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Fortinbro
2014-05-22, 05:55 PM
The character in question holds the political status of a minor demon lord in the abyss. He is the bastard son of the most powerful drow priestess in the underdark and the demon prince Grazzt.

His mother is a demon summoner and called him to the material world to assist in her war with a powerful male drow lich. However, he has his own agenda which involves a plot for his father to gain enough power to usurp Demogorgon.

He was aboard a massive abyssal war machine when it was destroyed by the party but they never saw him die "on screen."

I plan for him to eventually return as a cyborg with the adamantine soldier prestige class from Complete Guide to Drow. It is a 10 level non-casting class that makes use of radiation powered mechanical limbs.

He is a Shur from that book which among other things get wings, a boost to DEX, INT, AND CHA and a CON penalty.

I want him to be about level 20 and have a base class that is some kind of DEX based non-caster with a lot of versatility.

Hanuman
2014-05-23, 03:24 AM
My machine class, we are currently developing it off-boards. It uses the ozodrin's form point system which you can check out by clicking the link in my sig.

Think Terminator/T1000/Transformer/Maug/Warforged/Steampunk/Cyberpunk shapeshifter.

Feel free to send me a private message to get involved.

JeminiZero
2014-05-23, 06:14 AM
This suggestion is from the link in my sig and represents 3 things
*Sublime Disciplines, because for a dex based non-caster, you virtually can't go wrong with Maneuvers. For 2 chosen Disciplines, either go Shadowhand for Shadowblade, or Tiger Claw for Blood in the Water for Crit Fishing
*Half-Fiend grants him Wings and SLAs (so you can replace Shur with normal Drow, although if you want to keep Shur, give him 2 bonus feats instead, as Wings 2 and 3)
*Half-Construct for his mechanization (Using Half-Undead Adaptation. Replace Damage Reduction Silver and Magic with Adamantine)

If you don't like this particular combination, you can swap out one or more the above components for something else.


Trissociate (http://www.giantitp.com/forums/showthread.php?t=234951) (Mobility focus: Sublime (Point Pool), Half-Construct, Half-Fiend (Standard))
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).

Hit Die: D6 (Additionally Mobility focus gives +2 HP per Trissociate level) Effectively D10

Class Feature Progression
Level Highest Maneuver Level Maneuvers Known Stances Known Sublime Point Pool Maximum (Recovery) Construct Fortification Construct Damage Reduction Half-Construct Fast Healing (Max HP) Fiend Damage Reduction Half-Fiend (Standard) Spell Like Abilities Gained Special
1 1 2 1 3 (1) - - - - Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent (+1, total 1), Construct Bonus to Saves, Half-Fiend (Standard) Progressive Wings 1, Poison Resistance
2 1 2 1 6 (1) 10% 1/Adamantine 1 (20%) 1/Good Darkness (http://www.d20srd.org/srd/spells/darkness.htm) 3/day Immunity to non-lethal damage, Slam Attack, Darkvision 60 ft, Half-Fiend (Standard) Progressive Wings 2, Darkvision 60 ft
3 2 3 1 9 (2) 10% 1/Adamantine 1 (20%) 1/Good Focus Feature (+1, total 1)
4 2 3 1 12 (2) 20% 2/Adamantine 1 (40%) 2/Good Desecrate (http://www.d20srd.org/srd/spells/desecrate.htm) 1/day Half-Construct Ability Damage Immunity 1, Immunity to Sleep Effects, Fiendish Chosen Energy Resistance 1
5 3 4 2 15 (3) 20% 2/Adamantine 1 (40%) 2/Good Learnt Mastery Talent (+1, total 2)
6 3 4 2 18 (3) 30% 3/Adamantine 1 (60%) 3/Good Unholy Blight (http://www.d20srd.org/srd/spells/unholyBlight.htm) 1/day Half-Construct Ability Damage Immunity 2, Half-Construct Poison Immunity, Half-Fiend (Standard) Progressive Wings 3, Resist Disease +4
7 4 5 2 21 (4) 30% 3/Adamantine 1 (60%) 3/Good Focus Feature (+1, total 2)
8 4 5 2 24 (4) 40% 4/Adamantine 1 (80%) 4/Good Poison (http://www.d20srd.org/srd/spells/poison.htm) 3/day Half-Construct Ability Damage Immunity 3, Half-Construct Disease Immunity, Fiendish Chosen Energy Resistance 2
9 5 6 3 27 (5) 40% 4/Adamantine 1 (80%) 4/Good Learnt Mastery Talent (+1, total 3)
10 5 6 3 30 (5) 50% 5/Adamantine 1 (100%) 5/Good Contagion (http://www.d20srd.org/srd/spells/contagion.htm) 1/day Half-Construct Ability Drain Immunity 1, Immunity to Fatigue and Exhaustion, Half-Fiend (Standard) Progressive Wings 4, Half-Fiend Bite and Claw
11 6 7 3 33 (6) 50% 5/Adamantine 1 (100%) 5/Good Focus Feature (+1, total 3)
12 6 7 3 36 (6) 60% 6/Adamantine 2 (100%) 6/Good Blasphemy (http://www.d20srd.org/srd/spells/blasphemy.htm) 1/day Half-Construct Ability Drain Immunity 2, Half-Construct Energy Drain Immunity, Fiendish Chosen Energy Resistance 3
13 7 8 3 39 (7) 60% 6/Adamantine 2 (100%) 6/Good Learnt Mastery Talent (+1, total 4)
14 7 8 3 42 (7) 70% 7/Adamantine 4 (100%) 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-Construct Ability Drain Immunity 3, Half-Construct Death From Massive Damage Immunity, Half-Fiend (Standard) Poison Immunity
15 8 9 4 45 (8) 70% 7/Adamantine 4 (100%) 7/Good Focus Feature (+1, total 4)
16 8 9 4 48 (8) 80% 8/Adamantine 6 (100%) 8/Good Horrid Wilting (http://www.d20srd.org/srd/spells/horridWilting.htm) 1/day Half-Construct Ability Drain Immunity 4, Half-Construct Paralysis Immunity, Fiendish Chosen Energy Resistance 4
17 9 10 4 51 (9) 80% 8/Adamantine 6 (100%) 8/Good Learnt Mastery Talent (+1, total 5)
18 9 10 4 54 (9) 90% 9/Adamantine 8 (100%) 9/Good Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (fiends only) 1/day Half-Construct Ability Drain Immunity 5, Half-Construct Stunning Immunity, Half-Fiend Rapid Summons, Timeless Body
19 9 11 4 60 (10) 90% 9/Adamantine 8 (100%) 9/Good Focus Feature (+1, total 5)
20 9 11 4 60 (10) 100% 10/Adamantine 10 (100%) 10/Good Destruction (http://www.d20srd.org/srd/spells/destruction.htm) 1/day Half-Construct Ability Drain Immunity 6, Immunity to Death Effects, Timeless Body, Fiend Outsider Transformation



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

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

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

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

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

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

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

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

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

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

Construct Fortification (Ex): As you become more Construct-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-Construct 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-Construct 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.

Construct 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-Undead' character. In this case, you should replace the Damage Reduction with X/Silver and Magic instead. Additionally, for players who wish to use Warforged components, this should likely cost a feat.

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.

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-Construct 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.

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.

Half-Construct 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.

Resist Disease +4 (Ex): You gain +4 Bonus to saving throws against Disease

Half-Construct 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-Construct 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-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-Construct 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-Construct 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-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-Construct 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-Construct 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-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.

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)
Half-Construct 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-Construct 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-Construct 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-Construct 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.

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

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



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.