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JeminiZero
2012-03-03, 08:49 AM
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?


http://i287.photobucket.com/albums/ll145/JeminiZero/Trissociate-Art/urdine_angel_by_noxypia-d4xyet8.jpg
Urdine Angel by Noxypia (http://noxypia.deviantart.com/art/Urdine-Angel-298897532) 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:

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 (http://www.giantitp.com/forums/showsinglepost.php?p=12830679&postcount=17) and Dhampir (http://www.giantitp.com/forums/showsinglepost.php?p=12830701&postcount=18).

For DMs whose players are requesting to play this class:
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 (http://www.giantitp.com/forums/showsinglepost.php?p=12830580&postcount=2)), 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 (http://www.giantitp.com/forums/showsinglepost.php?p=12830701&postcount=18) 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:
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 (http://www.java.com/en/) 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 (http://sajro.org/Trissociate/trissociate.php). 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 (http://www.mediafire.com/download/93cd34a20n93abz/EZ_Trissociate20140708.exe)
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 (http://www.mediafire.com/download/zd3usl8ad3t5es6/EZ_Trissociate20140708.jar) 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 (https://onedrive.live.com/redir?resid=D402529AF983755!181&authkey=!ABg6YxQwBnGuTBE&ithint=folder%2c.jar).

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):

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?)


Current Version: Source (http://www.mediafire.com/download/kc68a9lc50dl3gv/EZCompile-20140708a.zip)

Older Versions:
20 Jun 2014: Windows Executable (http://www.mediafire.com/download/5m6urffs111b8bb/EZ_Trissociate20140620.exe) and JAR version (http://www.mediafire.com/download/ygfq355qw55e23a/EZ_Trissociate20140620.jar) and Source (http://www.mediafire.com/download/lqb8sih2inxsh88/EZCompile-20140620b.zip)
16 Jun 2014: Windows Executable (http://www.mediafire.com/download/6qi4jlr6ra8z73f/EZ_Trissociate20140616.exe) and JAR version (http://www.mediafire.com/download/56m8l7w7juna5of/EZ_Trissociate20140616.jar) and Source (http://www.mediafire.com/download/9ea0q9l0634sk69/EZCompile-20140616a.zip)
13 Jun 2014: Windows Executable (http://www.mediafire.com/download/gm8gm4kgmcu91k7/EZ_Trissociate20140613.exe) and JAR version (http://www.mediafire.com/download/70cf5va8k514ot3/EZ_Trissociate20140613.jar) and Source (http://www.mediafire.com/download/dfsdrfm8ji5y998/EZCompile-20140613a.zip)


Design Notes

This base class is now listed in the Homebrew Tier Compendium (http://www.giantitp.com/forums/showthread.php?t=245701) and the Base Class Compendium (http://www.giantitp.com/forums/showthread.php?t=237132)! Also, its the first thing to pop up when you google "Trissociate" :smallbiggrin:

This is a repost as the First Version (http://www.giantitp.com/forums/showthread.php?t=107150) was locked. And I decided to rename it from Generalist to Trissociate. The aim was to make this approximately Tier 3 or 4 (http://www.giantitp.com/forums/showthread.php?t=266559) (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

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 (http://www.wizards.com/default.asp?x=dnd/mb/20040721a), 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

-Psionic Dilettante
-Anthropomorphic Animals

Homebrews:
-Kellus' Truenamer Fix (http://www.giantitp.com/forums/showthread.php?90961)
-Wordsmith (http://www.giantitp.com/forums/showthread.php?246960)
-Conceptualist (http://www.giantitp.com/forums/showthread.php?237509)
-Gramarie
-Tome of Radiance

JeminiZero
2012-03-03, 08:50 AM
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

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

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

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.

JeminiZero
2012-03-03, 08:52 AM
Associations
On taking his first level in the class, a Trissociate selects 1 Primary Association and 2 Secondary Associations. These Association selections are permanent and cannot be changed, barring special and intensive retraining (read: DM fiat).

Each Association gives the Trissociate additional Class Features which have been spread over 19 levels. Unless otherwise indicated, when the text or tables below indicate that the class feature is gained at a certain level, assume that this refers to the Associate level (which is not the same as the Trissociate level). For the Primary Association, the Associate level is equal to the Trissociate level. But for the 2 Secondary Associations, the Associate level is equal to the Trissociate level minus one (e.g. so the Class Features which are marked Associate level 1, only come in at Trissociate level 2).

In addition, each association also has a set of starter class features which are gained at Trissociate level 1, regardless of whether the association is Primary or Secondary. These start class features include (but are not limited to) adding skills to your Trissociate class list and bonus languages. Hence, on Trissociate level 1, you gain both starter and Associate level 1 class features from your primary association. But only starter class features from your secondary associations.

While the Primary and Secondary Associations have different rates of Class Feature progression, the effectiveness of a Class Feature is entirely dependent on the Trissociate level alone. E.g. if you pick Wizard as your Primary Association, and Sorcerer as one of your Secondary Association, then both your Wizard and Sorcerer spells will have the same Caster levels, which is equal to your Trissociate level. Although it is a Secondary Association, your Sorcerer spells will not suffer from any caster level penalty.

The Associations below are broadly grouped according to their "type", although this grouping is mostly for ease of reference and has little impact on how they interact with one another.

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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters). 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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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 BonusAccess to 2nd level spells or lower3rd4th5th6th7th8th9th
+3 or lower11111111
+411222222
+512344444
+612356666
+713467999
+813578101212
+9246810121416
+10246911131518


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

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
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)

*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.
Search Key Word: virtually

JeminiZero
2012-03-03, 08:53 AM
Arcane Caster Associations


Beguiler Association

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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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

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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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

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 (http://www.d20srd.org/srd/classes/sorcererWizard.htm#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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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

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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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

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 (http://www.d20srd.org/srd/classes/sorcererWizard.htm#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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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

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)

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)

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)

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)

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)

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)

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 (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20000901a))
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

This Maho-Tsukai Association was first written up by Xuldarinar (http://www.giantitp.com/forums/showthread.php?234951&p=17447162&viewfull=1#post17447162). 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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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

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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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.

Search Key Word: virtually

JeminiZero
2012-03-03, 08:54 AM
Divine Caster Associations


Archivist Association

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 (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3), 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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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

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 (http://www.d20srd.org/srd/classes/cleric.htm). 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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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 (http://www.d20srd.org/srd/spellLists/clericDomains.htm) 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

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 (http://www.d20srd.org/srd/classes/druid.htm) 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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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

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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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

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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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

This Shaman Association was first written up by Xuldarinar (http://www.giantitp.com/forums/showthread.php?234951&p=17447162&viewfull=1#post17447162).

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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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 (http://www.d20srd.org/srd/spellLists/clericDomains.htm)). 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

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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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.

Search Key Word: virtually

JeminiZero
2012-03-03, 08:55 AM
Divine Miscellaneous Associations


Paladin Association

Requirements
Alignment: Alignment requirements depend on what type of Paladin Association you pick. You must be Lawful Good to take this class as a traditional Paladin (http://www.d20srd.org/srd/classes/paladin.htm). Alternatively you may be an Paladin Associate of Freedom (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofFreedomClassF eatures), Slaughter (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofSlaughterClas sFeatures) or Tyranny (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofTyrannyClassF eatures), 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 (http://www.d20srd.org/srd/classes/paladin.htm) 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 (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofFreedomClassF eatures), Slaughter (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofSlaughterClas sFeatures) or Tyranny (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofTyrannyClassF eatures).) 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 (http://www.d20srd.org/srd/spells/eaglesSplendor.htm) 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 (http://www.d20srd.org/srd/conditionSummary.htm#sickened) for 5 rounds.

Shaken: The target must succeed on a Will save or be Shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken) for 5 rounds. This is a mind-affecting fear effect.

Exhaustion: The target must succeed on a Fortitude save or be Exhausted (http://www.d20srd.org/srd/conditionSummary.htm#exhausted) for 3 rounds.

Stagger: The target must succeed on a Fortitude save or be Staggered (http://www.d20srd.org/srd/conditionSummary.htm#staggered) for 3 rounds

Stun: The target must succeed on a Fortitude save or be Stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned) for 2 rounds.

Daze: The target must succeed on a Will save or be Dazed (http://www.d20srd.org/srd/conditionSummary.htm#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 (http://www.d20srd.org/srd/typesSubtypes.htm#goodSubtype) subtype if you are good (or the Evil (http://www.d20srd.org/srd/typesSubtypes.htm#evilSubtype) 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

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 (http://www.d20srd.org/srd/spells/cureMinorWounds.htm) 1/day Turn Undead
2
3 Remove Fear (http://www.d20srd.org/srd/spells/removeFear.htm) 1/day, Protection from Evil (http://www.d20srd.org/srd/spells/protectionFromEvil.htm) 1/day
4
5 Remove Paralysis (http://www.d20srd.org/srd/spells/removeParalysis.htm) 1/day, Lesser Restoration (http://www.d20srd.org/srd/spells/restorationLesser.htm) 1/day
6
7 False Life (http://www.d20srd.org/srd/spells/falseLife.htm) 1/day, Consecrate (http://www.d20srd.org/srd/spells/consecrate.htm) 1/day
8
9 Remove Blindness/Deafness (http://www.d20srd.org/srd/spells/removeBlindnessDeafness.htm) 1/day, Remove Disease (http://www.d20srd.org/srd/spells/removeDisease.htm) 1/day
10
11 Magic Circle against Evil (http://www.d20srd.org/srd/spells/magicCircleAgainstEvil.htm) 1/day, Remove Curse (http://www.d20srd.org/srd/spells/removeCurse.htm) 1/day
12
13 Neutralize Poison (http://www.d20srd.org/srd/spells/neutralizePoison.htm) 1/day, Restoration (http://www.d20srd.org/srd/spells/restoration.htm) 1/day
14
15 Death Ward (http://www.d20srd.org/srd/spells/deathWard.htm) 1/day, Break Enchantment (http://www.d20srd.org/srd/spells/breakEnchantment.htm) 1/day
16
17 Heal (http://www.d20srd.org/srd/spells/heal.htm) 1/day, Regenerate (http://www.d20srd.org/srd/spells/regenerate.htm) or Greater Restoration (http://www.d20srd.org/srd/spells/restorationGreater.htm) 1/day
18
19 Mass Heal (http://www.d20srd.org/srd/spells/healMass.htm) 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 (http://www.d20srd.org/srd/classes/paladin.htm), 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 (http://www.d20srd.org/srd/combat/specialAttacks.htm#turnOrRebukeUndead) 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

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 (http://www.d20srd.org/srd/spells/inflictMinorWounds.htm) 1/day Rebuke Undead
2
3 Bane (http://www.d20srd.org/srd/spells/bane.htm) 1/day, Protection from Good (http://www.d20srd.org/srd/spells/protectionFromGood.htm) 1/day
4
5 Ghoul Touch (http://www.d20srd.org/srd/spells/ghoulTouch.htm) 1/day, Blindness Deafness (http://www.d20srd.org/srd/spells/blindnessDeafness.htm) (as Wizard) 1/day
6
7 Command Undead (http://www.d20srd.org/srd/spells/commandUndead.htm) 1/day, Desecrate (http://www.d20srd.org/srd/spells/desecrate.htm) 1/day
8
9 Ray of Exhaustion (http://www.d20srd.org/srd/spells/rayOfExhaustion.htm) 1/day, Contagion (http://www.d20srd.org/srd/spells/contagion.htm) 1/day
10
11 Magic Circle against Good (http://www.d20srd.org/srd/spells/magicCircleAgainstGood.htm) 1/day, Bestow Curse (http://www.d20srd.org/srd/spells/bestowCurse.htm) (as Cleric) 1/day
12
13 Poison (http://www.d20srd.org/srd/spells/poison.htm) (as Cleric) 1/day, Enervation (http://www.d20srd.org/srd/spells/enervation.htm) 1/day
14
15 Fear (http://www.d20srd.org/srd/spells/fear.htm) 1/day, Blight (http://www.d20srd.org/srd/spells/blight.htm) 1/day
16
17 Harm (http://www.d20srd.org/srd/spells/harm.htm) 1/day, Control Undead (http://www.d20srd.org/srd/spells/controlUndead.htm) 1/day
18
19 Energy Drain (http://www.d20srd.org/srd/spells/energyDrain.htm) 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 (http://www.d20srd.org/srd/classes/paladin.htm) of Tyranny (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofTyrannyClassF eatures), 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 (http://www.d20srd.org/srd/combat/specialAttacks.htm#turnOrRebukeUndead) 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

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 (http://www.wizards.com/default.asp?x=dnd/dd/20060428a) 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

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 (http://www.wizards.com/default.asp?x=dnd/iw/20060406b). 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

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 (http://www.d20srd.org/srd/psionic/classes/psion.htm). 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

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 (http://www.d20srd.org/srd/psionic/psionicFeats.htm#wildTalent) as a bonus feat. If you already have Wild Talent, you instead gain Psionic Talent (http://www.d20srd.org/srd/psionic/psionicFeats.htm#psionicTalent) as a bonus feat.

Mind Blade (Su): You gain the use of a Mind Blade, as per the Soulknife (http://www.d20srd.org/srd/psionic/classes/soulknife.htm) 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 (http://www.wizards.com/default.asp?x=dnd/ex/20060403a&page=2). 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 AbilityRequirementsDescription
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 ThrowThrow Mindblade, Free DrawYou gain the Multiple Throw class feature as a Soulknife.
Extended ReachThrow MindbladeYour 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 FeatSee TextYou 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

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 (http://www.d20srd.org/srd/psionic/classes/wilder.htm) 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 (http://www.d20srd.org/srd/psionic/classes/wilder.htm). 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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:00 AM
Associations for Other Alternate Magic Systems


Artificer Association

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 (http://www.d20srd.org/srd/monsterFeats.htm#craftConstruct) 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

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

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

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 (http://www.wizards.com/default.asp?x=dnd/ex/20060912a&page=2) 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

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 (http://www.giantitp.com/forums/showthread.php?116836) 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

This Shadowcaster Association was first written up by Xuldarinar (http://www.giantitp.com/forums/showsinglepost.php?p=17417383&postcount=177)

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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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
This Barbarian Association was first written up by Xuldarinar (http://www.giantitp.com/forums/showsinglepost.php?p=17449505&postcount=191). 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

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

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:

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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:03 AM
Martial & Melee Associations


Barbarian Association
This Barbarian Association was first written up by Adam1949 (http://www.giantitp.com/forums/showsinglepost.php?p=17464289&postcount=201). 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 (http://www.d20srd.org/srd/classes/barbarian.htm) 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

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

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 (http://www.wizards.com/default.asp?x=dnd/ex/20060501a&page=2) 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

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 (http://www.giantitp.com/forums/showthread.php?355918): (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

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 ChanceKi Point Cost
20% or lessfree
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 (http://www.d20srd.org/srd/specialAbilities.htm#lowLightVision) and Darkvision (http://www.d20srd.org/srd/specialAbilities.htm#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 (http://www.d20srd.org/srd/spells/featherFall.htm). 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 (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 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 (http://www.d20srd.org/srd/spells/seeInvisibility.htm) spell.

Greater Senses (Ex): (Requires: Trissociate Level 9, Improved Senses)
You gain Blindsight (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 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 (http://www.d20srd.org/srd/spells/trueSeeing.htm) 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 (http://www.d20srd.org/srd/spells/dimensionDoor.htm), 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 (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#ghostTouchWeapon) 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 (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype). 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 (http://www.d20srd.org/srd/specialAbilities.htm#etherealness), choosing one or the other each time he activates this ability. Refer to here (http://www.wizards.com/default.asp?x=dnd/rg/20041012a) for some of the differences between Incorporeal and Ethereal.

Evasion (Ex): (Requires: Trissociate Level 3)
You gain Evasion as a Rogue (http://www.d20srd.org/srd/classes/rogue.htm).

Improved Evasion (Ex): (Requires: Trissociate Level 11, Evasion)
You gain Improved Evasion as a Rogue (http://www.d20srd.org/srd/classes/rogue.htm).

Ki Lesser Ghost Fade (Su): (Requires: Trissociate Level 3)
You can spend 1 Ki point as a free action, to gain an invisibility (http://www.d20srd.org/srd/spells/invisibility.htm) 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 (http://www.d20srd.org/srd/spells/invisibilityGreater.htm) 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 (http://www.d20srd.org/srd/classes/monk.htm).

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

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 (http://www.d20srd.org/srd/classes/ranger.htm) 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 (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rangerVariantUrbanRang er) 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 (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#ranger) abilities.



Weapon Master Association

Weapon Master Association Progression (Based on Associate Level)
Level Special
Starter Chosen Proficiency
1 Chosen Flurry (Least)
2
3 Chosen Weapon Ability 1
4
5 Chosen Weapon Bonus +1
6
7 Chosen Flurry (Lesser)
8
9 Chosen Weapon Ability 2
10
11 Chosen Weapon Bonus +2
12
13 Chosen Flurry (Improved)
14
15 Chosen Weapon Ability 3
16
17 Chosen Weapon Bonus +3
18
19 Chosen Flurry (Greater)


Chosen Weapon Type: When you select the Weapon Master association, you must select a weapon type (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 (http://www.d20srd.org/srd/feats.htm#weaponFocus) is valid, but Weapon Finesse (http://www.d20srd.org/srd/feats.htm#weaponFinesse) is not).

Special: If you selected unarmed strike as your chosen weapon type, you gain the Improved Unarmed Strike (http://www.d20srd.org/srd/feats.htm#improvedUnarmedStrike) 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 (http://www.d20srd.org/srd/classes/monk.htm), 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 (http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullAttack), or a charge (http://www.d20srd.org/srd/combat/specialAttacks.htm#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 (http://www.d20srd.org/srd/spells/trueStrike.htm) 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 (http://www.d20srd.org/srd/specialAbilities.htm#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

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 (http://www.d20srd.org/srd/classes/druid.htm) 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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:04 AM
Precision and Skill Associations


Cunning Association

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 (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 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 (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 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 (http://www.d20srd.org/srd/classes/rogue.htm).

Improved Evasion: (Requires: Trissociate level 11, Evasion)
You gain Improved Evasion as a Rogue (http://www.d20srd.org/srd/classes/rogue.htm).

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

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 (http://www.d20srd.org/srd/classes/rogue.htm) 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

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

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 (http://www.giantitp.com/forums/showthread.php?355918): (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

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 (http://www.wizards.com/default.asp?x=dnd/ex/20050107a) 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 (http://www.giantitp.com/forums/showthread.php?355918): (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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:05 AM
Support Associations


Animal Companion Association

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 (http://www.d20srd.org/srd/classes/druid.htm) 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 HDSpecial Abilities
+0Share Spells, Link
+1Evasion
+3Devotion
+5Multiattack
+7Improved Evasion
+9Improved 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 (http://www.d20srd.org/srd/monsters/monstrousScorpion.htm). 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 (http://www.d20srd.org/srd/monsters/lion.htm), 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 (http://www.d20srd.org/srd/monsters/dragonne.htm) instead. Comparing it with other creatures on the list, we find that a Dragonne's CR is most similiar to the Dire Bear (http://www.d20srd.org/srd/monsters/direBear.htm), 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

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 (http://www.d20srd.org/srd/classes/bard.htm) 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 SongRequires SongMinimum Trissociate Level
Countersong-1
Fascinate-1
SuggestionFascinate7
Mass SuggestionSuggestion19
Inspire Competence-3
Inspire Greatness-11
Song of Freedom-15
Inspire Heroics-19




Dragon Shaman Association

Dragon Shaman Association Progression (Based on Associate Level)
Level Draconic Auras Prepared (Strength) Special
Starter - Touch of Vitality (Heal Wounds)
1 3 (+1)
2 3 (+1)
3 3 (+1) Touch of Vitality (Remove Minor Conditions)
4 3 (+1)
5 4 (+2)
6 4 (+2)
7 4 (+2) Touch of Vitality (Remove Light Conditions)
8 4 (+2)
9 5 (+3)
10 5 (+3)
11 5 (+3) Touch of Vitality (Remove Moderate Conditions)
12 5 (+3)
13 6 (+4)
14 6 (+4)
15 6 (+4) Touch of Vitality (Remove Serious Conditions)
16 6 (+4)
17 7 (+5)
18 7 (+5)
19 7 (+5) Commune with Dragon Spirit


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

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 (http://www.wizards.com/default.asp?x=dnd/ex/20030906b) 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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:06 AM
Half-Blood Associations (Part 1)


While the name "Half-Blood" implies that these Associations are the result of one parent being the specified creature type, that need not always be the case.
*Sometimes, the Trissociate is a particularly strong manifestation of some distant non-humanoid ancestor.
*At others, the blood lineage is faint, but is gradually augmented as the Trissociate advances and unlocks the secrets of his bloodline, much like a Dragon Disciple (http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm).
*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 (http://www.wizards.com/default.asp?x=dnd/we/20060630a) to reflect a particular ancestry.


Bloodline Association
You may choose to take a Major Bloodline (http://www.d20srd.org/srd/variant/races/bloodlines.htm) as one of your Associations. Besides the officially listed Bloodlines, your DM may also allow you to take a homebrew (http://www.giantitp.com/forums/showthread.php?t=208703) 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).

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 (http://www.giantitp.com/forums/showthread.php?t=208703) 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 (http://tvtropes.org/pmwiki/pmwiki.php/Main/Squick).


Divine-Blooded Association

This Association is mix of the abilities which Demi-Gods (Divine Rank 0 (http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm)) and Abominations (http://www.d20srd.org/srd/epic/monsters/abomination.htm) 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 (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType), with the Native (http://www.d20srd.org/srd/typesSubtypes.htm#nativeSubtype) 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

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 (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType), 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

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 (http://www.d20srd.org/srd/spells/protectionFromLaw.htm) 3/day, Detect Law (http://www.d20srd.org/srd/spells/detectLaw.htm) 1/day Darkvision 60 ft
2 1/Lawful 1 (20%)
3 2/Lawful 1 (40%) Shatter (http://www.d20srd.org/srd/spells/shatter.htm) 1/day Anarchic Chosen Energy Resistance 1
4 2/Lawful 1 (40%)
5 3/Lawful 1 (60%) Chaos Hammer (http://www.d20srd.org/srd/spells/chaosHammer.htm) 1/day, See Invisibility (http://www.d20srd.org/srd/spells/seeInvisibility.htm) 1/day Anarchic Chosen Energy Resistance 2
6 3/Lawful 1 (60%)
7 4/Lawful 1 (80%) Fear (http://www.d20srd.org/srd/spells/fear.htm) 1/day Anarchic Chosen Energy Resistance 3
8 4/Lawful 1 (80%)
9 5/Lawful 1 (100%) Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm) 1/day Anarchic Chosen Energy Resistance 4
10 5/Lawful 1 (100%)
11 6/Lawful 1 (100%) Word of Chaos (http://www.d20srd.org/srd/spells/wordOfChaos.htm) 1/day Anarchic Chosen Energy Resistance 5
12 6/Lawful 1 (100%)
13 7/Lawful 1 (100%) Cloak of Chaos (http://www.d20srd.org/srd/spells/cloakOfChaos.htm) 3/day, Power Word Blind (http://www.d20srd.org/srd/spells/powerWordBlind.htm) 1/day, Animate Objects (http://www.d20srd.org/srd/spells/animateObjects.htm) 1/day
14 7/Lawful 1 (100%)
15 8/Lawful 1 (100%) Power Word Stun (http://www.d20srd.org/srd/spells/powerWordStun.htm) 1/day Half-Anarchic Polymorph/Petrification Immunity
16 8/Lawful 1 (100%)
17 9/Lawful 1 (100%) Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (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 (http://www.d20srd.org/srd/spells/implosion.htm) 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 (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType), with the Native (http://www.d20srd.org/srd/typesSubtypes.htm#nativeSubtype) 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

This next one is based on a mixture of the various Formians (http://www.d20srd.org/srd/monsters/formian.htm) 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 (http://www.d20srd.org/srd/spells/protectionFromChaos.htm) 3/day, Detect Chaos (http://www.d20srd.org/srd/spells/detectChaos.htm) 1/day Darkvision 60 ft
2 1/Chaotic
3 2/Chaotic Make Whole (http://www.d20srd.org/srd/spells/makeWhole.htm) 1/day, Calm Emotions (http://www.d20srd.org/srd/spells/calmEmotions.htm) 1/day Axiomatic Chosen Energy Resistance 1
4 2/Chaotic
5 3/Chaotic Order's Wrath (http://www.d20srd.org/srd/spells/ordersWrath.htm) 1/day, Detect Thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm) 1/day Axiomatic Chosen Energy Resistance 2
6 3/Chaotic
7 4/Chaotic Charm Monster (http://www.d20srd.org/srd/spells/charmMonster.htm) 1/day, Clairaudience-Clairvoyance (http://www.d20srd.org/srd/spells/clairaudienceClairvoyance.htm) 1/day Axiomatic Telepathy
8 4/Chaotic
9 5/Chaotic Hold Monster (http://www.d20srd.org/srd/spells/holdMonster.htm) 1/day, Divination (http://www.d20srd.org/srd/spells/divination.htm) 1/day Axiomatic Chosen Energy Resistance 3
10 5/Chaotic
11 6/Chaotic Dictum (http://www.d20srd.org/srd/spells/dictum.htm) 1/day Axiomatic Chosen Energy Resistance 4
12 6/Chaotic
13 7/Chaotic Shield of Law (http://www.d20srd.org/srd/spells/shieldOfLaw.htm) 3/day, Contact Other Plane (http://www.d20srd.org/srd/spells/contactOtherPlane.htm) 1/day Axiomatic Hive Mind Contact
14 7/Chaotic
15 8/Chaotic Moment of Prescience (http://www.d20srd.org/srd/spells/momentOfPrescience.htm) 1/day Half-Axiomatic Polymorph/Petrification Immunity
16 8/Chaotic
17 9/Chaotic Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (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 (http://www.d20srd.org/srd/spells/dominateMonster.htm) 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 (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType), with the Native (http://www.d20srd.org/srd/typesSubtypes.htm#nativeSubtype) 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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:08 AM
Half-Blood Associations (Part 2)


Half-Celestial Association

Requirements
Alignment: Half-Celestials are usually Good, but your DM may waive this requirement.
Special: You must not already be a Half-Celestial (http://www.d20srd.org/srd/monsters/halfCelestial.htm).

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 (http://www.d20srd.org/srd/spells/protectionFromEvil.htm) 3/day, Bless (http://www.d20srd.org/srd/spells/bless.htm) 1/day Half-Celestial Progressive Wings 2, Darkvision 60 ft
2 1/Evil
3 2/Evil Aid (http://www.d20srd.org/srd/spells/aid.htm) 1/day, Detect Evil (http://www.d20srd.org/srd/spells/detectEvil.htm) 1/day Daylight X/day
4 2/Evil
5 3/Evil Cure Serious Wounds (http://www.d20srd.org/srd/spells/cureSeriousWounds.htm) 1/day, Neutralize Poison (http://www.d20srd.org/srd/spells/neutralizePoison.htm) 1/day Half-Celestial Progressive Wings 3, Resist Poison +4
6 3/Evil
7 4/Evil Holy Smite (http://www.d20srd.org/srd/spells/holySmite.htm) 1/day, Remove Disease (http://www.d20srd.org/srd/spells/removeDisease.htm) 1/day Celestial Chosen Energy Resistance 1
8 4/Evil
9 5/Evil Dispel Evil (http://www.d20srd.org/srd/spells/dispelEvil.htm) 1/day Half-Celestial Progressive Wings 4, Daylight at will
10 5/Evil
11 6/Evil Holy Word (http://www.d20srd.org/srd/spells/holyWord.htm) 1/day Celestial Chosen Energy Resistance 2
12 6/Evil
13 7/Evil Holy Aura (http://www.d20srd.org/srd/spells/holyAura.htm) 3/day, Hallow (http://www.d20srd.org/srd/spells/hallow.htm) 1/day Half-Celestial Progressive Wings 5, Half-Celestial Disease Immunity
14 7/Evil
15 8/Evil Mass Charm Monster (http://www.d20srd.org/srd/spells/charmMonsterMass.htm) 1/day Celestial Chosen Energy Resistance 3
16 8/Evil
17 9/Evil Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (celestials only) 1/day Half-Celestial Rapid Summons, Timeless Body
18 9/Evil
19 10/Evil Resurrection (http://www.d20srd.org/srd/spells/resurrection.htm) 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 (http://www.d20srd.org/srd/spells/daylight.htm) 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 (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType), with the Native (http://www.d20srd.org/srd/typesSubtypes.htm#nativeSubtype) 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

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 (http://www.d20srd.org/srd/monsters/halfDragon.htm).

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 (http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm) 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 (http://www.d20srd.org/srd/monsters/halfDragon.htm) 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

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?
http://i287.photobucket.com/albums/ll145/JeminiZero/Trissociate-Art/carnage_by_doppingqnk-d6v664m.jpg
Carnage by doppingqnk (http://doppingqnk.deviantart.com/art/Carnage-415153030) used under Creative Commons Attribution License

Alternatively, there is now a proper Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536) 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 (http://www.giantitp.com/forums/showthread.php?p=11432583#post11432583) 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 (http://www.d20srd.org/srd/spells/blur.htm) 3/day Darkvision 60 ft, Half-Farspawn Blindsense
2 +1
3 +2 Touch of Idiocy (http://www.d20srd.org/srd/spells/touchOfIdiocy.htm) 1/day True Strike 1/day, Extra Tentacle 1
4 +2
5 +3 Stinking Cloud (http://www.d20srd.org/srd/spells/stinkingCloud.htm) 1/day Farspawn Chosen Energy Resistance 1
6 +3
7 +4 Blink (http://www.d20srd.org/srd/spells/blink.htm) 3/day Half-Farspawn Blindsight
8 +4
9 +5 Greater Invisibility (http://www.d20srd.org/srd/spells/invisibilityGreater.htm) 1/day True Strike 2/day, Extra Tentacle 2
10 +5
11 +6 Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm) 1/day Farspawn Chosen Energy Resistance 2
12 +6
13 +7 Ethereal Jaunt (http://www.d20srd.org/srd/spells/etherealJaunt.htm) 3/day Half-Farspawn Poison Immunity
14 +7
15 +8 Scintillating Pattern (http://www.d20srd.org/srd/spells/scintillatingPattern.htm) 1/day True Strike 3/day, Half-Farspawn Flanking Immunity
16 +8
17 +9 Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (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 (http://www.d20srd.org/srd/spells/implosion.htm) 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:

SizeTentacle DamageReach with Tentacles
Fine10 ft
Diminutive10 ft
Tiny1d20 ft
Small1d35 ft
Medium1d45 ft
Large1d610 ft
Huge1d815 ft
Gargantuan2d620 ft
Colossal3d630 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 (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType), with the Native (http://www.d20srd.org/srd/typesSubtypes.htm#nativeSubtype) 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

Requirements
Special: You must not already be a Half-Fey (http://www.wizards.com/default.asp?x=dnd/sp/20040213a).

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 (http://www.d20srd.org/srd/spells/charmPerson.htm) X/day, Hypnotism (http://www.d20srd.org/srd/spells/hypnotism.htm) 1/day, Faerie fire (http://www.d20srd.org/srd/spells/faerieFire.htm) or Glitterdust (http://www.d20srd.org/srd/spells/glitterdust.htm) 1/day Half-Fey Progressive Wings 2, Low Light Vision
2 1/Cold Iron
3 2/Cold Iron Detect law (http://www.d20srd.org/srd/spells/detectLaw.htm) 3/day, Enthrall (http://www.d20srd.org/srd/spells/enthrall.htm) or Sleep (http://www.d20srd.org/srd/spells/sleep.htm) 1/day Fey Ability Score Boost 1
4 2/Cold Iron
5 3/Cold Iron Protection from law (http://www.d20srd.org/srd/spells/protectionFromLaw.htm) 3/day Half-Fey Progressive Wings 3
6 3/Cold Iron
7 4/Cold Iron Confusion (http://www.d20srd.org/srd/spells/confusion.htm) or Calm Emotions (http://www.d20srd.org/srd/spells/calmEmotions.htm) 1/day Fey Ability Score Boost 2
8 4/Cold Iron
9 5/Cold Iron Eyebite (http://www.d20srd.org/srd/spells/eyebite.htm) or Lesser Geas (http://www.d20srd.org/srd/spells/geasLesser.htm) 1/day Half-Fey Progressive Wings 4
10 5/Cold Iron
11 6/Cold Iron Dominate person (http://www.d20srd.org/srd/spells/dominatePerson.htm) or Hold Monster (http://www.d20srd.org/srd/spells/holdMonster.htm) 1/day Fey Ability Score Boost 3
12 6/Cold Iron
13 7/Cold Iron Mass Invisibility (http://www.d20srd.org/srd/spells/invisibilityMass.htm) 1/day Half-Fey Progressive Wings 5
14 7/Cold Iron
15 8/Cold Iron Geas/Quest (http://www.d20srd.org/srd/spells/geasQuest.htm) or Mass Suggestion (http://www.d20srd.org/srd/spells/suggestionMass.htm) 1/day Fey Ability Score Boost 4
16 8/Cold Iron
17 9/Cold Iron Insanity (http://www.d20srd.org/srd/spells/insanity.htm) or Mass Charm Monster (http://www.d20srd.org/srd/spells/charmMonsterMass.htm) 1/day Charm Person At Will, Timeless Body
18 9/Cold Iron
19 10/Cold Iron Irresistible Dance (http://www.d20srd.org/srd/spells/irresistibleDance.htm) 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 (http://www.d20srd.org/srd/typesSubtypes.htm#feyType).

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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:11 AM
Half-Blood Associations (Part 3)

Half-Fiend (Standard) Association

Requirements
Alignment: Half-Fiends are usually Evil, but your DM may waive this requirement.
Special: You must not already be a Half-Fiend (http://www.d20srd.org/srd/monsters/halfFiend.htm).

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 (http://www.d20srd.org/srd/spells/darkness.htm) 3/day Half-Fiend (Standard) Progressive Wings 2, Darkvision 60 ft
2 1/Good
3 2/Good Desecrate (http://www.d20srd.org/srd/spells/desecrate.htm) 1/day Fiendish Chosen Energy Resistance 1
4 2/Good
5 3/Good Unholy Blight (http://www.d20srd.org/srd/spells/unholyBlight.htm) 1/day Half-Fiend (Standard) Progressive Wings 3, Resist Disease +4
6 3/Good
7 4/Good Poison (http://www.d20srd.org/srd/spells/poison.htm) 3/day Fiendish Chosen Energy Resistance 2
8 4/Good
9 5/Good Contagion (http://www.d20srd.org/srd/spells/contagion.htm) 1/day Half-Fiend (Standard) Progressive Wings 4, Half-Fiend Bite and Claw
10 5/Good
11 6/Good Blasphemy (http://www.d20srd.org/srd/spells/blasphemy.htm) 1/day Fiendish Chosen Energy Resistance 3
12 6/Good
13 7/Good Unholy Aura (http://www.d20srd.org/srd/spells/unholyAura.htm) 3/day, Unhallow (http://www.d20srd.org/srd/spells/unhallow.htm) 1/day Half-Fiend (Standard) Poison Immunity
14 7/Good
15 8/Good Horrid Wilting (http://www.d20srd.org/srd/spells/horridWilting.htm) 1/day Fiendish Chosen Energy Resistance 4
16 8/Good
17 9/Good Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (fiends only) 1/day Half-Fiend Rapid Summons, Timeless Body
18 9/Good
19 10/Good Destruction (http://www.d20srd.org/srd/spells/destruction.htm) 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 (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType), with the Native (http://www.d20srd.org/srd/typesSubtypes.htm#nativeSubtype) 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

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 (http://www.d20srd.org/srd/spells/charmPerson.htm) 3/day
2
3 Detect Thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm) 3/day
4
5 Suggestion (http://www.d20srd.org/srd/spells/suggestion.htm) 3/day
6
7 Polymorph (humanoid only) (http://www.d20srd.org/srd/spells/polymorph.htm) 3/day
8
9 Dimension Door (http://www.d20srd.org/srd/spells/dimensionDoor.htm) 1/day
10
11 Blasphemy (http://www.d20srd.org/srd/spells/blasphemy.htm) 1/day
12
13 Unholy Aura (http://www.d20srd.org/srd/spells/unholyAura.htm) 3/day, Unhallow (http://www.d20srd.org/srd/spells/unhallow.htm) 1/day
14
15 Horrid Wilting (http://www.d20srd.org/srd/spells/horridWilting.htm) 1/day
16
17 Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (fiends only) 1/day
18
19 Destruction (http://www.d20srd.org/srd/spells/destruction.htm) 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

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 (http://www.d20srd.org/srd/spells/darkness.htm) 3/day
2
3 Suggestion (http://www.d20srd.org/srd/spells/suggestion.htm) 1/day
4
5 Unholy Blight (http://www.d20srd.org/srd/spells/unholyBlight.htm) 1/day
6
7 Vampiric Touch (http://www.d20srd.org/srd/spells/vampiricTouch.htm) 3/day
8
9 Baleful Polymorph (http://www.d20srd.org/srd/spells/balefulPolymorph.htm) 1/day
10
11 Blasphemy (http://www.d20srd.org/srd/spells/blasphemy.htm) 1/day
12
13 Unholy Aura (http://www.d20srd.org/srd/spells/unholyAura.htm) 3/day, Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm) 1/day
14
15 Horrid Wilting (http://www.d20srd.org/srd/spells/horridWilting.htm) 1/day
16
17 Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (fiends only) 1/day
18
19 Trap The Soul (http://www.d20srd.org/srd/spells/trapTheSoul.htm) 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

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 (http://www.d20srd.org/srd/spells/entangle.htm) 1/day Low-light Vision, Slam Attack
2 1/Slashing 10% 5%
3 2/Slashing 20% 10% Summon Nature's Ally II (http://www.d20srd.org/srd/spells/summonNaturesAllyII.htm) 1/day Half-Plant Rapid Summons
4 2/Slashing 20% 10%
5 3/Slashing 30% 15% Speak With Plants (http://www.d20srd.org/srd/spells/speakWithPlants.htm) 3/day Immunity to Sleep
6 3/Slashing 30% 15%
7 4/Slashing 40% 20% Summon Nature's Ally IV (http://www.d20srd.org/srd/spells/summonNaturesAllyIV.htm) 1/day Half-Plant Skill Bonus
8 4/Slashing 40% 20%
9 5/Slashing 50% 25% Command Plants (http://www.d20srd.org/srd/spells/commandPlants.htm) 1/day Half-Plant Poison Immunity
10 5/Slashing 50% 25%
11 6/Slashing 60% 30% Summon Nature's Ally VI (http://www.d20srd.org/srd/spells/summonNaturesAllyVI.htm) 1/day Half-Plant Paralysis Immunity
12 6/Slashing 60% 30%
13 7/Slashing 70% 35% Animate Plants (http://www.d20srd.org/srd/spells/animatePlants.htm) 1/day Half-Plant Polymorph/Petrification Immunity
14 7/Slashing 70% 35%
15 8/Slashing 80% 40% Summon Nature's Ally VIII (http://www.d20srd.org/srd/spells/summonNaturesAllyVIII.htm) 1/day Timeless Body
16 8/Slashing 80% 40%
17 9/Slashing 90% 45% Control Plants (http://www.d20srd.org/srd/spells/controlPlants.htm) 1/day Half-Plant Stunning Immunity
18 9/Slashing 90% 45%
19 10/Slashing 100% 50% Summon Nature's Ally IX (http://www.d20srd.org/srd/spells/summonNaturesAllyIX.htm) 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.

SizeSlam Damage
Fine1
Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan2d8
Colossal4d6


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

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.

SizeSlam Damage
Fine1
Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan2d8
Colossal4d6


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

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 (http://www.d20srd.org/srd/monsters/lycanthrope.htm). 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 (http://www.d20srd.org/srd/monsters/demon.htm#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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:12 AM
Half-Blood Associations (Part 4)


Magic-Blooded Association

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

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 (http://www.d20srd.org/srd/psionic/monsters/overview.htm#psiLikeAbilities) (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

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 (http://www.d20srd.org/srd/spells/disguiseSelf.htm) 3/day Dark Vision 60 ft
2 -
3 - Darkness (http://www.d20srd.org/srd/spells/darkness.htm) 3/day Shadow Hide in Plain Sight (Lesser)
4 -
5 - Major Image (http://www.d20srd.org/srd/spells/majorImage.htm) 1/day Improved Dark Vision (60 ft)
6 -
7 - Shadow Conjuration (http://www.d20srd.org/srd/spells/shadowConjuration.htm) 1/day Shadow Hide in Plain Sight (Improved)
8 -
9 - Shadow Evocation (http://www.d20srd.org/srd/spells/shadowEvocation.htm) 1/day Shadow Subschool Enhancement (Lesser)
10 -
11 10% Shadow Walk (http://www.d20srd.org/srd/spells/shadowWalk.htm) or Plane Shift (http://www.d20srd.org/srd/spells/planeShift.htm) (to and from the Plane of Shadow only) 1/day Shadow Hide in Plain Sight (Greater)
12 10%
13 20% Greater Shadow Conjuration (http://www.d20srd.org/srd/spells/shadowConjurationGreater.htm) 1/day Shadow Image, Shadow Speed Boost (+10 ft)
14 20%
15 30% Greater Shadow Evocation (http://www.d20srd.org/srd/spells/shadowEvocationGreater.htm) 1/day Shadow Subschool Enhancement (Improved)
16 30%
17 40% Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (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 (http://www.d20srd.org/srd/spells/shades.htm) 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

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 (http://www.d20srd.org/srd/spells/speakWithAnimals.htm), 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 (http://www.d20srd.org/srd/spells/charmAnimal.htm), 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 (http://www.d20srd.org/srd/spells/animalTrance.htm), 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 (http://www.d20srd.org/srd/spells/animalMessenger.htm), 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 (http://www.d20srd.org/srd/spells/dominateAnimal.htm), 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 (http://www.d20srd.org/srd/spells/giantVermin.htm) 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 (http://www.d20srd.org/srd/spells/insectPlague.htm) 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 (http://www.d20srd.org/srd/spells/balefulPolymorph.htm), 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 (http://www.d20srd.org/srd/spells/creepingDoom.htm) 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 (http://www.d20srd.org/srd/spells/animalShapes.htm), 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 (http://www.d20srd.org/srd/epic/monsters/wormThatWalks.htm). 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 (http://www.d20srd.org/srd/spells/repelVermin.htm)) 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 (http://www.d20srd.org/srd/spells/repelVermin.htm)) 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 (http://www.d20srd.org/srd/spells/clone.htm), 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 (http://www.d20srd.org/srd/typesSubtypes.htm#aberrationType). 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 (http://www.d20srd.org/srd/spells/trueResurrection.htm) 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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:13 AM
Pathfinder Associations


Aegis Association

Aegis Association Progression (Based on Associate Level)
Level Aegis Customization Points Aegis Damage Reduction Aegis Reconfigure Aegis Augment Suit Special
Starter - - - - Aegis-Astral Repair (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Astral-Repair-Ps-)
1 1 - - - Aegis-Form Astral Suit (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Form-Astral-Suit-Su-)
2 1 - - -
3 2 1/- 1/day - Aegis-Craftsman (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Craftsman) (+1)
4 2 1/- 1/day -
5 3 1/- 1/day +1 Aegis-Invigorating Suit (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Invigorating-Suit-Su-)
6 3 1/- 1/day +1
7 4 2/- 2/day +1 Aegis-Craftsman (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Craftsman) (+2)
8 4 2/- 2/day +1
9 5 2/- 2/day +2 Aegis-Cannibalize Suit (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Cannibalize-Suit-Su-) 1/day
10 5 2/- 2/day +2
11 6 3/- 3/day +2 Aegis-Craftsman (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Craftsman) (+3)
12 6 3/- 3/day +2
13 7 3/- 3/day +3 Aegis-Cannibalize Suit (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Cannibalize-Suit-Su-) 2/day
14 7 3/- 3/day +3
15 8 4/- 4/day +3 Aegis-Craftsman (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Craftsman) (+4)
16 8 4/- 4/day +3
17 9 4/- 4/day +4 Aegis-Cannibalize Suit (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Cannibalize-Suit-Su-) 3/day
18 9 4/- 4/day +4
19 10 5/- 5/day +4 Aegis-Craftsman (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Craftsman) (+5), Aegis-Perfect Merger (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Perfect-Merger-Su-)


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 (http://www.d20pfsrd.com/psionics-unleashed/classes/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

Vitalist Association Progression (Based on Associate Level)
Level Vitalist Powers Known Vitalist Maximum Power Level Known Vitalist Transfer Wound Special
Starter - - - Vitalist-Knack (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Knacks-Ps-) (1 Talent Known), Vitalist-Collective (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Collective-Su-)
1 - - - Vitalist-Knack (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Knacks-Ps-) (2 Talents Known), Vitalist-Collective Healing (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Collective-Healing-Su-)
2 - - -
3 1 1 +1d6 Vitalist-Medic Powers (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Medic-Powers), Vitalist-Health Sense (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Health-Sense) (Identify)
4 2 1 +1d6
5 3 2 +1d6 Vitalist-Steal Health (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Steal-Health-Su-) (Touch), Vitalist-Spirit of Many (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Spirit-of-Many-Su-)
6 3 2 +1d6
7 4 3 +2d6 Vitalist-Request Aid (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Request-Aid-Su-)
8 5 3 +2d6
9 6 4 +2d6 Vitalist-Steal Health (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Steal-Health-Su-) (Ranged), Vitalist-Health Sense (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Health-Sense) (Stabilize)
10 6 4 +2d6
11 7 5 +3d6 Vitalist-Expanded Knowledge (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Expanded-Knowledge)
12 8 5 +3d6
13 9 6 +3d6 Vitalist-Health Sense (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Health-Sense) (Treat Poison)
14 9 6 +3d6
15 10 7 +4d6 Vitalist-Steal Life (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Steal-Life-Su-)
16 11 7 +4d6
17 12 8 +4d6 Vitalist-Collective Range (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Collective-Su-) (Unlimited), Vitalist-Health Sense (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Health-Sense) (Treat Disease)
18 13 8 +4d6
19 14 9 +5d6 Vitalist-Collective Range (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist#TOC-Collective-Su-) (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 (http://www.d20pfsrd.com/psionics-unleashed/classes/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 (http://www.d20pfsrd.com/psionics-unleashed/classes/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 (http://www.d20pfsrd.com/psionics-unleashed/power-lists/power-list-vitalist). 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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:16 AM
Homebrew Associations
As the title suggests these Associations are based on other homebrewed base classes.


Dabblemaster Association
This Dabblemaster Association was first written up by qazzquimby (http://www.giantitp.com/forums/showsinglepost.php?p=17521868&postcount=224)

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 (http://www.giantitp.com/forums/showthread.php?160062) 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
This Evolutionist Association was first written up by qazzquimby (http://www.giantitp.com/forums/showsinglepost.php?p=17434636&postcount=181)

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 (http://www.giantitp.com/forums/showthread.php?240717) 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 (http://www.giantitp.com/forums/showthread.php?240717), 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

This Machiavellian Association was first written up by qazzquimby (http://www.giantitp.com/forums/showsinglepost.php?p=17450416&postcount=195)

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 (http://www.giantitp.com/forums/showthread.php?221950) 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

This Machiavellian Association was first written up by qazzquimby (http://www.giantitp.com/forums/showsinglepost.php?p=17452396&postcount=197)

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 (http://www.giantitp.com/forums/showthread.php?337208) 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

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 (http://www.giantitp.com/forums/showthread.php?336731) 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

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 (http://www.giantitp.com/forums/showthread.php?301261) 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

This Olethrofex Association was first written up by qazzquimby (http://www.giantitp.com/forums/showsinglepost.php?p=17327379&postcount=150)

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 (http://www.giantitp.com/forums/showthread.php?317067) 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

This Teramach Association was first written up by qazzquimby (http://www.giantitp.com/forums/showsinglepost.php?p=17327379&postcount=150)

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 (http://www.giantitp.com/forums/showthread.php?286983) 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
This Ozodrin Association was first written up by qazzquimby (http://www.giantitp.com/forums/showsinglepost.php?p=17286867&postcount=133)

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 (http://www.giantitp.com/forums/showthread.php?153536) 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
This Swarmlord Association was first written up by qazzquimby (http://www.giantitp.com/forums/showsinglepost.php?p=17450416&postcount=195)

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 (http://www.giantitp.com/forums/showthread.php?253053) 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
This Combat Medic Association was first written up by Durazno (http://www.giantitp.com/forums/showsinglepost.php?p=17444609&postcount=183)

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 (http://www.giantitp.com/forums/showthread.php?205119) 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 TypeMonster Types
ArcanaConstructs, dragons, magical beasts
DungeoneeringAberrations, oozes
LocalHumanoids
NatureAnimals, fey, giants, monstrous humanoids, plants, vermin
ReligionUndead
The PlanesOutsiders, 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 (http://www.d20srd.org/srd/spells/calmEmotions.htm) 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 (http://www.giantitp.com/forums/showthread.php?205119) 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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:19 AM
Xenoalchemist Association

This Xenoalchemist Association was first written up by Durazno (http://www.giantitp.com/forums/showsinglepost.php?p=17444609&postcount=183)

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 (http://www.giantitp.com/forums/showthread.php?205119) 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 TypeMonster Types
ArcanaConstructs, dragons, magical beasts
DungeoneeringAberrations, oozes
LocalHumanoids
NatureAnimals, fey, giants, monstrous humanoids, plants, vermin
ReligionUndead
The PlanesOutsiders, 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

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


http://i70.photobucket.com/albums/i119/Dispozition/ninjawizard.gif
History: Even in periods of relative peace, a Kingdom would always have enemies. So the kingdom needed an army (http://www.youtube.com/watch?v=7lLACHGh-ME). 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?


http://i287.photobucket.com/albums/ll145/JeminiZero/Trissociate-Art/Watch_your_back_by_justaman78.jpg
Watch your back by ARTOFJUSTAMAN (http://artofjustaman.deviantart.com/art/Watch-your-back-165926211) 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

If the Special column is too squished to read properly, try viewing this post (http://www.giantitp.com/forums/showsinglepost.php?p=12830679&postcount=17) 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

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

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 (http://www.d20srd.org/srd/classes/sorcererWizard.htm#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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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 BonusAccess to 2nd level spells or lower3rd4th5th6th7th8th9th
+3 or lower11111111
+411222222
+512344444
+612356666
+713467999
+813578101212
+9246810121416
+10246911131518


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 ChanceKi Point Cost
20% or lessfree
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 (http://www.d20srd.org/srd/classes/rogue.htm) 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 (http://www.d20srd.org/srd/specialAbilities.htm#lowLightVision) and Darkvision (http://www.d20srd.org/srd/specialAbilities.htm#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 (http://www.d20srd.org/srd/spells/featherFall.htm). 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 (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 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 (http://www.d20srd.org/srd/spells/seeInvisibility.htm) spell.

Greater Senses (Ex): (Requires: Trissociate Level 9, Improved Senses)
You gain Blindsight (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 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 (http://www.d20srd.org/srd/spells/trueSeeing.htm) 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 (http://www.d20srd.org/srd/spells/dimensionDoor.htm), 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 (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#ghostTouchWeapon) 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 (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype). 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 (http://www.d20srd.org/srd/specialAbilities.htm#etherealness), choosing one or the other each time he activates this ability. Refer to here (http://www.wizards.com/default.asp?x=dnd/rg/20041012a) for some of the differences between Incorporeal and Ethereal.

Evasion (Ex): (Requires: Trissociate Level 3)
You gain Evasion as a Rogue (http://www.d20srd.org/srd/classes/rogue.htm).

Improved Evasion (Ex): (Requires: Trissociate Level 11, Evasion)
You gain Improved Evasion as a Rogue (http://www.d20srd.org/srd/classes/rogue.htm).

Ki Lesser Ghost Fade (Su): (Requires: Trissociate Level 3)
You can spend 1 Ki point as a free action, to gain an invisibility (http://www.d20srd.org/srd/spells/invisibility.htm) 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 (http://www.d20srd.org/srd/spells/invisibilityGreater.htm) 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 (http://www.d20srd.org/srd/classes/monk.htm).

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.

Search Key Word: virtually

JeminiZero
2012-03-03, 09:25 AM
Dhampir (Pseudo Savage Species progression)



http://i287.photobucket.com/albums/ll145/JeminiZero/Trissociate-Art/Vampire_Assassin_by_ggatz.jpg
Vampire Assassin by ggatz (http://ggatz.deviantart.com/art/Vampire-Assassin-59272891) 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

If the Special column is too squished to read properly, try viewing this post (http://www.giantitp.com/forums/showsinglepost.php?p=12830701&postcount=18) 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

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

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 (http://www.giantitp.com/forums/showthread.php?355918): (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.

SizeSlam Damage
Fine1
Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan2d8
Colossal4d6



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)


http://i287.photobucket.com/albums/ll145/JeminiZero/Trissociate-Art/dark_phoenix_by_noxypia-d4rksal.jpg
Dark Phoenix by Noxypia (http://noxypia.deviantart.com/art/Dark-Phoenix-288184125) used under Creative Commons Attribution License




http://i287.photobucket.com/albums/ll145/JeminiZero/Trissociate-Art/fire_tiger_vulcano_by_crushtycrab.jpg
fire tiger vulcano by crushtycrab (http://crushtycrab.deviantart.com/art/fire-tiger-vulcano-170872201) used under Creative Commons Attribution License




http://i287.photobucket.com/albums/ll145/JeminiZero/Trissociate-Art/Assassin_Devil_by_momarkmagic.jpg
Assassin Devil by momarkmagic (http://momarkmagic.deviantart.com/art/Assassin-Devil-151683349) used under Creative Commons Attribution License

Search Key Word: virtually

Pyromancer999
2012-03-04, 11:47 AM
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

EdroGrimshell
2012-03-04, 02:23 PM
Loved the original, love this one too. Favorited.

JeminiZero
2012-03-05, 07:08 PM
Loved the original, love this one too. Favorited.

Thanks! :smallsmile:


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.


-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.


-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?

Roger3
2012-03-05, 09:58 PM
This looks awesome, I can't wait to try it. :smallsmile:

EdroGrimshell
2012-03-05, 10:42 PM
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.

JeminiZero
2012-03-07, 08:52 AM
Added Half-Celestial.


This looks awesome, I can't wait to try it. :smallsmile:


Same.

Let me know how it goes. :smallbiggrin:

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?

EdroGrimshell
2012-03-07, 02:54 PM
Let me know how it goes. :smallbiggrin:

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


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.

Pyromancer999
2012-03-07, 03:25 PM
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. (http://www.giantitp.com/forums/showthread.php?t=208703) 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. (http://www.giantitp.com/forums/showthread.php?t=182724)

JeminiZero
2012-03-08, 07:09 PM
Added Half-Fiend


Sorry, I keep forgetting a lot of people on here still haven't read Welknair's Bloodlines. (http://www.giantitp.com/forums/showthread.php?t=208703) To clarify, I was talking about those.

Oh, you mean these bloodlines (http://www.dandwiki.com/wiki/UA: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.


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 (http://www.giantitp.com/forums/showthread.php?t=235481) if you care to join them.

LordofBones
2012-03-09, 02:08 PM
No Shadowcaster Association?

Otherwise, nice.

MammonAzrael
2012-03-09, 02:56 PM
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!? :smalltongue: (If you do add it, I'd use Kellus' excellent fix for Truenaming (http://www.giantitp.com/forums/showthread.php?t=90961))

Roger3
2012-03-10, 04:17 PM
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.

:smallsmile:

EDIT: Ive been trying my hand at general informational design, and im still new to it, so constructive criticism is helpful.

JeminiZero
2012-03-11, 11:00 AM
Otherwise, nice.


It is a find monster of a class sir.


This is an awesome class.

Thank you all. :smallbiggrin:


Where's the capstone? Some, but not all associations offer capstones. I believe that all classes need a good capstone

I'll see what I can do. For the casting/manifesting/binding classes, their capstone is access to their 9th level spells/powers. Unfortunately some base Classes (I'm looking at you Paladin, Rogue and Ranger) don't offer much in the way of Capstones.


This is an awesome class. Quick thing though: The table under the half fiend association is labeled as half celestial.

Thanks for pointing that out. Let me know if you spot any other errors.


Also is the spellbook for the wizard automatic?

It *should* be, since a level 1 Wizard with the suggested starting gold, is otherwise too poor to afford even a blank spellbook. I should make a note of it for the Wizard and Archivist.


No Shadowcaster Association?




Also, where's the Truenaming!? :smalltongue: (If you do add it, I'd use Kellus' excellent fix for Truenaming (http://www.giantitp.com/forums/showthread.php?t=90961))


Shadowcasting and Truenaming both suffer from "JeminiZero-knows-nothing-about-them" syndrome, much like Incarnum.*

*If you are wondering why I know about Binding but not Shadowcasting and Truenaming, you can blame Silverclawshift for it.

MammonAzrael
2012-03-11, 02:50 PM
I'll see what I can do. For the casting/manifesting/binding classes, their capstone is access to their 9th level spells/powers. Unfortunately some base Classes (I'm looking at you Paladin, Rogue and Ranger) don't offer much in the way of Capstones.

While there aren't great official ideas, I know that rewrites will often have some solid high level options to help inspire you. Jiriku's done some great work (http://www.giantitp.com/forums/showpost.php?p=10523436&postcount=110) on that front, and I know I've seen several more at least.


Shadowcasting and Truenaming both suffer from "JeminiZero-knows-nothing-about-them" syndrome, much like Incarnum.*

*If you are wondering why I know about Binding but not Shadowcasting and Truenaming, you can blame Silverclawshift for it.

Well, the guides I know of for both systems assume you've read the original material, so I don't have any great suggestions for quick ways to read up on them. But all three are full of great flavor and worth reading if/when you've got the time.

JeminiZero
2012-03-13, 08:50 AM
Added damage reduction to some of the half-blood associations. Let me know if it looks balanced.

Also, added a half-plant Association, based on the Woodling from MM3.

mrcarter11
2012-03-13, 12:44 PM
JeminiZero: Since this is a bit of a monster to read through everything, I'm guessing I missed it somewhere along the way, but two questions.

-If the sample character is using Dragon Shaman, why doesn't it have any of the Shaman's class features listed in the table, and it mentions the gaining of spells, but I don't see where the Shaman gains those spells.

-Also is the only difference between Primary and Secondary, the -1 to level?

JeminiZero
2012-03-14, 08:44 AM
Alright, major revision, now I've included starting abilities so that a level 1 Trissociate isn't entirely gimped.


-If the sample character is using Dragon Shaman, why doesn't it have any of the Shaman's class features listed in the table, and it mentions the gaining of spells, but I don't see where the Shaman gains those spells.

That would be my bad. :smalltongue: Its supposed to be a wizard secondary association (since it is a ninja wizard and all)


-Also is the only difference between Primary and Secondary, the -1 to level?


Pretty much yes. To clarify, Secondary gets most class features one level later than primary. But it does not affect the strength of class features once they are obtained. The specific example being spells, where its caster level is tied to trissociate level, and ignores whether it was obtained from primary or secondary.

JeminiZero
2012-03-17, 08:41 AM
Reworded some of the rules to make starter abilities clearer.

Gave the half-blood associations the option of recovering their spell like abilities.

Revised progression of Half-Dragon breath so that its weaker at low levels and stronger at higher levels.

JeminiZero
2012-04-07, 03:31 AM
Added Soulknife association under Psionics (yes, I know, its arguably not psionic at all).

Supermouse
2012-04-16, 10:50 PM
Me likes it!

I was going to play a Chameleon on the new game I'll start, but now I'll try to convince my DM to let me play this.

JeminiZero
2012-04-18, 09:09 AM
Cool! Let me know if you need help with anything. :smallsmile:

Midwoka
2012-05-11, 12:25 AM
Three Associations I think would be interesting, if they could be managed:

-Incarnum
-Bloodline-Based
-Monster-Class-Based

I made up an Incarnum one for ya. =)


Incarnum Association

Incarnum Association Progression (Based on Associate Level)
{table]Level | Soulmelds | Essentia | Chakra Binds | Special
Starter | 1 | 0 | 0 | Incarnum Skills, Shaping Discipline, Limited Meldshaping, Aligned Soulmelds (Gear only)
01 | 1 | 0 | 0 |
03 | 1 | 1 | 0 | Rapid Meldshaping 1/day (Gear only) or Totem's Protection (Wild only)
05 | 2 | 2 | 0 |
07 | 2 | 3 | 1 | Open Chakra (Crown, Hands, Feet), Open Chakra (Totem) (Wild only)
09 | 3 | 4 | 1 |
11 | 3 | 5 | 1 | Open Chakra (Arms, Brow, Shoulders), Rebind Soulmeld 1/day (Gear only)
13 | 4 | 6 | 2 |
15 | 4 | 7 | 2 | Open Chakra (Throat, Waist)
17 | 5 | 8 | 2 |
19 | 5 | 10 | 3 | Open Chakra (Heart)[/table]

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

Shaping Discipline: When you take this Association, you must decide if your soulmelds will be based more on adventurers' gear (like those of an Incarnate or Soulborn), or on magical beasts found in the wild (like a Totemist). This choice determines the list of soulmelds that you can shape, as well as some of the class features offered by this Association. A follower of the Gear discipline has access to the Incarnate and Soulborn lists of soulmelds, while a follower of the Wild has access to the Totemist list.

Meldshaping and Chakra Binds: See the Incarnate and Totemist entries in the Magic of Incarnum book for details on meldshaping and chakra binds. The number of soulmelds, chakra binds, and essentia you have access to are given in the table above, along with the Associate levels where you unlock the different chakras. You never gain the ability to bind a soulmeld to your soul chakra, and you only unlock the Totem chakra if you chose the Wild discipline.

Aligned Soulmelds: This functions as the Incarnate ability of the same name. Only followers of the Gear discipline get this ability.

Limited Meldshaping: Your starter ability is a single soulmeld, chosen from those available to your shaping discipline. When you shape your soulmeld each day, it can only be that specific one you chose. These restrictions are removed when you reach Incarnum Associate level 1, allowing you to shape any soulmelds from your list, as normal for a meldshaper. If Incarnum is your primary Association, then these restrictions never take effect at all, even at Trissociate level 1.

Rapid Meldshaping (Su): This functions as the Incarnate ability of the same name. Only followers of the Gear discipline get this ability.

Totem's Protection (Ex): This functions as the Totemist ability of the same name. Only followers of the Wild discipline get this ability.

Rebind Soulmeld (Su): At Associate level 11, a follower of the Gear discipline can unbind a soulmeld from a chakra and bind another one instead. The new soulmeld to be bound must be one you already have shaped, and you must be able to bind soulmelds to the chakra it occupies (you must have the chakra unlocked, and it can't have a soulmeld bound to it already unless you have a feat or other effect that allows you to bind two soulmelds to that chakra at once). This requires a full-round action that provokes attack of opportunity, and can be used once per day.

EdroGrimshell
2012-05-11, 01:23 AM
It should not get the heart bind, the Heart and Soul binds are the two strongest binds and require an epic feat to obtain if you don't get them from your class, which tells ya that both are pretty potent. I say leave it at the greater chakras and give something else in place of the heart chakra

Midwoka
2012-05-11, 04:45 AM
It should not get the heart bind, the Heart and Soul binds are the two strongest binds and require an epic feat to obtain if you don't get them from your class, which tells ya that both are pretty potent. I say leave it at the greater chakras and give something else in place of the heart chakra

Actually, I put the Heart chakra there to try to inflate its importance. They could take it at 21st level as a feat, anyway (admittedly, with a high Constitution requirement) - but I wouldn't! Have you seen the Heart binds? The disciplines I wrote up would each get four options for binding to the Heart, and here's a breakdown:

Gear discipline: use Lifebond Vestments more than once an hour per target (healing roughly the amount of a same-leveled Cleric casting Cure Critical Wounds, but you take half the damage yourself), become immune to energy drain attacks and death effects (in other words, most of a Death Ward spell), become immune to four spells of your choice that are 6th level or lower (a pumped-up Spell Immunity, kinda cool), or become immune to stunning and death effects (I'm not up-to-date on anti-stun effects, all I can think of is one of the Third-Eye magic items... Useful if you're fighting a monk, I guess. And you need to be evil to shape this one).

Wild discipline: have a constant Blink spell you can turn on and off (neat, but not exactly a high-level spell), get your level in rounds of Ethereal Jaunt that you can ration each day (much higher-level spell equivalent than most of these, I'll admit), get DR 5/magic that increases by 1 for each Essentia invested (if you're level 19 and fighting enemies who are stymied by DR 9/magic, you'll need to make Will saves to not waste your turns laughing at them), or spell resistance 5 +4 per Essentia invested (y'know that Heart bind that Gear followers get that acts as a superior Spell Immunity? This spell resistance is what they get WITHOUT binding it to anything! They can get this SR at level 1! It can be their STARTER soulmeld if they want!).


So... A couple nifty effects, but at Associate level 19, I say "take 'em!" Most of them just save a near-Epic party from casting a 3rd- or 4th-level spell, with only the beefy Spell Immunity and the Ethereal Jaunt standing out. And I think those make fine capstones. =)

Empedocles
2012-05-11, 07:02 AM
This is amazing.

I'd like to leave it at that, but (sorry if someone already mentioned this) it'd be cool to see a binding and shadowcasting association.

JeminiZero
2012-05-11, 08:41 PM
I made up an Incarnum one for ya. =)

Thanks. :smallsmile: Sadly, I'm not privy enough to the ways of Incarnum to tell if its balanced. I will add a link for it in the appropriate subsection.


I'd like to leave it at that, but (sorry if someone already mentioned this) it'd be cool to see a binding and shadowcasting association.

There is a Binder associate already. Its not hidden in spoiler boxes, so you should be able find it using a simple search-the-webpage. I might get around to reading Shadowcasting and Truenaming one of these days. Maybe.

Empedocles
2012-05-12, 08:51 PM
Thanks. :smallsmile: Sadly, I'm not privy enough to the ways of Incarnum to tell if its balanced. I will add a link for it in the appropriate subsection.



There is a Binder associate already. Its not hidden in spoiler boxes, so you should be able find it using a simple search-the-webpage. I might get around to reading Shadowcasting and Truenaming one of these days. Maybe.

Whoops. I'm stupid. And I told myself I wouldn't be the guy who always gets referred back to the original post :smallfrown:

As to incarnum, I'd say it's among the best balanced systems in the game (except for the soulborn, but it's easy to fix).

Don't do truenaming. Please. It's terrible.

EdroGrimshell
2012-05-27, 01:16 AM
Oh, you mean these bloodlines (http://www.dandwiki.com/wiki/UA: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.

Forgot to note this earlier (a lot earlier), but Pyro linked to Welknair's homebrew ones, which are generally stronger than those ones and actually work better than the original ones. If you were to use his homebrew ones you'd have a number of additional Associations to use.

JeminiZero
2012-06-02, 08:45 PM
I've added a bit on taking a Major Bloodline in place of an Association. But it seems to me that most Major Bloodlines are not nearly as strong as the current associations.

I think a Bloodline-based association could use a boost by combining a Major and an Intermediate Bloodline (barring the major question on how that mixture of genetics came about).

Thoughts?

Cipher Stars
2012-06-02, 08:49 PM
My only thoughts were;
*drooooool*

due to my shock-gasm.
So much stuff.

And every bit that I could read was very superb.
But my brain is now overstuffed from too much reading on one thing. I'll just be bookmarking it to take it all in in stages.

JeminiZero
2012-06-07, 09:21 AM
Added a Practiced Trissociate feat. Added another Sample Trissociate emulating an Angel with Savage Species progression.

Incidentally, can anyone suggest a better picture for the angel?

Also, still hoping for some input on Bloodlines.


My only thoughts were;
*drooooool*

due to my shock-gasm.
So much stuff.

Haha, thank you. Take your time, it is quite large. :smallbiggrin:

EdroGrimshell
2012-06-07, 09:47 AM
Well, on bloodlines, if you're using Welknair's homebrew ones (which are not overpowered, just better than the SRD ones which suck to all holy heaven) I'd say just let one per association. He's already got a class based on his bloodlines (the blood king) and it's a fairly well balanced class so having a single bloodline as an association should be fine. However, if you use the SRD ones, i'd say 2 at once (both Major) because of how bad they are on their own. Honestly, they suck in the SRD, which is why Welknair made those bloodlines that he did, they're better and more balanced for what you normally give up (in the Trissociate you actually give up more in a sense).

Empedocles
2012-06-07, 11:19 AM
I'd love to see an all trissociate game, since this system can be basically self contained.

Is there an artificer option anywhere?

Empedocles
2012-06-07, 11:25 AM
I'd love to see an all trissociate game, since this system can be basically self contained.

A few associations that you might want to add: Dragonfire adept, artificer, and definitely marshal.

JeminiZero
2012-06-09, 01:20 AM
Big Update! I have added the basic outline for Totemists and Incarnates. Also for those who want to play an Eldrith Abomination, the Half-Farspawn might be what you are looking for!


Well, on bloodlines, if you're using Welknair's homebrew ones (which are not overpowered, just better than the SRD ones which suck to all holy heaven) I'd say just let one per association.

Right. I've updated the rules for using a bloodline as an Association.


I'd love to see an all trissociate game, since this system can be basically self contained.

I would love to see one too. :smalltongue:




A few associations that you might want to add: Dragonfire adept, artificer, and definitely marshal.

Dragonfire adept can be emulated to some degree by going Half-Dragon + Invocations.

Artificer and Marshal will have to wait until I finish reading through Incarnum first.

Southern Cross
2012-06-09, 04:13 AM
What do you do if two Associates have the same class feature ( i.e. wizard & archivist)?

JeminiZero
2012-06-09, 10:13 PM
What do you do if two Associates have the same class feature ( i.e. wizard & archivist)?

If you are picking 2 associations based off Tier 1 casters, you probably don't need another power boost. :smallwink: But I would say you get another Item Crafting feat of your choice.

DrewVolker
2012-06-11, 10:05 AM
I love this class. It allows a level of customization that normally could only be obtained by doing a lot of multiclassing, which I honestly never liked to do.
It also, as you stated, allows you to combine concepts at level one, instead of having to wait until level 6+ before you could play the custom idea you want.

On a more comment note:
I second the artificer association, I'd even be willing to help write it up.
I also think maybe a new section or add on to the half-blood ones for more of a "racial/template" collection of associations. Like maybe a vampire one (shouldn't be hard to find vampire fitting things on par with other associations) and a lich one. That way people can work those ideas into their character without them worrying about LA and the DM worrying about templates. I also just thought of a elemental association, maybe with a breath weapon like attack based on their chosen element, progressive elemental resistance, maybe the ability to summon elementals so many time per day.

Just some ideas I had on this awesome class.

JeminiZero
2012-06-12, 07:47 AM
I love this class.

Haha thanks!


On a more comment note:
I second the artificer association, I'd even be willing to help write it up.

Feel free to do so and post it in this thread. I'll add a link to your post in the main text.


I also think maybe a new section or add on to the half-blood ones for more of a "racial/template" collection of associations. Like maybe a vampire one (shouldn't be hard to find vampire fitting things on par with other associations)

Vampires are... incredibly powerful. Its stated LA is +8, whereas most of the current half-bloods have +2 or +3. If I do adapt it, its stats will probably be closer to Vampire Spawn.


and a lich one. That way people can work those ideas into their character without them worrying about LA and the DM worrying about templates.

Hmm... let me see what I can come up with.


I also just thought of a elemental association, maybe with a breath weapon like attack based on their chosen element, progressive elemental resistance, maybe the ability to summon elementals so many time per day.

Just some ideas I had on this awesome class.

There is the Half-Elemental templates and the Elemental Creature templates, both from MoTP which I could use as a basis.

DrewVolker
2012-06-12, 09:33 AM
Feel free to do so and post it in this thread. I'll add a link to your post in the main text.

I'll get on that sometime today, see what I can come up with.



Vampires are... incredibly powerful. Its stated LA is +8, whereas most of the current half-bloods have +2 or +3. If I do adapt it, its stats will probably be closer to Vampire Spawn.

Honestly, how powerful you made the association isn't as important as how flavorful you make it. I know the full on vampire template is very powerful, but what I meant by a vampire association was something along the lines of what you have already for half-bloods, but with vampire iconic abilities. Like drain blood for example. The power is not really that important, as I said, it would be if someone wanted to work the vampire concept into their character, without going with the super monster of a template that vampire is.



Okay first draft here. Just pulled it together as a general outline. Thought I'd get your opinion on it then make any needed changes. I think it came out decent, as far as representing the abilities of a artificer goes anyway. I thought about adding a scaling percent off the gold and xp costs of crafting magical items. Example at 1st level you get 5% off gold and xp costs of making magic items, but by the time you are level 20 its 25%. Not sure if that'd work out well or not though.


Artificer Association

Artificer Association Progression (Based on Associate Level)
{table=head] Level | Special
Starter | Creation Feat, Artificer Skills
01 | Item Creation, Craftsman Training +1 |
03 | Creation Feat |
05 | Craftsman Training +2 |
07 | Creation Feat |
09 | Craftsman Training +3 |
11 | Creation Feat |
13 | Craftsman Training +4 |
15 | Creation Feat |
17 | Craftsman Training +5 |
19 | Creation Feat |[/table]


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

Creation Feat: At the indicated levels a Artificer gains a bonus feat from the following list, using their Trissociate level as their Spellcaster level for prerequisites.
Feat list: Brew Potion, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, and Scribe Scroll.

Item Creation: You gain the Item Creation class feature as described in the Eberron Campaign Setting.

Craftsman Training: You gain the stated bonus on all Craft and Use Magic Device skill checks.

JeminiZero
2012-06-13, 11:58 AM
OK, I had a quick look at the Artificer class, to try and understand how to work with it.

The starter Creation Feat doesn't quite work without Item Creation class feature to power it. I would probably use Artificer Knowledge as the starter.

Also could use infusions, with a maximum of 1 each level, as per the Wizard.

Instead of Creation Feat, I would use the Artificer Bonus Feat, and add the caveat that Item Creation feats may also be selected.

Overall it would look more like this.

{table]Level | 1 | 2 | 3 | 4 | 5 | 6 | Special
Starter | - | - | - | - | - | - | Artificer knowledge
01 | - | - | - | - | - | - | Item Creation, Bonus Feat
03 | 1 | - | - | - | - | - | Artisan Bonus
05 | 1 | 1 | - | - | - | - | Bonus Feat
07 | 1 | 1 | - | - | - | - | Retain Essence
09 | 1 | 1 | 1 | - | - | - | Bonus Feat
11 | 1 | 1 | 1 | - | - | - | Metamagic Spell Trigger
13 | 1 | 1 | 1 | 1 | - | - | Bonus Feat
15 | 1 | 1 | 1 | 1 | 1 | - | Metamagic Spell Completion
17 | 1 | 1 | 1 | 1 | 1 | 1 | Bonus Feat
19 | 1 | 1 | 1 | 1 | 1 | 1 | Skill Mastery
[/table]

Others: You gain class features as an Artificer, following the progression in the table above.

Infusions: You gain infusions per day as an Artificer, following the table above. You receive extra infusions per day, based on your Intelligence score.

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 (http://www.d20srd.org/srd/monsterFeats.htm#craftConstruct) feat, you may upgrade your homunculus, as per the Artificer Craft Homunculus class feature.

Does this seem balanced?

DrewVolker
2012-06-13, 12:44 PM
I like it, much better than what I came up with, haha.

Either way, It seems to include everything you'd need to be an artificer, with being balanced in my opinion anyway.

JeminiZero
2012-06-15, 11:32 PM
Hey guys! MAJOR UPDATE!

So while pulling the sample Trissociates together, I thought to myself: Man, this is tedious work. I wonder if there is someway to automate this compilation process...

Behold: The EZ-Trissociate (http://www.mediafire.com/?fd7l495cqid6eyu) program! It uses a simple console interface to prompt you to select 1 Focus + 3 Associations, and compiles the level progression table for you, in a handy HTML.

Right now there are only 5 Associations coded into it. More will be forthcoming, but I would like at least some of you to play around with it to see if there are any bugs, or suggestions for improvements. :smallbiggrin:

JeminiZero
2012-06-16, 10:43 PM
No comments at all?

Added elemental savant.

EdroGrimshell
2012-06-17, 12:37 AM
Can't really comment on the program, I can't access the site on my computer. But I'm glad you managed to make it, it will help a lot of people with making sheets for a trissociate.

Volthawk
2012-06-17, 01:13 PM
Hey guys! MAJOR UPDATE!

So while pulling the sample Trissociates together, I thought to myself: Man, this is tedious work. I wonder if there is someway to automate this compilation process...

Behold: The EZ-Trissociate (http://www.mediafire.com/?fd7l495cqid6eyu) program! It uses a simple console interface to prompt you to select 1 Focus + 3 Associations, and compiles the level progression table for you, in a handy HTML.

Right now there are only 5 Associations coded into it. More will be forthcoming, but I would like at least some of you to play around with it to see if there are any bugs, or suggestions for improvements. :smallbiggrin:

It doesn't seem to work when I try it. I try to open it and for a split second a command box pops up, and then closes by itself.

Southern Cross
2012-06-17, 02:25 PM
I have the same problem. I'm running Windows XP2, if that's any help.

Volthawk
2012-06-17, 02:30 PM
I have the same problem. I'm running Windows XP2, if that's any help.

I'm using Windows 7, so it isn't specific to XP2.

Empedocles
2012-06-17, 03:53 PM
No comments at all?

Added elemental savant.

Mine is just a text box with a ton of code, but I'm running a mac so that's probably normal...

JeminiZero
2012-06-17, 07:07 PM
Added a Lycanthrope association.


Can't really comment on the program, I can't access the site on my computer. But I'm glad you managed to make it, it will help a lot of people with making sheets for a trissociate.

I'm open to suggestions for alternate file hosting sites if you have any. :smallsmile:


It doesn't seem to work when I try it. I try to open it and for a split second a command box pops up, and then closes by itself.


I'm using Windows 7, so it isn't specific to XP2.

Hmm... Do you have Java 1.6 or better installed? (The console is supposed to say it needs Java 1.6, but apparently its closing too quickly for anyone to see... I should probably put a readme file in there.)


Mine is just a text box with a ton of code, but I'm running a mac so that's probably normal...

I should probably put the Java Bytecode online, so that Mac users can run it directly off the Java VM... which is a bit technically trickier.

DrewVolker
2012-06-21, 09:13 PM
Just noticed something with the Artificer association. You should make it so it adds use magic device to the Trissociate's class skill list, because unless I missed it, I dose not currently and UMD is not on the base class's skill list, and well, without it a lot of things will not work for the Artificer, including its iconic feature, Item Creation.

JeminiZero
2012-06-22, 11:48 AM
GAH! How could I have missed somthing so obvious. :smalleek:

Alright, thats been fixed now. Thanks for pointing that out.

In other news, the latest version of EZ-Trissociate (http://www.mediafire.com/?m5bdy7jrx91w8rg) has been expanded to a total of 29 Associations. Still needs Java 6 or better to run though.

I plan to review the following associations before adding them in. Suggestions for these would be particularly welcome (but feel free to throw out suggestions for the others if you have any):
-Lycanthrope (new kid on the block. How balanced is it?)
-Paladin
-Turn Undead
-Weapon Master
-Ranger
-Half Undead (will probably be converted to half vampire or something)

DrewVolker
2012-06-22, 11:38 PM
I have no complaints about any of the ones your listed, or any at all for that matter. I quite like the weapon master, paladin and lycanthrope ones myself.

Oh a different matter I've been toying around with an idea in my head most of the day. You should lay out rules for is someone wants to gestalt a Trissociate with the class itself. I'm just thinking how much fun it'd be to have 2 focuses and 6 associations, haha. Might try to see if anyone I know that will GM a game will do a gestalt game just so I can talk them into letting me do a Trissociate/Trissociate.

Anyway, I hope you keep up the awesome work on this class. Its great to see you're still pumping out associations.


Edit:
I just relooked over the animal/magical companion association, and I must say, I find it horribly underpowered compared to many, if not all the other associations. The main reason I think it is so weak is that it is, well weaker than a single feat.
Wild Cohort: http://www.wizards.com/default.asp?x=dnd/re/20031118a
Is a single feat that grants you an animal companion like cohort that is only slightly (iirc of the top of my head only like one bonus HD less) less powerful than a druid's animal companion.

Since you are singling out the animal companion/special mount for its own association, I don't see why you can't make it as strong, if not stronger than the basic druid's animal companion.
Just my thoughts on it, wanted to bounce it off ya and get your thoughts aswell.

Empedocles
2012-06-23, 10:49 PM
Edit:
I just relooked over the animal/magical companion association, and I must say, I find it horribly underpowered compared to many, if not all the other associations. The main reason I think it is so weak is that it is, well weaker than a single feat.
Wild Cohort: http://www.wizards.com/default.asp?x=dnd/re/20031118a
Is a single feat that grants you an animal companion like cohort that is only slightly (iirc of the top of my head only like one bonus HD less) less powerful than a druid's animal companion.

Since you are singling out the animal companion/special mount for its own association, I don't see why you can't make it as strong, if not stronger than the basic druid's animal companion.
Just my thoughts on it, wanted to bounce it off ya and get your thoughts aswell.

Why not allow for multiple animal companions as you progress in the association? Or instead of an animal companion association, one more similar to PF's eidolon. (http://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon)

JeminiZero
2012-06-24, 11:07 AM
OK, afer someone pointed out to me that EZ-trissociate wasn't working even on PCs with Java, the latest EZ-Trissociate (http://www.mediafire.com/?j2yxrry0v2mbxcz) has gone through a code packaging overhaul. It *should* work now for those of you Window users who were having problems before. Note that when you launch it, Windows will ask if you want to let it modify your computer. Basically, it needs write permission in order to generate the HTML files onto disc. So click yes.


Oh a different matter I've been toying around with an idea in my head most of the day. You should lay out rules for is someone wants to gestalt a Trissociate with the class itself. I'm just thinking how much fun it'd be to have 2 focuses and 6 associations, haha. Might try to see if anyone I know that will GM a game will do a gestalt game just so I can talk them into letting me do a Trissociate/Trissociate.

If you do find a DM kind enough to let you use homebrew, don't push your luck by demanding Gestalt. :smalltongue:


I just relooked over the animal/magical companion association, and I must say, I find it horribly underpowered compared to many, if not all the other associations. The main reason I think it is so weak is that it is, well weaker than a single feat.
Wild Cohort: http://www.wizards.com/default.asp?x=dnd/re/20031118a

Is a single feat that grants you an animal companion like cohort that is only slightly (iirc of the top of my head only like one bonus HD less) less powerful than a druid's animal companion.

Since you are singling out the animal companion/special mount for its own association, I don't see why you can't make it as strong, if not stronger than the basic druid's animal companion.

That is actually a fair point. I might need to rethink the Progression a little. Although it probably shouldn't be stronger than the Druid, who can get stuff like 12 HD Dire Bear on level 13.


Why not allow for multiple animal companions as you progress in the association? Or instead of an animal companion association, one more similar to PF's eidolon. (http://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon)

Mostly because I'm not too familiar with Pathfinder stuff. Also, I'm under the impression that DMs tend to loathe stuff that grants you an army of persistent minions. Eidolon certainly has some interesting ideas on being able to customize your minion, but I've been trying to keep each Association simple without having an entire subsystem. Mostly because I think its a sufficiently large DM nightmare to read through this ENTIRE class, without having to learn SEVERAL subsystems on top of it.

In other news, it always struck me as odd that there were no Associations that provided Hide in Plain Sight (besides Ranger, but that comes in way too late to be of much use). Since the most common HiPS methods are shadow themed (Shadowdancer, Shadwocraft mage, dark template, shadow creature template), I decided that HiPS should be a Shadow Themed association. Current version:


Shadow-Infused Association
{table] Level | Shadow Mantle | Special | Shadow-Infused spell-like Abilities Gained
Starter | - | Shadow Cold Resistance, Low light vision | -

01 | 5% | Dark Vision 60 ft | Disguise Self (http://www.d20srd.org/srd/spells/disguiseSelf.htm) 3/day

03 | 10% | Shadow Hide in Plain Sight (Lesser) | Darkness (http://www.d20srd.org/srd/spells/darkness.htm) 3/day

05 | 15% | Improved Dark Vision (60 ft) | Major Image (http://www.d20srd.org/srd/spells/majorImage.htm) 1/day

07 | 20% | Shadow Hide in Plain Sight (Improved) | Shadow Conjuration (http://www.d20srd.org/srd/spells/shadowConjuration.htm) 1/day

09 | 25% | Shadow Subschool Enhancement (Lesser) | Shadow Evocation (http://www.d20srd.org/srd/spells/shadowEvocation.htm) 1/day

11 | 30% | Shadow Hide in Plain Sight (Greater) | Shadow Walk (http://www.d20srd.org/srd/spells/shadowWalk.htm) OR Plane Shift (http://www.d20srd.org/srd/spells/planeShift.htm) (to and from the Plane of Shadow only) 1/day

13 | 35% | Shadow Image, Shadow Speed Boost (+10 ft) | Greater Shadow Conjuration (http://www.d20srd.org/srd/spells/shadowConjurationGreater.htm) 1/day

15 | 40% | Shadow Subschool Enhancement (Improved) | Greater Shadow Evocation (http://www.d20srd.org/srd/spells/shadowEvocationGreater.htm) 1/day

17 | 45% | Shadow-Infused Rapid Summons | Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (Creatures with the Shadow Creature Template instead of Fiendish or Celestial. See Manual of the Planes page 190 and Lords of Madness page 167) 1/day

19 | 50% | Shadow Subschool Enhancement (Greater) | Shades (http://www.d20srd.org/srd/spells/shades.htm) 1/day
[/table]

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

Shadow Cold Resistance: You gain resistance against cold, equal to your Trissociate level.

Improved Dark Vision (Ex): Your darkvision now lets you see normally even in magical darkness, to a range of 60 ft.

Shadow Hide in Plain Sight (Su): You can attempt to hide even while being observed, provided certain other conditions are met. You can even hide herself from view in the open without anything to actually hide behind:

Lesser: You can attempt to hide, so long as you are in an area of magical darkness.

Improved: You can attempt to hide, so long as you are in an area of shadowy illumination or darker, including total mundane darkness and magical darkness.

Greater: You can attempt to hide, so long as you are in an area that does not have full daylight or similiar effect. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

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-Infused Association, improve as noted below. This does not apply to Shadow subschool spells or spell-like abilities you might have from other sources.

Lesser: Shadow Conjuration and Shadow Evocation are now 40% real.

Improved: Shadow Conjuration and Shadow Evocation are now 60% real. Greater Shadow Conjuration and Greater Shadow Evocation are 70% real.

Greater: Shadow Conjuration and Shadow Evocation are now 70% real. Greater Shadow Conjuration and Greater Shadow Evocation are 80% real. Shades is 90% real.

Shadow Image (Su): You can choose to cast your Major Image spell-like ability in a different way. When you choose to apply this ability, you can sustain your Major Image without needing to concentrate, but it lasts only for 1 round per Trissociate level. You do not need to apply this ability if you do not want to (i.e. you can still cast Major Image and concentrate on it normally). This only applies to the Major Image spell-like ability you get from your Shadow-Infused 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-Infused 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-Infused Association.

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

DrewVolker
2012-06-24, 11:32 AM
I can see your point on being iffy about letting the animal companion be stronger than a druids, and since this class is aiming to be good, but not too powerful I am not exactly sure how to go about deciding how strong the companion should be.

I think either equal to a druids animal companion, or maybe change some things around?
An idea would to do something similar to the totem companion from NeoSeraphi's barbarian. I think the way he handled it made it so the animal companion had good lasting power. In my view animal companions tend to get rather meh later on. Link to the barbarian class I'm talking about: http://www.giantitp.com/forums/showthread.php?t=230224

Oh the shadow association, I like it. I am not too well versed in the shadow magic section of the tome of magic (or any section in it, to be honest) so I can't really comment, but I do like it, and wouldn't mind adding it to a stealthy type character.

JeminiZero
2012-06-25, 07:08 PM
OK, Animal Companion progression has been updated to follow Druid.


I can see your point on being iffy about letting the animal companion be stronger than a druids, and since this class is aiming to be good, but not too powerful I am not exactly sure how to go about deciding how strong the companion should be.

Yes well, that is the challenge of designing virtually anything homebrew. :smallsmile: I think following Druid progression puts it on the balancing point of: "Not too strong that the DM says no" vs "Not too weak as to be entirely useless".


Oh the shadow association, I like it. I am not too well versed in the shadow magic section of the tome of magic (or any section in it, to be honest) so I can't really comment, but I do like it, and wouldn't mind adding it to a stealthy type character.

Its not based on ToM Shadow Magic (because I'm also not familiar with it). Its abilities are largely drawn from the Blend into Shadow (DoTU) Dark Template, Shadowdancer, Shadowcraft mage and the core Shadow Subschool spells. Its almost like a half-Shadow-Creature template.

DrewVolker
2012-06-26, 01:23 AM
The new version of animal companion is good in my opinion. You fixed all I had issues with. Good work, yet again.

Can't wait to get to try this class out, multiple times, because well this is like the ultimate custom-concept class.

Edit: Literally just thought of something. Maybe a feat/alternate feature for the animal/magical companion association where instead of a animal/magical beast you get a dragon. The kind that bumps up age categories at certain HD instead of waiting to be that old naturally (I believe this kind of dragon is found in book of wyrms setting which is 2nd edition, but its also found/described in the dragon magazines that give dragon pc progression classes). Just a thought I thought I'd bounce off you.

JeminiZero
2012-06-26, 11:30 AM
OK, I've split Turn and Rebuke Undead into 2 seperate Associations, and beefed up their list of SLAs, because they seemed to be seriously lacking in comparison with any of the half-blood spell lists. I hope I didn't go overboard.


Can't wait to get to try this class out, multiple times, because well this is like the ultimate custom-concept class.

There is a homebrew playtest (http://www.giantitp.com/forums/showthread.php?t=246593) game being run by lorddrake over PbP. Wyntonian is currently looking for party mates, or you could go solo. You could even submit and run multiple characters if you want.


Edit: Literally just thought of something. Maybe a feat/alternate feature for the animal/magical companion association where instead of a animal/magical beast you get a dragon.

I'll see what I can do. I still have to actually finish reviewing Incarnum. And there are the Vampire and Lich requests. :smalltongue:

DrewVolker
2012-06-26, 11:57 AM
OK, I've split Turn and Rebuke Undead into 2 seperate Associations, and beefed up their list of SLAs, because they seemed to be seriously lacking in comparison with any of the half-blood spell lists. I hope I didn't go overboard.

At a quick glance I like the changes you have made, no complaints here.



There is a homebrew playtest (http://www.giantitp.com/forums/showthread.php?t=246593) game being run by lorddrake over PbP. Wyntonian is currently looking for party mates, or you could go solo. You could even submit and run multiple characters if you want.

Thank you, so much. I am going to be asking for at least two different characters, haha. First one I will see if I can get my -cough- gestalt -cough- Trissociate.



I'll see what I can do. I still have to actually finish reviewing Incarnum. And there are the Vampire and Lich requests. :smalltongue:

Yeah.. Sorry about constantly shooting out ideas at you. I just randomly think of something that I think could be fun for this class/concept and hurl it at you.

JeminiZero
2012-06-29, 08:14 AM
OK, I've added a 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 Cold, to allow it to stack with other Chosen Energy Resistance. Also, Celesial and Farspawn Energy Resistance expanded to cover the 4 basic common elements (Fire, Cold, Electricity, Acid). This is mostly so that they can be combined with Elemental Savant without overlapping energy resistance concerns.

I've also added an Adaptation note to Animal Companion to allow its possible use with other creatures.

The Elemental Savant Strike has been given some equipment support by allowing certain warlock gear to apply to it.

Turn and Rebuke Undead have been added to EZ-Trissociate, so it now contains all the Associations I've made to date. :smallbiggrin: As promised, I've uploaded the JAR version of EZ-Trissociate for Mac/Linux users. I'm NOT sure if the instructions I've written for them work, so if they don't work let me know, and I'll try an figure out whats going wrong.


Yeah.. Sorry about constantly shooting out ideas at you. I just randomly think of something that I think could be fun for this class/concept and hurl it at you.

Nah, its fine. :smallsmile: This class was designed to help realize uncommon character concepts, so anything that expands its options is good.

EdroGrimshell
2012-06-29, 06:21 PM
I sorta want to see synergy feats for more fully blending the associations. Like an arcane one with animal companion being able to make said companion a familiar or something.

JeminiZero
2012-06-29, 10:46 PM
I sorta want to see synergy feats for more fully blending the associations. Like an arcane one with animal companion being able to make said companion a familiar or something.

Hmm... how about something like this:

Familiar Companion
Requirements: Trissociate Animal Companion Associate with Magical Companion.
Benefit: Your Magical Companion gains additional abilities as if it was a familiar (http://www.d20srd.org/srd/classes/sorcererWizard.htm#familiars). 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. 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 Battle Focus Features.

Edit: On a related note, are you still having problems downloading EZ-Trissociate from the site?

Southern Cross
2012-07-04, 11:28 PM
Actually, it's weird.....
i can download the program, and when I download it, it accepts the Focus, and Primary and Secondary Associations, but then turns itself off.

Wavelab
2012-07-05, 12:28 AM
Actually, it's weird.....
i can download the program, and when I download it, it accepts the Focus, and Primary and Secondary Associations, but then turns itself off.

Same happens with me.

JeminiZero
2012-07-05, 01:17 AM
Actually, it's weird.....
i can download the program, and when I download it, it accepts the Focus, and Primary and Secondary Associations, but then turns itself off.


Same happens with me.

Gah! Sorry about that... I think my instructions are incomplete. :smallredface:

These are the steps for the Windows exe:
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, and then double click the exe
4) It should ask you for Focus + Associations
5) After inputting your choices, it should generate a HTML file within the same folder, and close itself.

If you are stil having problems with this set of instruction, let me know kind of PC are you using (Windos 7, Windows XP, Mac or Linux), and which version of EZ-Trissociate (exe or jar) you are using.

EdroGrimshell
2012-07-05, 02:38 AM
If you are stil having problems with this set of instruction, let me know kind of PC are you using (Windos 7, Windows XP, Mac or Linux), and which version of EZ-Trissociate (exe or jar) you are using.

I think you mean operating system.

JeminiZero
2012-07-05, 04:42 AM
I think you mean operating system.
Yes, I meant OS. :smalltongue:

mrcarter11
2012-07-05, 05:53 AM
I've had the same problem with it not generating the file every time I attempt to use it. I'm running it on Windows 7.

JeminiZero
2012-07-05, 06:36 AM
I've had the same problem with it not generating the file every time I attempt to use it. I'm running it on Windows 7.

Presumably you're using the exe version? Could you try running it from dos prompt and see if it prints an error message?

mrcarter11
2012-07-05, 06:53 AM
Yes the exe version. Anyways, the program runs fine when started through cmd, and the html file is generated. Also of note, I went into the properties and modified its permissions and it works fine now. My only issue is that is doesn't actually tell you that the file is generated, it just makes it. Thankfully it generates in the same folder as the program itself.

JeminiZero
2012-07-05, 08:47 AM
Also of note, I went into the properties and modified its permissions and it works fine now.

Interesting... Would you be so kind as to share with us what are the settings you changed?

mrcarter11
2012-07-05, 04:27 PM
I changed the permissions for the program to Full Control. It seems to work okay now.

Southern Cross
2012-07-06, 04:58 AM
Thanks for the advice! I've just found the HTML file.

Shadow Lord
2012-07-06, 08:07 PM
You should add an Erudite association.

By the way, this is really cool, and I wish I were cool enough to make something even half as cool as this.

JeminiZero
2012-07-07, 01:20 AM
I changed the permissions for the program to Full Control. It seems to work okay now.

Hmm... maybe running as Administrator will allow write access. I'll update the instructions on the first page.


Thanks for the advice! I've just found the HTML file.

No problem, glad to be of help. :smallsmile: Let me know if you have any comments on the Class (or the HTML).

@Wavelab: Are you still having any trouble with the new steps?


You should add an Erudite association.

Erudite has... intepretation issues. That base class either has Unique Powers per Level per Day, which is a meaningless limitation past level 4, or Unique Powers for ALL levels per day, which is overly crippling. This has led to a delay of me adapting it. Although on further consideration, I could just increase the Unique Powers per Day beyond what an Erudite normally gets (and clarify the intepretation as such). How does this look:

Erudite Association
Erudite Association Progression (Based on Associate Level)
{table]Level | Erudite Powers Known | Erudite Maximum Power Level Known | Erudite Unique Powers Per Day
Starter | - | - | - |
1 | 1 | 1 | 01 |
2 | 2 | 1 | 02 |
3 | 3 | 1 | 03 |
4 | 4 | 1 | 04 |
5 | 5 | 2 | 04 |
6 | 6 | 2 | 05 |
7 | 7 | 3 | 06 |
8 | 8 | 3 | 07 |
9 | 9 | 4 | 07 |
10 | 10 | 4 | 08 |
11 | 11 | 5 | 09 |
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 |
[/table]

Erudite Association Progression (Based on Trissociate Level)
{table]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
[/table]

Psionics: You gain Intelligence based Manifesting Powers as an Erudite (http://www.wizards.com/default.asp?x=dnd/iw/20060406b). Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level, as described in the 2nd table above. You gain bonus Power Points based on your Intelligence score. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Erudite association is secondary, and you do not know any powers yet).

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

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


By the way, this is really cool, and I wish I were cool enough to make something even half as cool as this.

Thank you! :smallbiggrin:

sreservoir
2012-07-08, 03:41 PM
no starter? perhaps the psicrystal that all erudites get for seemingly no good reason?

anyway, the binder and meldshaper associations don't seem to have, well, the feel of the classes themselves. a lot of their feel comes from the ability to mix and match powers to create certain synergies, by limiting binders to one vestige and meldshapers to so few soulmelds and chakra binds, the playstyle of the trissociate with those associations seems like it wouldn't really even resemble the original classes very much. I mean, doubling up on the incarnum associations ... probably would feel about right, but the binder association seems off.

also, totemist association has the incarnate alignment text, probably an error.

JeminiZero
2012-07-09, 10:43 AM
OK, I've updated EZ-trissociate so that besides the HTML file, it also generates a TXT file with GITP forum code. I've also added Wu Jen and Shugenja associations (fairly easy since they are basically wizard/sorcerer with the names changed and different spell list).


no starter? perhaps the psicrystal that all erudites get for seemingly no good reason?

They get the standard psionics starter: A power point reserve which lets them gain psionic focus, and take psionic feats.


also, totemist association has the incarnate alignment text, probably an error.

Yup, thats a copy pasta error. Thanks for pointing it out. :smallsmile:


anyway, the binder and meldshaper associations don't seem to have, well, the feel of the classes themselves. a lot of their feel comes from the ability to mix and match powers to create certain synergies, by limiting binders to one vestige and meldshapers to so few soulmelds and chakra binds, the playstyle of the trissociate with those associations seems like it wouldn't really even resemble the original classes very much. I mean, doubling up on the incarnum associations ... probably would feel about right, but the binder association seems off.

This goes back to the design decision on how much of a class to include in its corresponding association. Where possible, I opted for an association to have the same "maximum power" as the base class, but with not as much breadth or depth. Hence a Wizard associate gets level 9 spells, but only 1 slot compared to the normal 4. Similiarly, a Binder gets access to level 8 vestiges, but only 1 vestige. An Incarnate still has full powered soulmelds (from the +2 max essentia bonus), but he only has 3 soulmelds and 2 chakra binds in all.

The option of mixing and matching to create synergies is still there, but mostly across your 3 different Associations.

For example, you could make an Druid / Binder / Incarnate (not necessarily in that order), which uses Insightful Binder to be Wis focused. This particular combination was chosen since each of these Associations are 'flexible' (could vary its strategy day by day). This is also just a top-of-my-head possibility, there probably are better options.

One day, you might decide that you want to be a rear line support, so you shape dissolving spittle and Felmist Robes, bind Zceryll, and prepare Master Air (and perhaps various other Druid Battlefield Control). Hence you could fly around summoning aliens, while shooting acid during the cooldown period.

The next day, you want to use melee instead. So you bind Chupoclops for pounce and poison bite, shape soulmelds that enhance melee (e.g. Incarnate Weapon), and prepare Bite of the Were-X. (You could also prepare Venomfire for use with poison bite, but thats probably too cheesy.)

Ultimately, each Association must be balanced against other associations, and against other classes*. In the given scenario above, you might begin to see how being able to bind multiple full powered vestiges might make the Binder Associate too strong (certainly stronger than a straight binder). Or having more soulmelds/chakra binds might make the Incarnate completely overshadow a straight Incarnate.

*There is an intentional exception to this general rule of balance. The Trissociate aims for tier 3, and hence the Associations based on tier 5 classes (monk, soulknife, paladin) should be clearly stronger than the base class, when used in combination with other associations.

Southern Cross
2012-07-10, 01:23 AM
Sorry, could you please provide a new link to the EZ-Trissociate program, as the current Mediafire link doesn't work. And does the new program include the Erudite Association? That would fit my Trissociate build far better than Psion.

JeminiZero
2012-07-10, 03:33 AM
Sorry, could you please provide a new link to the EZ-Trissociate program, as the current Mediafire link doesn't work.

The link apparently still works for me, so if you are having trouble, then reuploading to mediafire probably will not help. See if Skydrive Mirror (https://skydrive.live.com/redir?resid=D402529AF983755!181) works.


And does the new program include the Erudite Association? That would fit my Trissociate build far better than Psion.

Yup, Erudite has been added.

Southern Cross
2012-07-11, 05:37 AM
Yes, the Skydrive Mirror link works. And the Erudite Association has been added, and I've replaced the Psion Association with the Erudite Association..

JeminiZero
2012-08-01, 07:59 AM
I've added a half-fiend variant for the Molydeus (http://www.wizards.com/default.asp?x=dnd/we/20060630x&page=3). Since it was the only variant half-fiend that gets full SLA progression.


Yes, the Skydrive Mirror link works. And the Erudite Association has been added, and I've replaced the Psion Association with the Erudite Association..

Well, if its not too much trouble, let me know how it plays out. :smallsmile:

JonathonWilder
2012-08-17, 11:47 AM
I very much like this class very good for adaption :)

I was wondering if you could add a
Duelist association: http://paizo.com/pathfinderRPG/prd/prestigeClasses/duelist.html
and a
Spy Master association: http://paizo.com/pathfinderRPG/prd/advanced/prestigeClasses/masterSpy.html

anacalgion
2012-09-26, 11:58 AM
@JonathanWilder you can make a duelist with rogue and martial sage associations using the anarchic sage thingy to add int to AC. Master spy can be done with rogue and the shadow association.

JeminiZero
2013-01-16, 07:33 AM
Minor updates:

Added Alu-Demon variant for Half-Fiend.
Some tweaks to what info EZ-Trissociate includes, so that it now stands alone better
Half-Undead DR is now Silver and Magic, in order to make it comparable to adamantium. I am still pondering how to merge its scaling Fast Healing with the Fast Healing talent, without having to juggle Hit point cutoffs.




I very much like this class very good for adaption :)

I was wondering if you could add a
Duelist association: http://paizo.com/pathfinderRPG/prd/prestigeClasses/duelist.html
and a
Spy Master association: http://paizo.com/pathfinderRPG/prd/advanced/prestigeClasses/masterSpy.html

I am sadly unfamiliar with Pathfinder material. That said, it seems that anacalgion has some good ideas on how to emulate those classes.

JeminiZero
2013-01-18, 09:02 AM
OK, I need some opinions. After a bit of playtesting, I have found the current cooldown system for Sublime (where you have to wait a number of rounds equal to maneuver level to recover it) to be rather bookkeeping heavy.

I have hence devised an alternate recovery system, shameless cribbed from magical girl Illuminations, based on Points instead. Basically you have a pool of Sublime Points, initiating a maneuver consumes some Points, and your pool gradually replenishes over time.

Can you kind folks take a look at the current iteration and tell me what you think? Is total pool size too high/low? Is replenishment speed too fast/slow? Right now its built so that at level 20 you can fire off one level 9 maneuver every 3 rounds or so (since an Association is effectively 1/3 of the class).


Sublime (Point Pool) Association Progression (Based on Associate Level)
{table]Level | Highest Maneuver Level | Maneuvers Known | Stances Known | Sublime Point Pool Maximum (Recovery) | Special
Starter | 1 | 1 | - | 3 (0) | No Combat Recovery
1 | 1 | 2 | 1 | 3 (1) |
2 | 1 | 2 | 1 | 6 (1) |
3 | 2 | 3 | 1 | 9 (2) |
4 | 2 | 3 | 1 | 12 (2) |
5 | 3 | 4 | 2 | 15 (3) |
6 | 3 | 4 | 2 | 18 (3) |
7 | 4 | 5 | 2 | 21 (4) |
8 | 4 | 5 | 2 | 24 (4) |
9 | 5 | 6 | 3 | 27 (5) |
10 | 5 | 6 | 3 | 30 (5) |
11 | 6 | 7 | 3 | 33 (6) |
12 | 6 | 7 | 3 | 36 (6) |
13 | 7 | 8 | 3 | 39 (7) |
14 | 7 | 8 | 3 | 42 (7) |
15 | 8 | 9 | 4 | 45 (8) |
16 | 8 | 9 | 4 | 48 (8) |
17 | 9 | 10 | 4 | 51 (9) |
18 | 9 | 10 | 4 | 54 (9) |
19 | 9 | 11 | 4 | 60 (10) |
[/table]

Sublime (Point Pool) Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.

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

Sublime Point Pool: You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Sublime association maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.

Other Notes: Because you ready all the Sublime association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Sublime association maneuvers (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from other Martial Adept Feats, such as Martial Study and Martial Stance.

No Combat Recovery: Your starter ability is a single maneuver, selected as described above, from one of your 2 disciplines. You may use this maneuver once per encounter, spending 3 Sublime Points in the process. However, you have no Sublime Point recovery within combat, and so that maneuver can only be used once per encounter. When the fight is over, you may replenish your Sublime Point Pool by entering Mastery Meditation which restores it to full.

Automatic Mastery Talents
Recover Sublime Points: Without needing to enter Mastery Meditation, as a free action, you may spend 1 Mastery Point to regain 3 Sublime Points. You still cannot exceed your pool's maximum size.

JeminiZero
2013-01-26, 10:13 PM
No feedback at all?

Anyway, while building Clarissa for the NPC playtest, I found myself wishing there were more Focus to choose from.

So I revamped the Focus list a little. There are now more options, granting a wider variety of possible BAB, bonus HP, skills per level and proficiencies.

desero clades
2013-01-27, 04:19 PM
I did a test session with one character with the cooldown sublime system and one with the points system. I gotta say that the points was more enjoyable and more flexible I thought.

sreservoir
2013-01-27, 08:32 PM
I don't suppose, incidentally, that you might publicly release the source of the ez_trissociate, possibly put it up in some sort of source control?

mostly because, like with every program I see, I have an unfounded certainty that I can do it better, but also because I want to produce a version which outputs pandoc native representation, but /all those tables/, I'd much rather programmatically dump those than reproduce them.

JeminiZero
2013-01-29, 09:22 AM
Sample Class:
Dhampir Sulime Rogue
(Stalker focus: Sublime (Point Pool), Rogue, Half-Undead)

Class Feature Progression

{table]Level | Highest Maneuver Level | Maneuvers Known | Stances Known | Sublime Point Pool Maximum (Recovery) | Rogue Sneak Attack | Undead Fortification | Undead Damage Reduction | Undead Fast Healing (Max HP) | Special
1 | 1 | 2 | 1 | 3 (1) | +1 | - | - | - | Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent 1, Undead Bonus to Saves
2 | 1 | 2 | 1 | 6 (1) | +1d6 | 10% | 1/Silver and Magic | 1 (20%) | Immunity to non-lethal damage, Slam Attack, Darkvision 60 ft
3 | 2 | 3 | 1 | 9 (2) | +1d6 | 10% | 1/Silver and Magic | 1 (20%) | Focus Feature 1
4 | 2 | 3 | 1 | 12 (2) | +1d6 +1d4 | 20% | 2/Silver and Magic | 1 (40%) | Rogue-Trap Sense +1, Ability Damage Immunity 1, Immunity to Sleep Effects
5 | 3 | 4 | 2 | 15 (3) | +1d6 +1d4 | 20% | 2/Silver and Magic | 1 (40%) | Learnt Mastery Talent 2
6 | 3 | 4 | 2 | 18 (3) | +2d6 +1d2 | 30% | 3/Silver and Magic | 1 (60%) | Rogue-Uncanny Dodge, Ability Damage Immunity 2, Immunity to Poison
7 | 4 | 5 | 2 | 21 (4) | +2d6 +1d2 | 30% | 3/Silver and Magic | 1 (60%) | Focus Feature 2
8 | 4 | 5 | 2 | 24 (4) | +3d6 | 40% | 4/Silver and Magic | 1 (80%) | Rogue-Trap Sense +2, Ability Damage Immunity 3, Immunity to Disease
9 | 5 | 6 | 3 | 27 (5) | +3d6 | 40% | 4/Silver and Magic | 1 (80%) | Learnt Mastery Talent 3
10 | 5 | 6 | 3 | 30 (5) | +3d6 +1d4 | 50% | 5/Silver and Magic | 1 (100%) | Rogue-Improved Uncanny Dodge, Ability Drain Immunity 1, Immunity to Fatigue and Exhaustion
11 | 6 | 7 | 3 | 33 (6) | +3d6 +1d4 | 50% | 5/Silver and Magic | 1 (100%) | Focus Feature 3
12 | 6 | 7 | 3 | 36 (6) | +4d6 +1d2 | 60% | 6/Silver and Magic | 2 (100%) | Rogue-Trap Sense +3, Ability Drain Immunity 2, Immunity to Energy Drain
13 | 7 | 8 | 3 | 39 (7) | +4d6 +1d2 | 60% | 6/Silver and Magic | 2 (100%) | Learnt Mastery Talent 4
14 | 7 | 8 | 3 | 42 (7) | +5d6 | 70% | 7/Silver and Magic | 4 (100%) | Rogue-Special Ability 1, Ability Drain Immunity 3, Immunity to Paralysis
15 | 8 | 9 | 4 | 45 (8) | +5d6 | 70% | 7/Silver and Magic | 4 (100%) | Focus Feature 4
16 | 8 | 9 | 4 | 48 (8) | +5d6 +1d4 | 80% | 8/Silver and Magic | 6 (100%) | Rogue-Trap Sense +4, Ability Drain Immunity 4, Immunity to Death from Massive Damage
17 | 9 | 10 | 4 | 51 (9) | +5d6 +1d4 | 80% | 8/Silver and Magic | 6 (100%) | Learnt Mastery Talent 5
18 | 9 | 10 | 4 | 54 (9) | +6d6 +1d2 | 90% | 9/Silver and Magic | 8 (100%) | Rogue-Special Ability 2, Ability Drain Immunity 5, Immunity to Stunning
19 | 9 | 11 | 4 | 60 (10) | +6d6 +1d2 | 90% | 9/Silver and Magic | 8 (100%) | Focus Feature 5
20 | 9 | 11 | 4 | 60 (10) | +7d6 | 100% | 10/Silver and Magic | 10 (100%) | Rogue-Trap Sense +5, Ability Drain Immunity 6, Immunity to Death Effects, Timeless Body
[/table]


Other Progression
{table]Level | Base Attack Bonus | Reflex | Fort | Will | Mastery Points | Trissociate Bonus
1 | +0 | +2 | +2 | +0 | 5 | 1
2 | +1 | +3 | +3 | +0 | 6 | 1
3 | +2 | +3 | +3 | +1 | 7 | 1
4 | +3 | +4 | +4 | +1 | 8 | 1
5 | +3 | +4 | +4 | +1 | 9 | 2
6 | +4 | +5 | +5 | +2 | 11 | 2
7 | +5 | +5 | +5 | +2 | 13 | 2
8 | +6/+1 | +6 | +6 | +2 | 15 | 2
9 | +6/+1 | +6 | +6 | +3 | 17 | 3
10 | +7/+2 | +7 | +7 | +3 | 20 | 3
11 | +8/+3 | +7 | +7 | +3 | 23 | 3
12 | +9/+4 | +8 | +8 | +4 | 26 | 3
13 | +9/+4 | +8 | +8 | +4 | 29 | 4
14 | +10/+5 | +9 | +9 | +4 | 33 | 4
15 | +11/+6/+1 | +9 | +9 | +5 | 37 | 4
16 | +12/+7/+2 | +10 | +10 | +5 | 41 | 4
17 | +12/+7/+2 | +10 | +10 | +5 | 45 | 5
18 | +13/+8/+3 | +11 | +11 | +6 | 50 | 5
19 | +14/+9/+4 | +11 | +11 | +6 | 55 | 5
20 | +15/+10/+5 | +12 | +12 | +6 | 60 | 5
[/table]


Specific Class Features

Hit Die: D6 (Additionally Stalker focus gives +1 HP per Trissociate level)

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).

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.

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

Sublime Point Pool: You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Sublime association maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.

Other Notes: Because you ready all the Sublime association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Sublime association maneuvers (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from other Martial Adept Feats, such as Martial Study and Martial Stance.

Others: You gain class features as per the Rogue (http://www.d20srd.org/srd/classes/rogue.htm) according to the table above.
Special: You can trade your Trap Sense, to gain the Penetrating Strike ACF (Dungeonscape).

Undead Fortification (Ex): As you become more Undead-like, you become less vulnerable to precision damage. When you are struck by a critical hit, or a precision damage attack (such as sneak attack, sudden strike or skirmish), there is a chance that the critical hit or precision damage is negated and damage is instead rolled normally, as indicated by the percentage in the column.

Undead Fast Healing (Ex): You gain the indicated amount of fast healing as you progress. However, you are initially unable to fast heal all your HP. Instead, your fast healing brings you up to a maximum percentage of your HP (rounded down), as indicated within the brackets. E.g. Lets say we have level 1 Half-Undead primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Hence his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.

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

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

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.

{table]Size|Slam Damage
Fine|1
Diminutive|1d2
Tiny|1d3
Small|1d4
Medium|1d6
Large|1d8
Huge|2d6
Gargantuan|2d8
Colossal|4d6
[/table]

Ability Damage Immunity (Ex): Select one physical ability score (Strength, Dexterity, Constitution). You gain immunity to Ability Damage to that score. Each time you gain this ability, select a different physical score.

Ability Drain Immunity (Ex): Select one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Drain to that score. Each time you gain this ability, select a different physical score.

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)
Boost Sneak Attack: As a free action, you may spend mastery points to increase the damage dealt by a successful Sneak Attack. You activate this ability after making a successful Sneak Attack (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery Point, and adds a number of d6 Sneak Attack dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). If you have multiple attacks (e.g. from two weapon fighting or iterative BAB), you can apply Boost Sneak Attack to each successful attack seperately.

Undead Faster Healing: This ability can be triggered by spending 1 Mastery Point as a free action and does not require Mastery Meditation. It lasts for 10 rounds, during which it increases your Undead Fast Healing amount by your Trissociate bonus. Additionally, during this time, you can Fast Heal up to 100% of your HP, regardless of your normal limit.

E.g. Lets say we have level 1 Half-Undead primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Normally his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1. But he can spend 1 Mastery Point to trigger Undead Faster Healing, which increases his Fast Healing by his Trissociate Bonus (in this case +1), to a total of 2. And he can Fast Heal up to his full 8 HP.


Common Trissociate Class Features

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

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

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

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

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

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

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

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

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


Learnable Mastery Talents

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

Save Boost: Whenever he makes a saving throw, a Trissociate may spend 1 Mastery point to add his Trissociate bonus to that saving throw. This does not require any action on his part, and he can activate this talent even when it is not his turn. In the event he gets to make a reroll of the same saving throw, he may reapply this bonus to the reroll, without spending additional points.

Fast Heal: A Trissociate may spend 1 Mastery Point to gain fast healing equal to his Trissociate Bonus, for 10 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). He may choose to activate this ability even when he is dying, which automatically stabilizes him.

E.g. Lets say a level 6 Trissociate with a Trissociate bonus of +2 is under the effect of the vigor spell which grants him Fast Healing of 2. He can activate his Trissociate Bonus Fast Healing of 2 points. He can choose to stack his Trissociate Fast Healing on top of the vigor spell for a total of 4 points of Fast Healing.

Attack Boost: Whenever he makes an attack rolls, a Trissociate may spend 1 Mastery point to add his Trissociate Bonus to that particular attack roll. Trissociate may choose to use this ability multiple times per round, for each seperate attack which he makes (e.g. iterative full attack).

Speed Boost: A Trissociate may spend 1 Mastery point to increase his speed for all modes of movement, which lasts until the start of his next turn. The speed increase so gained, is equal to his Trissociate bonus multiplied by 10 ft.

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

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

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

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

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

JeminiZero
2013-01-30, 07:35 PM
Small Update 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 for similiar reasons, Skirmisher Focus has been renamed to Mobility. 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. Removed the Cooldown Sublime Association from EZ-Trissociate


I did a test session with one character with the cooldown sublime system and one with the points system. I gotta say that the points was more enjoyable and more flexible I thought.
OK. Thank you for the testrun. :smallsmile:


I don't suppose, incidentally, that you might publicly release the source of the ez_trissociate, possibly put it up in some sort of source control?
I'm open to suggestions. Otherwise I could just upload a zip of the project. (Also reverse compiling Jar files is apparently fairly easy).


but also because I want to produce a version which outputs pandoc native representation, but /all those tables/, I'd much rather programmatically dump those than reproduce them.
Out of curiosity, why do you want to use Pandoc? Also, doesn't Pandoc already handle HTML to other stuff conversion? So, if you wanted other formats, starting from HTML shouldn't be too difficult.

I originally chose HTML as the default output since anybody who could download the program, could also easily view and print the output through a web browser. Using Pandoc native as the default, adds on an additional installation/conversion step which the less technically inclined folks might have trouble with (and thats considering how much trouble they had with just the Java program alone).

JeminiZero
2013-02-20, 05:50 AM
Tweaks done to the following Associations:

Lycanthropy revamped. Base Animal Stat Cap removed to allow greater variety of animals to be viable. Physical Ability Score Boost tweaked so that it won't be too overpowering at level 20 without the cap.
Elemental Savant updated with better feat support. Elemental Strike now has melee options to enable Elemental Knight (or Thief) concepts

Just to Browse
2013-03-11, 02:46 PM
Can I take one association three times? Like wiz/wiz/wiz and go full BAB wizard?

chaos_redefined
2013-03-11, 09:37 PM
I don't think so...

But, you could theoretically play a wizard/wu jen/archivist, which does the same kind of thing. And you'd also get your full BAB. It'd be similar to a mystic theurge with full BAB. Sheer quantities of spells, but losing access to the top level of them hurts. I'd probably go expert: I can't do that much with my BAB that I can't do with my insane spells/day, and I already have more than enough spells that I don't need too many mastery points. Skills are always useful though. The only problem then is the lack of cool feats to take with it...

(And the wiz/wu jen/arch is probably better than wiz/wiz/wiz, due to the larger range of accessable spells)

Just to Browse
2013-03-12, 12:03 AM
I was pretty much thinking of how to use this for polymorph abuse... maybe wiz/turn undead/cler would be good so I could cherry-pick my persistable buffs. :smallamused:

chaos_redefined
2013-03-12, 12:53 AM
For polymorph abuse... I suppose that'd help, but you delay access to polymorph in the process. I'm not sure if it's worth it... I think pure wizard is still the better option.

JeminiZero
2013-03-12, 06:03 AM
Can I take one association three times? Like wiz/wiz/wiz and go full BAB wizard?

Designer intent is no. But homebrew being what it is, the answer is really "Yes, if your DM allows you". :smalltongue:

If he does allow taking the same assocation more than once, I would recommend limiting bonus spells per day to 1 Association at most (the other associations just provide additional spell slots without stat bonus slots). Which effectively means that on a triple wizard trissociate, you are sacrificing 1 slot/day and earlier spell access for higher HP/skill/BAB. Still not too strong (compared to a straight wizard).


But, you could theoretically play a wizard/wu jen/archivist, which does the same kind of thing. And you'd also get your full BAB. It'd be similar to a mystic theurge with full BAB.

In playtesting experience, it isn't nearly as powerful as it sounds. Delayed spell access definitely hurts. Primary Association will be 2 ECL behind in top spell level, secondary associations will be 3 ECL behind, compared to a straight Wizard/Archivist. And its still not that great when compared to a Wizard (precocious apprentice)/Archivist/Mystic Theurge.


I was pretty much thinking of how to use this for polymorph abuse...

Polymorph breaks everything. Trissociate or otherwise. :smallwink:

In fact, I would recommend minimizing that sort of abuse if you do get to play any sort of homebrew. Homebrew generally gets a bad rep of being hideously overpowered and few DMs allow it. The last thing we want to do is reinforce that image.


maybe wiz/turn undead/cler would be good so I could cherry-pick my persistable buffs. :smallamused:

Wizard/Archivist/Turn Undead would arguably be less MAD. And would probably still not be as powerful as a straight Archivist/Sacred Exorcist/Other Divine PrC (again delayed spell access hurts).

Also keep in mind that DMM was errata'ed so that it only applies to Divine spells.

chaos_redefined
2013-03-12, 07:52 AM
As I said, comparable to a mystic theurge. (Should have specified, not using early entry trickery) Which is still not that great.

While I have the designer here... Would there be any problem with adding "Feats that allow you to use skills in new ways" to the things you can do with a skill monkey's focus features?

This would include, but isn't limited to, Knowledge Devotion (CC), Combat Cloak Panache (PHB2), Intimidating Strike (PHB2), and Keen-eared Scout (PHB2). These are clearly skill-based, but currently cannot be taken by a skill monkey as the focus feature options. (Although average skill is pretty freaking awesome for a skill monkey).

JeminiZero
2013-03-13, 05:35 AM
While I have the designer here... Would there be any problem with adding "Feats that allow you to use skills in new ways" to the things you can do with a skill monkey's focus features?

This would include, but isn't limited to, Knowledge Devotion (CC), Combat Cloak Panache (PHB2), Intimidating Strike (PHB2), and Keen-eared Scout (PHB2).

Feats that allow you to use skills in new ways is probably fine. Although bizarrely enough, it would include Martial Study: certain maneuvers and Leap Attack.

chaos_redefined
2013-03-13, 08:01 AM
Hadn't thought of that...

JeminiZero
2014-04-05, 03:57 AM
Minor Updates: Tables have been re-coded for new forum format. The EX-Trissociate compiler likewise now produces text for the new GiTP table format.

Also, I finally found some creative common images to use.

The following feats have been added for Elemental Savant:

Quicken Elemental Melee Charge:
Requirements: Trissociate Elemental Savant Associate
Benefit: You may use Elemental Strike to charge any melee 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 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.

Durazno
2014-04-06, 02:42 AM
As it grows, this class is starting to look less like a class and more like a subsystem. You could run a whole party of Trissociates - heck, you could run multiple games with parties of Trissociates - and not have much overlap at all! Reading over the associations gives me the same bubbly feeling that I get when I flip through a new Player's Handbook for a system I want to try. (In fact, choosing from three tracks reminds me a little of Legend, even though I think the Trissociate predates that game.)

Are you still looking to expand the class? I could see a place for axiomatic and chaotic outsider associations, perhaps. Or associations for some popular homebrew classes/subsystems like gunslingers, evokers, grammarists, spellshapers or evolutionists. (A mythos association might be overkill, do you think?) You're probably drowning in ideas, though.

Come to think of it, a spellshaping association might be as simple as giving your sublime association access to spell-circles instead of martial disciplines, huh?

JeminiZero
2014-04-07, 07:22 AM
This class now has Prefix and Tags thanks to Glyphstone. :smallbiggrin:

Reading over the associations gives me the same bubbly feeling that I get when I flip through a new Player's Handbook for a system I want to try.
Thanks! :smallsmile:

As it grows, this class is starting to look less like a class and more like a subsystem. You could run a whole party of Trissociates - heck, you could run multiple games with parties of Trissociates - and not have much overlap at all!
Designer Intent was to provide a method of generating exotic but still balanced (hopefully) characters which, do not quite fit an existing archetype. However, while generating the custom class may be a subsystem, its in-game usage largely sticks to commonly known D&D 3.5 rules (with only the Mastery Point system being entirely new).

The fact is that most GMs do not allow homebrew. And the ones that do allow it, prefer not to have to read through an entire subsystem. (Which was why the EZ-Trissociate program was made, to quickly compile everything the GM/Player needs into one page.)

I could see a place for axiomatic and chaotic outsider associations, perhaps.
I would, but I have no half-Axiomatic or half-Anarchic template to refer to.

Or associations for some popular homebrew classes/subsystems like gunslingers, evokers, grammarists, spellshapers or evolutionists. (A mythos association might be overkill, do you think?)
Not to mention Ozodrin (http://www.giantitp.com/forums/showthread.php?153536) and Tome of Radiance (http://www.giantitp.com/forums/showthread.php?258654)!


Are you still looking to expand the class?
You can leave suggestions, and I will think about them when I have a *significantly* more free time. Right now I'm waayyyy behind on my work :smalleek:

Durazno
2014-04-07, 08:58 AM
Ah, yes. I suppose this isn't a subsystem, is it? Nevertheless, it feels like a bigger addition to the game than just a class.

I do have one notion for an Association that is so simple that it almost feels like cheating: Fighter Association. Bonus fighter feat at association level 1, then another at every even level. I'll admit that it still feels lackluster, so I might have to raid the Fighter Fix Features thread for more stuff to add. It probably needs something at association level 19 at least. The main advantage to having something like this is that it would allow somebody to have all three of their tracks be martial if they... you know, if they decided to play a Trissociate in spite of wanting to be a purely martial character for whatever reason.

Pair o' Dice Lost made half-axiomatic and half-anarchic templates, so he might be the guy to ask there. He mentions them here and has an entry for the axiomite, but I haven't been able to find them otherwise. (http://www.giantitp.com/forums/showthread.php?98474-ToB-Discipline-Ninefold-Damnation) Otherwise, I was going to suggest working from the Axiomatic and Anarchic templates, but there's not a lot to them, is there? Apparently there are also planetouched races for law and chaos - the Zenythri and Chaond.

Concerning your notes about adapting the half-plant template into a half-construct; what do you think the plant template would have to give up in exchange for the ability to install warforged components? (http://eberronunlimited.wikidot.com/warforged-components)

qazzquimby
2014-04-07, 05:14 PM
Could you write a guide on how one would convert a class into an association?

JeminiZero
2014-04-08, 08:56 AM
I do have one notion for an Association that is so simple that it almost feels like cheating: Fighter Association. Bonus fighter feat at association level 1, then another at every even level. I'll admit that it still feels lackluster, so I might have to raid the Fighter Fix Features thread for more stuff to add. It probably needs something at association level 19 at least. The main advantage to having something like this is that it would allow somebody to have all three of their tracks be martial if they... you know, if they decided to play a Trissociate in spite of wanting to be a purely martial character for whatever reason.
Although technically classified as skill assocations, Ranger, Rogue or Scout Associations are nonetheless fairly combat oriented, and can be used on a mundane martial character. :smallwink:

Pair o' Dice Lost made half-axiomatic and half-anarchic templates, so he might be the guy to ask there. He mentions them here and has an entry for the axiomite, but I haven't been able to find them otherwise. (http://www.giantitp.com/forums/showthread.php?98474-ToB-Discipline-Ninefold-Damnation) Otherwise, I was going to suggest working from the Axiomatic and Anarchic templates, but there's not a lot to them, is there? Apparently there are also planetouched races for law and chaos - the Zenythri and Chaond.
I will see what I can do with that when I have a bit more free time.

Concerning your notes about adapting the half-plant template into a half-construct; what do you think the plant template would have to give up in exchange for the ability to install warforged components? (http://eberronunlimited.wikidot.com/warforged-components)
Half-Undead actually. Being able to install Warforged components should probably cost a Feat at least. I'm pondering whether it should be just 1 feat for all components, or each feat allows you X components.

Could you write a guide on how one would convert a class into an association?
Here is a draft:

Designing Your Own New Assocations
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.

For the top tier classes, I have tried to break it down to slightly less than 1/4 of the power. E.g. whereas a unspecialized Wizard normally gains 4 spell slots at each spell level, a Trissociate only gains 1, and even then he has massively delayed spell progression. He also does not have anywhere near as many feats.

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.

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.

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.

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.

qazzquimby
2014-04-08, 10:28 AM
Thanks! When I'm home tonight I'l try my hand at the Ozodrin, and then probably more classes once I've got the hang of it. For classes that are already tier 4, do we want about 1/3 strength? And do we tone down the strength/usefulness of class features att any given level, or lower the number of class features granted? Assuming the second, ozodrin features would be unlocked at the same rate, but you would have fewer form points per level?

Also, my interpretation says no, but if it could be possible to take associations multiple times, or havemultiple or tiers of associations for a single class, the system could easily replace conventional classes in games, since normal, single class builds would be possible.

TheLonelyScribe
2014-04-08, 10:39 AM
I love this idea! It's very simple, but it opens up a whole new world of characters. I particularly like the idea of playing the ultimate scholar - Wizard/Archivist/Erudite.

qazzquimby
2014-04-08, 09:42 PM
I've tried, and I'm not sure how to approach things until my above questions are answered.
Also, since bloodlines => associations, is there any reason associations => Major bloodline?

JeminiZero
2014-04-08, 11:17 PM
I love this idea! It's very simple, but it opens up a whole new world of characters.
Thanks! :smallsmile:


I particularly like the idea of playing the ultimate scholar - Wizard/Archivist/Erudite.
Just try not to break the game. Homebrew already has a reputation for being broken, so try not to reinforce that. >_>


Thanks! When I'm home tonight I'l try my hand at the Ozodrin, and then probably more classes once I've got the hang of it. For classes that are already tier 4, do we want about 1/3 strength?
About 1/3 Strength for Tier 4 sounds about right.


And do we tone down the strength/usefulness of class features att any given level, or lower the number of class features granted?
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: a Wizard Associate gains just 1 spell slot instead of 4.

For something which was originally all or nothing (like Half-Celestial flight), I have tried to break it down to a scaling value (progressive wings) gained at appropriate levels.

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).


Also, my interpretation says no, but if it could be possible to take associations multiple times
My preference is no, but to allow for maximum customization, there is no hard rule for that. But check with your DM.


or have multiple or tiers of associations for a single class, the system could easily replace conventional classes in games, since normal, single class builds would be possible.
I am not sure what this means. Care to elaborate?


Also, since bloodlines => associations, is there any reason associations => Major bloodline?
Pyromancer once did a guide on something like this (http://www.giantitp.com/forums/showthread.php?249624-Guide-Pyromancer999-s-Homebrew-Guide-to-Balancing-Power-and-Getting-What-You-Want). It would probably work well for the Tier 4 or lower classes.

qazzquimby
2014-04-09, 12:07 AM
I can't quote on this device, so hopefully you can follow. The main barrier I see between this becoming the go to way of building characters for some groups (not that it isn't very useful as it is) is that a player who wants to be just a wizard, can't. Or two thirds wizard, for an example that isn't so easily remedied by using the standard wizard class. This isn't incredibly important, but facilitating it wouId make the system all the more adaptable. I can't always tell when i'm making sense, so hopefully I'm clearer this time.

Plan for Ozodrin: Advance 1/3 standard form points, unlocking features to spend them on at the normal rate, and unlocking the more iconic abilities such as the stomache and strange movement about two levels later than usual?

JeminiZero
2014-04-10, 04:23 AM
The main barrier I see between this becoming the go to way of building characters for some groups (not that it isn't very useful as it is) is that a player who wants to be just a wizard, can't. Or two thirds wizard, for an example that isn't so easily remedied by using the standard wizard class.
I don't intend to replace all the base classes (In fact, I would be very happy, if a DM allows this homebrew to be used in the first place).

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


Plan for Ozodrin: Advance 1/3 standard form points, unlocking features to spend them on at the normal rate, and unlocking the more iconic abilities such as the stomache and strange movement about two levels later than usual?

I can't recall the details Ozodrin's abilities off the top of my head. Put out a draft and let others take a look at it.

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

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

Half-Anarchic Association Progression (Based on Associate Level)
Level Anarchic Damage Reduction Anarchic Fast Healing (Max HP) Half-Anarchic Spell Like Abilities Gained Special
Starter - - Polymorph and Petrification Resistance
1 1/Lawful 1 (20%) Protection from Law (http://www.d20srd.org/srd/spells/protectionFromLaw.htm) 3/day, Detect Law (http://www.d20srd.org/srd/spells/detectLaw.htm) 1/day Darkvision 60 ft
2 1/Lawful 1 (20%)
3 2/Lawful 1 (40%) Shatter (http://www.d20srd.org/srd/spells/shatter.htm) 1/day Anarchic Chosen Energy Resistance 1
4 2/Lawful 1 (40%)
5 3/Lawful 1 (60%) Chaos Hammer (http://www.d20srd.org/srd/spells/chaosHammer.htm) 1/day, See Invisibility (http://www.d20srd.org/srd/spells/seeInvisibility.htm) 1/day Anarchic Chosen Energy Resistance 2
6 3/Lawful 1 (60%)
7 4/Lawful 1 (80%) Fear (http://www.d20srd.org/srd/spells/fear.htm) 1/day Anarchic Chosen Energy Resistance 3
8 4/Lawful 1 (80%)
9 5/Lawful 1 (100%) Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm) 1/day Anarchic Chosen Energy Resistance 4
10 5/Lawful 1 (100%)
11 6/Lawful 2 (100%) Word of Chaos (http://www.d20srd.org/srd/spells/wordOfChaos.htm) 1/day Anarchic Chosen Energy Resistance 5
12 6/Lawful 2 (100%)
13 7/Lawful 2 (100%) Cloak of Chaos (http://www.d20srd.org/srd/spells/cloakOfChaos.htm) 3/day, Power Word Blind (http://www.d20srd.org/srd/spells/powerWordBlind.htm) 1/day, Animate Objects (http://www.d20srd.org/srd/spells/animateObjects.htm) 1/day
14 7/Lawful 2 (100%)
15 8/Lawful 3 (100%) Power Word Stun (http://www.d20srd.org/srd/spells/powerWordStun.htm) 1/day Immunity to Polymorph and Petrification
16 8/Lawful 3 (100%)
17 9/Lawful 3 (100%) Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (Only Chaotic creatures, and creatures with Anarchic template instead of Celestial or Fiendish. Refer to Manual of the Planes pg 198 or Planar Handbook pg 107) 1/day Half-Anarchic Rapid Summons, Timeless Body
18 9/Lawful 3 (100%)
19 10/Lawful 4 (100%) Implosion (http://www.d20srd.org/srd/spells/implosion.htm) 1/day Anarchic Outsider Transformation


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

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

Anarchic Fast Healing (Ex): You gain the indicated amount of fast healing as you progress. However, you are initially unable to fast heal all your HP. Instead, your fast healing brings you up to a maximum percentage of your HP (rounded down), as indicated within the brackets. E.g. Lets say we have level 1 Half-Anarchic primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Hence his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.

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

Anarchic Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid, Sonic). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.
Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. This does not apply to Chosen Energy Resistance within the same Association, since you must select a different energy type each time. For example, if you select the same Chosen Energy Resistance for 2 different Associations, your energy resistance becomes twice your Trissociate level.

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

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

Anarchic Outsider Transformation (Ex): Your ascension is complete. Choose any 3 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType), with the Native (http://www.d20srd.org/srd/typesSubtypes.htm#nativeSubtype) subtype. However, you do not gain proficiency with Martial Weapons.

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

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

Anarchic Faster Healing: This ability can be triggered by spending 1 Mastery Point as a free action and does not require Mastery Meditation. It lasts for 10 rounds, during which it increases your Anarchic Fast Healing amount by your Trissociate bonus. Additionally, during this time, you can Fast Heal up to 100% of your HP, regardless of your normal limit.

E.g. Lets say we have level 1 Half-Anarchic primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Normally his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1. But he can spend 1 Mastery Point to trigger Anarchic Faster Healing, which increases his Fast Healing by his Trissociate Bonus (in this case +1), to a total of 2. And he can Fast Heal up to his full 8 HP.

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


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

Half-Axiomatic Association Progression (Based on Associate Level)
Level Axiomatic Damage Reduction Half-Axiomatic Spell Like Abilities Gained Special
Starter - Polymorph and Petrification Resistance
1 1/Chaotic Protection from Chaos (http://www.d20srd.org/srd/spells/protectionFromChaos.htm) 3/day, Detect Chaos (http://www.d20srd.org/srd/spells/detectChaos.htm) 1/day Darkvision 60 ft
2 1/Chaotic
3 2/Chaotic Make Whole (http://www.d20srd.org/srd/spells/makeWhole.htm) 1/day, Calm Emotions (http://www.d20srd.org/srd/spells/calmEmotions.htm) 1/day Axiomatic Chosen Energy Resistance 1
4 2/Chaotic
5 3/Chaotic Order's Wrath (http://www.d20srd.org/srd/spells/ordersWrath.htm) 1/day, Detect Thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm) 1/day Axiomatic Chosen Energy Resistance 2
6 3/Chaotic
7 4/Chaotic Charm Monster (http://www.d20srd.org/srd/spells/charmMonster.htm) 1/day, Clairaudience-Clairvoyance (http://www.d20srd.org/srd/spells/clairaudienceClairvoyance.htm) 1/day Axiomatic Telepathy
8 4/Chaotic
9 5/Chaotic Hold Monster (http://www.d20srd.org/srd/spells/holdMonster.htm) 1/day, Divination (http://www.d20srd.org/srd/spells/divination.htm) 1/day Axiomatic Chosen Energy Resistance 3
10 5/Chaotic
11 6/Chaotic Dictum (http://www.d20srd.org/srd/spells/dictum.htm) 1/day Axiomatic Chosen Energy Resistance 4
12 6/Chaotic
13 7/Chaotic Shield of Law (http://www.d20srd.org/srd/spells/shieldOfLaw.htm) 3/day, Contact Other Plane (http://www.d20srd.org/srd/spells/contactOtherPlane.htm) 1/day Axiomatic Hive Mind Contact
14 7/Chaotic
15 8/Chaotic Moment of Prescience (http://www.d20srd.org/srd/spells/momentOfPrescience.htm) 1/day Immunity to Polymorph and Petrification
16 8/Chaotic
17 9/Chaotic Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (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 (http://www.d20srd.org/srd/spells/dominateMonster.htm) 1/day Axiomatic Outsider Transformation


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

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

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

Axiomatic Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Sonic). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.
Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. This does not apply to Chosen Energy Resistance within the same Association, since you must select a different energy type each time. For example, if you select the same Chosen Energy Resistance for 2 different Associations, your energy resistance becomes twice your Trissociate level.

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

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

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

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

Axiomatic Outsider Transformation (Ex): Your ascension is complete. Choose any 3 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType), with the Native (http://www.d20srd.org/srd/typesSubtypes.htm#nativeSubtype) subtype. However, you do not gain proficiency with Martial Weapons.

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

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

This is based on a mixture of the various Formians (http://www.d20srd.org/srd/monsters/formian.htm) 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.

Durazno
2014-04-10, 06:54 AM
All right! I particularly like the addition of Slaad features on the half-anarchic association.

I was wondering if the half-axiomite should get a second automatic mastery talent, but I've been drawing a blank on what it should be. Maybe something to temporarily improve energy resistance?

I was about to ask about the Smite Order and Smite Chaos abilities on the axiomatic and anarchic templates, but that really seems more like a Paladin of Chaos/Law thing than a bloodline thing, doesn't it?

Southern Cross
2014-04-10, 03:18 PM
Trissociate (http://www.giantitp.com/forums/showthread.php?t=234951) (Mental focus: Wizard, Archivist, Erudite)
Hit Die: D6

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



Other Progression
Level Base Attack Bonus Will Good Save Poor Save Mastery Points Trissociate Bonus
1 +0 +2 +2 +0 10 1
2 +1 +3 +3 +0 12 1
3 +2 +3 +3 +1 14 1
4 +3 +4 +4 +1 16 1
5 +3 +4 +4 +1 18 2
6 +4 +5 +5 +2 22 2
7 +5 +5 +5 +2 26 2
8 +6/+1 +6 +6 +2 30 2
9 +6/+1 +6 +6 +3 34 3
10 +7/+2 +7 +7 +3 40 3
11 +8/+3 +7 +7 +3 46 3
12 +9/+4 +8 +8 +4 52 3
13 +9/+4 +8 +8 +4 58 4
14 +10/+5 +9 +9 +4 66 4
15 +11/+6/+1 +9 +9 +5 74 4
16 +12/+7/+2 +10 +10 +5 82 4
17 +12/+7/+2 +10 +10 +5 90 5
18 +13/+8/+3 +11 +11 +6 100 5
19 +14/+9/+4 +11 +11 +6 110 5
20 +15/+10/+5 +12 +12 +6 120 5



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

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

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

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

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

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.

Spellcasting: You gain Intelligence based prepared Arcane spells as a Wizard (http://www.d20srd.org/srd/classes/sorcererWizard.htm#wizard). Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wz0-Wz9). You gain bonus spell slots based on your Intelligence score.

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

Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation feat of your choice, which you qualify for.

Spellcasting: You gain Intelligence based prepared Divine spells as an Archivist (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3). Your spells at each level follow the table above (Ac0-Ac9) Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above. Your spell access and spell DC are based on your Intelligence score. You bonus spells slots are based on your Wisdom score.

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

Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation feat of your choice, which you qualify for.

Psionics: You gain Intelligence based Manifesting Powers as an Erudite (http://www.wizards.com/default.asp?x=dnd/iw/20060406b). Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. You gain bonus Power Points based on your Intelligence score. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Erudite association is secondary, and you do not know any powers yet).

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

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

Wizard Bonus Feat: You gain a bonus feat as per a Wizard.

Archivist Bonus Feat: You gain a bonus feat as per an Archivist.

Primary Automatic Mastery Talents
Recover Spell (Wizard): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

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

Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
Recover Spell (Archivist): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

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

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



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

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

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

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

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

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

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

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

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


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

Save Boost: Whenever he makes a saving throw, a Trissociate may spend 1 Mastery point to add his Trissociate bonus to that saving throw. This does not require any action on his part, and he can activate this talent even when it is not his turn. In the event he gets to make a reroll of the same saving throw, he may reapply this bonus to the reroll, without spending additional points.

Fast Heal: A Trissociate may spend 1 Mastery Point to gain fast healing equal to his Trissociate Bonus, for 10 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). He may choose to activate this ability even when he is dying, which automatically stabilizes him.

E.g. Lets say a level 6 Trissociate with a Trissociate bonus of +2 is under the effect of the vigor spell which grants him Fast Healing of 2. He can activate his Trissociate Bonus Fast Healing of 2 points. He can choose to stack his Trissociate Fast Healing on top of the vigor spell for a total of 4 points of Fast Healing.

Attack Boost: Whenever he makes an attack rolls, a Trissociate may spend 1 Mastery point to add his Trissociate Bonus to that particular attack roll. Trissociate may choose to use this ability multiple times per round, for each seperate attack which he makes (e.g. iterative full attack).

Speed Boost: A Trissociate may spend 1 Mastery point to increase his speed for all modes of movement, which lasts until the start of his next turn. The speed increase so gained, is equal to his Trissociate bonus multiplied by 10 ft.

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

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

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

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

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

qazzquimby
2014-04-10, 10:33 PM
1/3 of feature points. All abilities knocked back two levels or so, with some knocked off. No Abberant feats. Anything that is multiplied off class level is about half what it would be. Feature access scales slower.

Ozodrin Association

Ozodrin Association Progression (Based on Associate Level)


Level
Special
Effective Ozodrin Level
(Feature Access)


Starter
Manifest Form, Form Points
0


1st
Aberrant Affinity
1

2nd
-
2

3rd
Primary Stomach
3


4th
-
3


5th
Devour
5

6th
-
5

7th
Unearthly Power
6

8th
-
6

9th
Strange Movement
7


10th
-
8

11th
Swallow Whole, Aberrant Nature
9

12th
-
9

13th
Budding Body
10

14th
-
11

15th
Rapid Form
12

16th
-
12

17th
Otherwordly Guise
13

18th
-
14

19th
Shifting Shape, Sinister Image
15


Manifest Form (Ex): As a swift action, you may manifest or suppress your true nature. The suppressed form is often referred to as your worldly guise. While your nature is manifested, all features that you possesses are revealed (see below) but you may not add or remove new features (but see Aberrant Nature, below). You may choose to suppress the effects (and visual components) of your aberrant feats when in your worldly guise but you must suppress all or none of such effects.

Form Points (Ex): You have a number of form points equal to your Charisma modifier + the number of Aberrant feats you've taken + your trissociate level. These points may be used to apply different features to your manifested form. All features cost form points. If you remove a feature, you regain the form points spent on it. The total cost of all features added cannot be more than the total number of form points you have. Features can be found here. (http://www.giantitp.com/forums/showthread.php?153536-Tooth-and-Tentacle-base-class-PEACH) Your effective Ozodrin level, listed in the class table, determines which features you have access to.

Aberrant Affinity (Ex): You gain Aberrant Blood as a bonus feat and may take aberrant feats even if you aren't humanoid. Classes which advance the Manifest Form ability advance this ability as well.

Primary Stomach (Ex): Your can hold a number of small creatures equal to your class level squared. Four small creatures equal 1 medium, 4 medium equal 1 large, 4 large equal 1 huge, etc. Unlike most creatures with a swallow whole ability, you have no natural hazards in your stomach. Instead you are able to place features in it's stomach, allowing you to see and attack creatures you swallow. If you have no eyes inside your stomach, creatures in contact with the stomach have partial concealment (as you can feel them but not see them) while creatures that are flying or otherwise avoiding touching the surfaces have total concealment.
As long as you are manifesting your true nature, there is a supply of air to the stomach. However, if you suppresses your true nature, the air supply is cut off. In this case there is enough air to support a creature for 1 minute for every creature of it's size that could fit in the stomach before the supply is exhausted (this assumes normal activity).
If you have recently Devoured a creature, there is a 100% chance that any loot it had on it might be in the stomach (determined for each piece of loot individually). This decreases by 5% for every round since the creature was devoured. A corpse or body parts (unless artificial) will never be found this way.
If you have at least two limb or tentacle features in your stomach and one or more eyes, you are able to retrieve the items itself as a swift action, tossing them out of one of your mouths. Alternatively, you may attempt to cough up all swallowed items as a standard action.
If the you die, creatures in your stomach have 1d6 rounds to escape before they are forcefully ejected (along with all the other contents of the stomach not a part of you) as the pocket dimension collapses, dealing 1d8 damage per 4 associate levels. Creatures ejected this way show up at the location of your corpse or as close to it as possible if other ejected contents are in the way.
If another class would advance the stomach feature, it advances this ability as well.

Devour (Ex): You are capable of consuming pinned opponents. Bite attacks made against an opponent you have pinned do not take the usual -4 penalty to attack rolls and you may make as many bite attacks as they would normally be able to (normally you cannot attack a pinned opponent with your own weapon, nor can you usually attack a grappled opponent with multiple light weapons). You may choose to have a successful bite attack against a pinned opponent deals 1 point of con damage instead of its normal damage. For each point of con damage dealt this way, you heal 2 points of damage. You may cough up any magical or inorganic items possessed by one or more completely eaten opponents (opponents that were killed by bite attacks effected by this ability, even if they did not deal con damage) as a standard action as long as they do so within ten minutes of eating the opponent(s). Pieces of inorganic opponents such as iron golems cannot be coughed up this way and unusually potent items, such as artifacts, can be coughed up even after 10 minutes have passed. You cannot choose which items they cough up in this fashion - all items that could be coughed up are.

Unearthly Power (Su): Your natural weapons granted by features receive an enhancement bonus equal to 1/3 your associate level to attack rolls. Any attack effected by this ability bypasses damage reduction as though it were a magic weapon.

Strange Movement (Ex): You are able to pull yourself into the extra-dimensional pocket that your digestive system occupies and return at a nearby spot. This acts as a non-magical teleportation ability that can be used as a standard action any number of times per day, provided the total distance moved is no greater than 5ft per associate level per day. Line of sight is required, but if the requirement is somehow negated, attempts to return within a solid object or occupied square cause you to be shunted to the nearest unoccupied square, taking up as much of the daily movement as needed to reach it. If there is not enough movement, you take 1d6 points of damage per additional 5ft needed. In addition, rather than instantly reappearing, you may instead choose to wait inside the extra-dimensional pocket, but each round it does so counts as 5ft of movement for the day’s limit. While so hidden, you may act normally, but may not effect anything outside the pocket dimension. This ability may be used only if you are manifesting your true nature.

Swallow Whole (Ex): When making a grapple attempt against a creature in the same square as a mouth, you are capable of attempting to swallow it whole. You may only swallow a creature whole if the creature is the same size as the mouth used for the attempt or smaller. Creatures may escape the stomach by trying to cut through the wall or, if there are any mouths, trying to climb up the throat and out the mouth.
The walls have an AC of 5 + two times your your level, hardness equal to 1/2 your associate levels (rounded down), and require 3 times your class level in damage to make a hole large enough for a medium sized creature to escape (a hole for a large creature requires twice as much damage as a medium, a huge requires twice as much as a large etc. A hole large enough for a small creature requires only 2x your associate level damage to create a hole large enough, and a tiny or smaller hole requires only 1x your associate in damage). Holes reseal in 1d4 rounds if no further damage is done and you are still alive. You take 1 point of damage for every 10 points of damage dealt to the walls of its stomach.
If a swallowed creature attempts to climb out, it must succeed on a DC 30 climb check for three consecutive rounds (for each successful round count it as an additional 10 feet of height for calculating fall damage on a failed check). If the creature is attacked while climbing, it must attempt the check again at a -5 penalty. As a move action you may attempt to swallow with one or more throats, prompting a climb check for any creatures currently trying to climb out opposed by your grapple check.

Aberrant Nature (Ex): Your type changes to aberration. You are no longer affected by spells and abilities that can only affect humanoids. You gain darkvision out to 60ft (this stacks with darkvision from other sources). You stop aging and can no longer die of old age. Despite the type change, you may still count as its previous type to qualify for feats and PRCs. You also do not gain the needs to eat, breathe, or sleep if you previously lacked any of them. Your ability to change your features is no longer limited to your worldly guise (see the feature ability for details on changing features).

Budding Body (Ex): You are able to place features other than a basic eye or a mouth on the length of a blunt tentacle. If you do so, you must select the location upon the length of the tentacle that the feature occupies. A tentacle can support a number of features on its end length equal to 1 ½ times your charisma modifier (minimum 3) and may have up to a number of features equal to your charisma modifier along the length for every additional 5 feet of length of the tentacle (minimum 2). Mouths must be at least two size categories smaller than the tentacle while other features must only be at least 1 size category smaller (count puppets as being 3 size categories smaller than the puppet). Eyes only count as 1/2 a feature for determining the number of features that may be placed on a 5' section. Such a Tentacle may be extended around the battlefield as a move action, however, it causes you to count as occupying any spaces it passes though with the exception that it can't be used to flank you and does not benefit from armour you're wearing (it can however be attacked to deal you damage). If such a tentacle is not fully extended, any features on the excess length (measured from the tip to your body) are counted as occupying the same location as you. If eyes are placed on the tentacle, they allow you to ignore concealment caused by view obstructions from the location of you main body that aren't in the way from the eye's location. Special sight types granted from eyes are measured from the location of the eye and only stack with eyes at the same location (or your own if they are currently occupying the same square). A Gaze attack and other ranged augment must have line of sight from the location of the feature that grants it.
Budding body counts as a feature for other sources that advance features.

Rapid Form (Ex): You can add or remove a number of features equal to your charisma modifier (minimum 4) as a full-round action. Basic Eyes only count as ½ a feature for the purposes of this class feature. Furthermore, if you use a move action or a standard action to remove a feature, you may add/remove two features instead. The form points spent on a removed feature do not count against the point limit of a feature added at the same time.

Otherworldly Guise (Ex): You can force aspects of your true form onto your worldly guise. As a full-round action you may swap the features of it worldly guise for different features. Calculate the worldly guise features as if you were a puppet of your race, do not count features from aberrant feats. The form points need to form such a puppet + 1/10 of your form points may be redistributed into new features. No more than than the starting number of features+ 1 per 5 ozodrin level may be present. Basic eyes count for 1/2. You may not add shifting features, Puppets, Spawn, or Lure Traps. A form without eyes is blind, and a form without a mouth can‘s speak. A form without limbs or tentacles has a land speed of 0. A form without a mouth may not use devour or Swallow whole.

Shifting Shape (Ex): You are able to make your body mutable. All features gain the Shifting augment. This augment adds 3 to the cost of the feature. A feature with the shifting augment may be moved to any portion of you that it could be placed on, as a move action. Puppets and spawn count as a single feature. Lure traps count as a part of the puppet they are on and can't be moved to other puppets. The number of features that you may have with the shifting augment cannot exceed twice your charisma modifier.

Sinister Image (Su): You have a special connection with depictions of yourself. As such you are able to detect any pictures, illusions, or other images depicting yourself. This even extends to other beings attempting to scry you or view you through similar magical means. Furthermore, such images are treated as a part of yourself. Due to this, you are able to move a feature with the shifting augment onto the depiction, allowing it to attack, or otherwise interact with things there (in the case of scrying which does not create an image, the shifting feature may move within 5 feet of the one doing the scrying), though doing so requires using up 5 feet of its strange movement. If you have no eyes in the area, it is treated as being blind there. Likewise if you have no means of hearing it is treated as being deaf there. Despite this, you can sense if the image is being viewed. This ability only applies to images depicting yourself, not images that just happen to look like it. Thus changing your form to look like someone in a painting does not allow it to use this ability with the painting.

JeminiZero
2014-04-11, 06:09 AM
All right! I particularly like the addition of Slaad features on the half-anarchic association.

I was wondering if the half-axiomite should get a second automatic mastery talent, but I've been drawing a blank on what it should be. Maybe something to temporarily improve energy resistance?
I don't feel it to be necessary. The Celestials/Fiends don't get anything beside recover SLA either.


I was about to ask about the Smite Order and Smite Chaos abilities on the axiomatic and anarchic templates, but that really seems more like a Paladin of Chaos/Law thing than a bloodline thing, doesn't it?
Yeah. Don't want to make the Pallie any more jealous than he already is now do we. :smalltongue:


Trissociate (http://www.giantitp.com/forums/showthread.php?t=234951) (Mental focus: Wizard, Archivist, Erudite)
Good to see that the Generator is working for you...

You know, I never realized how powerful 120 Master Points was until now. :smalleek: (recharge a level 9 spell/power 13 times) I may have to think about reducing MP across the board, and beefing up the Associations and Talents.


Ozodrin Association
Right then. The rest of you, feel free to comment on it. I will see about incorporating it into the next build of EZ-trissociate.

qazzquimby
2014-04-11, 11:29 AM
I really don't know if it's balanced, since that's not my strongest point, and I'd never made an association before.
If it's okay though, any suggestions on what I do next?

JeminiZero
2014-04-11, 08:05 PM
I really don't know if it's balanced, since that's not my strongest point, and I'd never made an association before.
If it's okay though, any suggestions on what I do next?
If you are feeling really hardworking, try running a homebrew playtest game. :smallbiggrin: The last one sort of died (http://www.giantitp.com/forums/showthread.php?336279).

As mentioned, I am thinking about rejigging all the Associations:

Current Proposed Rebalancing Changes:
*Reduce final Mastery points to 25 (50 for Mental focus)
*Learnable Talents will all receive a boost to bring them more in line with spell effects.
* *Save Boost will last 1 minute/Trissociate level
* *Fast Healing amount doubled, duration halved
* *Attack Boost capped at +1, but will last 1 minute/Trissociate level
* *Speed boost reduced to bonus x 5 ft, but will last 1 minute/Trissociate level
* *Skill boost increased to Trissociate level/2 for 1 skill check
*Turn/Rebuke Undead: Lay on Hands/Deadly Touch pool size increased to (Trissociate Bonus + Charisma Bonus if any) x Trissociate level. Cap each usage at Trissociate level x 10. Recover Lay on Hands/Deadly Touch increased to: 1 MP = Trissociate Level + Trissociate Bonus + Charisma Bonus if any
*Paladin: Widen Aura increased to 1 minute/Trissociate level
*Artificer: Get Skill Mastery at level 1
*Weapon Master: Chosen Seeking Strike- change to True Strike effect. Chosen Pounce- cost 2 MP to give a full pounce effect
*Martial Sage: heavily reworked. Higher end abilities cost, more Ki points, but at the same time, his Ki pool is bigger. Ki Dodge modified to have scaling cost.
*Ranger: Boost favored skill increased to Trissociate level/2 for 1 skill check. Remove Track (gained by Skill focus instead) and Wild Empathy (gained by Animal Companion association instead).
*Rogue: Boost Sneak attack limited to once per round
*Scout: Add Boost Skirmish similar to what Rogue gets
*Allow Fortification (Elemental, Plant, Undead) to stack with one other source.
*Outsider Transformation for Half-Bloods: Reduce from +2 to 3 stats, to +2 to 2 stats
*Lycanthrope: Added Rapid Alternate Form
*Elemental Strike: Elemental Strike to be reworded to allow use with range weapons. Also, add option to use it as a touch attack, to allow Coup De Grace.
*Dragon Shaman: Touch of Vitality pool size increased to 2 x (Trissociate Bonus + Charisma Bonus if any) x Trissociate level. Recover Touch of Vitality increased to: 1 MP = Trissociate Level + Trissociate Bonus + Charisma Bonus if any. Remove Boost Draconic Aura
*Adding Axiomatic/Anarchic and Psionic Blooded
*Rearrange the classifications a little. Move Scout, Ranger, Rogue and Animal Companion to Martial. Move Shadow Walker to Half-Blood. Martial Sage to Miscellaneous.

qazzquimby
2014-04-11, 08:17 PM
The Ozodrin Associate doesn't have any learned or automatic master talents, since I had no idea what to add. I might add a harrowed associate and evolutionist associate, and do the gramarie classes once they've been rewritten.

JeminiZero
2014-04-13, 09:36 AM
Alright, Mastery point balancing update is finished.

@Southern Cross: If you want, you could test the new generator and edit in an updated Ultimate Scholar.

Next up, I will start chewing on the Ozodrin Association.

Southern Cross
2014-04-13, 04:44 PM
O.K, here's the updated Ultimate Scholar:
Trissociate (http://www.giantitp.com/forums/showthread.php?t=234951) (Mental focus: Wizard, Archivist, Erudite)
Hit Die: D6

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



Other Progression
Level Base Attack Bonus Will Good Save Poor Save Mastery Points Trissociate Bonus
1 +0 +2 +2 +0 2 1
2 +1 +3 +3 +0 4 1
3 +2 +3 +3 +1 6 1
4 +3 +4 +4 +1 8 1
5 +3 +4 +4 +1 10 2
6 +4 +5 +5 +2 12 2
7 +5 +5 +5 +2 14 2
8 +6/+1 +6 +6 +2 16 2
9 +6/+1 +6 +6 +3 18 3
10 +7/+2 +7 +7 +3 20 3
11 +8/+3 +7 +7 +3 22 3
12 +9/+4 +8 +8 +4 24 3
13 +9/+4 +8 +8 +4 26 4
14 +10/+5 +9 +9 +4 28 4
15 +11/+6/+1 +9 +9 +5 30 4
16 +12/+7/+2 +10 +10 +5 34 4
17 +12/+7/+2 +10 +10 +5 38 5
18 +13/+8/+3 +11 +11 +6 42 5
19 +14/+9/+4 +11 +11 +6 46 5
20 +15/+10/+5 +12 +12 +6 50 5



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

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

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

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

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

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.

Spellcasting: You gain Intelligence based prepared Arcane spells as a Wizard (http://www.d20srd.org/srd/classes/sorcererWizard.htm#wizard). Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wz0-Wz9). You gain bonus spell slots based on your Intelligence score.

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

Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation feat of your choice, which you qualify for.

Spellcasting: You gain Intelligence based prepared Divine spells as an Archivist (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3). Your spells at each level follow the table above (Ac0-Ac9) Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above. Your spell access and spell DC are based on your Intelligence score. You bonus spells slots are based on your Wisdom score.

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

Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation feat of your choice, which you qualify for.

Psionics: You gain Intelligence based Manifesting Powers as an Erudite (http://www.wizards.com/default.asp?x=dnd/iw/20060406b). Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. You gain bonus Power Points based on your Intelligence score. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Erudite association is secondary, and you do not know any powers yet).

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

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

Wizard Bonus Feat: You gain a bonus feat as per a Wizard.

Archivist Bonus Feat: You gain a bonus feat as per an Archivist.

Primary Automatic Mastery Talents
Recover Spell (Wizard): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

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

Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
Recover Spell (Archivist): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

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

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



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

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

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

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.


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

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

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

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

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

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

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

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

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

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

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

Southern Cross
2014-04-13, 05:13 PM
Oh, and JeminiZero, instead of giving the Ultimate Scholar a second item creation feat, wouldn't it be better to give the Ultimate Scholar a familiar instead?
I'd change the Scribe Scroll text to the following: "Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation feat of your choice, which you qualify for or the familiar class feature, if you have a prepared arcane caster association".

JeminiZero
2014-04-14, 10:50 AM
Oh, and JeminiZero, instead of giving the Ultimate Scholar a second item creation feat, wouldn't it be better to give the Ultimate Scholar a familiar instead? I'd change the Scribe Scroll text to the following: "Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation feat of your choice, which you qualify for or the familiar class feature, if you have a prepared arcane caster association".

Perhaps Item Creation and Metamagic feats? I somehow feel that providing a familiar just like that makes Animal/Magical Companion redundant.

Of course, you could still buy a familiar via the Obtain Familiar feat on level 3.

Durazno
2014-04-14, 10:46 PM
I'm still stuck on the smiting, actually. I was thinking that you might allow Smite Axiomatic and Smite Anarchic as options for the Paladin Association, in case a character concept finds Law or Chaos more important than Good or Evil. It could even be a little adaptation sidebar thing instead of an addition to the Association proper.

JeminiZero
2014-04-15, 07:53 PM
Smite Anarchic/Axiomatic should be fine. I'll add it as an adaptation note in the next update.

I am going through the various Associations and thinking about how to handle class features which appear more than once. For example, if somebody is half-Undead and half-Fiend, they would get poison immunity twice. Similiarly, a half-dragon/half-fey would get progressive wings twice.

I'm thinking of giving progressive wings the clause: If you have this from some other Association you gain a bonus feat at Progressive Wings 2 and 3 (roughly corresponding to when Dragon Wings and Improved Dragon Wings would normally be taken). Likewise for Poison and Disease Immunity. Any thoughts?

Durazno
2014-04-16, 03:40 AM
I would love that. It would give more incentive to create hybrid monstrosities, which is great.

So would it be a specific bonus feat or a choice from a list? (Maybe it should be specific for most things, but then there could be a list of choices for wings?)

Does this include overlapping natural AC? (Actually, do multiple sources of natural AC stack? I'd been assuming that they don't.)

spikeof2010
2014-04-16, 08:18 AM
I'd love some binder or gramarie associates

JeminiZero
2014-04-16, 09:30 AM
So would it be a specific bonus feat or a choice from a list? (Maybe it should be specific for most things, but then there could be a list of choices for wings?)
I was thinking of allowing any feat.

Planned Replacements for Duplicate Association Class Features:

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

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

Fortification (Ex): As you become more (Whatever)-like, you become less vulnerable to precision damage. When you are struck by a critical hit, or a precision damage attack (such as sneak attack, sudden strike or skirmish), there is a chance that the critical hit or precision damage is negated and damage is instead rolled normally, as indicated by the percentage in the column.
Special: This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 45% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 70%. If you also carry a shield with light fortification, your total effective fortification is still 70%, since fortification from the shield and the suit of armor do not stack.
Special: If you have selected 2 or more Associations which provide fortification, they stack together in a special way. Firstly, your total fortification is equal to the fortification of all your associations summed together. You can no longer stack your total fortification with one other source. Your maximum effective fortification is still 100%. But for every 25% your sum total fortification exceeds 100%, you may choose one of the following benefits: You gain +2 to all Fortitude saves. Or you gain an additional 1 hit point per hit dice. You can choose the same, or a different benefit each time your total fortification reaches the next 25% mark, and their effects stack. E.g. lets say a Trissociate has selected 2 Associations which provide 100% fortification by level 20. Therefore on level 20, his total fortification is 200% (although his effective fortification is still only 100%). This exceeds the 100% cap by 100%, or 4 times of 25%. Hence he can gain the above mentioned bonus 4 times.

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

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

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

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


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

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


I'd love some binder or gramarie associates

There is already a Binder Associate (second one in this post (http://www.giantitp.com/forums/showthread.php?234951-Trissociate-3-5-Base-Class-(PEACH)&p=12830631&viewfull=1#post12830631)).

Gramarie requires me to first understand the Gramarie subsystem, before I could put it into the Trissociate Class generation subsystem. (Yo Dawg and all that). Maybe when I have a lot more free time to read it all up.

qazzquimby
2014-04-16, 09:39 AM
Gramarie is being rewritten, so you want to wait a while until it's finished.

JeminiZero
2014-04-17, 06:59 AM
OK, quick update:

There is now more support for duplicate class features. If you have 2 Associations that provide you with the exact same class feature, you can swap out the 2nd one for a bonus. This applies to: Progressive Wings, Poison Immunity, Disease Immunity, Paralysis Immunity, Polymorph/Petrification Immunity and Stunning Immunity.

Ozodrin has been added to EZ-Trissociate.

The generator also has a small formatting change, and will now list Associations in 2 columns.

Southern Cross
2014-04-18, 12:49 AM
Doesn't seem that much different from before...
Trissociate (http://www.giantitp.com/forums/showthread.php?t=234951) (Mental focus: Wizard, Archivist, Erudite)
Hit Die: D6

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



Other Progression
Level Base Attack Bonus Will Good Save Poor Save Mastery Points Trissociate Bonus
1 +0 +2 +2 +0 2 1
2 +1 +3 +3 +0 4 1
3 +2 +3 +3 +1 6 1
4 +3 +4 +4 +1 8 1
5 +3 +4 +4 +1 10 2
6 +4 +5 +5 +2 12 2
7 +5 +5 +5 +2 14 2
8 +6/+1 +6 +6 +2 16 2
9 +6/+1 +6 +6 +3 18 3
10 +7/+2 +7 +7 +3 20 3
11 +8/+3 +7 +7 +3 22 3
12 +9/+4 +8 +8 +4 24 3
13 +9/+4 +8 +8 +4 26 4
14 +10/+5 +9 +9 +4 28 4
15 +11/+6/+1 +9 +9 +5 30 4
16 +12/+7/+2 +10 +10 +5 34 4
17 +12/+7/+2 +10 +10 +5 38 5
18 +13/+8/+3 +11 +11 +6 42 5
19 +14/+9/+4 +11 +11 +6 46 5
20 +15/+10/+5 +12 +12 +6 50 5



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

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

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

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

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

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.

Spellcasting: You gain Intelligence based prepared Arcane spells as a Wizard (http://www.d20srd.org/srd/classes/sorcererWizard.htm#wizard). Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wz0-Wz9). You gain bonus spell slots based on your Intelligence score.

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

Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation or Metamagic feat of your choice, which you qualify for.

Spellcasting: You gain Intelligence based prepared Divine spells as an Archivist (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3). Your spells at each level follow the table above (Ac0-Ac9) Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above. Your spell access and spell DC are based on your Intelligence score. You bonus spells slots are based on your Wisdom score.

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

Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation or Metamagic feat of your choice, which you qualify for.

Psionics: You gain Intelligence based Manifesting Powers as an Erudite (http://www.wizards.com/default.asp?x=dnd/iw/20060406b). Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. You gain bonus Power Points based on your Intelligence score. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Erudite association is secondary, and you do not know any powers yet).

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

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

Wizard Bonus Feat: You gain a bonus feat as per a Wizard.

Archivist Bonus Feat: You gain a bonus feat as per an Archivist.

Primary Automatic Mastery Talents
Recover Spell (Wizard): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

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

Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
Recover Spell (Archivist): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

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

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



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

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

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

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.


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

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

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

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

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

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

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

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

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

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

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

qazzquimby
2014-04-18, 01:52 AM
It would be helpful if someone could come up with an automatic mastery talent for the ozodrin, or give me some instruction on what would be reasonable. My inclination is to say you gain temporary from points by expending mastery points, but I don't know how long or how many.

Mythic Associates coming up

Teramach Association


Level
Special
Mythos
Excellencies


Starter





1
The Monster's Mythos, Monstrous Rage, Mythos Known,
Exceptional Mythos, Excellence in Monstrosity, Scarred Flesh,
+1



2





3
Primitive Brutality I

+1


4





5
Primitive Brutality II




6





7
Fantastic Mythos
+1



8





9
Primitive Brutality III

+1


10





11
Primitive Brutality IV




12





13
Legendary Mythos
+1



14





15
Primitive Brutality V

+1


16





17
Primitive Brutality VI




18





19
Primitive Brutality VII, Exalted Mythos
+1
+1



The Monster's Mythos: Your power is expressed in terms of one or more "Mythos", the building blocks of the legend that you are, and the stories that you have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + Strength modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "associate level" as in the number of levels one has in the Teramach association. When a Mythos references "allies", it specifically does not refer to the character using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the tales of thugs, brutes, madmen, psychopaths, cannibals, and serial murderers. The men and women who are animals trapped in human bodies, incapable of living by the laws and ethics of a civilized society. Fantastic Mythos are the ideals of fairy tale monsters - demons, bogeymen, and dragons that terrorize and destroy, devouring knights and ill behaved children, or burning down villages and eating virgin hearts. Legendary Mythos are methods of calamity and ruin; the designs of pitspawned horrors that despoil what is pure, slaughter the armies of men, and burn the land such that life never returns. Exalted Mythos are for monsters beyond this petty world. They eat the sun, and cast the stars down upon the earth, and Hell follows behind them, for fear of their notice.

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When you gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When you gain access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next odd level of the Teramach association. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later). Mythos can be found here. (http://www.giantitp.com/forums/showthread.php?286983-3-5-Base-Class-quot-I-want-to-live-inside-a-castle-built-of-your-agony!-quot)

Monstrous Rage: Some of your abilities reference a concept known as a "Rage", or a "Rage Effect". Unless otherwise stated, a Rage Effect induces the following behavior for its duration:

"The effected character may not show any manner of restraint in their attacks (for example, they may not voluntarily deal nonlethal damage if there is a suitable lethal method available, or purposefully pull their punches to deal less damage). They may not voluntarily perform movement that would take them farther away from all of their enemies (they may switch targets, but not forsake all of them). If a foe is dropped unconscious, and there are other dangers afoot, they may focus on those other dangers, but if there are no other enemies, dangers, or pressing concerns, they must attempt to kill fallen enemies. Any creature that strikes them (even if that creature is under some kind of outside influence) is considered an enemy (and cannot be considered an ally, obviously) for the duration of the Rage.

A Raging character takes a -4 penalty on all skill checks (other than Balance, Climb, Intimidate, Jump, Listen, Sense Motive, Spot, Survival, Swim, and Tumble checks), and ranged attack rolls (except with thrown weapons), and cannot cast spells, manifest psionic powers, or utilize Truenaming or Shadow Magic (Binding, Incarnum, and Invocations are fine)."

Mythos Known: At 1st level you begin play with one Exceptional Mythos that you qualify for.

You also have the ability to learn more Mythos, above the ones automatically allotted to him by leveling up - by destroying part of your humanity to make room for more of the Monster. At any time, you may destroy one of your own possessions (something that has been in his possession for at least a week's time). The annihilation must be complete enough that the item could never be repaired. The destroyed item's value in gold pieces is granted to you as an equal amount of Mythos Points.

By spending 3,000 Mythos Points, and 250xp, you may learn an Exceptional Mythos. A Fantastic Mythos requires 15,000 Mythos Points and 500xp. A Legendary Mythos takes 30,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 60,000 Mythos Points and 2,000xp.

For half the listed price for a given Tier, you may learn a Basic or Advanced manifestation of a Mythos you already know of that Tier.

Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the Monster's mentality. You may only utilize this ability while more than half of your effective character level (ECL) is devoted to levels in the Trissociate class.

Excellence in Monstrosity: As denoted on your class table, you gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, you may learn more Excellencies above their allotted amount. Each one costs 3,000 Mythos Points and 100xp, plus an additional 3,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 6,000mp and 200xp for the second, 9,000mp and 300xp for the third, etc.)

Scarred Flesh: It is not befitting a monster to wear the armor of men. As long as you are not wearing armor (including armor made light enough to no longer be considered armor for some purposes), you add your Strength modifier as a Natural Armor bonus to their Armor Class. This does not visually alter your appearance. Rather, your merely endure the wounds inflicted upon them, inhumanly continuing their rampage even as they are slashed to ribbons or, especially at higher levels, perhaps their skin, hardened by the countless scars of past battles, merely shrugs aside the blades and arrows of those that come to slay them.

Primitive Brutality: It is not befitting a monster to wield the tools of men. A 3rd level you gain Improved Unarmed Strike as a bonus feat (and is proficient with his own unarmed attacks, if that needs to be said).

At 5th level, you also gain a curious kind of proficiency in improvised violence. You suffer no penalty for wielding improvised weapons, but only ones that they 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.

At 9th level, you add a +1 enhancement bonus to attack and damage rolls made with his unarmed attacks and improvised weapons that his Primitive Brutality grants him proficiency with, and such weapons may bypass damage reduction as if they were magical. At 11th level, this bonus increases to +2, and they also bypass any damage reduction that may be bypassed by a special material (silver, cold iron, adamantine, etc). At 15th level, this bonus increases to +3, and they also bypass any damage reduction that may be bypassed by a particular alignment. At 17th level, this bonus increases to +4. At 19th level, this bonus increases to +5.

Olethrofex Association


Level
Special
Mythos
Excellencies


Starter





1
The Abomination's Mythos, Mythos Known, Exceptional Mythos, Unliving Excellence, Death's Torn Tapestry
+1



2





3
Horror Manifest I

+1


4





5
Horror Manifest II




6





7
Fantastic Mythos
+1



8





9
Horror Manifest III

+1


10





11
Horror Manifest IV




12





13
Legendary Mythos
+1



14





15


+1


16





17





18





19
Exalted Mythos
+1
+1



The Abomination's Mythos: Your power is expressed in terms of one or more "Mythos", the building blocks of the legend that you are, and the stories that you have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + Charisma modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Olethrofex association. When a Mythos references "allies", it specifically does not refer to the character using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. The Exceptional Mythos of the Olethrofex belongs to faceless ghouls that lurk in the dark spaces beyond the sight of the living, tricksters who thought to cheat Death when He came for them, victims of fate's errors, servants of dark powers cursed with their gratitude, and soldiers so enthralled by the blood and terror of the battlefield that their bodies never stopped seeking new foes to kill though their soul had long departed. The Olethrofex's Fantastic Mythos further reveal the truths of Death, Undeath, and Oblivion, driving the black champion to serve them one or all, lest he choose ignorance and devolve into a mere monster of the mortal coil, feared but meaningless. A Legendary Olethrofex is a guardian of the veil, a terrible lich-king, or a devouring blight on existence itself, manipulating, raping, or butchering the gate between this world and the next with their unnatural designs. Once you are Exalted, they mold bleak eternity as a craftsman would with clay. When they ride with scythe in hand, the end of days follows behind them. In their hands, the finite is made eternal and the eternal is brought to nothing. They are the dusk that drowns the day and the night that brings relief to a weary universe.

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When you gain access to a Mythos with a list of Basic manifestations, you may choose one such manifestation, and gain that benefit immediately as well. This choice may not be changed later. When you gain access to a Mythos with a list of Advanced manifestations, you may choose one such manifestation, and gain that benefit upon achieving their next odd level of the Olethrofex association. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later). Mythos can be found here. (http://www.giantitp.com/forums/showthread.php?317067-quot-Your-pain-shall-be-legendary-quot&p=16517470#post16517470)

Mythos Known: At 1st level, you begin play with one Exceptional Mythos that you qualifies for.

You also have the ability to learn more Mythos, above the ones automatically allotted to him by leveling up by performing certain tasks. The first is to expend resources funding or performing funereal rites for the dead, creating crypts, graveyards, and other repositories for the deceased, or constructing monuments to great deaths and tragedies. The second is to fund or create the infrastructure for an independent holding of sentient undead (other than yourself), such as constructing a city, or fortress, or flying necropolis where awakened zombies can unlive and work in relative safety from rampaging adventurers, or establishing a bunch of disparate vampies into a unified court where they can pool their resources, police themselves, and terrorize the living all the more effectively. The third is to annihilate magical items; destruction is not enough. To qualify, the item in question must be consigned to total oblivion, such as by a Sphere of Annihilation. The fourth is to deny a quest reward, which much also not be collected by an ally, given either from a living character as a request to destroy undead, or from a dark power to which you serve, rewarding you for slaying the living.

Resources expended or denied in these fashions, which are utilized earnestly and without intention to recollect on them for personal gain, have their gold piece value recouped as an identical number of Mythos Points.

By spending 3,000 Mythos Points, and 250xp, you may learn an Exceptional Mythos. A Fantastic Mythos requires 15,000 Mythos Points and 500xp. A Legendary Mythos takes 30,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 60,000 Mythos Points and 2,000xp.

For half the listed price for a given Tier, you may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the Olethrofex. You may only utilize this ability while more than half of your effective character level (ECL) is devoted to levels in the Trissociate class.

Unliving Excellence: As denoted on their class table, you gain a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, you may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 3,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 6,000mp and 200xp for the second, 9,000mp and 300xp for the third, etc.)

Death's Torn Tapestry: When the Abomination was created, its fetid, rotting hide grew slick with the universe's conceptual blood as its impossibility tore wounds in things that had not yet come to be. As it tried to die, but could not, its anathematic Mythos swept up threads from Death and Oblivion while they roiled their spite at its existence, and devoured them as a ghoul feasting on flesh. And so it is that its story gained some perverse purview over these things, though in a twisted way, and not to the extent of those things' true champions.

Some of your Mythos are labeled with [Death], [Undeath], or [Oblivion] descriptors. [Undeath] are the purest expression of the Abomination's ideals - they create or empower undead to further blaspheme against the essence of all that is proper in the multiverse. You can maintain control over a maximum number of Hit Dice of Undead created via his Mythos equal to (4 x Class Level).

[Death] Mythos require dedication to what the Abomination should have been - the first dead thing, rather than an undead creature. As such, every [Death] Mythos you know lowers the number of Undead you may maintain control over by 4.

[Oblivion] Mythos require dedication to a true, silent end beyond any life or afterlife. Truly internalizing such ideas is deadening to one's heart and mind. Whenever you gain a Morale bonus or penalty, reduce that bonus or penalty by 1 per [Oblivion] Mythos you know.

Horror Manifest: It would be a mistake to assume that the destruction of your flesh is all that is required to defeat you. You are so much more than meat and bones. You are the gross mutilation of reason and nature made into physical form, a walking elemental anathema to the multiverse. At 3rd level, you add your Charisma modifier as a bonus to their Armor Class, so long as you wear light or no armor, as the heat of violence withers and dies upon seeing their horror revealed to the world.

At 5rd level, you may substitute your Charisma modifier in place of their Constitution modifier for determining the number of hit points they receive at each level. You may apply this benefit retroactively.

At 9th level, you may substitute their Charisma modifier in place of their Constitution modifier for determining their Fortitude saving throw bonus.

At 11th level, you gain Force Of Personality as a bonus feat (CA).

The class abilities are delayed about two levels each, with roughly 1/3 the normal mythos and 1/4 the normal excellencies. Buying new mythos and excellencies costs 3x as much in mythos points as normal, but the regular about of experience.

Adam1949
2014-04-18, 02:22 PM
I'm probably just blind, but on the Changelog / Updates spoiler it says...


2 Jul 12
-Added Cirno sample.

... But I'm not seeing any Cirno. Am I blind, or did it get lost in the shuffle at some point?

Durazno
2014-04-18, 04:32 PM
Ooh, a Cirno would be lovely. There are a couple of ways you could build her, too.

I'm thinking watery elemental savant, half-fae, and rogue or monk for mobility? Dumping INT, WIS and STR but with sky-high DEX and CHA?

JeminiZero
2014-04-18, 08:33 PM
Doesn't seem that much different from before...
Indeed there isn't*, which is why I didn't ask you to re-generate the tables this time. :smalltongue: Seriously though, don't feel obliged to keep re-generating the tables each time an update occurs.

*The only difference is that Scribe Scroll can now be replaced with Item creation or Meta-magic feats.


It would be helpful if someone could come up with an automatic mastery talent for the ozodrin, or give me some instruction on what would be reasonable.
Magikeeper has mentioned (http://www.giantitp.com/forums/showthread.php?153536&p=17227571&viewfull=1#post17227571) that he wants to update the Ozodrin project. So maybe we can wait for that first?

My inclination is to say you gain temporary from points by expending mastery points, but I don't know how long or how many.
I have added a rough guide to the value of each Mastery point in the Associations post (http://www.giantitp.com/forums/showthread.php?234951&p=12830594&viewfull=1#post12830594), at the bottom of the make-your-own-Association spoiler, which you might find useful.

Mythic Associates coming up
Alright, everyone feel free to comment on it, and I will try to roll these into the next update.

I'm probably just blind, but on the Changelog / Updates spoiler it says...
Oh wow, somebody bothered to read all that?

... But I'm not seeing any Cirno. Am I blind, or did it get lost in the shuffle at some point?
Indeed, what happened was that at one point, there were 3 or 4 samples. But eventually, as the number of Associations kept expanding AND I didn't make enough reserved posts, some of them were discarded. :smallredface:

Ooh, a Cirno would be lovely.

There are a couple of ways you could build her, too.I'm thinking watery elemental savant, half-fae, and rogue or monk for mobility? Dumping INT, WIS and STR but with sky-high DEX and CHA?
As I recall, Cirno was a high Cha Mental Focus Water Elemental/Half-Fey/Sorcerer (not necessarily in that order). Possibly with a custom flaw: Point Blank Miss. :smallbiggrin: The Touhou types tend to all be caster-ish.

That said, Touhou fairies are not known for using mind control. So all the enchantment SLAs which Half-Fey receive, seem somewhat out of place on her. I would recommend customizing her further, by replacing those SLAs with other appropriate ice/water themed ones.

In fact, you could use a similar high Cha Mental Focus Fire Elemental/Half-Fiend/Sorcerer (with customized SLAs), to make Utsuho Reiuji.

Adam1949
2014-04-18, 09:00 PM
Oh wow, somebody bothered to read all that?

Indeed, what happened was that at one point, there were 3 or 4 samples. But eventually, as the number of Associations kept expanding AND I didn't make enough reserved posts, some of them were discarded. :smallredface:

As I recall, Cirno was a high Cha Mental Focus Water Elemental/Half-Fey/Sorcerer (not necessarily in that order). Possibly with a custom flaw: Point Blank Miss. :smallbiggrin: The Touhou types tend to all be caster-ish.

That said, Touhou fairies are not known for using mind control. So all the enchantment SLAs which Half-Fey receive, seem somewhat out of place on her. I would recommend customizing her further, by replacing those SLAs with other appropriate ice/water themed ones.

In fact, you could use a similar high Cha Mental Focus Fire Elemental/Half-Fiend/Sorcerer (with customized SLAs), to make Utsuho Reiuji.

I actually had a different idea for Cirno, if I may. Assuming that we're allowed more than just this for homebrew, then Cirno would be a Toughness-Focused Water Elemental/Half-Fey/Sublime. The Toughness comes from her being nearly unkillable (she'd still only have simple weapons and light armor, so no real changes there), and the Sublime would provide Oslecamo's Crystallized Silver (http://www.minmaxboards.com/index.php?topic=3458.0) school. What do you all think?

JeminiZero
2014-04-19, 10:06 PM
I actually had a different idea for Cirno, if I may. Assuming that we're allowed more than just this for homebrew, then Cirno would be a Toughness-Focused Water Elemental/Half-Fey/Sublime. The Toughness comes from her being nearly unkillable
I think her unkillability comes more from the fact that Touhou always engages in non-lethal fights, then out of any sort incredible resilience she has. Nobody dies from danmaku battles in Gensokyo. :smalltongue:


and the Sublime would provide Oslecamo's Crystallized Silver (http://www.minmaxboards.com/index.php?topic=3458.0) school. What do you all think?
That could work as well (although I question whether a high intimidate fits her, maybe replace the key skill with Perform: 9-Is-The-Strongest, which seems to endear her so greatly to the audience :smallbiggrin:).

Really, the question isn't how you build her. It is whether you can find a DM who will let you play a homebrewed ice fairy at all.

Durazno
2014-04-20, 12:46 AM
Remember, fairies in Gensokyo will respawn after dying. Cirno is perfectly killable, but she won't stay dead.

Notion: what if you outsourced character examples a bit? If someone makes a demo character that you like and posts it here, you could add a link to the last reserved post. Cirno could fly again!

JeminiZero
2014-04-21, 08:18 AM
Remember, fairies in Gensokyo will respawn after dying. Cirno is perfectly killable, but she won't stay dead.
Hmm... I wasn't aware of that... but I'm not exactly a major touhou expert. :smallredface:

Notion: what if you outsourced character examples a bit? If someone makes a demo character that you like and posts it here, you could add a link to the last reserved post. Cirno could fly again!
Uhh... well, you could build something and I could link to it. My concern is what would happen if/when I updated one (or more) of Cirno's components?

spikeof2010
2014-04-21, 08:49 AM
A xenoalchemist trisociate would be fun.

Edit: You should include rules for having more than 3 or less than 3 associations to your class for people wanting to play a more highpower or lowpower campaign.

JeminiZero
2014-04-24, 07:52 AM
Another update
-Teramach and Olethrofex have been added, for those who want to play some sort of half-Undead Mythos brute. I have decided to just reference the original page for class features.
-Half-Fey now provides immunity to mind-affecting instead of enchantment.
-Immunity to mind-affecting now has alternate bonuses if you gain it more than once
-Chosen Energy Resistance can now be swapped if you gain energy immunity


A xenoalchemist trisociate would be fun.
I will add it to the homebrew to-do list. Although adding/refining the more popular homebrews (Ozodrin, Mythos, Gramarie).
Also, xenoalchemist has not had its tables fixed yet.


Edit: You should include rules for having more than 3 or less than 3 associations to your class for people wanting to play a more highpower or lowpower campaign.
I have added a brief note on doing so. The EZ-Trissociate compiler can already use "_Null" associations if you want fewer than 3.

JeminiZero
2014-04-26, 08:17 AM
The sections on the 1st page have been shuffled around to make more space for our latest additions. *Hopefully*, it should be a bit more logically structured now.

Speaking of new additions, Worm-That-Walks and Divine-Blooded have been added. Let me know what you think. Too strong? Too weak?

Also, the final 'official' Mythos by Xefas: Kathodos has been added as well.

Ninja Edit: Worm that Walks has been given Blindsight and Flanking Immunity

Southern Cross
2014-04-30, 05:25 PM
Trissociate (http://www.giantitp.com/forums/showthread.php?t=234951) (Mental focus: Wizard, Archivist, Erudite)
Hit Die: D6

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



Other Progression
Level Base Attack Bonus Will Good Save Poor Save Mastery Points Trissociate Bonus
1 +0 +2 +2 +0 2 1
2 +1 +3 +3 +0 4 1
3 +2 +3 +3 +1 6 1
4 +3 +4 +4 +1 8 1
5 +3 +4 +4 +1 10 2
6 +4 +5 +5 +2 12 2
7 +5 +5 +5 +2 14 2
8 +6/+1 +6 +6 +2 16 2
9 +6/+1 +6 +6 +3 18 3
10 +7/+2 +7 +7 +3 20 3
11 +8/+3 +7 +7 +3 22 3
12 +9/+4 +8 +8 +4 24 3
13 +9/+4 +8 +8 +4 26 4
14 +10/+5 +9 +9 +4 28 4
15 +11/+6/+1 +9 +9 +5 30 4
16 +12/+7/+2 +10 +10 +5 34 4
17 +12/+7/+2 +10 +10 +5 38 5
18 +13/+8/+3 +11 +11 +6 42 5
19 +14/+9/+4 +11 +11 +6 46 5
20 +15/+10/+5 +12 +12 +6 50 5



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

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

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

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

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

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.

Spellcasting: You gain Intelligence based prepared Arcane spells as a Wizard (http://www.d20srd.org/srd/classes/sorcererWizard.htm#wizard). Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wz0-Wz9). You gain bonus spell slots based on your Intelligence score.

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

Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation or Metamagic feat of your choice, which you qualify for.

Spellcasting: You gain Intelligence based prepared Divine spells as an Archivist (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3). Your spells at each level follow the table above (Ac0-Ac9) Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above. Your spell access and spell DC are based on your Intelligence score. You bonus spells slots are based on your Wisdom score.

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

Scribe Scroll: You gain Scribe Scroll as a bonus feat. If you already have Scribe Scroll, you may instead pick one other Item Creation or Metamagic feat of your choice, which you qualify for.

Psionics: You gain Intelligence based Manifesting Powers as an Erudite (http://www.wizards.com/default.asp?x=dnd/iw/20060406b). Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. You gain bonus Power Points based on your Intelligence score. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Erudite association is secondary, and you do not know any powers yet).

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

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

Wizard Bonus Feat: You gain a bonus feat as per a Wizard.

Archivist Bonus Feat: You gain a bonus feat as per an Archivist.

Primary Automatic Mastery Talents
Recover Spell (Wizard): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

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

Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
Recover Spell (Archivist): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

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

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



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

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

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

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.


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

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

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

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

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

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

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

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

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

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

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

qazzquimby
2014-04-30, 05:47 PM
Also, the final 'official' Mythos by Xefas: Kathodos has been added as well.
Still missing the Bellator, actually.

Would it be a good initiative to encourage homebrewers to make associations alongside their base classes?

Adam1949
2014-04-30, 06:11 PM
http://imagizer.imageshack.us/a/img210/4692/dd394bf0f736afc3e9e552b.jpg

(Mental focus: Elemental-Savant, Half-Fey, Martial Sage)
Special: You must not already be a Half-Fey (http://www.wizards.com/default.asp?x=dnd/sp/20040213a).

Hit Die: D6

Class Feature Progression
Level Elemental Fortification Elemental Strike: Damage Elemental Strike: Range Fey Damage Reduction Half-Fey Spell Like Abilities Gained Ki Points Maximum Ki Dodge Martial Sage Unarmored Speed Bonus Martial Sage Unarmored AC Bonus Special
1 10% 1d4 15 ft cone/30 ft line and ray - 3 - - - Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent 1, Elemental Bonus to Saves, Darkvision 60 ft, Elemental Energy Resistance, Half-Fey Progressive Wings 1, Half-Fey Mind-Affecting Resistance
2 10% 1d4 15 ft cone/30 ft line and ray 1/Cold Iron Charm Person (http://www.d20srd.org/srd/spells/charmPerson.htm) X/day, Hypnotism (http://www.d20srd.org/srd/spells/hypnotism.htm) 1/day, Faerie fire (http://www.d20srd.org/srd/spells/faerieFire.htm) or Glitterdust (http://www.d20srd.org/srd/spells/glitterdust.htm) 1/day 5 15% +5 ft 1 Half-Fey Progressive Wings 2, Low Light Vision, Martial Sage Ability (+1, Total 1), Wisdom to AC
3 20% 2d4 20 ft cone/40 ft line and ray 1/Cold Iron 10 15% +5 ft 1 Focus Feature 1, No need for Food or Water
4 20% 2d4 20 ft cone/40 ft line and ray 2/Cold Iron Detect law (http://www.d20srd.org/srd/spells/detectLaw.htm) 3/day, Enthrall (http://www.d20srd.org/srd/spells/enthrall.htm) or Sleep (http://www.d20srd.org/srd/spells/sleep.htm) 1/day 15 20% +10 ft 1 Fey Ability Score Boost 1, Martial Sage Ability (+1, Total 2)
5 30% 3d4 25 ft cone/50 ft line and ray 2/Cold Iron 23 20% +10 ft 1 Learnt Mastery Talent 2, No need for Sleep
6 30% 3d4 25 ft cone/50 ft line and ray 3/Cold Iron Protection from law (http://www.d20srd.org/srd/spells/protectionFromLaw.htm) 3/day 30 25% +10 ft 2 Half-Fey Progressive Wings 3, Martial Sage Ability (+1, Total 3)
7 40% 4d6 30 ft cone/60 ft line and ray 3/Cold Iron 30 25% +10 ft 2 Focus Feature 2, Immune to Flanking
8 40% 4d6 30 ft cone/60 ft line and ray 4/Cold Iron Confusion (http://www.d20srd.org/srd/spells/confusion.htm) or Calm Emotions (http://www.d20srd.org/srd/spells/calmEmotions.htm) 1/day 50 30% +15 ft 2 Fey Ability Score Boost 2, Martial Sage Ability (+1, Total 4)
9 50% 5d6 35 ft cone/70 ft line and ray 4/Cold Iron 63 30% +15 ft 2 Learnt Mastery Talent 3, No need to Breath
10 50% 5d6 35 ft cone/70 ft line and ray 5/Cold Iron Eyebite (http://www.d20srd.org/srd/spells/eyebite.htm) or Lesser Geas (http://www.d20srd.org/srd/spells/geasLesser.htm) 1/day 75 35% +15 ft 3 Half-Fey Progressive Wings 4, Martial Sage Ability (+1, Total 5)
11 60% 6d6 40 ft cone/80 ft line and ray 5/Cold Iron 90 35% +15 ft 3 Focus Feature 3, Elemental Energy Immunity
12 60% 6d6 40 ft cone/80 ft line and ray 6/Cold Iron Dominate person (http://www.d20srd.org/srd/spells/dominatePerson.htm) or Hold Monster (http://www.d20srd.org/srd/spells/holdMonster.htm) 1/day 105 40% +20 ft 3 Fey Ability Score Boost 3, Martial Sage Ability (+1, Total 6)
13 70% 7d8 45 ft cone/90 ft line and ray 6/Cold Iron 123 40% +20 ft 3 Learnt Mastery Talent 4, Elemental-Savant Poison Immunity
14 70% 7d8 45 ft cone/90 ft line and ray 7/Cold Iron Mass Invisibility (http://www.d20srd.org/srd/spells/invisibilityMass.htm) 1/day 140 45% +20 ft 4 Half-Fey Progressive Wings 5, Martial Sage Ability (+1, Total 7)
15 80% 8d8 50 ft cone/100 ft line and ray 7/Cold Iron 160 45% +20 ft 4 Focus Feature 4, Elemental-Savant Paralysis Immunity
16 80% 8d8 50 ft cone/100 ft line and ray 8/Cold Iron Geas/Quest (http://www.d20srd.org/srd/spells/geasQuest.htm) or Mass Suggestion (http://www.d20srd.org/srd/spells/suggestionMass.htm) 1/day 180 50% +25 ft 4 Fey Ability Score Boost 4, Martial Sage Ability (+1, Total 8)
17 90% 9d8 55 ft cone/110 ft line and ray 8/Cold Iron 203 50% +25 ft 4 Learnt Mastery Talent 5, Elemental-Savant Stunning Immunity, Timeless Body
18 90% 9d8 55 ft cone/110 ft line and ray 9/Cold Iron Insanity (http://www.d20srd.org/srd/spells/insanity.htm) or Mass Charm Monster (http://www.d20srd.org/srd/spells/charmMonsterMass.htm) 1/day 225 55% +25 ft 5 Charm Person At Will, Timeless Body, Martial Sage Ability (+1, Total 9)
19 100% 10d10 60 ft cone/120 ft line and ray 9/Cold Iron 250 55% +25 ft 5 Focus Feature 5, Elemental Transformation
20 100% 10d10 60 ft cone/120 ft line and ray 10/Cold Iron Irresistible Dance (http://www.d20srd.org/srd/spells/irresistibleDance.htm) 1/day 275 60% +30 ft 5 Fey Type, Half-Fey Mind-Affecting Immunity, Martial Sage Ability (+1, Total 10)



Other Progression
Level Base Attack Bonus Will Good Save Poor Save Mastery Points Trissociate Bonus
1 +0 +2 +2 +0 2 1
2 +1 +3 +3 +0 4 1
3 +2 +3 +3 +1 6 1
4 +3 +4 +4 +1 8 1
5 +3 +4 +4 +1 10 2
6 +4 +5 +5 +2 12 2
7 +5 +5 +5 +2 14 2
8 +6/+1 +6 +6 +2 16 2
9 +6/+1 +6 +6 +3 18 3
10 +7/+2 +7 +7 +3 20 3
11 +8/+3 +7 +7 +3 22 3
12 +9/+4 +8 +8 +4 24 3
13 +9/+4 +8 +8 +4 26 4
14 +10/+5 +9 +9 +4 28 4
15 +11/+6/+1 +9 +9 +5 30 4
16 +12/+7/+2 +10 +10 +5 34 4
17 +12/+7/+2 +10 +10 +5 38 5
18 +13/+8/+3 +11 +11 +6 42 5
19 +14/+9/+4 +11 +11 +6 46 5
20 +15/+10/+5 +12 +12 +6 50 5



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

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

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

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.

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 45% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 70%. If you also carry a shield with light fortification, your total effective fortification is still 70%, since fortification from the shield and the suit of armor do not stack.
Special: If you have selected 2 or more Associations which provide fortification 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: 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.

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. The size of the dice used remains the same. For example, the Greater Chasuble of Fell Power would improve Eldritch Blast by 2d6. When applied to your Elemental Strike, it improves damage by 2dX, where X is the damage dice which your Elemental Strike currently uses.

Adaptation: It is quite possible for Elemental Strike not to be an energy, but a physical effect instead. An Earth Elemental Savant could fire a sandblast effect for his cone/line, and hurl a shard of rock as his ray. Similiarly, Water Savants could hammer their foes with solid ice, or 'hard' water, and Air Savants could use blasts of razor wind. In this case, the Elemental Strike deals physical damage, which is subject to DR. It deals bludgeoning, slashing, or piercing damage (chosen each time by the user), and 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.

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.

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, the size of your Ki Pool, 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 (Su): Starting at Associate level 1, 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. This effectively grants him some degree of concealment against attacks. Activating Ki Dodge may cost Ki points depending on what amount of concealment he chooses. The maximum amount of concealment he can benefit from, is indicated in the table above. He can choose to use less concealment than his maximum, in order to conserve Ki points.

Ki Dodge ConcealmentKi Point Cost
20% or lessfree
25-35%1
40-50%2
55-60%3



Because this ability relies on the Sages speed and reaction, rather than any visual distortion effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore visual concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it.

Although the effect of Ki Dodge is different and seperate from normal (visual) concealment, it does not stack with normal concealment. If a Martial Sage Associate has both Ki Dodge and normal concealment, then only the highest miss chance applies.

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).

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.

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 (http://www.d20srd.org/srd/specialAbilities.htm#lowLightVision) and Darkvision (http://www.d20srd.org/srd/specialAbilities.htm#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 (http://www.d20srd.org/srd/spells/featherFall.htm). 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 (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 60 ft. If you already have Blindsense, its range improves by 60 ft.

Improved Senses (Su) (Requires: Martial Sage Associate Level 5, Lesser Senses)
You can see Invisible and Ethereal as the See Invisibility (http://www.d20srd.org/srd/spells/seeInvisibility.htm) spell.

Greater Senses (Ex) (Requires: Martial Sage Associate Level 9, Improved Senses)
You gain Blindsight (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 60 ft. If you already have Blindsight, its range improves by 60 ft.

Perfect Senses (Su) (Requires: Martial Sage Associate Level 13, Greater Senses)
You can spend one Ki point as a free action, to gain a True Seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) 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 (http://www.d20srd.org/srd/spells/dimensionDoor.htm), except as noted here. You must have line of sight and line of effect to your destination. You can bring along objects as long as their weight doesn't exceed your maximum load, but you may not bring along other creatures. You can continue to take actions after arriving at your destination, provided you have actions remaining.

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

Ki Greater Ghost Jump (Su) (Requires: Martial Sage Associate Level 17, Ki Improved Ghost Jump)
This functions as Ki Lesser Ghost Jump except as noted here. You can 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 (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#ghostTouchWeapon) 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: Martial Sage Associate Level 9, Ki Lesser Ghost Phase)
By spending 3 Ki points as a swift action, a Martial Sage can now turn Incorporeal (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype). If he continuously reactivates this ability at the start of each turn, he is treated as being Incorporeal non-stop. E.g. if he starts his next turn in solid matter, but he reactivates this ability at the start of that turn, he is treated as never having materialized this turn, and is hence not shunted to the nearest open space.

Ki Greater Ghost Phase (Su): (Requires: Martial Sage Associate Level 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 (http://www.d20srd.org/srd/specialAbilities.htm#etherealness), choosing one or the other each time he activates this ability. Refer to here (http://www.wizards.com/default.asp?x=dnd/rg/20041012a) for some of the differences between Incorporeal and Ethereal.

Evasion (Ex) (Requires: Martial Sage Associate Level 3)
You gain Evasion as a Rogue (http://www.d20srd.org/srd/classes/rogue.htm).

Improved Evasion (Ex) (Requires: Martial Sage Associate Level 11, Evasion)
You gain Improved Evasion as a Rogue (http://www.d20srd.org/srd/classes/rogue.htm).

Ki Lesser Ghost Fade (Su) (Requires: Martial Sage Associate Level 3)
You can spend 1 Ki point as a free action, to gain an invisibility (http://www.d20srd.org/srd/spells/invisibility.htm) 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: Martial Sage Associate Level 7, Ki Lesser Ghost Fade)
You can spend 2 Ki points as a free action, to gain a greater invisibility (http://www.d20srd.org/srd/spells/invisibilityGreater.htm) effect (as the spell), until the start of your next turn. You can attack creatures and still remain invisible.

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

Poison Immunity (Ex): (Requires: Martial Sage Associate Level 5)
You gain immunity to all poisons.

Timeless Body (Ex): (Requires: Disease Immunity and Poison Immunity. It is permissible if these immunities come from other Associations. They need not necessarily be bought as Sage Abilities. But they must be from Associations and not race, templates, or other classes.)
You gain Timeless Body as a Monk (http://www.d20srd.org/srd/classes/monk.htm).

Lesser Diamond Soul (Ex) (Requires: Martial Sage Associate Level 5)
You gain Spell Resistance equal to your Trissociate level + 3. Unlike normal Spell Resistance, you may lower it to receive beneficial spells as a free action. You may similiarly raise your lowered Spell Resistance again as a free action. You may choose to lower and raise your Spell Resistance, even if it is not your turn. This allows you to benefit from helpful spells with minimal consequences.

Improved Diamond Soul (Ex) (Requires: Martial Sage Associate Level 9, Lesser Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 7.

Greater Diamond Soul (Ex) (Requires: Martial Sage Associate Level 13, Improved Diamond Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 11.

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

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).

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.

No need for Sleep (Ex): You no longer physically require sleep, although you must still rest to regain certain class features, such as spells. This also grants you immunity to sleep effects.

No need to Breath (Ex): You no longer need to breath. This also grants you immunity to suffocation effects.

Elemental Energy Immunity (Ex): You gain immunity to your chosen energy type. This replaces your Energy Resistance.

Elemental-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 (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType), 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.

Fey Type (Ex): Your type changes to Fey (http://www.d20srd.org/srd/typesSubtypes.htm#feyType).

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.

Primary 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.

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

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

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.

JeminiZero
2014-04-30, 09:46 PM
Still missing the Bellator, actually.
Ah, so I am. :smallredface:

On a related note, somebody needs to update the first post of the Mythos Discussion Thread (http://www.giantitp.com/forums/showthread.php?323694-Mythos-Inspired-Homebrew-Discussion).

Would it be a good initiative to encourage homebrewers to make associations alongside their base classes?
Well there are pros and cons:

Pros:
*It means that you can easily mix your homebrew base class with other classes (or half-bloods) without explicit PrC support. (And make bizarre things like Sailor Cthulhu the Magic Girl (http://www.giantitp.com/forums/showthread.php?258654)/Ozodrin (http://www.giantitp.com/forums/showthread.php?153536))
*And of course with more customizability, more people are likely to use your work (I think).

Cons:
*You have to (or at least you should) read through most of the Trissociate system, to get grasp of the approximate mechanical power. Thats ALOT to read. :smalleek:
*I am running out of space on the front page. (On hindsight, I should have reserved the first 30 posts.) Very likely, only the most popular homebrew (Ozodrin, Mythos, Tome of Radiance, Gramarie) will get a listing there, and the rest will just have links.
*Also, at some point, I may go on hiatus from these forums and not include new stuff into the compiler.



http://imagizer.imageshack.us/a/img210/4692/dd394bf0f736afc3e9e552b.jpg
Wai, why are there only *7* Cirnos? :smalltongue:


(Mental focus: Elemental-Savant, Half-Fey, Martial Sage)
Weren't you were going to make the last component Sublime (for Crytal Silver)?

spikeof2010
2014-04-30, 10:24 PM
I suck at writing in general.

I request theseGolden Alchemist (http://www.giantitp.com/forums/showthread.php?170912-I-have-made-tin-into-gold!-3-5-Base-Class-PEACH-WiP)
Possibly Truenaming itself can be an Association, no modifications needed, given it's brokenness.
Warlock
Factotum
Warmage

qazzquimby
2014-04-30, 10:53 PM
You have to (or at least you should) read through most of the Trissociate system, to get grasp of the approximate mechanical power. Thats ALOT to read.
In an ideal world, everyone will be familiar with the Trissociate system :smallsmile:
This is a reality I would like to encourage.


I am running out of space on the front page.
Once there is considerably more content, I suggest a new thread with reserved posts galore. Pages of them, possibly.

I also suggest putting things in spoilers, because the wall is more daunting than it needs to be right now.

Adam1949
2014-04-30, 11:24 PM
I suck at writing in general.

I request theseGolden Alchemist (http://www.giantitp.com/forums/showthread.php?170912-I-have-made-tin-into-gold!-3-5-Base-Class-PEACH-WiP)
Possibly Truenaming itself can be an Association, no modifications needed, given it's brokenness.
Warlock
Factotum
Warmage

Warlock can already be done, with the Invocation association. I agree though that Factotum and the Warmage-clones deserve one of their own.



Well there are pros and cons:

Pros:
*It means that you can easily mix your homebrew base class with other classes (or half-bloods) without explicit PrC support. (And make bizarre things like Sailor Cthulhu the Magic Girl (http://www.giantitp.com/forums/showthread.php?258654)/Ozodrin (http://www.giantitp.com/forums/showthread.php?153536))
*And of course with more customizability, more people are likely to use your work (I think).

Cons:
*You have to (or at least you should) read through most of the Trissociate system, to get grasp of the approximate mechanical power. Thats ALOT to read. :smalleek:
*I am running out of space on the front page. (On hindsight, I should have reserved the first 30 posts.) Very likely, only the most popular homebrew (Ozodrin, Mythos, Tome of Radiance, Gramarie) will get a listing there, and the rest will just have links.


Yes, it's a lot, but at the same time it's so, so worth it!


*Also, at some point, I may go on hiatus from these forums and not include new stuff into the compiler.


Oh no :smalleek: You need to give someone a way to update it when/if you leave!



Wai, why are there only *7* Cirnos? :smalltongue:

It's the picture I found, of course!


Weren't you were going to make the last component Sublime (for Crystalized Silver)?
Eh, it can work either way. Martial Sage is good for the dodgy-ness of Touhou, while Sublime would be good for showcasing their spellcards, so to speak.

JeminiZero
2014-05-01, 07:00 AM
Truenaming itself can be an Association, no modifications needed, given it's brokenness.
I was pondering whether to do the default Truenaming, or to use one of the fixes (Kellus was recommended).


Factotum
Warmage

I agree though that Factotum and the Warmage-clones deserve one of their own.
I will think about how to incorporate the fixed-list casters and factotum then. Fixed List Casters will probably get the same all spells known, and 2 spell slots per day for each level (since their spells aren't nearly as strong), and a few other assorted class features.


In an ideal world, everyone will be familiar with the Trissociate system :smallsmile:
This is a reality I would like to encourage.

Yes, it's a lot, but at the same time it's so, so worth it!
It is heartening that you guys think that way. All you have to do now is go convince the others (and especially the originators of the other major homebrews). :smallbiggrin:


I also suggest putting things in spoilers, because the wall is more daunting than it needs to be right now.
OK, does it look better now?


Oh no :smalleek: You need to give someone a way to update it when/if you leave!
The source code for the compiler is already in the first post (check in the spoiler immediately under the EZ-Trissociate section). So if anyone wants to, they can take that, modify it, and add their own stuff to it. Although they would need to be able to program in Java.


Warlock

Warlock can already be done, with the Invocation association.
My original intent was for Elemental Savant (and now Worm that Walks) to substitute for Eldritch Blast, although I suppose that doesn't quite have the same flavor.

Pondering the matter, I can think of 2 ways to go with an Eldritch Blast Association:

1) Scaling 1d6 to 10d6, and you gain and apply Blast Shapes and Blast Essences. The potential concern here is Eldritch Glaive, especially if you slap it on a high BAB chassis, and apply Quicken SLA. E.g. on level 12, quickened and normal glaive deals 6d6 damage per hit, 36d6 in all (and potentially more if you rule that haste applies)

2) Take Elemental Strike and Elemental Savant, and basically substitute in Eldritch Blast instead. So you get a bunch of blast shapes automatically (cone/line/ray/charge weapon), but you cannot apply any others (such as the problematic Eldritch Glaive above). You can still apply Blast Essences to change the damage type/add carrier effects.

qazzquimby
2014-05-01, 09:46 AM
I was pondering whether to do the default Truenaming, or to use one of the fixes (Kellus was recommended).
I'm generally a Kellus fan, and would recommend transcribing every base class he's made.


OK, does it look better now?
Yeah, actually. Things are much easier to find without ctrl-F-ing.

Durazno
2014-05-01, 04:57 PM
I'm looking over the Tome of Radiance, and it looks like it'd be simple enough to make Associations for the three Evoker classes within, but I fear I don't really have a feel for how powerful evoking is in practical terms. Early drafts will probably be a little dodgy on that front.

Should we ask for permission before Associating other folks' classes?

qazzquimby
2014-05-01, 07:58 PM
I'm looking over the Tome of Radiance, and it looks like it'd be simple enough to make Associations for the three Evoker classes within, but I fear I don't really have a feel for how powerful evoking is in practical terms. Early drafts will probably be a little dodgy on that front.
It might be better to ask someone more familiar with ToR, as that could grant us another associate-maker and would be less dodgy.


Should we ask for permission before Associating other folks' classes?
It seems like the courteous thing to do, but if they don't get back to you I'd make the association anyway. I tend to see homebrew more as contributing to the pool of shared content than making guarded private works.

JeminiZero
2014-05-01, 08:03 PM
It seems like the courteous thing to do, but if they don't get back to you I'd make the association anyway. I tend to see homebrew more as contributing to the pool of shared content than making guarded private works.

Should we ask for permission before Associating other folks' classes?
Yeah, asking for permission is at least the polite thing to do. In fact, it would be best if you can get creator endorsement, then they can hopefully provide useful input.

So, running through the numbers once more, I have come to a sudden realization on a calculation error I made previously. As such, here is a proposed edit to designing your own new association.

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).


So the new general power level of an Association is 1/4 of Tier 3, keeping in mind hit points/BAB/saves/skill points as well.

Edit: Change log
-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

Anybody have any opinions on Eldritch Blast I mentioned above?

Durazno
2014-05-02, 10:05 PM
So, over the course of putting this post together, I developed serious second thoughts about the whole thing. If it doesn't work, then we can just take it as a joke - "Hey, look, the Fighter's 1/4 of a class! Har har har!" I just wanted for something like this to exist because most of the fighter feats are really underwhelming or require lengthy chains to do anything interesting, and I figured that Battle Focus Trissociates might appreciate being able to save their Focus Features for more Trissociate stuff or to spam Battle-Hardened.

Also, as you'll see, a whole column of this table would go to waste for Battle Focus Trissociates. I'm okay with that. For a Trissociate with a Battle Focus. (On the other hand, we could also axe or replace the middle column if it dilutes the differences between the foci too much.) One possibility for improving it would be to raid the Fighter Fix Feature Compendium, as I mentioned before.

Fighter Association

Fighter Association Progression (Based on Associate Level)
Level EFL Special
Starter1Battle Student
1 2 Bonus Feat
2 3 -
3 4 Bonus Feat
4 5 -
5 6 Bonus Feat
6 7 -
7 8 Bonus Feat
8 9 -
9 10 Bonus Feat
10 11 -
11 12 Bonus Feat
12 13 -
13 14 Bonus Feat
14 15 -
15 16 Bonus Feat
16 17 -
17 18 Bonus Feat
18 19 -
19 20 Bonus Feat


Battle Student: You gain an effective Fighter level equal to your Trissociate level for the purposes of taking feats. This stacks with actual levels of Fighter or effective Fighter levels from other classes, if you have them. Additionally, you may gain proficiency with one type of armor or one martial weapon of your choice. If your focus already grants you proficiency with heavy armor and all martial weapons, you instead gain proficiency with one exotic weapon of your choice.

Bonus Feats: At 1st Associate level, you gain a bonus combat-oriented feat. You gain an additional bonus feat every two Associate levels thereafter (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. You must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels, being a human, and so forth. You are not limited to the list of fighter bonus feats when choosing feats not granted by this feature.

JeminiZero
2014-05-03, 02:19 AM
To keep it from totally trampling on Battle Category Focus, I would give it delayed Effective Fighter Level, which Battle Focus would compensate for. So something like this:

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.


Also, looking at the Factotum, the one thing that the Trissociate can't really emulate right now is Arcane Dilettante. So I made the following:

Magic Dilettante Association Progression (Based on Associate Level)
Level Dilettante Points Dilettante Highest Spell Level Special
Starter 1 0
1 2 0
2 3 0
3 4 1
4 6 1
5 8 2
6 10 2
7 13 3
8 16 3
9 19 4
10 23 4
11 27 5
12 31 5
13 36 5
14 41 5
15 46 6
16 52 6
17 58 6
18 64 6
19 71 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) except as noted here: You cannot use any spell that has an XP cost. If the original spell has any costly material component, 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.


What do you guys think? (Also, still seeking Eldritch Blast opinions)

Durazno
2014-05-03, 03:01 AM
I like the delayed effective fighter level progression. With the changes you made there, do you think it's usable?

As for your Eldritch Blast conundrum, (2) is a workable solution, but the increasing fortification and change of creature type are kind of huge mechanical things to try and refluff. I mean, the idea of turning into an eldritch being of pure dark magic is pretty awesome, and could be noted as an adaptation option with the Savant even if you go with the other solution, but it doesn't quite work if a player just wants to be a warlock who's picked up a few martial maneuvers, you know?

I think it would be best to go with (1) and just add a note that says, "look, there are some horrible tricks you can pull with this, so I recommend not allowing your players to take Eldritch Glaive."

JeminiZero
2014-05-03, 11:04 AM
I like the delayed effective fighter level progression. With the changes you made there, do you think it's usable?

Probably. I'll see if the others have any comments, and if its alright, include it in the next update.


As for your Eldritch Blast conundrum, (2) is a workable solution, but the increasing fortification and change of creature type are kind of huge mechanical things to try and refluff. I mean, the idea of turning into an eldritch being of pure dark magic is pretty awesome, and could be noted as an adaptation option with the Savant even if you go with the other solution, but it doesn't quite work if a player just wants to be a warlock who's picked up a few martial maneuvers, you know?

I was actually thinking of dropping the Elemental Immunities for option 2. Since Eldritch Blast packs far more offensive potential than Elemental Strike. You can swap the energy type add on some really nasty debuffs (Frightful Blast early on, Noxious Blast is pretty much save or lose, repeat every round), but its a SLA rather than an SU, so is subject to SR (but there is Vitriolic Blast for that).


I think it would be best to go with (1) and just add a note that says, "look, there are some horrible tricks you can pull with this, so I recommend not allowing your players to take Eldritch Glaive."
Hmm... If I do that, I should probably a homebrew invocation to replace it for melee warlocks

Edit:

Changelog 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 feat support to combine their strike with other spells/spell like abilities

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.

-Added Fighter, Eldritch Blast and Magic Dilettante
-Invocation revised to accommodate Eldritch Blast
-Soulknife now has this talent:

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).

-Ozodrin now has this talent:

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.

Xuldarinar
2014-05-05, 12:48 AM
Shadowcaster Association

Shadowcaster Association Progression (Based on Associate Level)
Level Sc0 Sc1 Sc2 Sc3 Sc4 Sc5 Sc6 Sc7 Sc8 Sc9 Special
Starter 1 - - - - - - - - - Fundamental of shadow, apprentice mysteries
1 2 - - - - - - - - -
2 3 - - - - - - - - -
3 3 1 - - - - - - - -
4 3 1 - - - - - - - -
5 3 1 1 - - - - - - -
6 3 1 1 - - - - - - -
7 3 1 1 1 - - - - - - Sustaining shadow (eat 1 meal/week)
8 3 1 1 1 - - - - - -
9 3 1 1 1 1 - - - - - Apprentice mysteries (spell-like), initiate mysteries
10 3 1 1 1 1 - - - - -
11 3 1 1 1 1 1 - - - -
12 3 1 1 1 1 1 - - - - Sustaining shadow (sleep 1 hour/day)
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 - - 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 - Sustaining shadow (immune to poison/disease)
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.

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 follow the table above (Sc1-Sc9). Your Caster level is equal to your Trissociate level. Your mysteries advance in form as a shadowcaster's, as listed in the table above. When you acquire access to a new mystery level, you gain a single mystery known of that level. Your mystery access and mystery DCs are based on your Intelligence score. However, unlike a normal Shadowcaster, you gain bonus uses of your mysteries known based on your Intelligence score.

Sustaining Shadow (Ex): You acquire the Sustaining Shadow class feature as a Shadowcaster, advancing as listed in the table above.

Automatic Mastery Talents
Recover Mystery (Shadowcaster): You gain the Recover Mystery Ability talent. This functions identically to the Recover Spell-Like Ability as described above, except it functions for all known mysteries regardless of if they are cast as arcane spells, spell-like abilities, or supernatural abilities.


http://www.wizards.com/dnd/images/ToMagic_Gallery/96104.jpg

Qazzquimby brought this thread to my attention, and I have to admit it is really good. I love it. Now, fulfilling why it was brought to my attention, and doing something I would have done had I noticed it on my own, I am bringing shadow magic to the table.
The picture, found in the tome of magic, just felt appropriate.

Now, someone just needs to provide a truenamer association (that must work much better than the truenamer class), then a complete ToM Trissociate would be possible.

JeminiZero
2014-05-06, 06:21 AM
Qazzquimby brought this thread to my attention, and I have to admit it is really good. I love it.
Thank you. :smallsmile:


Now, fulfilling why it was brought to my attention, and doing something I would have done had I noticed it on my own, I am bringing shadow magic to the table.
I have added it in, and taken the liberty of replacing the immunity to poison/disease, with the you-get-another-bonus-if you-already-have-this version (and spread them out a little).


The picture, found in the tome of magic, just felt appropriate.
And yet, it looks suspiciously like your avatar. :smallwink:

Change Log: 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 (http://www.wizards.com/default.asp?x=dnd/mb/20040721a), Emergency Turning now costs 2 Mastery points

Edit: Thinking about the matter, it still feels like the Caster Associations are more powerful than they should be, largely because of bonus spells/PP. Taking the Ultimate Scholar as a example, at level 20, he should be able to hit 28 Int fairly easily (Start at 17, +5 level up + 6 item). That gives him a spell outlay as follows:


Class 1 2 3 4 5 6 7 8 9
Wizard 1+3 1+2 1+2 1+2 1+2 1+1 1+1 1+1 1+1
Archivist 1+3 1+2 1+2 1+2 1+2 1+1 1+1 1+1 1+1
Total 8 6 6 6 6 4 4 4 4


Which is A LOT of spells for what is supposed to be HALF a class.

On the Erudite side, he has something akin to 90 bonus PP, which is MORE than what the Association gives him. And on top of that he has 50 Mastery Points (and probably 5 uses of Rapid Conversion).

So I think I need to reduce the amount of bonus spells/power points. The easiest way is to apply a penalty to key ability score for the purposes of calculating bonus spells/PP. Maybe a flat penalty (e.g. -8, so a score of 28 counts as 20). And if they take an Association twice, the penalty is removed, but they only get one set of bonus slots.

What do you guys think?

Xuldarinar
2014-05-06, 10:27 AM
Thank you. :smallsmile:


My pleasure.





I have added it in, and taken the liberty of replacing the immunity to poison/disease, with the you-get-another-bonus-if you-already-have-this version (and spread them out a little).


That works out quite well.



And yet, it looks suspiciously like your avatar. :smallwink:


Well, Im sure you can guess which came first.




-snip-
Edit: Thinking about the matter, it still feels like the Caster Associations are more powerful than they should be, largely because of bonus spells/PP. Taking the Ultimate Scholar as a example, at level 20, he should be able to hit 28 Int fairly easily (Start at 17, +5 level up + 6 item). That gives him a spell outlay as follows:


Class 1 2 3 4 5 6 7 8 9
Wizard 1+3 1+2 1+2 1+2 1+2 1+1 1+1 1+1 1+1
Archivist 1+3 1+2 1+2 1+2 1+2 1+1 1+1 1+1 1+1
Total 8 6 6 6 6 4 4 4 4


Which is A LOT of spells for what is supposed to be HALF a class.

On the Erudite side, he has something akin to 90 bonus PP, which is MORE than what the Association gives him. And on top of that he has 50 Mastery Points (and probably 5 uses of Rapid Conversion).

So I think I need to reduce the amount of bonus spells/power points. The easiest way is to apply a penalty to key ability score for the purposes of calculating bonus spells/PP. Maybe a flat penalty (e.g. -8, so a score of 28 counts as 20). And if they take an Association twice, the penalty is removed, but they only get one set of bonus slots.

What do you guys think?


Well, there are a few approaches I can think of to this particular problem.

As you said, some sort of penalty regarding bonus spells/pp/ect. It does simplify things certainly but may not be the best.

Make it so you can only acquire bonus spell slots/pp/ect. for your primary association. Another simple approach that certainly could be argued for.

Make all spell casting classes go off of Spell Points instead of Spell Slots. Then, combine pools and draw only once from the highest ability score used to determine bonus pp/sp. This adds versatility within the associations themselves as well as when combining multiple. This, unfortunately, would require the most changes but I don't imagine it would be too problematic after everything is said and done.


-

In the future I may make another association or two for you, if you don't mind. Most likely I'd go for one on the list, like the truenamer just to get it done with, but for the hell of it I could just as easily go for something else to toss in, but of course it would be entirely your place to accept or ignore it. For example, a maho tsukai (which this site keeps wanting to turn into mayo tusk.)

JeminiZero
2014-05-07, 09:40 AM
Make it so you can only acquire bonus spell slots/pp/ect. for your primary association. Another simple approach that certainly could be argued for.
This introduces some additional complications. Mainly, if spellcasters have some bonus for being the primary association, then what do the other associations get? And so, all the Associations would need some "Primary Perk".


Make all spell casting classes go off of Spell Points instead of Spell Slots. Then, combine pools and draw only once from the highest ability score used to determine bonus pp/sp. This adds versatility within the associations themselves as well as when combining multiple. This, unfortunately, would require the most changes but I don't imagine it would be too problematic after everything is said and done.

How about something like this (using Wizard as an example):

Wizard Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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:
Intelligence BonusBonus Spell Slot points
2 or lower0
31
42
54
66
79
812
916
1020


For values higher than what the table shows, use this formula: (Intelligence bonus - 1) x (Intelligence bonus - 1) divide by 4, rounded down. Whenever you refresh your spells, you can assign these Bonus Spell Slot points, to create your bonus spell slots. A bonus spell slot costs a number of Bonus Spell Slot points equal to its spell level. Level 0 spell slots take up 0.5 spell slot points. You cannot assign more than one bonus spell slot per spell level (except for level 0 spells, for which you can have two bonus spell slots at the total cost of 1 Bonus Spell Slot point). 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.
Example: Lets say we have a level 6 Wizard Associate with access to level 2 spells, and Intelligence bonus of +6. According to the table above, he has 6 Bonus Spell Slot points. When he refreshes his spells he assigns these points to one level 2, one level 1, and two level 0 bonus spell slots, costing a total of: 2 + 1 + 1 + 0.5 + 0.5 = 4 Bonus Spell Slot points. However, he cannot have any more bonus spells slots than these, so the remaining 2 Bonus Spell Slot points cannot be used.


In the future I may make another association or two for you, if you don't mind. Most likely I'd go for one on the list, like the truenamer just to get it done with, but for the hell of it I could just as easily go for something else to toss in, but of course it would be entirely your place to accept or ignore it. For example, a maho tsukai (which this site keeps wanting to turn into mayo tusk.)
Sure, go ahead.:smallsmile:

qazzquimby
2014-05-08, 01:09 AM
I don't have the knowledge to critique the bonus spells, but could you not just say the number of spells granted per slot is reduced to one third, rounding up?

Tell me if you see any problems
Evolutionist Association


Level
Special
Mutations


Starter




1
Improved unarmed strike
3



2

3


3

5


4

5


5

7


6

7


7

9


8

9


9
Teratomorph
11


10

11


11

13


12

13


13
Mutant Ascendancy
15


14

15


15
Teratomorph
17


16

17


17

19


18

19


19
Mutant Perfection
21



Evolutionist Class Features: You gain Evolutionist class features, except as noted here. Class features which normally rely on Evolutionist levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). Your Evolutionist class features are gained at the levels indicated in the table above.

Mutations: At first level, the evolutionist gains three mutations. Each odd level afterwards, he gains two mutations.
Whenever the evolutionist gains a level, he may chose to lose any one mutation he has to gain a different one, he cannot chose to lose a mutation that would cause him to no longer qualify for another mutation, feat or prestige class.

Stupid? Sure.
Balanced? I doubt it.
Inevitable? Definitely.
Trissociate Association


Level
Special
Master Points and Trissociate Bonus


Starter
Chosen Associations, Mastery Points, Trissociate Bonus



1
Primary association level 1
1



2

1


3
Secondary association Level 1
1


4

1


5

2


6

2


7
Primary Association Level 7
2


8

2


9
Secondary Association Level 7
3


10

3


11

3


12

3


13
Primary Association Level 13
4


14

4


15
Secondary Association Level 13
4


16

4


17

5


18

5


19
Primary Association Level 19
5



Chosen Associations (Ex): The first level of the association grants 1 Primary Association, and 2 Secondary Associations the list here (http://www.giantitp.com/forums/showthread.php?234951-Trissociate-3-5-Base-Class-(PEACH)). 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.

These associations do not grant abilities as they would normally, but instead a level of the association can be chosen whenever listed on the trissociate association table, to a maximum level of the level listed. The same level cannot be taken twice in the same association.

Mastery Points (Ex): The Trissociate association grants a secondary pool of Mastery points which can only be used to augment associations granted by the trissociate association. This otherwise functions identically to the ability in the Trissociate base class.

Trissociate Bonus (Ex): The Trissociate association grants a secondary trissociate bonus, which appies only to associations granted by the trissociate association. It otherwise functions identically to the ability in the Trissociate base class.

JeminiZero
2014-05-08, 04:27 AM
I don't have the knowledge to critique the bonus spells, but could you not just say the number of spells granted per slot is reduced to one third, rounding up?
Doing that for a 28 int (+9 bonus) Wizard/Archivist, and comparing that to a normal Wizard would give:

Class 1 2 3 4 5 6 7 8 9
Wizard Associate 1+1 1+1 1+1 1+1 1+1 1+1 1+1 1+1 1+1
Archivist Associate 1+1 1+1 1+1 1+1 1+1 1+1 1+1 1+1 1+1
Total 4 4 4 4 4 4 4 4 4
Normal Wizard 7 6 6 6 6 5 5 5 5

Which I feel is still rather strong for what is supposed to be half a class.

A bit more detail: I plotted the amount of Bonus Spell Slot Points (sum of (bonus spell slot x spell level) for all spell levels ), a Wizard would normally receive for high ability score, and compared it to (Score Bonus - 1)^2. The numbers came to the following (note that Wz1-9 are bonus spell slots given):


Score Bonus Wz1 Wz2 Wz3 Wz4 Wz5 Wz6 Wz7 Wz8 Wz9 Total Bonus Spell Slot Points (Score Bonus - 1)^2
1 1 - - - - - - - - 1 0
2 1 1 - - - - - - - 3 1
3 1 1 1 - - - - - - 6 4
4 1 1 1 1 - - - - - 10 9
5 2 1 1 1 1 - - - - 16 16
6 2 2 1 1 1 1 - - - 24 25
7 2 2 2 1 1 1 1 - - 34 36
8 2 2 2 2 1 1 1 1 - 46 49
9 3 2 2 2 2 1 1 1 1 61 64


So you can see that Bonus Spell Slot points actually stick quite closely to (Score Bonus - 1)^2. Since the association is basically 1/4 Wizard, I divided the number by 4 (rounded down) to get the Bonus Spell Slot points for one Association, and came up with this table:

Intelligence BonusBonus Spell Slot points
2 or lower0
31
42
54
66
79
812
916
1020

The only problem with this system was that level 4 Associate with +5 int bonus, would have 4 Bonus Spell Slot points, and could have a 4 bonus level 1 spells (total 5). And for a Wizard/Archivist, that gives a total 10 level 1 spell slots! So the no-more-than-1-slot-per-spell-level clause was added.

For the Evolutionist, Mutant Perfection is really strong! I think Mutant Ascendency is a more suitable capstone. It now looks like this:

Evolutionist Association

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


Others: You gain Evolutionist (http://www.giantitp.com/forums/showthread.php?240717) class features according to the table above, except as noted here. 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 (http://www.giantitp.com/forums/showthread.php?240717), 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 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.



Stupid? Sure.
Balanced? I doubt it.
Inevitable? Definitely.
I was wondering when somebody would suggest something like that :smalltongue:

I probably won't include it. I hope you don't mind.

Durazno
2014-05-10, 02:07 AM
So as a High Tier 3 class, Xenoalchemist has a lot of interesting and powerful abilities. It's really hard to decide what to drop if you want to cram it all into a single association... so I thought we might try breaking it into a Xenoalchemy association and a Combat Medic association. These both probably need a lot of work.

Yeah, there's still a risk of a Trissociate gathering up more precision damage than God... perhaps I should limit the Surgical Precision damage more? Or just say that it doesn't stack with sneak attacking? You'll notice that the Combat Medic starts out getting some features a little before a Xenoalchemist would, but then the Xenoalchemist pulls ahead about halfway through, and we cap the Association off with a 16th level feature. (Medical Mastery would be awesome to get, but...) I added a capstone for the Xenoalchemist.

Combat Medic Association


Level
S. Precision
Special


Starter
1
Surgical Precision


1
1d4
Bedside Manner


2
1d4



3
1d6
Combat Medic


4
1d6



5
2d6
Thesis Monster


6
2d6



7
2d6
Back on their Feet


8
2d6



9
3d6
Thesis Monster


10
3d6



11
3d6
Attack its Weak Point


12
3d6



13
4d6
Thesis Monster


14
4d6



15
4d6
Emergency Action


16
4d6



17
5d6
Thesis Monster


18
5d6



19
5d6
Always on Call



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

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
Monster Types


Knowledge (arcana)
Constructs, dragons, magical beasts


Knowledge (dungeoneering)
Aberrations, oozes


Knowledge (local)
Humanoids


Knowledge (nature)
Animals, fey, giants, monstrous humanoids, plants, vermin


Knowledge (religion)
Undead


Knowledge (the Planes)
Outsiders, elementals



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.

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 restriction. This ability provokes attacks of opportunity.

Thesis Monster (Ex): Your studies take you far and wide, and you'll end up seeing a lot of monsters. At 5th Associate level and every 4 Associate levels thereafter, 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 Difficulty Class 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.

For the time being, refer to the original thread for a list of Thesis Monster abilities. (http://www.giantitp.com/forums/showthread.php?205119-Must-Affix-Everything-to-Everything!-%28Grafts-That-Don-t-Make-Me-Cry-Myself-To-Sleep%29)

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.

Attack its Weak Point for Massive Damage (Ex): No matter how big or tough a monster is, there's always a vulnerability. Starting at Associate level 11, whenever you deliver a surgical precision attack the enemy's natural armour bonus to AC is reduced by the number of extra 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 ability, 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.

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.

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.



Xenoalchemy Association


Level
Graft Level
Special


Starter
0
Harvest Material


1
1
Xenoalchemy, Surgical Insight


2
1



3
1
Accurate Analysis


4
1



5
1
Postop Procedure


6
1



7
1
Battlefield Diagnosis


8
1



9
2
Steady Hand


10
2



11
2
Critical Insight


12
2



13
2
Waste Not, Want Not


14
2



15
2
Advanced Cryogenics


16
2



17
3
Conjoined Grafts


18
3



19
3
Self-Experimentation



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

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
Monster Types


Knowledge (arcana)
Constructs, dragons, magical beasts


Knowledge (dungeoneering)
Aberrations, oozes


Knowledge (local)
Humanoids


Knowledge (nature)
Animals, fey, giants, monstrous humanoids, plants, vermin


Knowledge (religion)
Undead


Knowledge (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.

Surgical Insight: As a swift action you can study a creature within 30ft. of you. You immediately make a Knowledge check, as if for harvesting materials (as described above). For the next three rounds, you can make surgical precision attacks against your target - this doesn't give you bonus damage, but will trigger xenoalchemist abilities. (I kind of don't like this name...)

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 only have access to level 1 grafts at 1st Association level, and gain access to new 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.

Accurate Analysis (Ex): Beginning at 3rd Association level whenever you make a surgical precision attack, you can add your Intelligence modifier to any attack rolls that you make against your target in the next three rounds in addition to the normal ability modifier.

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. Beginning at 5th Association level 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.

Battlefield Diagnosis (Ex): Beginning at 7th Association level, whenever you succeed on an attack with your surgical precision class feature, you automatically analyse the target for harvesting. The time required to harvest materials from the monster drops to only a single standard action now that you know just what to take.

Steady Hand (Ex): Beginning at 9th Association level your skills with the knife progress. 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.

Critical Insight (Ex): You can now add your intelligence modifier to critical confirmation rolls and damage rolls when making surgical precision attacks. (Not sure about this one... it's just filling the level, but it might be nice to make surgical precision more painful.)

Waste Not Want Not (Ex): Starting at 13th Association level 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.

Advanced Cryogenics (Ex): Starting at 15th Association level 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.

Conjoined Grafts (Ex): Starting at 17th Association level you have mastered the art of fusing two disparate grafts together. You can now attach up to two grafts to the same body slot.

Self-Experimentation: 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.



PS - Hmm, I hadn't thought about Mastery Talents. Maybe one to improve the Medic's healing?

PPS - Also, I belatedly PMed Kellus, so we might see what he thinks!

JeminiZero
2014-05-10, 08:49 AM
PPS - Also, I belatedly PMed Kellus, so we might see what he thinks!

Sadly, looking at Kellus profile (http://www.giantitp.com/forums/member.php?23138), he hasn't come online since January (and as a result, the Xenoalchemist tables are still broken). :smallfrown:

I will see about incorporating it in the next update.

Changelog
-Spellcasters now get bonus spell slots based on point system
-Extra Mystery uses also follows bonus spell slots
-All Manifesters now get 1/4 their normal bonus power points
-Favored Soul and Spirit Shaman now have Charismatic feat support to restore SAD
-Ozodrin has had some minor changes
-Added Extra Mastery points feat (+2 each time it is taken)
-Added Evolutionist
-Added Wilder (half powers known compared to psion, and no bonus feats, gets Wildsurge up to +5)

Xuldarinar
2014-05-10, 05:17 PM
Oriental Adventures Associations

Shaman Association

Shaman Association Progression (Based on Associate Level)
Level Sh0 Sh1 Sh2 Sh3 Sh4 Sh5 Sh6 Sh7 Sh8 Sh9 Special
Starter 1 - - - - - - - - - Shaman Spontaneous Casting
1 2 - - - - - - - - - Shaman Domain
2 3 - - - - - - - - -
3 3 1 - - - - - - - -
4 3 1 - - - - - - - - Spirit Sight
5 3 1 1 - - - - - - -
6 3 1 1 - - - - - - -
7 3 1 1 1 - - - - - - Spirits' Favor
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 - - - Shaman Domain
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 Skills: Add Spellcraft and Heal to your Trissociate class skill list.

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 (Sh0-Sh9).
Shaman Bonus Spell Slots: You gain bonus spell slots based on your Wisdom score, but instead of the normal formula (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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 Domain: Choose 1 Domain (http://www.d20srd.org/srd/spellLists/clericDomains.htm) appropriate for a spirit with which you have a special relationship. You gain that Domain's associated special ability. You do not gain extra dedicated Domain spell slots. Instead, you may also spontaneously convert prepared spells to Domain spells. You gain access to a second domain at 13th level.

Spirit Sight: At 4th level, you gain the spirit sight class feature as the shaman class feature.

Spirits' Favor: At 7th level, you gain the Spirits' Favor class feature, as the shaman class feature.

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


Maho-Tsukai Association


Special: You begin play with a taint score of 1.

Maho-Tsukai Association Progression (Based on Associate Level)
Level Mt1 Mt2 Mt3 Mt4 Mt5 Mt6 Mt7 Mt8 Mt9 Special
Starter -/- -/- -/- -/- -/- -/- -/- -/- -/- Taint Suppression, Blood Component
1 -/- -/- -/- -/- -/- -/- -/- -/- -/-
2 -/- -/- -/- -/- -/- -/- -/- -/- -/-
3 1/1 -/- -/- -/- -/- -/- -/- -/- -/-
4 1/2 -/- -/- -/- -/- -/- -/- -/- -/-
5 1/2 1/1 -/- -/- -/- -/- -/- -/- -/-
6 1/2 1/2 -/- -/- -/- -/- -/- -/- -/-
7 1/2 1/2 1/1 -/- -/- -/- -/- -/- -/-
8 2/2 1/2 1/2 -/- -/- -/- -/- -/- -/-
9 2/2 1/2 1/2 1/1 -/- -/- -/- -/- -/-
10 2/2 2/2 1/2 1/2 -/- -/- -/- -/- -/-
11 2/2 2/2 1/2 1/2 1/1 -/- -/- -/- -/-
12 2/2 2/2 2/2 1/2 1/2 -/- -/- -/- -/-
13 2/2 2/2 2/2 1/2 1/2 1/1 -/- -/- -/-
14 2/2 2/2 2/2 2/2 1/2 1/2 -/- -/- -/-
15 2/2 2/2 2/2 2/2 1/2 1/2 1/1 -/- -/-
16 2/2 2/2 2/2 2/2 2/2 1/2 1/2 -/- -/-
17 2/2 2/2 2/2 2/2 2/2 1/2 1/2 1/1 -/-
18 2/2 2/2 2/2 2/2 2/2 2/2 1/2 1/2 -/-
19 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.

Taint Suppression: You gain the Taint Suppression class feature as the Maho-Tsukai class feature of the same name.

Maho-Tsukai Spellcasting: You gain Taint based spontaneous Arcane spells as a Maho-Tsukai (Oriental Adventures pg. 237). Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follows the table 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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), your bonus spell slots are calculated using the method described above.

Blood Component: You, as a maho-tsukai, must substitute a drop of blood for a spell's material component or focus, if any. This functions as the Maho-Tsukai class feature by the same name.

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

Heroes of Horror Adaptation: If you are using the Heroes of Horror taint system instead of the system described in Oriental Adventures and Unearthed Arcana, refer to the changes described under Taint and Oriental Adventures (Heroes of Horror pg. 66). You cast using Depravity.

Xuldarinar
2014-05-10, 08:39 PM
True Xenotheurgist Associations
As a fan of this particular home-brew, as described here (http://www.giantitp.com/forums/showthread.php?122103-Xenotheurgy-Far-Realms-magic-system), I figured I would adapt it to the best of my ability to the Trissociate. I just hope I did it justice. All I'm missing really are appropriate mastery talents.

Xenotheurgist Association

Xenotheurgist Association Progression (Based on Associate Level)
Level Murmurs Maximum Breach Level Special
Starter 1 1st Disturbance
1 1 1st Pull from Beyond
2 1 1st Disturbance
3 1 1st Subverted Insanity 1/day
4 1 1st Disturbance
5 1 2nd
6 1 2nd Disturbance
7 2 2nd
8 2 2nd Disturbance, Subverted Insanity 2/day
9 2 3rd
10 2 3rd Disturbance
11 2 3rd
12 2 3rd Disturbance
13 2 4th Subverted Insanity 3/day
14 2 4th Disturbance
15 2 4th
16 2 5th Disturbance
17 2 5th
18 3 5th Disturbance, Subverted Insanity 4/day
19 3 6th


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

Murmurs (Su): You gain the Murmurs class feature, as the True Xenotherugist class feature of the same name except as follows; You begin play with a single murmur and gain additional murmurs as listed in the table above. You may only have a single murmur active at any given time.

Disturbances (Su): You gain the Disturbances class feature, as the True Xenotheurgist class feature of the same name except as follows; You possess a single disturbance starting out, and gain an additional one at each even numbered level.

Breaches (Su): You gain the Breaches class feature, as the True Xenotheurgist class feature of the same name except as follows; Your access to levels of breaches advances as listed in the table above.

Incursions (Ex): You gain the Incursions class feature, as the True Xenotheurgist class feature of the same name.

Subverted Insanity You gain the Subverted Insanity class feature, as the True Xenotherugist class feature of the same name except as follows; You gain additional uses of subverted insanity at 8th, 13th and 18th level.


Automatic Mastery Talents
[No ideas for this]:


Aberrant Harbinger Association

Aberrant Harbinger Association Progression (Based on Associate Level)
Level Special
Starter Pull from Beyond
1 Unearthly Will
2
3 Never the Same
4
5 Lesser Harbinger's Mark
6
7 Lesser Harbinger's Mark
8
9 Lesser Harbinger's Mark
10
11 Harbinger's Mark
12
13 Harbinger's Mark
14
15 Harbinger's Mark
16
17 Greater Harbinger's Mark
18
19 GreaterHarbinger's Mark


Aberrant Harbinger Skills: Add Disguise to your Trissociate class skill list.

Pull from Beyond (Su): You begin play with, you gain the Pull from Beyond class feature, as the True Xenotheurgist class feature except as follows; The amount starts at -5 hit points, and increases by an additional -5 at 4th, 7th, 10th, 13th, and 16th level.

Unnatural Will (Ex): At 1st level, you gain Unnatural Will as a bonus feat, even if you do not meet its prerequisites.

Never the Same (Ex): At 3rd level, You gain the Never the Same class feature, as the True Xenotheurgist class feature.

Lesser Harbinger's Mark: At 5th level, you gain the Lesser Harbinger's Mark class feature, as the True Xenotherugist class feature of the same name, except as follows;. You gain an additional ability at 7th and 9th level. You may not select any ability that directly deals with a class feature you do not possess (Warp points, Murmurs, Subverted Insanity), assuming you do not also select the Xenotheurgist association.

Harbinger's Mark: At 11th level, you gain the Harbinger's Mark class feature, as the True Xenotheurgist class feature of the same name, except as follows; You gain an additional ability at 13th and 15th level. You may not select any ability that directly deals with a class feature you do not possess, assuming you do not also select the Xenotheurgist association.

Greater Harbinger's Mark: At 17th level, you gain the Greater Harbinger's Mark class feature, as the True Xenotheurgist class feature of the same name, except as follows; You gain an additional ability at 19th. You may not select any ability that directly deals with a class feature you do not possess, assuming you do not also select the Xenotheurgist association.


Automatic Mastery Talents
[No ideas for this either]:

Durazno
2014-05-10, 11:17 PM
Did the Aberrant Harbinger's abilities get offset starting at level 4?

I really like both of those. Aberrant Harbinger/Ozodrin/Xenotheurgist go! (Possibly substituting half Farspawn for one of those...)

qazzquimby
2014-05-11, 12:03 AM
What is priority to write right now? Most of the basis seem to be covered. Converting PC friendly templates?

Xuldarinar
2014-05-11, 07:05 AM
Did the Aberrant Harbinger's abilities get offset starting at level 4?

I really like both of those. Aberrant Harbinger/Ozodrin/Xenotheurgist go! (Possibly substituting half Farspawn for one of those...)

Well, I pushed the whole progression forward one level with that. It doesn't look quite right though, i'll admit. It wouldn't hurt to move it back one step, or put it back where it was (with or without increasing the gap between abilities).




I wonder what I should make next.. And, I wonder how all this would look if there were a Pathfinder version of this class.

On a side note: Do you think separate associations should be made for variants, or should it instead be that variants be directly applied to the associations and keep it at that?

Durazno
2014-05-11, 07:26 AM
I think it'd be best to keep everything on odd Association levels so that it doesn't change the rhythm of Primary/Secondary features. If you got this as a secondary association, you'd start getting the features at the same time as your primary association starting at Trissociate level 5.

As for the side-note, JeminiZero seems to be covering a lot of variants with Adaptation notes. Are you thinking of an alternate version that would be too big for that?

Xuldarinar
2014-05-11, 07:58 AM
Consider it fixed then and Im not sure really, just been thinking about it, thats all. Also:


Truenamer Association

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 - - Known Personal Truename
1 1 - -
2 1 - - Knowledge Focus
3 1 - -
4 1 1 -
5 2 1 -
6 2 1 -
7 2 2 - Knowledge Focus
8 2 2 1
9 3 2 1
10 3 2 1 Knowledge Focus
11 3 2 1
12 3 3 2 See the Named
13 4 3 2
14 4 3 2 Knowledge Focus
15 4 4 2
16 5 4 3 Sending
17 5 4 3
18 5 4 3
19 6 5 3 Speak unto the Masses


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

Known Personal Truename: You gain the Known Personal Truename class feature, as the truenamer class feature of the same name.

Utterences (Sp): You gain the Utterances class feature, as the truenamer class feature of the same name except as follows; When you acquire an additional utterance known, as listed in the table above, you gain access to subsequently higher level utterances.

Knowledge Focus (Ex): At 3rd level, and again at 7th, 10th, and 14th, you gain the Knowledge Focus class feature, as the truenamer class feature of the same name.

See the Named (Su): at 12th level, you gain the See the Named class feature, as the truenamer class feature of the same name.

Sending (Su): At 16th level, you gain the Sending class feature, as the truenamer class feature of the same name.

Speak unto Masses: At 19th level, you gain the Speak unto the Masses class feature, as the truenamer class feature of the same name.

Automatic Mastery Talents
Speaker's Tongue: You may add your Trissociate level as a bonus to Truespeak checks you make.

JeminiZero
2014-05-11, 08:41 AM
So the I made this image:

http://i287.photobucket.com/albums/ll145/JeminiZero/Trissociate-Art/yo_dawg_homebrew_subsystem.jpg
Now the question is whether it would be in poor taste to stick it at the top of the Homebrew Associations section. :smallamused:


What is priority to write right now? Most of the basis seem to be covered. Converting PC friendly templates?
I can't think of anything, so its up to you.

Really, I'm still trying to digest the fact that I look away for 1 day, and suddenly 5 Associations pop up. :smalltongue:


Xenotheurgist Association

Aberrant Harbinger Association
Incidentally, did you contact RealmOfChaos for these?


I wonder what I should make next.. And, I wonder how all this would look if there were a Pathfinder version of this class.
Well, I know next-to-nothing about Pathfinder, so I can't really say for sure.


On a side note: Do you think separate associations should be made for variants, or should it instead be that variants be directly applied to the associations and keep it at that?

As for the side-note, JeminiZero seems to be covering a lot of variants with Adaptation notes. Are you thinking of an alternate version that would be too big for that?
It depends on how big a variant we're talking about. Most of the time, when I recommend a variant, it usually involves some small changes. (Like DR Silver & Magic to Adamantine for Half-Undead to Half-Construct).

Xuldarinar
2014-05-11, 09:27 AM
Incidentally, did you contact RealmOfChaos for these?



I will admit I have not, usually I do so but I did not this time. I have contacted him before on making home-brew regarding his creations and, everytime I have I find I receive no response or he tells me to go on ahead. Should I have done so on this one? It would have been the polite thing to do at least, the right thing to ask, but in the moment I was of the mood to brew it so here it is. Perhaps it would be best though, he approve in some form or another before these get put up front.

JeminiZero
2014-05-11, 09:40 AM
Perhaps it would be best though, he approve in some form or another before these get put up front.
That would be ideal.

Of course, the best form of approval, would be if he links to here from Xenotheurgist. :smallbiggrin:

qazzquimby
2014-05-11, 12:45 PM
We need swarmlord, I don't know how I forgot about that.

Swarmlord Association


Level
Special
Evolution Points


Starter
Body of the Queen



1
Seeds of the Swarm
2


2

2


3
Infestation
4


4

4


5
Adaptation
7


6

7


7

11


8

11


9
Assimilation
17


10

17


11
Adaptation
24


12

24


13

32


14

32


15
Adaptation
42


16

42


17
Adaptation
53


18

53


19
Embrace of the Swarm
65



Swarmlord Class Features: You gain Swarmlord class features, except as noted here. Class features which normally rely on Swarmlord levels may instead use your Trissociate level (e.g. for the purposes of calculating saving throw DC). Your Swarmlord class features are gained at the levels indicated in the table above.

In order to builld a character for a friend, I'm going to convert my Monacan (http://www.giantitp.com/forums/showthread.php?337208-Everything-that-s-yours-is-mine&p=17189066#post17189066) (which is not a perfect class), and the Machiavellian (http://www.giantitp.com/forums/showthread.php?221950-quot-Believe-me-you-don-t-want-him-inside-your-head-quot-3-5-Base-Class-PEACH), and mix in whichever existing associate would work best for a non-combat sneaky blackmailer.

Any ideas for the third? Nearly all classes assume backstabbing is priority.

Machiavellian Association


Level
Special
Unique Behaviours per Day
Unique Triggers per Day
Requests per Day


Starter

-
-
-


1
Reprogram (1 Behavior, 1 Trigger)
1
1
-


2

1
1
-


3
Psychoanalyze, Scathing Wit 1d6
1
1
-


4

1
1
-


5
Toy with Emotions (+1)
1
1
-


6

1
1
-


7
Reasonable Request (Entice Gift), Scathing Wit 2d6
2
1
1


8

2
1
1


9
Devoted Assistant, Toy With Emotions (+2)
2
2
1


10

2
2
1


11
Scathing Wit 3d6
3
2
1


12

3
2
1


13
Toy With Emotions (+3)
3
2
1


14

3
2
1


15
All Their Own Doing, Scathing Wit 4d6
4
3
1


16

4
3
1


17
Toy With Emotions (+4)
4
3
1


18

4
3
1


19
You Have Served Your Purpose, Scathing With 5d6
5
4
2




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

Durazno
2014-05-11, 08:42 PM
What about Magic-Blooded or Psi-Blooded, picking spells/powers that help you sneak and blackmail rather than blow things up? Shadow Walker might work for that, too, possibly?

Maybe we need a pure sneaky mcsneakerton association.

qazzquimby
2014-05-11, 09:17 PM
Added Machiavellian to above post.
Shadow-walker is perfect, thanks.

Monacan Association


Level
Special
Sneak Speed


Starter

-

-


1
Get In
10'


2

10'


3
Expertise
10'


4

10'


5
Get Out
10'


6

10'


7
Equipment
15'


8

15'


9
Get rich
15'


10

15'


11
Expertise
15'


12

15'


13
Equipment
20'


14

20'


15

20'


16

20'


17
Equipment
20'


18

20'


19
Expertise
25'



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

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

JeminiZero
2014-05-12, 10:11 AM
Swarmlord Association


Machiavellian Association
I'll PM the original creators and include them as soon as they give me their approval/feedback.


In order to builld a character for a friend
Right then, I will try to get the next update out soon-ish.


mix in whichever existing associate would work best for a non-combat sneaky blackmailer.

Maybe we need a pure sneaky mcsneakerton association.
Shadow Walker is indeed supposed to be the sneaky association. Although I might make add a variant that trades Shadow SLAs for something else.

Edit:

Changelog: 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)

Pending:
-Truenamer
-Xenotheurgist & Aberrant Harbinger (seeing whether Realm Of Chaos gives approval/feedback to Xuldarinar)
-Swarmlord (no reply from Lix Lorn yet)

Abithrios
2014-05-13, 10:18 PM
I like the idea and can't wait to test a trissociate. Thanks for making this class.


There are a couple things I noticed about the martial sage association that seem a little off to me.

First, there is exactly one level in which the size of their ki pool does not increase. The general trend would suggest that they have 37-40 ki points at level 7 rather than going from 30 to 30 again to 50.

Second, they are essentially immune to sneak attack. From the Player's Handbook:


A rogue cannot sneak attack while striking a creature with concealment

The martial sage can get concealment as a free action unlimited times per day for free. It may not be a full 20% at level 1, but a martial sage can activate that ability anytime they feel even a little at risk and be immune to the sneak attacks of any high level rogues that happen to catch him otherwise flat-footed.

I am not sure what the proper way of fixing it may be (if it even really needs fixing), but it seems a bit strong for level 1.

razorfloss
2014-05-13, 10:50 PM
this is interesting i like that i cane make just about anything i want to thanks for making this

Adam1949
2014-05-14, 02:21 AM
I noticed that the Trissociate was missing something iconic: Barbarians!

Barbarian Association

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


Barbarian Skills: Add Intimidate and Survival to your Trissociate class skill list.

Barbarian Class Features: You gain class features as a Barbarian (http://www.d20srd.org/srd/classes/barbarian.htm), according to the progression in the table above. This works just like a normal Barbarian except as noted here.

Automatic Mastery Talents
Boost Rage Length: As a free action, you may spend Mastery points to increase the length of your current rage. By spending 1 Mastery Point, you can increase the length of time that your current rage lasts by one round. You may only spend 1 Mastery Point per round in this manner.


So, how does it look?

Xuldarinar
2014-05-14, 05:06 AM
-Snip-
Pending:
-Truenamer
-Xenotheurgist & Aberrant Harbinger (seeing whether Realm Of Chaos gives approval/feedback to Xuldarinar)
-Snip-

Fired off the message to Realms of Chaos, so I just gotta wait for a response. That shouldn't take too long, and I don't think they will turn it down but we shall see.

On another note and out of curiosity, why the Truenamer is pending? Just haven't added it in yet or there something about it you feel needs worked out first?

TheLonelyScribe
2014-05-14, 05:22 AM
As far as I can tell there isn't a Wild Shape association? I think that would be a nice addition - especially with Barbarian (imagine a Raging bear).

Xuldarinar
2014-05-14, 05:54 AM
As far as I can tell there isn't a Wild Shape association? I think that would be a nice addition - especially with Barbarian (imagine a Raging bear).

Just throwing it together. If someone feels it needs changes, or they have a better approach, I welcome them to it.

Wild Shape Association

Wild Shape Association Progression (Based on Associate Level)
Level Special
Starter Wild Empathy
1 Wild Shape (1/day)
2
3
4
5 Wild Shape (2/day)
6
7
8
9
10 Wild Shape (3/day, Large)
11
12
13 Wild Shape (Tiny)
14 Wild Shape (Plant)
15 Wild Shape (4/day)
16
17
18
19 Wild Shape (elemental 1/day)


Wildshape Skills: Add Survival to your Trissociate class skill list.

Wild Empathy (Ex): You gain the Wild Empathy class feature, as the druid class feature of the same name.

Wildshape (Su): At 1st level, you gain the Wild Shape class feature, as the druid class except advancing as listed in the table above.

Automatic Mastery Talents
...:

JeminiZero
2014-05-14, 10:12 AM
I like the idea and can't wait to test a trissociate. Thanks for making this class.

this is interesting i like that i cane make just about anything i want to thanks for making this
You're welcome. :smallsmile: Let me know if you have questions or anything.


First, there is exactly one level in which the size of their ki pool does not increase. The general trend would suggest that they have 37-40 ki points at level 7 rather than going from 30 to 30 again to 50.
That would be a typo. Its supposed to 30 > 40 > 50.

Thanks for pointing it out.


Second, they are essentially immune to sneak attack. From the Player's Handbook:
Now that you mention it, that does seem to be an unintentional side effect. I will see how to reword Ki Dodge to circumvent that.

Again, thanks for pointing this out.


On another note and out of curiosity, why the Truenamer is pending?
Mostly a lack of time. I am waayyy behind on my work right now.


I noticed that the Trissociate was missing something iconic: Barbarians!

Barbarian Association

So, how does it look?
I would actually try to smoothen out the progression. Try 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). And then have Tireless Rage as the capstone. Maybe something like this

01: Rage (+2 Str, +4 Con, +0 morale bonus to Will saves, -2 AC penalty) 1/day
03: Rage (+4 Str, +4 Con, +0 morale bonus to Will saves, -2 AC penalty) 1/day DR 1/-
05: Rage (+4 Str, +4 Con, +1 morale bonus to Will saves, -2 AC penalty) 2/day
07: Rage (+4 Str, +6 Con, +1 morale bonus to Will saves, -2 AC penalty) 2/day DR 2/-
09: Rage (+4 Str, +6 Con, +2 morale bonus to Will saves, -2 AC penalty) 3/day
11: Rage (+6 Str, +6 Con, +2 morale bonus to Will saves, -2 AC penalty) 3/day DR 3/-
13: Rage (+6 Str, +6 Con, +3 morale bonus to Will saves, -2 AC penalty) 4/day
15: Rage (+6 Str, +8 Con, +3 morale bonus to Will saves, -2 AC penalty) 4/day DR 4/-
17: Rage (+6 Str, +8 Con, +4 morale bonus to Will saves, -2 AC penalty) 5/day
19: Rage (+8 Str, +8 Con, +4 morale bonus to Will saves, -2 AC penalty) 5/day DR 5/-, Tireless Rage


As far as I can tell there isn't a Wild Shape association? I think that would be a nice addition - especially with Barbarian (imagine a Raging bear).
There is access to Wildshape indirectly. The Ranger Association Adaptation section notes that you can swap out your Weapon Styles for Wildshape. Of course that does limit you to small and medium animals.



Just throwing it together. If someone feels it needs changes, or they have a better approach, I welcome them to it.

Wild Shape Association
Off the top of my head, it feels overly strong. A Battle-Toughness Focus associate with this alone would be stronger than a straight Wild Shape Ranger (which is already supposed to be Tier 3). I would keep it to animals only, cap it at Large size, and maybe add a few more minor perks.

01: Wild Shape (1/day, Small Animals only), Speak and Gesture normally in Wild Shape
03: Wild Shape (2/day, Small Animals only)
05: Wild Shape (3/day, Small Animals only)
07: Wild Shape (4/day, Small Animals only), Wild Shape as a Move Action
09: Wild Shape (4/day, Small-Medium Animals)
11: Wild Shape (5/day, Small-Medium Animals)
13: Wild Shape (5/day, Tiny-Medium Animals), Thousand Faces
15: Wild Shape (6/day, Tiny-Medium Animals)
17: Wild Shape (6/day, Tiny-Large Animals)
19: Wild Shape (7/day, Tiny-Large Animals), Wild Shape as a Swift Action

Too Strong? To Weak? Let me know how Barbarian/Wild Shape look.

Adam1949
2014-05-14, 11:10 AM
Alright, it has been fixed.

Barbarian Association

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


Barbarian Skills: Add Intimidate and Survival to your Trissociate class skill list.

Barbarian Class Features: You gain class features as a Barbarian (http://www.d20srd.org/srd/classes/barbarian.htm), according to the progression in the table above. This works just like a normal Barbarian except as noted here.

Automatic Mastery Talents
Boost Rage Length: As a free action, you may spend Mastery points to increase the length of your current rage. By spending 1 Mastery Point, you can increase the length of time that your current rage lasts by one round. You may only spend 1 Mastery Point per round in this manner.


In regards to Wildshape, I would say that it's not broken to change it to this:


01: Wild Shape (1/day, Small Animals only)
03: Wild Shape (2/day, Small Animals only), Speak and Gesture normally in Wild Shape
05: Wild Shape (3/day, Small Animals only)
07: Wild Shape (4/day, Small Animals only), Wild Shape as a Move Action
09: Wild Shape (4/day, Small-Medium Animals)
11: Wild Shape (5/day, Small-Medium Animals), Thousand Faces
13: Wild Shape (5/day, Tiny-Medium Animals)
15: Wild Shape (6/day, Tiny-Medium Animals and Plants)
17: Wild Shape (6/day, Tiny-Large Animals and Plants)
19: Wild Shape (7/day, Tiny-Large Animals and Plants), Wild Shape as a Swift Action


This way, it doesn't feel as frontloaded since you need to work to get to the ability to speak and gesture normally (and thus spellcasters don't just get to have Natural Spell at first level, thus making it more balanced), but also allowing changing into Plants. I would also offer that they add Control Shape and Survival to their class skills.

Draken
2014-05-14, 11:30 AM
Alright, it has been fixed.

Barbarian Association

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


Barbarian Skills: Add Intimidate and Survival to your Trissociate class skill list.

Barbarian Class Features: You gain class features as a Barbarian (http://www.d20srd.org/srd/classes/barbarian.htm), according to the progression in the table above. This works just like a normal Barbarian except as noted here.

Automatic Mastery Talents
Boost Rage Length: As a free action, you may spend Mastery points to increase the length of your current rage. By spending 1 Mastery Point, you can increase the length of time that your current rage lasts by one round. You may only spend 1 Mastery Point per round in this manner.


In regards to Wildshape, I would say that it's not broken to change it to this:


This way, it doesn't feel as frontloaded since you need to work to get to the ability to speak and gesture normally (and thus spellcasters don't just get to have Natural Spell at first level, thus making it more balanced), but also allowing changing into Plants. I would also offer that they add Control Shape and Survival to their class skills.

Control Shape doesn't do anything for anyone other than afflicted lycanthropes.

Adam1949
2014-05-14, 11:36 AM
Control Shape doesn't do anything for anyone other than afflicted lycanthropes.

Huh, it seems you're right. I always thought that Control Shape could also be used to lessen or prevent effects such as Baleful Polymorph; my mistake.

JeminiZero
2014-05-15, 08:17 AM
This way, it doesn't feel as frontloaded since you need to work to get to the ability to speak and gesture normally (and thus spellcasters don't just get to have Natural Spell at first level, thus making it more balanced), but also allowing changing into Plants.

A fair point about it being front loaded. However, I am disinclined to allow Plant Shape due to the immunities it can bring with the Enhanced Wild Shape spell (level 4, lasts hrs/level, grants Extraordinary abilities).

Edit: Changelog 15 May 2014
-Martial Sage: Reword Ki Dodge to allow sneak attack, corrected Ki Point progression.
-Truenamer added. I have rearranged the abilities a little so that new utterances/class features are gained on odd levels.
-Barbarian and Wild Shape draft added

Adam1949
2014-05-16, 05:14 PM
I would like to mention that the Barbarian has an error that I missed until I thought about it more: It's only in Pathfinder that a barbarian's Rage is measured in rounds. Thus, the Mastery ability is worthless for a Barbarian Associate. My apologies.

JeminiZero
2014-05-17, 11:10 AM
I would like to mention that the Barbarian has an error that I missed until I thought about it more: It's only in Pathfinder that a barbarian's Rage is measured in rounds. Thus, the Mastery ability is worthless for a Barbarian Associate. My apologies.

It's fine. :smallsmile: Extending Rage actually works in 3.5 as well, since their rage lasts 3+Con bonus (so for 14 Con + 4 Rage, about 7 rounds at low levels). So if a fight lasts longer than that, it will come in handy.

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

DrunkenMists
2014-05-21, 06:09 AM
Just wanted to say that I love the class, and within the next month or so, I'm looking at seeing about getting a game going with everybody using it!.


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

Trissociate (http://www.giantitp.com/forums/showthread.php?t=234951) (Expert focus: Wizard, Archivist, Erudite)
Hit Die: D6

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



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



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

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

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

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

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

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

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

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

Wizard Spellcasting: You gain Intelligence based prepared Arcane spells as a Wizard (http://www.d20srd.org/srd/classes/sorcererWizard.htm#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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), 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 BonusAccess to 2nd level spells or lower3rd4th5th6th7th8th9th
+3 or lower11111111
+411222222
+512344444
+612356666
+713467999
+813578101212
+9246810121416
+10246911131518


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

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

Archivist Spellcasting: You gain Intelligence based prepared Divine spells as an Archivist (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3), 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 (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters), your bonus spell slots are calculated using the method described here. You have a pool of Bonus Spell Slot points based on your Intelligence bonus, following the table below. The numbers along the top row (2nd or lower - 9th) indicate the highest level spell you have access to from your Archivist Association. And each row below that shows the Bonus Spell Slot points for a particular Intelligence bonus:
Intelligence BonusAccess to 2nd level spells or lower3rd4th5th6th7th8th9th
+3 or lower11111111
+411222222
+512344444
+612356666
+713467999
+813578101212
+9246810121416
+10246911131518


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

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

Psionics: You gain Intelligence based Manifesting Powers as an Erudite (http://www.wizards.com/default.asp?x=dnd/iw/20060406b). Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Erudite association is secondary, and you do not know any powers yet). You gain bonus Power Points based on your Intelligence score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Intelligence score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Intelligence score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points.

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

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

Primary Automatic Mastery Talents
Recover Spell (Wizard): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

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

Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
Recover Spell (Archivist): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

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

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



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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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



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

JeminiZero
2014-05-22, 10:37 AM
Just wanted to say that I love the class
Thanks! :smallbiggrin:


within the next month or so, I'm looking at seeing about getting a game going with everybody using it!
A pure Trissociate party has been suggested before. Sadly, it seems to have difficulty getting off the ground. :smallfrown: Many DMs don't accept homebrew, and those who do, usually won't limit it to just one super-flexible-class. You might have better luck just figuring out what character you want, and submitting it to a general homebrew-permitted game.

qazzquimby
2014-05-22, 05:40 PM
Can anyone think of a construct building class that isnt the artificer or machine mistress? I'm going to make associations forr every player's build in my game.

Draken
2014-05-22, 07:01 PM
Can anyone think of a construct building class that isnt the artificer or machine mistress? I'm going to make associations forr every player's build in my game.

Lappy9000's Engineer (http://www.giantitp.com/forums/showthread.php?114229-Base-Class-The-Engineer-3-5-PEACH) has an option for it (among other things) Shamefully, the table for it is still broken.

JeminiZero
2014-05-22, 08:00 PM
Can anyone think of a construct building class that isnt the artificer or machine mistress? I'm going to make associations forr every player's build in my game.
Note that Animal Companion can be adapted, to replace the Companion with another creature of approximately equivalent CR. A companion using the stats for animated objects (http://www.d20srd.org/srd/monsters/animatedObject.htm) or Astral Constructs (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm) should probably work fine.

qazzquimby
2014-05-22, 08:55 PM
Oh thanks, that works really well. I'l add in the machine mistress then. Anything else people want?

spikeof2010
2014-05-22, 09:27 PM
Golden Alchemist? :0

Also some beholder based monster class?

qazzquimby
2014-05-22, 11:39 PM
Golden alchemist looked like it broke WBL and did nothing much else. I'd rather WBL was broken in a clever way, rather than just a class feature.
I think the best approach might be a way of converting any monster class into an association.

DrunkenMists
2014-05-23, 04:04 AM
There is always the option of doing up some pathfinder classes as associations.

Unique ones would be....

gunslinger (http://www.d20pfsrd.com/classes/base-classes/gunslinger)

Vitalist (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist)

Tactician (http://www.d20pfsrd.com/psionics-unleashed/classes/tactician)

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

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

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

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

qazzquimby
2014-05-24, 12:34 AM
I've fixed the engineer's class table, because I do that. Would you prefer Vitalist or Tactician?
What is the difference between pathfinder and 3.5 classes?

DrunkenMists
2014-05-24, 05:35 AM
I've fixed the engineer's class table, because I do that. Would you prefer Vitalist or Tactician?
What is the difference between pathfinder and 3.5 classes?

differences-between-dd-3-5-and-pathfinder (http://rpg.stackexchange.com/questions/1/differences-between-dd-3-5-and-pathfinder)

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

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

JeminiZero
2014-05-25, 10:09 AM
Also some beholder based monster class?
For a monsters (especially those as powerful as a Beholder), it would probably be better handled as its own straight monster class (http://www.minmaxboards.com/index.php?topic=557.0).


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

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


gunslinger (http://www.d20pfsrd.com/classes/base-classes/gunslinger)
There is actually *some* support for Gunslingers. For sublime disciplines, you can pick ranged disciplines like Black Rain (http://www.giantitp.com/forums/showthread.php?99529). Elemental Savant, Worm-that-Walks and Eldritch Blast can all be used to charge ranged weapon ammunition. And of course there is stuff like Ranger, Rogue or Scout for bonus damage. Weapon Master can pick any chosen weapon, including ranged weapons (but you would need a multi-shot gun in order to use Flurry).


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


Vitalist (http://www.d20pfsrd.com/psionics-unleashed/classes/vitalist)

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

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

*****

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

Cunning Association

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Lesser Cunning Sense
By spending 2 Cunning Points, you gain Blindsense (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 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 (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) to a distance of your Trissociate level x 5 ft, which lasts until the start of your next turn.

Evasion (Ex) (Requires: Trissociate level 3, Your Trissociate base class must have Reflex as a good save)
You gain Evasion as a Rogue (http://www.d20srd.org/srd/classes/rogue.htm).

Improved Evasion (Ex) (Requires: Trissociate level 11, Evasion)
You gain Improved Evasion as a Rogue (http://www.d20srd.org/srd/classes/rogue.htm).

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

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

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

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

qazzquimby
2014-05-25, 12:06 PM
Base class by Morph Bark, the great and powerful.

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

Dabblemaster Association

Dabblemaster Association Progression (Based on Associate Level)

Level Feature 1 Feature 2Feature 3Feature 4Feature 5Feature 6Special
Starter ------ -
1 Eldritch Blast (1d6), Fundamental of Shadow
2 -
3 1 Meldshaping (1 soulmeld), Feature Slots
4 1 [/td] -
5 2 [/td] Chakra Bind (crown), Invocation (least)
6 2 -
7 3 1 [/td] Chakra Bind (feet and hands), Soul Binding (1 vestige, level 1)
8 3 1 -
9 3 11 Invocation (lesser) Soul Binding (level 2)
10 3 11 -
11 3 11 1 Meldshaping (2 soulmelds), Soul Binding (level 3)
12 3 11 1 -
13 3 11 1 Chakra Bind (arms, brow and shoulders)
14 3 11 1 -
15 3 11 11 Invocations (greater), Soul Binding (level 4)
16 3 11 11 -
17 3 11 111 Chakra Bind (throat and waist), Meldshaping (3 soulmelds), Soul Binding (level 5)
18 3 11 111 -
19 3 11 111 Chakra Bind (heart and soul), Soul Binding (level 6)

Eldritch blast (Sp): At level 1 the Trissociate gains an ability that is exactly like a warlock’s eldritch blast ability, being a ray attack with a range of 60 feet that 1d6 points of damage and is affected by spell resistance, etc. However, this eldritch blast ability doesn’t gain more damage dice as the Trissociate gains levels, as would normally happen.

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

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

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

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

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

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


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


My god, I've had a great idea. We take associations, and modify them to be roughly 3x as powerful, so that a character can take but a single association (or a trissociation?) to function.

TheLonelyScribe
2014-05-25, 02:44 PM
My god, I've had a great idea. We take associations, and modify them to be roughly 3x as powerful, so that a character can take but a single association (or a trissociation?) to function.

Hmm.. not sure how you'd balance that. It seems like the characters would loose a lot of versatility, and in general it doesn't seem like a very flexible way to create a character. And I'm not sure many GMs would accept such a radical homebrew...

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

qazzquimby
2014-05-27, 01:33 AM
You'd have to tristalt it, just to be thematic. I think the trissociate association I made was reasonably balanced actually, it's too bad it's been written off.

JeminiZero
2014-05-28, 04:15 AM
My god, I've had a great idea. We take associations, and modify them to be roughly 3x as powerful, so that a character can take but a single association (or a trissociation?) to function.
Technically speaking, there is nothing preventing you from taking the same Association more than once (although the compiler doesn't take this into account, and will just print out the exact same set of columns and texts multiple times).


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


Meanwhile, I had the worst idea in history: a gestalt game where everyone is Trissociate|Trissociate.
:thog: : Me half-Trissociate, other half, also Trissociate.

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


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


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

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

Revised Dabblemaster Association

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


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

Dabblemaster Class Features: You gain Dabblemaster (http://www.giantitp.com/forums/showthread.php?160062) class features, which works just like a normal Dabblemaster except as noted here. Your Dabblemaster class features are gained according to the progression in the table above. You gain Dabblemaster Feature Slots (DMFS1-6) according to the table above. Your effective caster/manifester/initiator/shadowcaster/artificer/truenamer level is equal to your Trissociate level. You gain the ability to bind vestiges, but not any of the other Binder class features. Your effective Binder level for the purposes of calculating all related effects (including the highest level vestige, and the maximum number of vestiges you can bind) is shown in the 'Dabblemaster Effective Binder Level' column. You also gain Meldshaping as a Dabblemaster, according to the 'Dabblemaster Meldshaping' column. Your effective Meldshaper level is equal to your Trissociate level.

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

spikeof2010
2014-05-28, 05:32 AM
When is the EZTri going to get updated? I want to try out all these fresh new associations with EZ.

JeminiZero
2014-05-28, 05:37 AM
When is the EZTri going to get updated? I want to try out all these fresh new associations with EZ.

Which ones in particular are you looking for?

Edit: In general, if its on the front page, it should be in the latest version if EZ-Trissociate.

qazzquimby
2014-05-28, 11:43 AM
Can't quote on the phone so hopefully this can be followed. My association with 3x power was a joke, just not a great one. :p
trissociate would have a note saying it can't take trissociate as a B association. Trissociate base takes A associations, trissociate association takes B associations, just to give them different names. I just thought exponentially taking classes was hilarious at the time. Bissociate would be better though, because it is more likely someone will want 4 abilities than 5.
The dabblemancer had some rewording, such as shadow mysteries only being usable once per day, so it may be better if they didn't just link to the homebrew. That's actually be true of every association I wrote that way, sans the first mythos.

TheLonelyScribe
2014-05-30, 03:51 AM
Can't quote on the phone so hopefully this can be followed. My association with 3x power was a joke, just not a great one. :p.

(as was my response :smallsmile:)


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

JeminiZero
2014-05-30, 04:48 AM
Morph Bark has given approval, so Dabblemaster has been added.


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

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

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


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

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

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

So Dilettante occupies a niche between the 2. Unlike Magic Blooded, you can swap out SLAs each day and adapt (Need a skeleton army? Prepare Animate Dead. Need to get somewhere quickly? Prepare Teleport. Wondering what someone is up to? Prepare Scry. See how the Factotum in Silverclawshift's Crystal Cantrips (http://www.giantitp.com/forums/showthread.php?116836) was played). But unlike spellcasters you don't need high mental stat, and so even Stabby McFighter can use it.

qazzquimby
2014-05-30, 05:42 PM
The only change i still remember was reducing the mystery to 1/day (tthough im sure there were more), so it might not be worth changing things.
Does anyone want an auramancer?
We don't have anyone who lays symbolls or runes everywhere, unless I'm mistaken.

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

JeminiZero
2014-06-02, 07:36 AM
Your analysis with magic blooded and friends, since that isn't immediatly obvious to the unenlightened reading, some authors notes might be useful near the top of some associations..
OK. I've added a note at the top


We don't have anyone who lays symbolls or runes everywhere, unless I'm mistaken.
Technically, a normal Cleric can do that already do that (Glyph of Warding, and the entire Symbol of X series), but it costs gold each time. That is probably a good idea, otherwise if you allow free spamming of permanent symbols, you wind up with something like the Explosive Rune bomb. E.g. put Symbols of Death (http://www.d20srd.org/srd/spells/symbolOfDeath.htm) on rubber balls (http://www.giantitp.com/comics/oots0448.html), and then dropping a SACK of these on the enemy.

Changelog: 2 June 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

Mehangel
2014-06-02, 07:48 PM
Any chance you can add Swashbuckler.. I know that it is pretty much a cunning with fighter, but having it as an option, means that I wont have to use up two of the three options... besides there are some aspects of the swashbuckler which are uncommon to other classes...

Thanks

JeminiZero
2014-06-03, 10:02 AM
Which Swashbuckler class features in particular do you want?

It might be easier to add those features as selectable Cunning or Martial Sage Abilities, then to build an entirely new Association just for Swashbucklers. :smallsmile:

Mehangel
2014-06-03, 03:06 PM
Which Swashbuckler class features in particular do you want?

It might be easier to add those features as selectable Cunning or Martial Sage Abilities, then to build an entirely new Association just for Swashbucklers. :smallsmile:

Well I suppose I cant just say all of them...

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

The dodge bonus I can get from Martial Sage, the int bonus to damage I can get from cunning. But unless I am mistaken, the other aspects of the class are pretty much unique...

JeminiZero
2014-06-04, 10:56 AM
Well if I had to choose 6, I would choose: Grace, Acrobatic Charge, Improved Flanking, Lucky, Weakening Critical and Wounding Critical....

Grace: Is a strange Class Feature. It would have been mechanically simpler to just give the Swash good reflex saves. Instead it seems they gave him a poor reflex save, and then added on Grace just to fill out dead levels. Martial Sage gives all good saves. And for a Cunning Associate with 16+ Int, Cunning Resistance works better. As is, any Trissociate with one or the other will have Reflexes that are as good, if not better than a Swashbuckler.

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


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

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



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.

Mehangel
2014-06-04, 03:47 PM
Okay another special request, Add in Spell-thief, Maybe make it an option of its own, and include just the stealing abilities without the need for sneak attack. That way one could choose lets say Rogue, Spellthief, and Arcane Caster and have a standard spellthief, with better sneak attack and better spellcasting... I dont know. Or you could add the spellthief abilities into the rogue as special rogue abilities... but that makes the rogue pretty much unable to steal spells till much later... Thanks...

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

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

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


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

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

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

I also just want to say, that I love this homebrew feature... Though if it wasnt for the program that makes life simple, I probably would`ve avoided the class. But I have tried out several different combinations and they work much more smoothly than if I had gestalted or multi-classed. So, thankyou.

JeminiZero
2014-06-05, 10:58 AM
Changelog: 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

Here is the Current Spellthief. I am wondering whether I gave it too much:

Spellthief Association

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 (http://www.wizards.com/default.asp?x=dnd/ex/20050107a) 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.

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

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

Mehangel
2014-06-05, 11:25 AM
What if for the spell-thief, you removed most of the abilities of the class and add them to a list called Learned Legerdemain, similar to what you did with the Cunning Class. I would probably keep the sneak attack and spell grace. You can then add different learned legerdemain for different spellcasting abilities, so you can have one that steals psionics, or another that steals chakras, or maneuvers (Things that go up to level 9), you can then add a seperate list of abilities that are divided into smaller categories such invocations, auras, shrouds, etc.

What you did is fine, infact it is great, I was just wondering why not make spell-thief customizable, so that one could be a Maneuver-thief, or Chakra-thief, etc.

Adam1949
2014-06-05, 12:09 PM
What if for the spell-thief, you removed most of the abilities of the class and add them to a list called Learned Legerdemain, similar to what you did with the Cunning Class. I would probably keep the sneak attack and spell grace. You can then add different learned legerdemain for different spellcasting abilities, so you can have one that steals psionics, or another that steals chakras, or maneuvers (Things that go up to level 9), you can then add a seperate list of abilities that are divided into smaller categories such invocations, auras, shrouds, etc.

What you did is fine, infact it is great, I was just wondering why not make spell-thief customizable, so that one could be a Maneuver-thief, or Chakra-thief, etc.

I actually like this idea a lot, and would like to place a second vote for it. After all, the Rogue association already covers Sneak Attack (at a much better rate, as well), and the idea of someone who doesn't actually train but rather 'steals' the moves of his foes is unique enough as-is. The Mimic/Mime class from Final Fantasy, the Ur-Priest (whose fluff states that the divine power is stolen), Mega Man, and more; all have the <Ability>Thief Association.

Mehangel
2014-06-05, 02:08 PM
If you decide to entertain the idea of including other features or feats for the spellthief Association, I thought the following would be interesting enough:

Steal-Feat: The origion of the feat still has it but is unable to utilize it for a minute. You can only steal feats that you meet the requirements for. Thus a spellthief might steal dodge the first time, mobility the second, and spring attack the third. May try to acquire specific feats, and if he doesnt meet the requirements or the target doesnt have the feat, he gains a random feat which he meets the requirements for. If the target has no feats that the spellthief meets the requirements for, he learns so that round.

Steal-Spell: As Origional ability

Steal-Spell-like-Ability: As origional abiliity (Covers most invocations, etc)

Steal-Power: As Steal-spell but for Psionics

Steal-Maneuver: As Steal-Spell but for Martial Maneuvers

Steal-Supernatural Ability: For this ability, I would count the level the target gained divided by 2 to be the "level" to determine highest Supernatural ability to take, we may want to nerf it up a bit further... (This will cover the auras, etc)

Steal-Spell Resistance: As Origional Ability

Steal Energy Resistance: As Origional Ability

Steal Magical Effect: As Origional Ability

Steal-Skill: Rather than do Sneak Attack Damage, they take a penalty on skills equal to your sneak attack damage divided as you choose, you gain an equal temporary bonus on such skills for X rounds. The target of the sneak attack can still use their skills just at a penalty.

Adam1949
2014-06-05, 04:15 PM
-snip-

Hmmm... I was actually thinking that the Spellthief would be the 'baseline', with stealing Spells, SLAs and Spell Effects. Meanwhile, with different feats (Practiced Pilferer, perhaps) the 'Spell'thief would gain the ability to steal Psionics, Maneuvers, Invocations, Supernatural Abilities, and so forth, at a "1 feat per 1 additional theft" rate.

Mehangel
2014-06-05, 04:42 PM
Hmmm... I was actually thinking that the Spellthief would be the 'baseline', with stealing Spells, SLAs and Spell Effects. Meanwhile, with different feats (Practiced Pilferer, perhaps) the 'Spell'thief would gain the ability to steal Psionics, Maneuvers, Invocations, Supernatural Abilities, and so forth, at a "1 feat per 1 additional theft" rate.

I actually dont really care how it is incorporated really, because as a dm, I can just write it up as feats aswell. But what I like about this expansive homebrew is that it has software program support. Meaning that it isnt a pain for a dm or a player to verify how the build. It is right there in black and white... That is probably what makes this so appealing.. If there is no change made, I wouldnt be upset in the least. I was just offering suggestions to expand something already fantastic.

JeminiZero
2014-06-07, 01:21 AM
Changelog 6 Jun 2014
-Spellthief: Spellcraft added to class skill list. Steal Spell clarified to allow spell energy to be used to cast own spells.


I actually like this idea a lot, and would like to place a second vote for it. After all, the Rogue association already covers Sneak Attack (at a much better rate, as well), and the idea of someone who doesn't actually train but rather 'steals' the moves of his foes is unique enough as-is. The Mimic/Mime class from Final Fantasy
My main concern is that unless explicit limits are placed, being able to mimic enemy abilities is generally considered to be game breakingly powerful. It is part of the reason why Shapechange is so powerful. It is why the Factotum's mimic ability is limited to Ex class features (and even that is potentially broken, as a Wizard's spellcasting ability is technically Ex, even if the spells themselves are not).


the Ur-Priest (whose fluff states that the divine power is stolen)
Aside from Divine spells (which you can get via refluffing the Cleric Association), Ur-Priest actually gets steal SLA, much like Spellthief, except without a spell level limit, and he can hold it for 24 hours. Even the descriptive text mentions the Ur-Priests favorite use of this ability: stealing Wish SLA.


Mega Man, and more; all have the <Ability>Thief Association.
Mega Man is not really an ability thief, like the Spellthief. He's more like an Illithid Savant: he consumes his defeated enemies, and permanently gains their powers. :smalltongue:


Steal-Power: As Steal-spell but for Psionics
Note that for stealing psionic powers, the text of the original Spellthief (http://www.wizards.com/default.asp?x=dnd/ex/20050107a) mentions this:


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 class, the psithief, that functions identically to the Spellthief except that its special abilities affect psionic powers only.

So by RAW, the GM (in this case, you) can already allow a Spellthief to steal powers as well. Because Spells and Powers are so similiar, almost everything else works as one would expect (E.g. Steal Spell Resistance applies to Power Resistance as well).

Or, you could have a seperate specialized Psithief that only works on powers. Its up to you. :smallsmile:


Steal-Feat: The origion of the feat still has it but is unable to utilize it for a minute. You can only steal feats that you meet the requirements for. Thus a Spellthief might steal dodge the first time, mobility the second, and spring attack the third. May try to acquire specific feats, and if he doesnt meet the requirements or the target doesnt have the feat, he gains a random feat which he meets the requirements for. If the target has no feats that the Spellthief meets the requirements for, he learns so that round.

For some reason, Steal Feat feels incredibly overpowered to me. Because a character has far fewer feats than spells (e.g. a level 10 character without bonus feats has just 4 feats). And some feats are so incredibly important to certain melee builds.

E.g. for any sort of 2HF warrior, you can safely guess that he has Power Attack. If you can target his feats, stealing Power Attack from said warrior is going to half his damage output for the next minute (or worse, if he is using power attack multipliers like pouncing leap attack). Similiarly, if you see a guy wielding a spiked chain, you can safely guess that he is using Exotic Weapon Proficiency Spiked Chain, and steal that to leave him suddenly non-proficient with his main weapon... Steal Travel Devotion from the Swift Ambusher... Steal the 2WF tree from anybody using 2 weapons... Adaptive Style from the Swordsage ... The list goes on, because for many martial characters, you can guess quite easily what their important feats are.

Considering how hard it is for melee to have nice things, I am inclined not to let their few precious feats be stolen.

Even if you limit it to just mimicking enemy feats... well a borrowed feat would be hard to use because of inappropriate ability scores or equipment. (Also, if the feat was that useful, you would have taken the feat yourself). If you are a 2WF Feat-Thief, chances are the Warrior's copied Power Attack won't be of much use to you. Similiarly, that Exotic Weapon Proficiency Spiked chain won't be of much use without a Spiked Chain.


Steal-Supernatural Ability: For this ability, I would count the level the target gained divided by 2 to be the "level" to determine highest Supernatural ability to take, we may want to nerf it up a bit further... (This will cover the auras, etc)
Many Supernatural Abilities don't have explicit levels. Auras do not (as well as things like Dragon's Breath). Limiting it just to Supernatural Abilities that explicitly mimic spells *should* work reasonably well. Maybe something like this:

Steal Supernatural Ability
Edit: Discussion moved to this thread (http://www.giantitp.com/forums/showthread.php?355918).


Steal-Skill: Rather than do Sneak Attack Damage, they take a penalty on skills equal to your sneak attack damage divided as you choose, you gain an equal temporary bonus on such skills for X rounds. The target of the sneak attack can still use their skills just at a penalty.
I would be inclined to use a mechanic similiar Steal Spell Resistance, instead of utterly crippling the target with a penalty equal to sneak attack damage, just give a small penalty. Maybe something like these two feats:

Lesser Steal Skill
Greater Steal Skill
Edit: Discussion moved to this thread (http://www.giantitp.com/forums/showthread.php?355918).


Steal-Maneuver: As Steal-Spell but for Martial Maneuvers
Steal Maneuver suffers the same problems as stealing feats: A Martial Adept typically doesn't have that many readied. A level 10 Warblade or Crusader by default has 5 Maneuvers readied. If the Spellthief takes more than 1, AND the Martial Adept cannot use it after that, it will seriously cramp his style. (Melee needs nice things, etc)

What do you guys think?

Mehangel
2014-06-07, 05:16 AM
You made some excellent points which I cannot refute... As for manuevers, what if the martial artist can still recover the stolen maneuver.. Yes, it might cramp their style.. but crusaders pretty much automatically get one back each round, warblade them all if a single regular attack... Swordsage, yeah it would f*** him up real good. But I agree I did not think long and hard about the suggestions given.. And again I am happy with the Spellthief Associate you have written up... Any chance on adding Knight Associate, i.e. playing a Paladin, Knight, Marshall Tri would be awesomesause...

qazzquimby
2014-06-07, 11:59 AM
To counter increased disruption from stealing feats and maneuvers, could not stealing them just be harder, or with a shorter duration? I might misunderstand the premise, but it seems fixable.

Mehangel
2014-06-07, 12:09 PM
To counter increased disruption from stealing feats and maneuvers, could not stealing them just be harder, or with a shorter duration? I might misunderstand the premise, but it seems fixable.

You mean like for skills, give the penalty and gain the benefit for a single round, so to perhaps keep a spellcraft or concentration low on the target, or to allow the spellthief to borrow the skills of another character to succeed on a check...

As for feats, it might be a bit more complicated than that... I mean a round is too short to really give the spellthief anything to work with... Anything greater than a turn, will be so debilitating to a fighter as to hinder it significantly... So if feats were to be included, I am beginning to think that the spell-thief wouldnt steal the feat just be able to mimic it for a number of rounds maybe 5 at max.