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Thread: Trissociate [3.5 Base Class] (PEACH)

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    Troll in the Playground

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    Jan 2008

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

    Xenoalchemist Association

    This Xenoalchemist Association was first written up by Durazno

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Putting it All Together: Sample Trissociates
    In many ways, a Trissociate is a multiclass build in a single base class. And like any multiclass character, it needs to have a coherent character at its heart, to work properly. Below are various sample characters which have been built as Trissociates. We put together their selected focus, primary and seconday Associations into one table, so that you can see how these characters would progress as they advance.

    Ninja Wizard

    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

    History: Even in periods of relative peace, a Kingdom would always have enemies. So the kingdom needed an army. With, like... Ninjas... and... um... Wizards! NINJA WIZARDS! With that thought in mind, General Stan the semi-sane forcibly conscripted a large number of apprentice wizards from the local academy into the army, and sent them for Ninja training.

    Stan told the Ninja instructors to show absolutely no mercy: these mewling apprentices would either become elite Ninja Wizards within a 3 month crash course or die trying. The master Ninjas took his instructions quite literally: by the end of the first week, one third of the pioneer batch was dead. Some were killed by exhaustion, but most ran afoul of the perimeter traps while trying to flee. By the 3rd month, there was but one surviving apprentice, and HE managed to escape, leaving the pioneer batch with zero success.

    But the story does not end there. The one thing Stan the semi-sane had not considered, was that apprentices were not the usual powerless peasants he routinely abused. The expensive Wizard Academy fees meant that most were in fact children of nobles and wealthy merchants. And when they failed to hear from their children after a couple of months, questions were asked which could not be hushed up as normal.

    Stan however managed cover up his role in the matter, and made a hapless Lieutenant the fall guy in his place. And when the Lieutenant was executed for gross negligence, it looked like the entire affair had been buried... Well, almost. There was still the sole surviving apprentice, but he had dissappeared after his escape, and nobody had seen him since. Besides, how much damage could one very angry man do?

    Watch your back by ARTOFJUSTAMAN used under Creative Commons Attribution License

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

    Class Feature Progression

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

    Other Progression

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

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

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

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

    Ki Points (Su): A Martial Sage Associate gains a pool of Ki points based on his Trissociate level, according to the table above. As long as he has at least 1 point in his pool, he gains an untyped +2 bonus to will saving throws. He gains his Ki points (and bonus to will saves) as a starter ability, even if he does not yet have any abilities to spend Ki on. He can recover 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Ki points will be partially restored. He may use his Ki points to perform a variety of tricks as listed below. Unless otherwise stated, the use of Ki points is a supernatural ability. While wearing medium or heavy armor, or carrying a medium or heavy load may affect his Wisdom Bonus to AC, it has no effect on his Ki points, or his usage of Ki abilities (including Ki Dodge). Finally, he qualifies for the following feat:

    Archaic Sage:
    Requirements: Trissociate Martial Sage Associate
    Benefits: You may use your Intelligence bonus, or your Charisma bonus instead of your Wisdom bonus (whichever of the 3 is highest), to calculate your Wisdom to AC bonus, and the bonus to attack and damage for the Zen Weapon Strike Martial Sage ability (if you have selected it)
    Special: You may buy this feat with Focus Features.

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

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

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

    Although the effect of Ki Dodge is different and seperate from normal (visual) concealment, it does not stack with normal concealment. If a Martial Sage Associate has both Ki Dodge and normal concealment, then only the highest miss chance applies.

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

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

    Wisdom to AC (Ex): You gain the ability to add your Wisdom bonus (if any) as an untyped bonus to AC. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, when you use a shield, or when you carry a medium or heavy load. This bonus to AC does not stack with that gained from the Monk, Ninja or Swordsage classes.

    You may choose to have this AC bonus apply either only when you are unarmored, or when you are wearing light or no armor. If you choose for this AC to apply only when you are unarmored, you gain the Unarmored Speed Bonus and Additional Unarmored AC bonus as shown in the table above. These bonuses are untyped and stack with all other bonuses. If instead you choose this Wisdom AC bonus to apply even when you are in light armor, you do not gain either the Speed Bonus nor the Additional AC bonus.

    Martial Sage Ability (Ex/Su): At the Associate levels indicated in the table above, a Martial Sage Associate can gain a special ability of his choice from among the following options, provided he meets the requirements.

    Shadow Sight (Ex):
    You gain Low-Light vision and Darkvision 60 ft. If you already have Darkvision, its range improves by 60 ft.

    Ki Parachute (Su):
    You can spend one Ki point as a free action to slow your fall, as if under the effect of Feather Fall. This effect lasts for 1 round per Trissociate level, or until you land, whichever occurs first. Additionally, you can share this effect with your allies, but only if you touch them. And they benefit from the effect only as long as you maintain physical contact.

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

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

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

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

    Perfect Senses (Su): (Requires: Trissociate Level 13, Greater Senses)
    You can spend one Ki point as a free action, to gain a True Seeing effect, that lasts for until the start of your next turn.

    Ki Lesser Ghost Jump (Su):
    You can spend one Ki point as a standard action, to teleport a distance equal to (5*Trissociate Level) ft. This functions as Dimension Door, except as noted here. You must have line of sight and line of effect to your destination. You can bring along objects as long as their weight doesn't exceed your maximum load, but you may not bring along other creatures. You can continue to take actions after arriving at your destination, provided you have actions remaining.

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

    Ki Greater Ghost Jump (Su): (Requires: Trissociate Level 17, Ki Improved Ghost Jump)
    This functions as Ki Lesser Ghost Jump except as noted here. You can spend 3 Ki points teleport as a swift action.

    Ki Lesser Ghost Phase (Su):
    You can spend one Ki point as a free action, to grant all your weapons and armor the Ghost Touch property, until the start of your next turn. This lets you strike incorporeal creatures without suffering the normal miss chance.

    Ki Improved Ghost Phase (Su): (Requires: Trissociate Level 9, Ki Lesser Ghost Phase)
    By spending 3 Ki points as a swift action, a Martial Sage can now turn Incorporeal. If he continuously reactivates this ability at the start of each turn, he is treated as being Incorporeal non-stop. E.g. if he starts his next turn in solid matter, but he reactivates this ability at the start of that turn, he is treated as never having materialized this turn, and is hence not shunted to the nearest open space.

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

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

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

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

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

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

    Poison Immunity (Ex): (Requires: Trissociate Level 5)
    You gain immunity to all poisons.

    Timeless Body (Ex): (Requires: Disease Immunity and Poison Immunity. It is permissible if these immunities come from other Associations. They need not necessarily be bought as Sage Abilities. But they must be from Associations and not race, templates, or other classes.)
    You gain Timeless Body as a Monk.

    Lesser Diamond Soul (Ex): (Requires: Trissociate Level 5)
    You gain Spell Resistance equal to your Trissociate level + 3. Unlike normal Spell Resistance, you may lower it to receive beneficial spells as a free action. You may similiarly raise your lowered Spell Resistance again as a free action. You may choose to lower and raise your Spell Resistance, even if it is not your turn. This allows you to benefit from helpful spells with minimal consequences.

    Improved Diamond Soul (Ex): (Requires: Trissociate Level 9, Lesser Diamond Soul)
    This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 7.

    Greater Diamond Soul (Ex): (Requires: Trissociate Level 13, Improved Diamond Soul)
    This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistance improves to Trissociate level + 11.

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

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

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

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

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

    Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
    Recover Ki: You can add Ki points back to your pool, although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery point to gain a number of Ki points equal to half your Trissociate Level (round down, minimum 1). You may accelerate the conversion process by spending more Mastery points. As a free action, you can spend 1 Mastery point to recover a number of Ki points equal to one quarter of your Trissociate Level (round down, minimum 1), even when you are not in Mastery Meditation. This is a supernatural ability.

    Boost Sneak Attack: As a free action, you may spend Mastery points to increase the damage dealt by a successful Sneak Attack. You activate this ability after making a successful Sneak Attack (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery point, and adds a number of d6 Sneak Attack dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). You may also sacrifice some or all of these additional dice, to activate abilities that require you to reduce the number of Sneak Attack dice. You can only use 'Boost Sneak Attack' once per turn, even if you have another Association besides Rogue that grants Sneak Attack.

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

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