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  1. - Top - End - #181
    Barbarian in the Playground
     
    qazzquimby's Avatar

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

    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
    Spoiler: Evolutionist Association
    Show
    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.
    Spoiler: Trissociation Association
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    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. 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.


  2. - Top - End - #182
    Troll in the Playground
     
    PirateGuy

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

    Quote Originally Posted by qazzquimby View Post
    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.
    Spoiler
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    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:
    Quote Originally Posted by JeminiZero View Post
    Intelligence Bonus Bonus Spell Slot points
    2 or lower 0
    3 1
    4 2
    5 4
    6 6
    7 9
    8 12
    9 16
    10 20
    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
    Spoiler
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    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 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, 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.


    Quote Originally Posted by qazzquimby View Post
    Stupid? Sure.
    Balanced? I doubt it.
    Inevitable? Definitely.
    I was wondering when somebody would suggest something like that

    I probably won't include it. I hope you don't mind.
    Last edited by JeminiZero; 2014-05-09 at 01:44 AM.
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

  3. - Top - End - #183
    Orc in the Playground
     
    BlackDragon

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

    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.

    Spoiler: Combat Medic Association
    Show
    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.

    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.



    Spoiler: Xenoalchemy Association
    Show
    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!
    Last edited by Durazno; 2014-05-10 at 07:28 AM.

  4. - Top - End - #184
    Troll in the Playground
     
    PirateGuy

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

    Quote Originally Posted by Durazno View Post
    PPS - Also, I belatedly PMed Kellus, so we might see what he thinks!
    Sadly, looking at Kellus profile, he hasn't come online since January (and as a result, the Xenoalchemist tables are still broken).

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

  5. - Top - End - #185
    Ogre in the Playground
     
    Xuldarinar's Avatar

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

    Oriental Adventures Associations

    Shaman Association
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    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, 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 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
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    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, 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.

    Last edited by Xuldarinar; 2014-05-10 at 09:26 PM.

  6. - Top - End - #186
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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    True Xenotheurgist Associations
    As a fan of this particular home-brew, as described here, 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
    Spoiler
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    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
    Spoiler
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    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]:
    Last edited by Xuldarinar; 2014-05-11 at 07:57 AM.

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    BlackDragon

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

    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...)

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

    What is priority to write right now? Most of the basis seem to be covered. Converting PC friendly templates?

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

    Quote Originally Posted by Durazno View Post
    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?
    Last edited by Xuldarinar; 2014-05-11 at 07:07 AM.

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

    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?
    Last edited by Durazno; 2014-05-11 at 07:27 AM.

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

    Consider it fixed then and Im not sure really, just been thinking about it, thats all. Also:


    Truenamer Association
    Spoiler
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    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.
    Last edited by Xuldarinar; 2014-05-11 at 07:59 AM.

  12. - Top - End - #192
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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    So the I made this image:
    Spoiler
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    Now the question is whether it would be in poor taste to stick it at the top of the Homebrew Associations section.

    Quote Originally Posted by qazzquimby View Post
    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.

    Quote Originally Posted by Xuldarinar View Post
    Xenotheurgist Association
    Quote Originally Posted by Xuldarinar View Post
    Aberrant Harbinger Association
    Incidentally, did you contact RealmOfChaos for these?

    Quote Originally Posted by Xuldarinar View Post
    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.

    Quote Originally Posted by Xuldarinar View Post
    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?
    Quote Originally Posted by Durazno View Post
    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).
    Last edited by JeminiZero; 2014-05-11 at 08:47 AM.
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

  13. - Top - End - #193
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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    Quote Originally Posted by JeminiZero View Post
    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.

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

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

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

    We need swarmlord, I don't know how I forgot about that.

    Spoiler: Swarmlord Association
    Show
    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 (which is not a perfect class), and the Machiavellian, 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.

    Spoiler: Machiavellian Association
    Show
    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.
    Last edited by qazzquimby; 2014-05-11 at 09:15 PM.

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

    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.

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

    Added Machiavellian to above post.
    Shadow-walker is perfect, thanks.

    Spoiler: Monacan Association
    Show
    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.
    Last edited by qazzquimby; 2014-05-11 at 09:57 PM.

  18. - Top - End - #198
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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    Quote Originally Posted by qazzquimby View Post
    Swarmlord Association
    Quote Originally Posted by qazzquimby View Post
    Machiavellian Association
    I'll PM the original creators and include them as soon as they give me their approval/feedback.

    Quote Originally Posted by qazzquimby View Post
    In order to builld a character for a friend
    Right then, I will try to get the next update out soon-ish.

    Quote Originally Posted by qazzquimby View Post
    mix in whichever existing associate would work best for a non-combat sneaky blackmailer.
    Quote Originally Posted by Durazno View Post
    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)
    Last edited by JeminiZero; 2014-05-13 at 07:59 AM.
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
    Spoiler
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

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

    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.

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

    this is interesting i like that i cane make just about anything i want to thanks for making this
    Its not about having good grades It's about passing the semester

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

    I noticed that the Trissociate was missing something iconic: Barbarians!

    Barbarian Association
    Spoiler
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    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, 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?
    Last edited by Adam1949; 2014-05-14 at 02:22 AM.

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

    Quote Originally Posted by JeminiZero View Post
    -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?

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

    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).

    Other stuff: Does this dress make me look like a DRAGON? Rules for Glamerweaving

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

    Quote Originally Posted by TheLonelyScribe View Post
    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
    Spoiler
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    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
    ...:

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

    Quote Originally Posted by Abithrios View Post
    I like the idea and can't wait to test a trissociate. Thanks for making this class.
    Quote Originally Posted by razorfloss View Post
    this is interesting i like that i cane make just about anything i want to thanks for making this
    You're welcome. Let me know if you have questions or anything.

    Quote Originally Posted by Abithrios View Post
    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.

    Quote Originally Posted by Abithrios View Post
    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.

    Quote Originally Posted by Xuldarinar View Post
    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.

    Quote Originally Posted by Adam1949 View Post
    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

    Quote Originally Posted by TheLonelyScribe View Post
    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.

    Quote Originally Posted by Xuldarinar View Post
    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.
    Last edited by JeminiZero; 2014-05-15 at 01:45 AM.
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  26. - Top - End - #206
    Barbarian in the Playground
    Join Date
    Dec 2013

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

    Alright, it has been fixed.

    Barbarian Association
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    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, 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.
    Last edited by Adam1949; 2014-05-14 at 11:11 AM.

  27. - Top - End - #207
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    Draken's Avatar

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

    Quote Originally Posted by Adam1949 View Post
    Alright, it has been fixed.

    Barbarian Association
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    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, 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.
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  28. - Top - End - #208
    Barbarian in the Playground
    Join Date
    Dec 2013

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

    Quote Originally Posted by Draken View Post
    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.

  29. - Top - End - #209
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    PirateGuy

    Join Date
    Jan 2008

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

    Quote Originally Posted by Adam1949 View Post
    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
    Last edited by JeminiZero; 2014-05-15 at 12:02 PM.
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    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

  30. - Top - End - #210
    Barbarian in the Playground
    Join Date
    Dec 2013

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

    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.

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