d6 +1d3 1 1 - Machiavellian-Toy with Emotions (+1)
    6 +1d6 +1d3 1 1 -
    7 +2d6 2 1 1 Machiavellian-Reasonable Request (Entice Gift)
    8 +2d6 2 1 1
    9 +2d6 +1d3 2 2 1 Machiavellian-Toy With Emotions (+2)
    10 +2d6 +1d3 2 2 1
    11 +3d6 3 2 1 Machiavellian-Devoted Assistant
    12 +3d6 3 2 1
    13 +3d6 +1d3 3 2 1 Machiavellian-Toy With Emotions (+3)
    14 +3d6 +1d3 3 2 1
    15 +4d6 4 3 1 Machiavellian-All Their Own Doing
    16 +4d6 4 3 1
    17 +4d6 +1d3 4 3 1 Machiavellian-Toy With Emotions (+4)
    18 +4d6 +1d3 4 3 1
    19 +5d6 5 4 2 Machiavellian-You Have Served Your Purpose

    Machiavellian Class Features: You gain Machiavellian class features, which works just like a normal Machiavellian except as noted here. Your Machiavellian class features are gained according to the progression in the table above. Class features which normally rely on Machiavellian levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC).

    Automatic Mastery Talents
    Boost Scathing Wit: As a free action, you may spend Mastery points to increase the damage dealt by a successful Scathing Wit Attack. You activate this ability after making a successful Scathing Wit 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 Scathing Wit dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Scathing Wit damage). This ability can only be used once per round.



    Monacan Association
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    This Machiavellian Association was first written up by qazzquimby

    Monacan Association Progression (Based on Associate Level)
    Level Monacan Sneak Speed Special
    Starter -
    1 10 ft Monacan-Get In
    2 10 ft
    3 10 ft Monacan-Expertise
    4 10 ft
    5 10 ft Monacan-Get Out
    6 10 ft
    7 15 ft Monacan-Equipment
    8 15 ft
    9 15 ft Monacan-Get Rich
    10 15 ft
    11 15 ft Monacan-Expertise
    12 15 ft
    13 20 ft Monacan-Equipment
    14 20 ft
    15 20 ft
    16 20 ft
    17 20 ft Monacan-Equipment
    18 20 ft
    19 25 ft Monacan-Expertise

    Monacan Class Features: You gain Monacan class features, which works just like a normal Monacan except as noted here. Your Monacan class features are gained according to the progression in the table above. Class features which normally rely on Monacan levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC).

    Automatic Mastery Talents
    Recover Charge: You may spend two Mastery points to gain a Monacan equipment charge.



    Mythos: Bellator Association
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    Bellator Association Progression (Based on Associate Level)
    Level Bellator Mythos Bellator Excellencies Special
    Starter Bellator-Equipment Mastery I
    1 Exceptional Mythos (+1) Bellator (The Iron Mythos, Mythos Known, A Warrior's Excellence, The Flow of Energy)
    2
    3 +1 Bellator-Equipment Mastery II
    4
    5 Bellator-Equipment Mastery III
    6
    7 Fantastic Mythos (+1)
    8
    9 +1 Bellator-Equipment Mastery IV
    10
    11 Bellator-Equipment Mastery V
    12
    13 Legendary Mythos (+1)
    14
    15 +1
    16
    17
    18
    19 Exalted Mythos (+1)

    Bellator Class Features: You gain Bellator class features, which works just like a normal Bellator except as noted here. Your Bellator class features are gained according to the progression in the table above. Class features which normally rely on Bellator levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). You learn Bellator Mythos which you qualify for, and gain access to the next tier of Mythos, as indicated in the 'Bellator Mythos' column. You gain Bellator Excellencies according to the 'Bellator Excellencies' column. You may spend Mythos Points and XP to learn new Mythos and Excellencies.

    Bellator-Equipment Mastery I: You gain Quick Draw as a bonus feat. You are not fatigued by sleeping in armor.

    Bellator-Equipment Mastery II: You may apply the benefits of any feat that applies only to a single kind of weapon or armor, and which may be purchased multiple times to apply its effects to additional weapons or armor, (such as Weapon Focus or Armor Specialization) to all applicable weapons or armor that you are proficient with.

    Bellator-Equipment Mastery III: You may undergo a special training exercise, lasting one hour, in which you practice with a weapon that has an Enhancement bonus to its Attack and Damage rolls. Noting the ways in which the weapon's magic alters your movements to be more effective, you learn from its tutelage, and can thereafter replicate the benefit through sheer skill. At the conclusion of the exercise, you permanently gain the practiced weapon's Enhancement bonus to Attack and Damage with all weapons. Training with a higher Enhancement bonus overwrites a lower one.

    Bellator-Equipment Mastery IV: You may sheathe drawn weapons and shields as a free action. Two wielded weapons or a weapon and a shield may be sheathed as part of the same action.

    Bellator-Equipment Mastery V: You apply the highest current Enhancement bonus you are receiving to Attack and Damage rolls made with a weapon as an Enhancement bonus to your Armor Class, as you learn to turn your specialized offensive training towards blocks, parries, and general battlefield awareness.



    Mythos: Kathodos Association
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    Kathodos Association Progression (Based on Associate Level)
    Level Kathodos Mythos Kathodos Excellencies Special
    Starter
    1 Exceptional Mythos (+1) Kathodos (The Omphalos' Mythos, Mythos Known, Elemental Excellence, The Flow of Energy)
    2
    3 +1
    4
    5
    6
    7 Fantastic Mythos (+1)
    8
    9 +1
    10
    11
    12
    13 Legendary Mythos (+1)
    14
    15 +1
    16
    17
    18
    19 Exalted Mythos (+1)

    Kathodos Class Features: You gain Kathodos class features, which works just like a normal Kathodos except as noted here. Your Kathodos class features are gained according to the progression in the table above. Class features which normally rely on Kathodos levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). You learn Kathodos Mythos which you qualify for, and gain access to the next tier of Mythos, as indicated in the 'Kathodos Mythos' column. You gain Kathodos Excellencies according to the 'Kathodos Excellencies' column. You may spend Mythos Points and XP to learn new Mythos and Excellencies.



    Mythos: Olethrofex Association
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    This Olethrofex Association was first written up by qazzquimby

    Olethrofex Association Progression (Based on Associate Level)
    Level Olethrofex Mythos Olethrofex Excellencies Special
    Starter
    1 Exceptional Mythos (+1) Olethrofex (The Abomination's Mythos, Mythos Known, Unliving Excellence, Death's Torn Tapestry)
    2
    3 +1 Olethrofex-Horror Manifest I
    4
    5 Olethrofex-Horror Manifest II
    6
    7 Fantastic Mythos (+1)
    8
    9 +1 Olethrofex-Horror Manifest III
    10
    11 Olethrofex-Horror Manifest IV
    12
    13 Legendary Mythos (+1)
    14
    15 +1
    16
    17
    18
    19 Exalted Mythos (+1)

    Olethrofex Class Features: You gain Olethrofex class features, which works just like a normal Olethrofex except as noted here. Your Olethrofex class features are gained according to the progression in the table above. Class features which normally rely on Olethrofex levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). You learn Olethrofex Mythos which you qualify for, and gain access to the next tier of Mythos, as indicated in the 'Olethrofex Mythos' column. You gain Olethrofex Excellencies according to the 'Olethrofex Excellencies' column. You may spend Mythos Points and XP to learn new Mythos and Excellencies.

    Olethrofex-Horror Manifest I: You add your Charisma modifier as a bonus to your Armor Class, so long as you wear light or no armor.

    Olethrofex-Horror Manifest II: You may substitute your Charisma modifier in place of your Constitution modifier for determining the number of hit points you recieve at each level. You may apply this benefit retroactively.

    Olethrofex-Horror Manifest III: You may substitute your Charisma modifier in place of your Constitution modifier for determining your Fortitude saving throw bonus.

    Olethrofex-Horror Manifest IV: You gain Force Of Personality as a bonus feat (Complete Adventurer).



    Mythos: Teramach Association
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    This Teramach Association was first written up by qazzquimby

    Teramach Association Progression (Based on Associate Level)
    Level Teramach Mythos Teramach Excellencies Special
    Starter Teramach-Primitive Brutality I
    1 Exceptional Mythos (+1) Teramach (The Monster's Mythos, Monstrous Rage, Mythos Known, Excellence in Monstrosity)
    2
    3 +1 Teramach-Scarred Flesh
    4
    5 Teramach-Primitive Brutality II
    6
    7 Fantastic Mythos (+1)
    8
    9 +1 Teramach-Primitive Brutality III
    10
    11 Teramach-Primitive Brutality IV
    12
    13 Legendary Mythos (+1)
    14
    15 +1 Teramach-Primitive Brutality V
    16
    17 Teramach-Primitive Brutality VI
    18
    19 Exalted Mythos (+1) Teramach-Primitive Brutality VII

    Teramach Class Features: You gain Teramach class features, which works just like a normal Teramach except as noted here. Your Teramach class features are gained according to the progression in the table above. Class features which normally rely on Teramach levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). You learn Teramach Mythos which you qualify for, and gain access to the next tier of Mythos, as indicated in the 'Teramach Mythos' column. You gain Teramach Excellencies according to the 'Teramach Excellencies' column. You may spend Mythos Points and XP to learn new Mythos and Excellencies.

    Teramach-Primitive Brutality I: You gain Improved Unarmed Strike as a bonus feat (and are proficient with your own unarmed attacks, if that needs to be said).

    Teramach-Primitive Brutality II: You gain a curious kind of proficiency in improvised violence. You suffer no penalty for wielding improvised weapons, but only ones that you have acquired in the current encounter (or within the last minute or so, if one balks at the concept of a 'scene' or 'encounter'). After the encounter ends (or a few minutes have passed since all the action has died down), so does your proficiency. Your skill is one of passion and adrenaline, inflicting harm without thought, wrenching loose iron bars and stone doors to break their prey in the heat of a single, horrific moment. After a man has been killed with his own dinner table, that table's purpose, and its charm, are gone. You cannot coax more enthusiasm into it, any more than an artist can simply disgorge inspiration on command.

    Teramach-Primitive Brutality III: You add a +1 enhancement bonus to attack and damage rolls made with your unarmed attacks and improvised weapons that your Primitive Brutality grants you proficiency with, and such weapons may bypass damage reduction as if they were magical.

    Teramach-Primitive Brutality IV: Your enhancement bonus to unarmed attacks and improvised weapons increases to +2, and they also bypass any damage reduction that may be bypassed by a special material (silver, cold iron, adamantine, etc).

    Teramach-Primitive Brutality V: Your enhancement bonus to unarmed attacks and improvised weapons increases to +3, and they also bypass any damage reduction that may be bypassed by a particular alignment.

    Teramach-Primitive Brutality VI: Your enhancement bonus to unarmed attacks and improvised weapons increases to +4.

    Teramach-Primitive Brutality VII: Your enhancement bonus to unarmed attacks and improvised weapons increases to +5.



    Ozodrin Association
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    This Ozodrin Association was first written up by qazzquimby

    Ozodrin Association Progression (Based on Associate Level)
    Level Effective Ozodrin Level (Feature Access) Special
    Starter - Ozodrin-Aberrant Affinity
    1 1 Ozodrin-Manifest Form, Ozodrin-Form Points
    2 2
    3 3 Ozodrin-Primary Stomach, Ozodrin-Devour
    4 3
    5 4 Ozodrin-Bizarre Grappler
    6 5
    7 6 Ozodrin-Unearthly Power
    8 6
    9 7 Ozodrin-Strange Movement
    10 8
    11 9 Ozodrin-Swallow Whole
    12 9
    13 10 Ozodrin-Budding Body, Ozodrin-Aberrant Nature
    14 11
    15 12 Ozodrin-Rapid Form
    16 12
    17 13 Ozodrin-Otherwordly Guise
    18 14
    19 15 Ozodrin-Shifting Shape, Ozodrin-Sinister Image

    Ozodrin Class Features: You gain Ozodrin class features, which works just like a normal Ozodrin except as noted here. Your Ozodrin class features are gained according to the progression in the table above. You use your Trissociate level in place of your Ozodrin level (e.g. for the purposes of determining number of Form points). For the purposes of determining which Ozodrin features you have access to, you have an effective Ozodrin level as shown in the 'Effective Ozodrin Level (Feature Access)' column in the table above. You gain Aberrant Affinity as your starter ability.

    Ozodrin-Manifest Form (Ex): This works as the Ozodrin class feature except as noted here. Unlike a full Ozodrin, creatures are not shaken when an Ozodrin Associate uses Manifest Form.

    Ozodrin-Form Points (Ex): This works as the Ozodrin class feature, except as noted here. You have a number of form points equal to your Charisma modifier + the number of Aberrant feats you've taken + your Trissociate level.

    Ozodrin-Primary Stomach (Ex): This works as the Ozodrin class feature, except as noted here. You can hold a number of small creatures equal to your Trissociate level squared.

    Ozodrin-Unearthly Power (Su): This works as the Ozodrin class feature, except as noted here. Your natural weapons receive an enhancement bonus equal to 1/3 your Trissociate level (round down, minimum 1) to attack rolls.

    Automatic Mastery Talents
    Rapid Form Reshape: By spending Mastery Points, you can accelerate the process of reassigning Ozodrin Form points. As a free action, for each Mastery point you spend, you can reassign 2 Form points.



    Swarmlord Association
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    This Swarmlord Association was first written up by qazzquimby

    Swarmlord Association Progression (Based on Associate Level)
    Level Swarmlord Evolution Points Special
    Starter - Swarmlord-Body of the Queen
    1 2 Swarmlord-Seeds of the Swarm
    2 2
    3 4 Swarmlord-Infestation
    4 4
    5 7 Swarmlord-Adaptation
    6 7
    7 11
    8 11
    9 17 Swarmlord-Adaptation
    10 17
    11 24 Swarmlord-Assimilation
    12 24
    13 32 Swarmlord-Adaptation
    14 32
    15 42
    16 42
    17 53 Swarmlord-Adaptation
    18 53
    19 65 Swarmlord-Embrace of the Swarm

    Swarmlord Class Features: You gain Swarmlord class features, which works just like a normal Swarmlord except as noted here. Your Swarmlord class features are gained according to the progression in the table above. Class features which normally rely on Swarmlord levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). Apart from your Swarmlings, a Swarmlord Associate can control only (2HD per Trissociate level + 1HD per level in other class) as part of your swarm.



    Combat Medic Association
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    This Combat Medic Association was first written up by Durazno

    Combat Medic Association Progression (Based on Associate Level)
    Level Xenoalchemist-Surgical Precision Special
    Starter -
    1 +1d3 Xenoalchemist-Bedside Manner
    2 +1d3
    3 +1d6 Xenoalchemist-Combat Medic
    4 +1d6
    5 +1d6 +1d3 Xenoalchemist-Thesis Monster (+1, total 1)
    6 +1d6 +1d3
    7 +2d6 Xenoalchemist-Back On Their Feet
    8 +2d6
    9 +2d6 +1d3 Xenoalchemist-Thesis Monster (+1, total 2)
    10 +2d6 +1d3
    11 +3d6 Xenoalchemist-Attack its Weak Point for Massive Damage
    12 +3d6
    13 +3d6 +1d3 Xenoalchemist-Thesis Monster (+1, total 3)
    14 +3d6 +1d3
    15 +4d6 Xenoalchemist-Emergency Action
    16 +4d6
    17 +4d6 +1d3 Xenoalchemist-Thesis Monster (+1, total 4)
    18 +4d6 +1d3
    19 +5d6 Xenoalchemist-Always on Call

    Combat Medic Skills: Add Heal to your Trissociate class skill list.

    Xenoalchemist Class Features: You gain Xenoalchemist class features, which works just like a normal Xenoalchemist except as noted here. Your Xenoalchemist class features are gained according to the progression in the table above. You use your Trissociate level, in place of your Xenoalchemy level (e.g. to determine the number of hit points healed).

    Xenoalchemist-Surgical Precision (Ex): You are trained in physiology and can quickly determine how a monster's body is put together. As a swift action you can study a creature within 30ft. of you. You immediately make a Knowledge check with a DC of 10 + the monster's HD, using a knowledge skill based on the type of creature. (If you don't know what type it is, just roll a general check and the DM will pick the appropriate skill.) If your check succeeds, the next successful weapon attack you make against that creature within the following three rounds deals additional damage according to the table above. This damage is precision-based, which means it is not effective against creatures without a discernable anatomy or who are immune to effects such as sneak attacks or critical hits.
    Knowledge Skill Type Monster Types
    Arcana Constructs, dragons, magical beasts
    Dungeoneering Aberrations, oozes
    Local Humanoids
    Nature Animals, fey, giants, monstrous humanoids, plants, vermin
    Religion Undead
    The Planes Outsiders, elementals

    Xenoalchemist-Bedside Manner (Ex): As a medical professional you're expected to remain calm and in control at all times. You can use a calm emotions effect on yourself at will with a caster level equal to your Hit Dice. This is different from the Xenoalchemist feature in that it does not offer a bonus on Fortitude saves. If you gain that feature, it supersedes this one.

    Xenoalchemist-Combat Medic (Ex): Starting at 3rd Associate level, you become adept at providing medical attention to your allies in tight conditions. By making a successful Heal check (DC 10 + their HD) as a standard action you can remove all nonlethal damage on an adjacent ally or heal them 1 hit point per class level. You can only provide this benefit to an ally once every three hours. You can treat yourself with this ability, but within the same time restrictions. This ability provokes attacks of opportunity.

    Xenoalchemist-Thesis Monster (Ex): Your studies take you far and wide, and you'll end up seeing a lot of monsters. At the indicated levels, you can select a thesis monster type. In order to pick a thesis monster type, you must have successfully analysed at least two monsters of that type previously. Choosing a thesis monster gives you access to a special technique. If the technique requires a saving throw, the DC is 10 + 1/2 your Trissociate level + your Intelligence modifier. You can only use a single thesis monster technique on an attack, and you must choose which one to use before declaring the attack roll. Refer to the Xenoalchemist page for a list of Thesis Monster abilities.

    Xenoalchemist-Back On Their Feet (Ex): Beginning at 7th Associate level, when you successfully treat someone with your combat medic class feature, you provide far more than a few bandages. With the whole of your medical expertise you can also allow them to make a new saving throw against any ongoing condition affecting them. You can now provide aid to a given creature once per hour.

    Xenoalchemist-Attack its Weak Point for Massive Damage (Ex): No matter how big or tough a monster may be, there is always a vulnerability. Whenever you deliver a Surgical Precision attack, the enemy's natural armour bonus to AC is reduced by the number of Surgical Precision d6 damage dice you deal, to a minimum of +0 natural armour. This effect lasts until the end of the encounter or until the target is subject to a regeneration effect. If the target has the regeneration special quality, the bonus returns at the start of your next turn. This effect stacks with itself, and thus can be used multiple times against the same enemy.

    Xenoalchemist-Emergency Action (Ex): Beginning at 15th Associate level, you can use your Combat Medic class feature to save an ally a lesser surgeon might have lost. If you can perform this ability on an ally who has died within two rounds of their death, you can bring them back from the brink with no penalty. Your combat medic ability now heals 2 hit points per class level and can be used on a given creature once every ten minutes.

    Xenoalchemist-Always on Call (Ex): Beginning at 19th Associate level you can provide aid to your allies perpetually with your combat medic class feature. You can now use the ability as often as you like.

    Automatic Mastery Talents
    Boost Surgical Precision: As a free action, you may spend Mastery points to increase the damage dealt by a successful Surgical Precision Attack. You activate this ability after making a successful Surgical Precision 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 Surgical Precision dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Surgical Precision damage). This ability can only be used once per round.

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    Xenoalchemist Association
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    This Xenoalchemist Association was first written up by Durazno

    Xenoalchemist Association Progression (Based on Associate Level)
    Level Xenoalchemist-Graft Level Special
    Starter 0
    1 1 Xenoalchemist-Xenoalchemy
    2 1
    3 1 Xenoalchemist-Postop Procedure
    4 1
    5 1 Xenoalchemist-Rapid Harvest
    6 1
    7 1 Xenoalchemist-Steady Hand
    8 1
    9 2
    10 2
    11 2 Xenoalchemist-Waste Not Want Not
    12 2
    13 2 Xenoalchemist-Advanced Cryogenics
    14 2
    15 2 Xenoalchemist-Conjoined Grafts
    16 2
    17 3
    18 3
    19 3 Xenoalchemist-Self-Experimentation

    Xenoalchemist Skills: Add Heal to your Trissociate class skill list.

    Xenoalchemist Class Features: You gain Xenoalchemist class features, which works just like a normal Xenoalchemist except as noted here. Your Xenoalchemist class features are gained according to the progression in the table above. You use your Trissociate level, in place of your Xenoalchemy level (e.g. to determine the effects of a Graft).

    Xenoalchemist-Harvest Material (Ex): As a trained xenoalchemist you can quickly identify, catalogue and remove for future use the pieces of monsters which make them so dangerous. Harvesting remains requires two minutes of work with a helpless creature or recently dead (within one hour) corpse. It requires two skill checks.

    First, you must make a Knowledge check relating to the monster's type. The relevant Knowledge skill required is described under the uses of Knowledge, but since that's kind of obscure I'll just list them here for you. It's worth noting that if you don't know what type the monster was you can simply attempt a broad Knowledge check and the DM will choose the appropriate skill for you.
    Knowledge Skill Type Monster Types
    Arcana Constructs, dragons, magical beasts
    Dungeoneering Aberrations, oozes
    Local Humanoids
    Nature Animals, fey, giants, monstrous humanoids, plants, vermin
    Religion Undead
    The Planes Outsiders, elementals

    The DC for the Knowledge check is equal to 10 + the monster's HD. You can always attempt these checks, even untrained thanks to your broad training in general monstrous physiology.

    If the Knowledge check is successful, the DM shall describe to you the pieces available for harvest. In general, this consists of informing you about supernatural and extraordinary abilities, breath weapons, natural weapons, movement modes, and so on. This might seem a little vague, but you can always request particular information about an aspect of the monster. If there is a piece of the monster you wish to harvest for one of your grafts, you can move on to the second skill check. You can only harvest material if it's appropriate for a graft you currently have access to.

    Once you decide which piece of the monster you want (each graft has a particular requirement in the original monster and you can harvest one graft's worth of material from any given monster) you make a Heal check at the same DC. If successful you manage to procure the material needed for the chosen graft. The material is usable for about three days. If it's not used before then it begins to go rancid and becomes unusable unless you store it in a freezing environment (time spent in such a state effectively pauses the time limit).

    If the Heal check is unsuccessful you cannot try again to harvest that material from the monster, but you can attempt additional pieces that you find useful. If you successfuly harvest one, however, the rest of the monster becomes contaminated and unusable.

    You can store as many of these monster pieces as you want, but the DM should decide on their weight and the space required to store them based on the monster they came from.

    Xenoalchemist-Xenoalchemy (Ex): Here's what you showed up for. As a xenoalchemist you know how to chop things up and stick them onto other things. Once you've harvested a piece of a monster as described above, you can attach it to a living being. The target must either be willing or helpless for the duration of the procedure in order to perform the graft. The procedure requires 1d3 hours + 1/2 hour per graft level. You can attach a graft to yourself, but you must make a DC 20 Concentration check to endure operating on your own body. If you fail this skill check the time for the operation is wasted but your monstrous material is not.

    You gain access to new Graft levels according to the table above. Grafts have body slots, but they do not stop someone from wearing a magic item in the same slot. You cannot, however, have two grafts in the same body slot. Furthermore, a creature can only have at any one time a number of grafts equal to 1 + their Constitution modifier (minimum 1). If a creature's Constitution is reduced so that they can no longer hold their current grafts the grafts are rejected, starting with the most recently acquired. Rejected grafts are destroyed, and all benefits they confer are lost. A creature can only have a single 5th level graft at a time.

    A xenoalchemist can remove a graft at a later point, either to replace it with a mundane body part (treated as a level 0 graft) or to make way for a different graft. This may or may not impose a penalty (see the Graft Rejection section below for more information on empty body slots).

    Performing xenoalchemy requires access to basic medical equipment (which might include things like bandages, knives, electroshock therapy, and so on at the player's discretion). If you would also like to make a loud ka-chunk sound effect as you perform the operation you may do so as you see fit.

    Xenoalchemist-Postop Procedure (Ex): The initial operation is only the beginning. A graft's effects are often based on the level of the xenoalchemist. Since a xenoalchemist might increase in level after the procedure has been performed, it's nice to have the graft increase in power along with the surgeon's skills. As a ten minute procedure you can touch up a graft so that the xenoalchemist level of the graft is adjusted to your current xenoalchemy level.

    Xenoalchemist-Rapid Harvest (Ex): The time required to harvest materials from monsters drops to only a single standard action. You still need to succeed on the necessary skill checks.

    Xenoalchemist-Steady Hand (Ex): Thanks to your razor calm you can salvage the worst situations. If you botch the Heal check to remove a piece of a monster's corpse you can retry the check by taking an additional ten minutes.

    Xenoalchemist-Waste Not Want Not (Ex): You have learned how to more carefully remove monster bits so as to more efficiently get what you want. You can remove up to two graft components from a given corpse before the entire thing becomes unusable.

    Xenoalchemist-Advanced Cryogenics (Ex): You have devised a special technique which preserves body parts indefinitely. Your monster parts no longer go bad after three days, and instead can be kept around as long as you please.

    Xenoalchemist-Conjoined Grafts (Ex): You have mastered the art of fusing two disparate grafts together. You can now attach up to two grafts to the same body slot.

    Xenoalchemist-Self-Experimentation (Ex): While you are not as skilled as a specialized xenoalchemist, you are still growing in knowledge and daring. You gain a +4 bonus to Concentration checks to operate on yourself and may attach a single level 4 graft to yourself. If you'd like, you can remove that graft and attach a different level 4 graft, but you can only have one level 4 graft that you've attached yourself at any one time. If you gain the ability to attach level 4 or higher grafts from another source (such as a prestige class or epic levels), this limitation no longer applies.

    Automatic Mastery Talents
    Boost Xenoalchemist Harvest Material Skill: When making a skill check to Harvest Material for your Xenoalchemist Association, you may spend a Mastery point to add a bonus to that skill check, equal to half your Trissociate level (round down, minimum 1). As Harvest Material has more than one skill check, you may boost each skill check seperately, at the cost of 1 Mastery point each. This stacks with the Skill Boost Learnable Mastery Talent if you have it, although Skill Boost seperately costs another Mastery point.



    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
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    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
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    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?


    Watch your back by ARTOFJUSTAMAN used under Creative Commons Attribution License


    Focus Skill: Stalker
    Primary Association Wizard (See above for suggested spell list)
    Secondary Association Martial Sage (Suggested Sage Abilities: Zen Weapon Strike, Senses, Diamond Soul)
    Secondary Association Rogue
    Recommended Race Human for bonus feat. Dark Template for Hide in Plain Sight might help.
    Recommended Feats Two Weapon Fighting tree, Archaic Sage (Apply Int to AC instead of Wis), Dark Stalker

    Class Feature Progression
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    If the Special column is too squished to read properly, try viewing this post in a new tab/window.
    Level Wz0 Wz1 Wz2 Wz3 Wz4 Wz5 Wz6 Wz7 Wz8 Wz9 Ki Points Maximum Ki Dodge Miss Chance Martial Sage Unarmored Speed Bonus Martial Sage Unarmored AC Bonus Rogue Sneak Attack Special
    1 2 - - - - - - - - - 2 - - - +1 Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent (+1, total 1)
    2 3 - - - - - - - - - 5 15% +5 ft 1 +1d6 Martial Sage Ability (+1, Total 1), Wisdom to AC
    3 3 1 - - - - - - - - 10 15% +5 ft 1 +1d6 Focus Feature (+1, total 1)
    4 3 1 - - - - - - - - 15 20% +10 ft 1 +1d6 +1d4 Martial Sage Ability (+1, Total 2), Rogue-Trap Sense +1
    5 3 1 1 - - - - - - - 22 20% +10 ft 1 +1d6 +1d4 Learnt Mastery Talent (+1, total 2)
    6 3 1 1 - - - - - - - 30 25% +10 ft 2 +2d6 +1d2 Martial Sage Ability (+1, Total 3), Rogue-Uncanny Dodge
    7 3 1 1 1 - - - - - - 40 25% +10 ft 2 +2d6 +1d2 Focus Feature (+1, total 2)
    8 3 1 1 1 - - - - - - 50 30% +15 ft 2 +3d6 Martial Sage Ability (+1, Total 4), Rogue-Trap Sense +2
    9 3 1 1 1 1 - - - - - 62 30% +15 ft 2 +3d6 Learnt Mastery Talent (+1, total 3)
    10 3 1 1 1 1 - - - - - 75 35% +15 ft 3 +3d6 +1d4 Martial Sage Ability (+1, Total 5), Rogue-Improved Uncanny Dodge
    11 3 1 1 1 1 1 - - - - 90 35% +15 ft 3 +3d6 +1d4 Focus Feature (+1, total 3)
    12 3 1 1 1 1 1 - - - - 105 40% +20 ft 3 +4d6 +1d2 Martial Sage Ability (+1, Total 6), Rogue-Trap Sense +3
    13 3 1 1 1 1 1 1 - - - 122 40% +20 ft 3 +4d6 +1d2 Learnt Mastery Talent (+1, total 4)
    14 3 1 1 1 1 1 1 - - - 140 45% +20 ft 4 +5d6 Martial Sage Ability (+1, Total 7), Rogue-Special Ability 1
    15 3 1 1 1 1 1 1 1 - - 160 45% +20 ft 4 +5d6 Focus Feature (+1, total 4)
    16 3 1 1 1 1 1 1 1 - - 180 50% +25 ft 4 +5d6 +1d4 Martial Sage Ability (+1, Total 8), Rogue-Trap Sense +4
    17 3 1 1 1 1 1 1 1 1 - 202 50% +25 ft 4 +5d6 +1d4 Learnt Mastery Talent (+1, total 5)
    18 3 1 1 1 1 1 1 1 1 - 225 55% +25 ft 5 +6d6 +1d2 Martial Sage Ability (+1, Total 9), Rogue-Special Ability 2
    19 3 1 1 1 1 1 1 1 1 1 250 55% +25 ft 5 +6d6 +1d2 Focus Feature (+1, total 5)
    20 3 1 1 1 1 1 1 1 1 1 275 60% +30 ft 5 +7d6 Martial Sage Ability (+1, Total 10), Rogue-Trap Sense +5


    Other Progression
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    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 1 1
    2 +1 +3 +3 +0 2 1
    3 +2 +3 +3 +1 3 1
    4 +3 +4 +4 +1 4 1
    5 +3 +4 +4 +1 5 2
    6 +4 +5 +5 +2 6 2
    7 +5 +5 +5 +2 7 2
    8 +6/+1 +6 +6 +2 8 2
    9 +6/+1 +6 +6 +3 9 3
    10 +7/+2 +7 +7 +3 10 3
    11 +8/+3 +7 +7 +3 11 3
    12 +9/+4 +8 +8 +4 12 3
    13 +9/+4 +8 +8 +4 13 4
    14 +10/+5 +9 +9 +4 14 4
    15 +11/+6/+1 +9 +9 +5 15 4
    16 +12/+7/+2 +10 +10 +5 16 4
    17 +12/+7/+2 +10 +10 +5 17 5
    18 +13/+8/+3 +11 +11 +6 18 5
    19 +14/+9/+4 +11 +11 +6 19 5
    20 +15/+10/+5 +12 +12 +6 20 5

    Class Skills (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
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    Special (Skill): You choose may choose to gain either Trapfinding (as the Rogue class feature), or the Track feat on level 1. This choice once made, is permanent. (Not included in the table above)

    Focus Feature (Skill): Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
    *Any feat that provides a bonus to one or more skills (including skill focus and the skill affinity feats)
    *Darkstalker (Lords of Madness)
    *Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
    *Alternatively, you may select Average Skill (see below)

    Average Skill:
    Requirements: Skill Category Focus Trissociate
    Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
    Benefit: A Trissociate may select any one skill on his class skill list. Henceforth he can always take 10 on any skill check based off that skill, even if stress and distractions would normally prevent him from doing so. This is similiar to the Rogue's Skill Mastery Special Ability, except that it only applies to one skill. This skill selection is permanent and may not be changed barring special and intensive retraining (read: DM fiat).
    Special: This feat can be selected multiple times. Each time it applies to a new skill.

    Wizard Spellcasting: You gain Intelligence based prepared Arcane spells as a Wizard. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wz0-Wz9).
    Wizard Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described here. You have a pool of Bonus Spell Slot points based on your Intelligence bonus, following the table below. The numbers along the top row (2nd or lower - 9th) indicate the highest level spell you have access to from your Wizard Association. And each row below that shows the Bonus Spell Slot points for a particular Intelligence bonus:
    Intelligence Bonus Access to 2nd level spells or lower 3rd 4th 5th 6th 7th 8th 9th
    +3 or lower 1 1 1 1 1 1 1 1
    +4 1 1 2 2 2 2 2 2
    +5 1 2 3 4 4 4 4 4
    +6 1 2 3 5 6 6 6 6
    +7 1 3 4 6 7 9 9 9
    +8 1 3 5 7 8 10 12 12
    +9 2 4 6 8 10 12 14 16
    +10 2 4 6 9 11 13 15 18

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

    Spellbook: A Wizard associate must study his spellbook each day, to prepare his spells. This functions like a Wizard's spellbook except as noted here. At Trissociate level 1, you can fill your spellbook with 5+Int modifier cantrips of your choice. If you begin play with at least 1 level in Trissociate, your first Spellbook is given to you free. Whenever you gain another level of Trissociate, you automatically learn 2 new spells, up to the highest level you can cast, as per a normal Wizard.

    Perfect Saves: A Trissociate normally has 2 good saves and 1 weak save. However, when he chooses the Martial Sage Association, all 3 of his saves gain Good progression.

    Ki Points (Su): A Martial Sage Associate gains a pool of Ki points based on his Trissociate level, according to the table above. 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 points (and bonus to will saves) as a starter ability, even if he does not yet have any abilities to spend Ki on. He can recover 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 Ki points will be partially restored. He may use his Ki points to perform a variety of tricks as listed below. Unless otherwise stated, the use of Ki points is a supernatural ability. While wearing medium or heavy armor, or carrying a medium or heavy load may affect his Wisdom Bonus to AC, it has no effect on his Ki points, or his usage of Ki abilities (including Ki Dodge). Finally, he qualifies 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 bonus to attack and damage for the Zen Weapon Strike Martial Sage ability (if you have selected it)
    Special: You may buy this feat with Focus Features.

    Maximum Ki Dodge Miss Chance (Su): By focusing his mind, a Martial Sage Associate finds he has a chance to dodge even the most accurate strikes. As a free action, he may choose to activate his Ki Dodge ability, and its effects last until the start of his next turn. Any enemy that tries to attack him with an attack that has an attack roll, has a chance of missing him. The maximum miss chance he can benefit from, is indicated in the table above. Activating Ki Dodge may cost Ki points depending on what amount of miss chance he chooses. He can choose to use less miss chance than his maximum, in order to conserve Ki points.

    Ki Dodge Miss Chance Ki Point Cost
    20% or less free
    25-35% 1
    40-50% 2
    55-60% 3


    Because this ability relies on the Sages speed and reaction, rather than any concealment effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it. Also, because it is not concealment, the miss chance of Ki Dodge provides none of the benefits of concealment either: A Martial Sage cannot use Ki Dodge to hide. And a rogue attacking him still does sneak attack damage (provided the rogue manages to hit).

    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.

    Rogue Class Features: You gain Rogue class features, which works just like a normal Rogue except as noted here. Your Rogue class features are gained according to the progression in the table above.
    Special: You can trade your Trap Sense, to gain the Penetrating Strike ACF (Dungeonscape).

    Others: Your Rogue Association 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 applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, when you use a shield, or when you carry 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.

    Zen Weapon Strike (Ex):
    You can add your Wisdom bonus (if any) subject to a maximum cap of +2, to all your weapon attack rolls (including ranged weapons, natural weapons and unarmed strike), and to your Strength bonus for the purposes of calculating weapon damage rolls. This ability can be taken multiple times, each time increasing the cap by another +2. E.g. Lets say we have a Martial Sage Associate with 14 Strength (a bonus of +2) and 16 Wisdom (a bonus of +3). If he takes Zen Weapon Strike once, he can apply his Wisdom bonus subject to the +2 cap, as a bonus to his weapon attack rolls. He can also add this bonus to his Strength bonus for determining weapon damage, so his effective Strength bonus would be 2 Str + 2 Wis = +4. If he wields a weapon in his main hand, he adds +4 damage. If he wields a weapon in his off hand, he adds +2 damage. If he wields a weapon in two hands, he adds +6 damage. If he takes Zen Weapon Strike a second time, it raises his Wisdom bonus cap to +4, however he only has a Wisdom bonus of +3.

    Lesser Senses (Ex):
    You gain Blindsense equal to your Trissociate level x 5 ft. This stacks with any extraordinary Blindsense you have from other Associations.

    Improved Senses (Su): (Requires: Trissociate Level 5, Lesser Senses)
    You can see Invisible and Ethereal as the See Invisibility spell.

    Greater Senses (Ex): (Requires: Trissociate Level 9, Improved Senses)
    You gain Blindsight equal to your Trissociate level x 5 ft. This stacks with any extraordinary Blindsight you have from other Associations.

    Perfect Senses (Su): (Requires: Trissociate 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: Trissociate Level 9, Ki Lesser Ghost Jump)
    This functions as Ki Lesser Ghost Jump except as noted here. You can spend 2 Ki points to teleport as a move action.

    Ki Greater Ghost Jump (Su): (Requires: Trissociate Level 17, Ki Improved Ghost Jump)
    This functions as Ki Lesser Ghost Jump except as noted here. You can spend 3 Ki points teleport as a swift 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 turn. This lets you strike incorporeal creatures without suffering the normal miss chance.

    Ki Improved Ghost Phase (Su): (Requires: Trissociate Level 9, Ki Lesser Ghost Phase)
    By spending 3 Ki points as a swift 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: Trissociate Level 15, Ki Improved Ghost Phase)
    This works as Ki Improved Ghost Phase, except as noted here. A Martial Sage can now turn either Incorporeal or Ethereal, choosing one or the other each time he activates this ability. Refer to here for some of the differences between Incorporeal and Ethereal.

    Evasion (Ex): (Requires: Trissociate Level 3)
    You gain Evasion as a Rogue.

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

    Ki Lesser Ghost Fade (Su): (Requires: Trissociate Level 3)
    You can spend 1 Ki point as a free action, to gain an invisibility effect (as the spell), until the start of your next turn. The effect ends if you attack any creature.

    Ki Improved Ghost Fade (Su): (Requires: Trissociate Level 7, Ki Lesser Ghost Fade)
    You can spend 2 Ki points as a free action, to gain a greater invisibility effect (as the spell), until the start of your next turn. You can attack creatures and still remain invisible.

    Disease Immunity (Ex): (Requires: Trissociate Level 5)
    You gain immunity to all diseases.

    Poison Immunity (Ex): (Requires: Trissociate 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: Trissociate 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: Trissociate 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: Trissociate 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: Trissociate Level 17, Greater Diamond Soul)
    This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 15.

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

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

    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 Ki points back to your 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 half your Trissociate Level (round down, minimum 1). 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 one quarter of your Trissociate Level (round down, minimum 1), 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). You may also sacrifice some or all of these additional dice, to activate abilities that require you to reduce the number of Sneak Attack dice. You can only use 'Boost Sneak Attack' once per turn, even if you have another Association besides Rogue that grants Sneak Attack.


    Adaptation: Replace Rogue with Ranger or Wild Shape, and Wizard with Druid, for a more "Wilderness" themed build.

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    Last edited by JeminiZero; 2014-06-05 at 03:32 AM.

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

    Dhampir (Pseudo Savage Species progression)
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    Vampire Assassin by ggatz used under Creative Commons Attribution License

    Functionally, this is meant to be frontline combatant, based on decent HP, Damage Reduction, full BAB, bonus feats, and a fistful of Sublime maneuvers. It lacks the width and depth of maneuvers that a straight Warblade or Crusader gets in comparison. But it also comes with progressive flight, and additional magical support from Celestial and Magic Blooded SLAs, to help produce a more well rounded Tier 3 character.

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

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

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


    Other Progression
    Spoiler
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    Hit Die: D6 (Additionally Guerrilla focus gives +1 HP per Trissociate level)

    Level Base Attack Bonus Fortitude Good Save Poor Save Mastery Points Trissociate Bonus
    1 +1 +2 +2 +0 1 1
    2 +2 +3 +3 +0 2 1
    3 +3 +3 +3 +1 3 1
    4 +4 +4 +4 +1 4 1
    5 +5 +4 +4 +1 5 2
    6 +6/+1 +5 +5 +2 6 2
    7 +7/+2 +5 +5 +2 7 2
    8 +8/+3 +6 +6 +2 8 2
    9 +9/+4 +6 +6 +3 9 3
    10 +10/+5 +7 +7 +3 10 3
    11 +11/+6/+1 +7 +7 +3 11 3
    12 +12/+7/+2 +8 +8 +4 12 3
    13 +13/+8/+3 +8 +8 +4 13 4
    14 +14/+9/+4 +9 +9 +4 14 4
    15 +15/+10/+5 +9 +9 +5 15 4
    16 +16/+11/+6/+1 +10 +10 +5 16 4
    17 +17/+12/+7/+2 +10 +10 +5 17 5
    18 +18/+13/+8/+3 +11 +11 +6 18 5
    19 +19/+14/+9/+4 +11 +11 +6 19 5
    20 +20/+15/+10/+5 +12 +12 +6 20 5

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

    Martial Initiator Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.

    Weapon and Armor Proficiency: A Guerrilla focus Trissociate is proficient with all simple weapons, and 1 martial weapon of his choosing. He is also proficient with light armor, and with all shields (except for Tower Shields).


    Class Feature Notes
    Spoiler
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    Focus Feature (Battle): Your Trissociate level stacks with fighter levels (if any) when qualifying for fighter specific feats. Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
    *Fighter bonus feats
    *Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
    *You may also buy the Battle Hardened or General Attack Focus feats (below)

    Battle Hardened:
    Requirements: Battle Category Focus Trissociate
    Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
    Benefits: You gain DR 1/-. You may take this feat multiple times, and it stacks with itself.
    Special: This feat can stack with one other Damage Reduction effect of your choice, even if this other effect is not DR/-, although the secondary DR effect always applies first. You can change which secondary effect it stacks with whenever you take damage.

    E.g. Lets say you have taken Battle Hardened 3 times for DR 3/-. You then have Stoneskin cast on you which grants DR 10/Adamantine. You can choose to stack Battle Hardened on Stoneskin, so that when you are struck by a non-adamantine weapon, the first 13 points of damage are negated by the combined DR. In cases where the total damage is less than 13, the secondary DR applies first, so the first 10 points of damage is subtracted from Stoneskin's pool, and than after that the remaining 3 is negated by Battle Hardened. If however, you are struck by an adamantine weapon, only the first 3 points of damage are negated, from your Battle Hardened 3/-.

    General Attack Focus:
    Requirements: Battle Category Focus Trissociate
    Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
    Benefits: You can add a +1 untyped bonus to all attack rolls. You may take this feat multiple, and it stacks with itself.

    Martial Initiator Maneuvers and Stances: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known and stances known are detailed in the table above. You always ready all the Martial Initiator maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial Adepts, you may not swap out your Martial Initiator maneuvers known when you level.

    Martial Initiator Sublime Point Pool (Ex): You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Martial Initiator maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.
    Special: If you have a Sublime Point Pool from more than one Association, you may combine them together into a single pool. This lets you use Sublime Points from one Association to initiate maneuvers gained from another Association. You can still only adopt one stance at a time.
    Note: Because you ready all the Martial Initiator association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Martial Initiator association (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from certain other Martial Adept Feats, such as Martial Study and Martial Stance. Additionally you qualify for the following feats:

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

    Lesser Copy Maneuver: (refer to linked thread)

    Magic Dilettante Spell Like Abilities (Sp): When you gain this association, select a spellcasting class that provides 0th-9th levels spells. (E.g. within Core, there is Wizard/Sorcerer, Cleric and Druid. Outside of Core, there are other classes such as Wu Jen, Shugenja etc). If your selected class has a spell list that is customizable (e.g. Clerics can select domains which adds spells), then you may also customize your selected class spell list, and it cannot be changed thereafter (e.g. if you select Cleric, you may also pick 2 domains, and this choice is permanent once made).

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

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

    Your SLAs functions in all ways like a normal SLA (e.g. caster level equal to your Trissociate level, same casting time as the original spell, no somatic of verbal components, high ability score not required to cast the SLA) except as noted here: If the original spell has any costly material component, XP cost, sacrifice or corruption cost for your selected spellcasting class, you must pay the same cost when casting your SLA. Non-costly material components are not required. A costly focus which is not expended by the original spell when it is cast, is also not required for your SLA. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier).

    Undead Fortification (Ex): As you become more Undead-like, you become less vulnerable to precision damage. When you are struck by a critical hit, or a precision damage attack (such as sneak attack, sudden strike or skirmish), there is a chance that the critical hit or precision damage is negated and damage is instead rolled normally, as indicated by the percentage in the column.
    Special: This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 40% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 65%. If you also carry a shield with light fortification, your total effective fortification is still 65%, since the light fortification from the shield and the suit of armor do not stack.
    Special: If you have selected 2 or more Associations which provide fortification as an extraordinary ability, they stack together in a special way. Firstly, your total fortification is equal to the fortification of all your associations summed together. You can no longer stack your total fortification with one other source (although you can still use another source if it is higher than your total fortification). Your maximum effective fortification is still 100%. But for every 25% your sum total fortification exceeds 100%, you may choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves. You can choose the same, or a different benefit each time your total fortification reaches the next 25% mark, and their effects stack. E.g. lets say a Trissociate has selected 2 Associations which provide 100% fortification by level 20. Lets say that on level 19, his total fortification is 190% (although his effective fortification is still only 100%). This exceeds the 100% cap by 90%, or 3 times (round down) of 25%. Hence he can gain the above mentioned bonus 3 times.

    Half-Undead Fast Healing (Ex): You gain the indicated amount of fast healing as you progress. However, you are initially unable to fast heal all your HP. Instead, your fast healing brings you up to a maximum percentage of your HP (rounded down), as indicated within the brackets. E.g. Lets say we have level 1 Half-Undead primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. His fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.
    Special: If you have multiple Associations which provide you with Fast Healing, their effects stack in the following manner. Each Association will fast heal back to its maximum and then stop. As long as it is active, each Association stacks with all other Associations. E.g. Lets say we have a level 3 Trissociate with 30 HP. One Association grants him Fast Healing 1 (40%), which will bring him back to 12 HP. Another grants him Fast Healing 1 (20%) which will bring him back to 6 HP. When he is below 6 HP, both are active, and they stack to give him Fast Healing 2. When he is between 6-12 HP, only the first one is active, giving him Fast Healing 1. When he is above 12 HP, both become inactive.

    Undead Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: sleep effects, non-lethal damage, poison, fatigue and exhaustion, disease, paralysis, physical ability score damage (Str/Dex/Con), ability drain, energy drain, stunning, death from massive damage and death effects. At later levels, you gain immunity to these various effects.

    Adaptation: Undead and Constructs share many of the same immunities, so this could also be applied to a 'Half-Construct' character, or one who is gradually mechanizing himself (like the Eberron Renegade Master Maker). In this case, you should replace the Damage Reduction with X/Adamantine instead. Additionally, for players who wish to use Warforged components, this should likely cost a feat.

    Slam Attack (Ex): You gain a slam attack, if you do not already have one, whose damage follows the table below. If you already have one, you can choose to retain your old damage value, or use the appropriate value from the table below, whichever is better.

    Size Slam Damage
    Fine 1
    Diminutive 1d2
    Tiny 1d3
    Small 1d4
    Medium 1d6
    Large 1d8
    Huge 2d6
    Gargantuan 2d8
    Colossal 4d6


    Half-Undead Ability Damage Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution). You gain immunity to Ability Damage to that score. Each time you gain this ability, select a different ability score.
    Special: If you already have Ability Damage Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

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

    Half-Undead Disease Immunity (Ex): You gain immunity to all diseases, including supernatural diseases.
    Special: If you already have Disease Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Half-Undead Ability Drain Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Drain to that score. Each time you gain this ability, select a different ability score.
    Special: If you already have Ability Drain Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Half-Undead Energy Drain Immunity (Ex): You gain immunity to energy drain.
    Special: If you already have Energy Drain Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

    Half-Undead Death From Massive Damage Immunity (Ex): You gain immunity to death form massive damage.
    Special: If you already have Death From Massive Damage Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

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

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

    Primary Automatic Mastery Talents
    Recover Sublime Points: Without needing to enter Mastery Meditation, as a free action, you may spend Mastery points to regain Sublime Points. Each Mastery point you spend provides you with 3 Sublime Points. You still cannot exceed your pool's maximum size.

    Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
    Recover Spell Like Ability (Magic Dilettante): You may recover an expended spell like ability as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the level of the spell, which the spell like ability duplicates, you may recover 1 use of that spell like ability. Level 0 spells cost no Mastery points to restore in this manner.

    You can only use this to recover spell like abilities gained from the specified Trissociate Association. It cannot be applied to spell like abilities gained from other classes or Associations (although they may have their own equivalent of this talent). You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the level of the spell, which the spell like ability duplicates, you may recover that spell like ability as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 Mastery point to restore in this manner.

    Half-Undead Faster Healing: This ability can be triggered by spending 1 Mastery point as a free action and does not require Mastery Meditation. It lasts for 5 rounds, during which it increases your Half-Undead Fast Healing amount by half your Trissociate level (round down, minimum 1). Additionally, during this time, you can Fast Heal up to 100% of your HP, regardless of your normal limit.
    E.g. Lets say we have level 1 Half-Undead primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Normally his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1. But he can spend 1 Mastery point to trigger Half-Undead Faster Healing, which increases his Fast Healing by half his Trissociate level (in this case +1), to a total of 2. And he can Fast Heal up to his full 8 HP.


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



    Other Ideas (and how you might build them)
    Spoiler: Blazing Angel (Mental: Psion, Half-Celestial, Elemental Savant-Fire)
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    Dark Phoenix by Noxypia used under Creative Commons Attribution License


    Spoiler: Tiger Tiger Burning Bright (Toughness: Elemental Savant-Fire, Lycanthrope, Barbarian)
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    fire tiger vulcano by crushtycrab used under Creative Commons Attribution License


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


    Assassin Devil by momarkmagic used under Creative Commons Attribution License

    Search Key Word: virtually
    Last edited by JeminiZero; 2014-06-16 at 06:04 AM.
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

  19. - Top - End - #19
    Bugbear in the Playground
     
    RedWizardGuy

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

    Hmm....Very interesting. I'll have to look more in-depth at this later, but this looks pretty good.

    Edit:

    Three Associations I think would be interesting, if they could be managed:

    -Incarnum
    -Bloodline-Based
    -Monster-Class-Based
    Last edited by Pyromancer999; 2012-03-04 at 02:51 PM.
    Newest Work: Pyromancer - My submission for Base Class Contest X
    Vote here.

    Awesome Quotes:

    Quote Originally Posted by chess435 View Post
    May Chuck Norris smile upon you.


    Finall got an Extended Homebrew Signature, courtesy of Cipherthe3vil

  20. - Top - End - #20
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    EdroGrimshell's Avatar

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

    Loved the original, love this one too. Favorited.
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    Quote Originally Posted by GFawkes View Post
    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 View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    The Hub, for PTA & PTU community building. If you're interested, take a look.

  21. - Top - End - #21
    Troll in the Playground
     
    JeminiZero's Avatar

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

    Quote Originally Posted by EdroGrimshell View Post
    Loved the original, love this one too. Favorited.
    Thanks!

    Quote Originally Posted by Pyromancer999 View Post
    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 View Post
    -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 View Post
    -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?
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

  22. - Top - End - #22
    Pixie in the Playground
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    smile Re: Trissociate [3.5 Base Class] (PEACH)

    This looks awesome, I can't wait to try it.
    Check out My Extended Sig!
    I make professional-looking PDFs for homebrew classes and content.
    Feel free to message me with requests.

  23. - Top - End - #23
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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

    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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    Quote Originally Posted by GFawkes View Post
    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 View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
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    The Hub, for PTA & PTU community building. If you're interested, take a look.

  24. - Top - End - #24
    Troll in the Playground
     
    JeminiZero's Avatar

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

    Added Half-Celestial.

    Quote Originally Posted by Roger3 View Post
    This looks awesome, I can't wait to try it.
    Quote Originally Posted by EdroGrimshell View Post
    Same.
    Let me know how it goes.

    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?
    Last edited by JeminiZero; 2012-03-07 at 09:43 AM.
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
    Spoiler
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

  25. - Top - End - #25
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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

    Quote Originally Posted by JeminiZero View Post
    Let me know how it goes.
    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 View Post
    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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    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

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  26. - Top - End - #26
    Bugbear in the Playground
     
    RedWizardGuy

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

    Quote Originally Posted by JeminiZero View Post

    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.
    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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  27. - Top - End - #27
    Troll in the Playground
     
    JeminiZero's Avatar

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

    Added Half-Fiend

    Quote Originally Posted by Pyromancer999 View Post
    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 View Post
    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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  28. - Top - End - #28
    Dwarf in the Playground
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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    No Shadowcaster Association?

    Otherwise, nice.

  29. - Top - End - #29
    Ogre in the Playground
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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    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.

    Also, where's the Truenaming!? (If you do add it, I'd use Kellus' excellent fix for Truenaming)

  30. - Top - End - #30
    Pixie in the Playground
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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    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.
    Last edited by Roger3; 2012-03-10 at 04:26 PM.
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