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[b][url=http://www.giantitp.com/forums/showthread.php?

t=234951]Trissociate[/url]
(Mobility focus: Martial Initiator, Half-Plant, Scout)[/b]
[b]Requirements:[/b]
[i]Special:[/i] You cannot have the Woodling template (Monster Manual 3 pg 198).
You must be corporeal, and your type must be animal, dragon, fey, giant, humano
id, magical beast, or monstrous humanoid.
[b]Hit Die[/b]: D6 (Additionally Mobility focus gives +2 HP per Trissociate leve
l)
[b]Class Feature Progression[/b]
[table="class: head alt1"] [tr] [th][b]Level[/b][/th] [th][b]Martial Initiator H
ighest Maneuver Level[/b][/th] [th][b]Martial Initiator Maneuvers Known[/b][/th]
[th][b]Martial Initiator Stances Known[/b][/th] [th][b]Martial Initiator Sublim
e Point Pool Maximum (Recovery)[/b][/th] [th][b]Plant Damage Reduction[/b][/th]
[th][b]Plant Fortification[/b][/th] [th][b]Plant Fire Vulnerability[/b][/th] [th
][b]Half-Plant Spell Like Abilities Gained[/b][/th] [th][b]Scout Skirmish[/b][/t
h] [th][b]Special[/b][/th] [/tr]
[tr] [td]1[/td] [td]1[/td] [td]2[/td] [td]1[/td] [td]3 (1)[/td] [td]-[/td] [td]-
[/td] [td]-[/td] [td][/td] [td]-[/td] [td]Mastery Meditation, Armored Caster (Li
ght), Learnt Mastery Talent (+1, total 1), Plant Bonus to Saves, Scout-Battle Fo
rtitude +1 (Bonus to Fort and Initiative)[/td] [/tr]
[tr] [td]2[/td] [td]1[/td] [td]2[/td] [td]1[/td] [td]6 (1)[/td] [td]1/Slashing[/
td] [td]10%[/td] [td]5%[/td] [td][url=http://www.d20srd.org/srd/spells/entangle.
htm]Entangle[/url] 1/day[/td] [td]+1d3, +0 AC[/td] [td]Low-light Vision, Slam At
tack[/td] [/tr]
[tr] [td]3[/td] [td]2[/td] [td]3[/td] [td]1[/td] [td]9 (2)[/td] [td]1/Slashing[/
td] [td]10%[/td] [td]5%[/td] [td][/td] [td]+1d3, +0 AC[/td] [td]Focus Feature (+
1, total 1)[/td] [/tr]
[tr] [td]4[/td] [td]2[/td] [td]3[/td] [td]1[/td] [td]12 (2)[/td] [td]2/Slashing[
/td] [td]20%[/td] [td]10%[/td] [td][url=http://www.d20srd.org/srd/spells/summonN
aturesAllyII.htm]Summon Nature's Ally II[/url] 1/day[/td] [td]+1d6, +0 AC[/td] [
td]Half-Plant Rapid Summons, Scout-Uncanny Dodge[/td] [/tr]
[tr] [td]5[/td] [td]3[/td] [td]4[/td] [td]2[/td] [td]15 (3)[/td] [td]2/Slashing[
/td] [td]20%[/td] [td]10%[/td] [td][/td] [td]+1d6, +0 AC[/td] [td]Learnt Mastery
Talent (+1, total 2)[/td] [/tr]
[tr] [td]6[/td] [td]3[/td] [td]4[/td] [td]2[/td] [td]18 (3)[/td] [td]3/Slashing[
/td] [td]30%[/td] [td]15%[/td] [td][url=http://www.d20srd.org/srd/spells/speakWi
thPlants.htm]Speak With Plants[/url] 3/day[/td] [td]+1d6, +1 AC[/td] [td]Immunit
y to Sleep, Scout-Fast Movement +10 ft[/td] [/tr]
[tr] [td]7[/td] [td]4[/td] [td]5[/td] [td]2[/td] [td]21 (4)[/td] [td]3/Slashing[
/td] [td]30%[/td] [td]15%[/td] [td][/td] [td]+1d6, +1 AC[/td] [td]Focus Feature
(+1, total 2)[/td] [/tr]
[tr] [td]8[/td] [td]4[/td] [td]5[/td] [td]2[/td] [td]24 (4)[/td] [td]4/Slashing[
/td] [td]40%[/td] [td]20%[/td] [td][url=http://www.d20srd.org/srd/spells/summonN
aturesAllyIV.htm]Summon Nature's Ally IV[/url] 1/day[/td] [td]+1d6+1d3, +1 AC[/t
d] [td]Half-Plant Skill Bonus, Scout-Trackless Step[/td] [/tr]
[tr] [td]9[/td] [td]5[/td] [td]6[/td] [td]3[/td] [td]27 (5)[/td] [td]4/Slashing[
/td] [td]40%[/td] [td]20%[/td] [td][/td] [td]+1d6+1d3, +1 AC[/td] [td]Learnt Mas
tery Talent (+1, total 3)[/td] [/tr]
[tr] [td]10[/td] [td]5[/td] [td]6[/td] [td]3[/td] [td]30 (5)[/td] [td]5/Slashing
[/td] [td]50%[/td] [td]25%[/td] [td][url=http://www.d20srd.org/srd/spells/comman
dPlants.htm]Command Plants[/url] 1/day[/td] [td]+2d6, +1 AC[/td] [td]Half-Plant
Poison Immunity, Scout-Battle Fortitude +2[/td] [/tr]
[tr] [td]11[/td] [td]6[/td] [td]7[/td] [td]3[/td] [td]33 (6)[/td] [td]5/Slashing
[/td] [td]50%[/td] [td]25%[/td] [td][/td] [td]+2d6, +1 AC[/td] [td]Focus Feature
(+1, total 3)[/td] [/tr]
[tr] [td]12[/td] [td]6[/td] [td]7[/td] [td]3[/td] [td]36 (6)[/td] [td]6/Slashing
[/td] [td]60%[/td] [td]30%[/td] [td][url=http://www.d20srd.org/srd/spells/summon
NaturesAllyVI.htm]Summon Nature's Ally VI[/url] 1/day[/td] [td]+2d6, +2 AC[/td]
[td]Half-Plant Paralysis Immunity, Scout-Flawless Stride[/td] [/tr]
[tr] [td]13[/td] [td]7[/td] [td]8[/td] [td]3[/td] [td]39 (7)[/td] [td]6/Slashing
[/td] [td]60%[/td] [td]30%[/td] [td][/td] [td]+2d6, +2 AC[/td] [td]Learnt Master
y Talent (+1, total 4)[/td] [/tr]
[tr] [td]14[/td] [td]7[/td] [td]8[/td] [td]3[/td] [td]42 (7)[/td] [td]7/Slashing
[/td] [td]70%[/td] [td]35%[/td] [td][url=http://www.d20srd.org/srd/spells/animat
ePlants.htm]Animate Plants[/url] 1/day[/td] [td]+2d6+1d3, +2 AC[/td] [td]Half-Pl
ant Polymorph/Petrification Immunity, Scout-Fast Movement +20 ft[/td] [/tr]
[tr] [td]15[/td] [td]8[/td] [td]9[/td] [td]4[/td] [td]45 (8)[/td] [td]7/Slashing
[/td] [td]70%[/td] [td]35%[/td] [td][/td] [td]+2d6+1d3, +2 AC[/td] [td]Focus Fea
ture (+1, total 4)[/td] [/tr]
[tr] [td]16[/td] [td]8[/td] [td]9[/td] [td]4[/td] [td]48 (8)[/td] [td]8/Slashing
[/td] [td]80%[/td] [td]40%[/td] [td][url=http://www.d20srd.org/srd/spells/summon
NaturesAllyVIII.htm]Summon Nature's Ally VIII[/url] 1/day[/td] [td]+3d6, +2 AC[/
td] [td]Timeless Body, Scout-Camouflage or Scout Blindsense 60 ft[/td] [/tr]
[tr] [td]17[/td] [td]9[/td] [td]10[/td] [td]4[/td] [td]51 (9)[/td] [td]8/Slashin
g[/td] [td]80%[/td] [td]40%[/td] [td][/td] [td]+3d6, +2 AC[/td] [td]Learnt Maste
ry Talent (+1, total 5)[/td] [/tr]
[tr] [td]18[/td] [td]9[/td] [td]10[/td] [td]4[/td] [td]54 (9)[/td] [td]9/Slashin
g[/td] [td]90%[/td] [td]45%[/td] [td][url=http://www.d20srd.org/srd/spells/contr
olPlants.htm]Control Plants[/url] 1/day[/td] [td]+3d6, +3 AC[/td] [td]Half-Plant
Stunning Immunity, Scout-Battle Fortitude +3[/td] [/tr]
[tr] [td]19[/td] [td]9[/td] [td]11[/td] [td]4[/td] [td]60 (10)[/td] [td]9/Slashi
ng[/td] [td]90%[/td] [td]45%[/td] [td][/td] [td]+3d6, +3 AC[/td] [td]Focus Featu
re (+1, total 5)[/td] [/tr]
[tr] [td]20[/td] [td]9[/td] [td]11[/td] [td]4[/td] [td]60 (10)[/td] [td]10/Slash
ing[/td] [td]100%[/td] [td]50%[/td] [td][url=http://www.d20srd.org/srd/spells/su
mmonNaturesAllyIX.htm]Summon Nature's Ally IX[/url] 1/day[/td] [td]+3d6+1d3, +3
AC[/td] [td]Half-Plant Mind-Affecting Immunity, Scout-Hide in Plain Sight or Sco
ut Blindsight 60 ft[/td] [/tr]
[/table]
[b]Other Progression[/b]
[table="class: head alt1"] [tr] [th][b]Level[/b][/th] [th][b]Base Attack Bonus[/
b][/th] [th][b]Fortitude[/b][/th] [th][b]Good Save[/b][/th] [th][b]Poor Save[/b]
[/th] [th][b]Mastery Points[/b][/th] [th][b]Trissociate Bonus[/b][/th] [/tr]
[tr] [td]1[/td] [td]+1[/td] [td]+2[/td] [td]+2[/td] [td]+0[/td] [td]1[/td] [td]1
[/td] [/tr]
[tr] [td]2[/td] [td]+2[/td] [td]+3[/td] [td]+3[/td] [td]+0[/td] [td]2[/td] [td]1
[/td] [/tr]
[tr] [td]3[/td] [td]+3[/td] [td]+3[/td] [td]+3[/td] [td]+1[/td] [td]3[/td] [td]1
[/td] [/tr]
[tr] [td]4[/td] [td]+4[/td] [td]+4[/td] [td]+4[/td] [td]+1[/td] [td]4[/td] [td]1
[/td] [/tr]
[tr] [td]5[/td] [td]+5[/td] [td]+4[/td] [td]+4[/td] [td]+1[/td] [td]5[/td] [td]2
[/td] [/tr]
[tr] [td]6[/td] [td]+6/+1[/td] [td]+5[/td] [td]+5[/td] [td]+2[/td] [td]6[/td] [t
d]2[/td] [/tr]
[tr] [td]7[/td] [td]+7/+2[/td] [td]+5[/td] [td]+5[/td] [td]+2[/td] [td]7[/td] [t
d]2[/td] [/tr]
[tr] [td]8[/td] [td]+8/+3[/td] [td]+6[/td] [td]+6[/td] [td]+2[/td] [td]8[/td] [t
d]2[/td] [/tr]
[tr] [td]9[/td] [td]+9/+4[/td] [td]+6[/td] [td]+6[/td] [td]+3[/td] [td]9[/td] [t
d]3[/td] [/tr]
[tr] [td]10[/td] [td]+10/+5[/td] [td]+7[/td] [td]+7[/td] [td]+3[/td] [td]10[/td]
[td]3[/td] [/tr]
[tr] [td]11[/td] [td]+11/+6/+1[/td] [td]+7[/td] [td]+7[/td] [td]+3[/td] [td]11[/
td] [td]3[/td] [/tr]
[tr] [td]12[/td] [td]+12/+7/+2[/td] [td]+8[/td] [td]+8[/td] [td]+4[/td] [td]12[/
td] [td]3[/td] [/tr]
[tr] [td]13[/td] [td]+13/+8/+3[/td] [td]+8[/td] [td]+8[/td] [td]+4[/td] [td]13[/
td] [td]4[/td] [/tr]
[tr] [td]14[/td] [td]+14/+9/+4[/td] [td]+9[/td] [td]+9[/td] [td]+4[/td] [td]14[/
td] [td]4[/td] [/tr]
[tr] [td]15[/td] [td]+15/+10/+5[/td] [td]+9[/td] [td]+9[/td] [td]+5[/td] [td]15[
/td] [td]4[/td] [/tr]
[tr] [td]16[/td] [td]+16/+11/+6/+1[/td] [td]+10[/td] [td]+10[/td] [td]+5[/td] [t
d]16[/td] [td]4[/td] [/tr]
[tr] [td]17[/td] [td]+17/+12/+7/+2[/td] [td]+10[/td] [td]+10[/td] [td]+5[/td] [t
d]17[/td] [td]5[/td] [/tr]
[tr] [td]18[/td] [td]+18/+13/+8/+3[/td] [td]+11[/td] [td]+11[/td] [td]+6[/td] [t
d]18[/td] [td]5[/td] [/tr]
[tr] [td]19[/td] [td]+19/+14/+9/+4[/td] [td]+11[/td] [td]+11[/td] [td]+6[/td] [t
d]19[/td] [td]5[/td] [/tr]
[tr] [td]20[/td] [td]+20/+15/+10/+5[/td] [td]+12[/td] [td]+12[/td] [td]+6[/td] [
td]20[/td] [td]5[/td] [/tr]
[/table]
[b]Class Skills[/b] (2 + Int modifier per level): Bluff, Climb, Concentration, C
raft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (all skil
ls, taken individually), Listen, Move Silently, Profession, Ride, Sense Motive,
Speak Language, Spot, Swim.
[b]Martial Initiator Skills:[/b] Add Martial Lore and the respective key skills
of your 2 chosen disciplines to your Trissociate class skill list.
[b]Scout Skills:[/b] Add Balance, Escape Artist and Tumble to your Trissociate c
lass skill list.
[b]Weapon and Armor Proficiency:[/b] A Mobility focus Trissociate is proficient
with all simple and martial weapons. He is also proficient with light armor, and
with all shields (except for Tower Shields).
[i]Focus Feature (Battle):[/i] Your Trissociate level stacks with fighter levels
(if any) when qualifying for fighter specific feats. Whenever you gain a Focus
Feature, you may select any feat that you qualify for, which falls under one of
the following categories:
*Fighter bonus feats
*Certain Associate Feats, such as Insightful Binder feat for the Binder Associat
e
*You may also buy the Battle Hardened or General Attack Focus feats (below)

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

E.g. Lets say you have taken Battle Hardened 3 times for DR 3/-. You then have S
toneskin cast on you which grants DR 10/Adamantine. You can choose to stack Batt
le Hardened on Stoneskin, so that when you are struck by a non-adamantine weapon
, the first 13 points of damage are negated by the combined DR. In cases where t
he total damage is less than 13, the secondary DR applies first, so the first 10
points of damage is subtracted from Stoneskin's pool, and than after that the r
emaining 3 is negated by Battle Hardened. If however, you are struck by an adama
ntine weapon, only the first 3 points of damage are negated, from your Battle Ha
rdened 3/-.

[b]General Attack Focus:[/b]
[i]Requirements:[/i] Battle Category Focus Trissociate
[i]Special:[/i] This can only be taken as a Focus Feature, and cannot be bought
using normal character feats.
[i]Benefits:[/i] You can add a +1 untyped bonus to all attack rolls. You may tak
e this feat multiple, and it stacks with itself.
[b]Martial Initiator Maneuvers and Stances:[/b] Pick any 2 disciplines. If the d
iscipline you selected requires a special feat to qualify for (e.g. certain home
brew disiplines), you must acquire that feat before learning maneuvers from that
discipline. You gain maneuvers from these disciplines with your initiator level
equal to your Trissociate level. Your maneuvers known and stances known are det
ailed in the table above. You always ready all the Martial Initiator maneuvers t
hat you know (hence there is no maneuvers readied column). Unlike other Martial
Adepts, you may not swap out your Martial Initiator maneuvers known when you lev
el.

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

[b]Extra Sublime Points:[/b]
[i]Requirements:[/i] Trissociate Martial Initiator Associate
[i]Benefit:[/i] Your Sublime Point Pool Maximum size increases by 3. You can tak
e this feat multiple times, and its effects stack. Additionally, your Sublime Po
int Pool Recovery rate increases by the number of times you took this feat, divi
ded by 2, round down (e.g. +1 when you have taken this feat twice).
[i]Special:[/i] You may buy this feat with Focus Features.
[i]Plant Fortification (Ex):[/i] As you become more Plant-like, you become less
vulnerable to precision damage. When you are struck by a critical hit, or a prec
ision damage attack (such as sneak attack, sudden strike or skirmish), there is
a chance that the critical hit or precision damage is negated and damage is inst
ead rolled normally, as indicated by the percentage in the column.
[i]Special:[/i] This class feature stacks with the highest fortification you cur
rently have from one other source, to a maximum of 100%. E.g. Lets say you are a
level 8 Trissociate with 40% fortification from this class feature. You also we
ar a suit of armor with light fortification (25%). You can stack both of these t
ogether for a total effective fortification of 65%. If you also carry a shield w
ith light fortification, your total effective fortification is still 65%, since
the light fortification from the shield and the suit of armor do not stack.
[i]Special:[/i] If you have selected 2 or more Associations which provide fortif
ication as an extraordinary ability, they stack together in a special way. First
ly, your total fortification is equal to the fortification of all your associati
ons summed together. You can no longer stack your total fortification with one o
ther source (although you can still use another source if it is higher than your
total fortification). Your maximum effective fortification is still 100%. But f
or every 25% your sum total fortification exceeds 100%, you may choose one of th
e following benefits: You gain an additional 1 hit point per hit dice. Or you ga
in +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2
to all Will saves. You can choose the same, or a different benefit each time yo
ur total fortification reaches the next 25% mark, and their effects stack. E.g.
lets say a Trissociate has selected 2 Associations which provide 100% fortificat
ion by level 20. Lets say that on level 19, his total fortification is 190% (alt
hough his effective fortification is still only 100%). This exceeds the 100% cap
by 90%, or 3 times (round down) of 25%. Hence he can gain the above mentioned b
onus 3 times.

[i]Plant Fire Vulnerability (Ex):[/i] As you unlock the powers of your plant anc
estry, you also become more vulnerable to their weaknesses. You take the indicat
ed percentage of extra damage from fire, regardless of whether a saving throw is
allowed, or if the save is a success or failure.

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

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

[b]Plant Bonus to Saves (Ex):[/b] You add your Trissociate level as a bonus to s
aving throws against: sleep, paralysis, poisons, polymorph/petrification, stunni
ng and mind-affecting effects. At later levels, you gain immunity to these vario
us effects, as noted in the table above.
[b]Scout Class Features:[/b] You gain Scout class features (Complete Adventurer
pg 10), which works just like a normal Scout except as noted here. Your Scout cl
ass features are gained according to the progression in the table above.
[i]Others:[/i] Your [i]starter[/i] ability is Battle Fortitude +1.
[b]Slam Attack (Ex):[/b] You gain a slam attack, if you do not already have one,
whose damage follows the table below. If you already have one, you can choose t
o retain your old damage value, or use the appropriate value from the table belo
w, whichever is better.

[table="class: head alt1"][tr] [th]Size[/th][th]Slam Damage[/th][/tr]
[tr] [td]Fine[/td][td]1[/td][/tr]
[tr] [td]Diminutive[/td][td]1d2[/td][/tr]
[tr] [td]Tiny[/td][td]1d3[/td][/tr]
[tr] [td]Small[/td][td]1d4[/td][/tr]
[tr] [td]Medium[/td][td]1d6[/td][/tr]
[tr] [td]Large[/td][td]1d8[/td][/tr]
[tr] [td]Huge[/td][td]2d6[/td][/tr]
[tr] [td]Gargantuan[/td][td]2d8[/td][/tr]
[tr] [td]Colossal[/td][td]4d6[/td][/tr]
[/table]
[b]Half-Plant Rapid Summons (Ex):[/b] You may use your Summoning Spell Like Abil
ities as a standard action. This only applies to the Summoning Spell Like Abilit
ies gained from your Half-Plant Association.
[b]Half-Plant Skill Bonus (Ex):[/b] You begin to physically resemble a plant to
such an extent that you gain a +4 bonus on Hide checks and Move Silently checks
in aboveground natural environments.
[b]Half-Plant Poison Immunity (Ex):[/b] You gain immunity to all poisons.
[i]Special:[/i] If you already have Poison Immunity as an extraordinary ability
from another Association (but not race, templates or other classes), you may ins
tead choose one of the following benefits: You gain an additional 1 hit point pe
r hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex
saves. Or you gain +2 to all Will saves.
[b]Half-Plant Paralysis Immunity (Ex):[/b] You gain immunity to paralysis.
[i]Special:[/i] If you already have Paralysis Immunity as an extraordinary abili
ty from another Association (but not race, templates or other classes), you may
instead choose one of the following benefits: You gain an additional 2 hit point
per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Refl
ex saves. Or you gain +4 to all Will saves.
[b]Half-Plant Polymorph/Petrification Immunity (Ex):[/b] You gain immunity to po
lymorph and petrification.
[i]Special:[/i] If you already have Polymorph/Petrification Immunity as an extra
ordinary ability from another Association (but not race, templates or other clas
ses), you may instead choose one of the following benefits: You gain an addition
al 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain
+4 to all Reflex saves. Or you gain +4 to all Will saves.
[b]Scout-Camouflage or Scout Blindsense (Ex):[/b] You may choose to gain one of
the following abilities. Either: Camouflage as a Scout, or Blindsense as describ
ed below.
[b]Scout Blindsense (Ex):[/b] You gain Blindsense to a distance equal to your Tr
issociate level x 5 ft.
[i]Special:[/i] If you already have Blindsense as an extraordinary ability from
another Association (but not race, templates or other classes), their distance s
tacks.
[b]Half-Plant Stunning Immunity (Ex):[/b] You gain immunity to stunning.
[i]Special:[/i] If you already have Stunning Immunity as an extraordinary abilit
y from another Association (but not race, templates or other classes), you may i
nstead choose one of the following benefits: You gain an additional 2 hit point
per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Refle
x saves. Or you gain +4 to all Will saves.
[b]Half-Plant Mind-Affecting Immunity (Ex):[/b] You gain immunity to mind-affect
ing effects.
[i]Special:[/i] If you already have Mind-Affecting Immunity as an extraordinary
ability from another Association (but not race, templates or other classes), you
may instead choose one of the following benefits: You gain an additional 2 hit
point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all
Reflex saves. Or you gain +4 to all Will saves.
[b]Scout-Hide in Plain Sight or Scout Blindsight (Ex):[/b] If you previously sel
ected the Camouflage ability, you now gain Hide in Plain Sight. If you previousl
y selected Scout Blindsense, you now gain Blindsight as described below.
[b]Scout Blindsight (Ex):[/b] You gain Blindsight to a distance equal to your Tr
issociate level x 5 ft.
[i]Special:[/i] If you already have Blindsight as an extraordinary ability from
another Association (but not race, templates or other classes), their distance s
tacks.
[u][i]Primary Automatic Mastery Talents[/i][/u]
[i]Recover Sublime Points:[/i] Without needing to enter Mastery Meditation, as a
free action, you may spend Mastery points to regain Sublime Points. Each Master
y point you spend provides you with 3 Sublime Points. You still cannot exceed yo
ur pool's maximum size.
[u][i]Secondary Automatic Mastery Talents[/i] (available from Trissociate level
2 onwards)[/u]
[i]Recover Spell Like Ability (Half-Plant):[/i] You may recover an expended spel
l like ability as if you did not cast it. This is a supernatural ability. By ent
ering Mastery Meditation and spending Mastery points equal to the level of the s
pell, which the spell like ability duplicates, you may recover 1 use of that spe
ll 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 fro
m 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, whic
h 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.
[i]Boost Skirmish:[/i] As a free action, you may spend Mastery points to increas
e the damage dealt by a successful Skirmish. You activate this ability after mak
ing a successful Skirmish (i.e. it has hit the enemy) but before you roll for da
mage. This costs 1 Mastery point, and adds a number of d6 Skirmish dice, equal t
o your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additiona
l +3d6 of Sneak Attack damage). This ability can only be used once per round.
[u][b]Common Trissociate Class Features[/b][/u]
(Author's Note: this set of features is common for all Trissociates regardless o
f Focus or Associations selection. You probably only need to read this once, whe
n making your first Trissociate. Hence, it has been seperated out and placed at
the end, so that you can skip it if you want, for subsequent Trissociates.)

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

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

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

[b]Mastery Meditation (Ex):[/b] A Trissociate can focus his mind to replenish th
e various spent abilities he gains from his Associations, usually (but not alway
s) spending Mastery points in the process. Entering Mastery Meditation simply re
quires 5 minutes of concentration. Mastery Meditation ends when the Trissociate
wants it to, although it also automatically ends whenever the Trissociate takes
damage.

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

[i]Adaptation:[/i] There are some character concepts for whom meditation might n
ot be an appropriate activity. In these cases, you can replace Mastery Meditatio
n with 5 minutes of some other suitable non-combat activity. For example, a piou
s character might pray for 5 minutes. Other possible activities include: martial
exercises, polishing equipment, singing and dancing on the spot, howling (at th
e moon), or even simply resting.

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

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

[b]Learnt Mastery Talents (Ex):[/b] A Mastery Talent is a trick that costs Maste
ry points, and which a Trissociate can use to augment himself in some way. Some
Mastery Talents are automatically known depending on his selected Associations (
see Associations below). Whereas other must be learnt. A Trissociate gains new L
earnable Mastery Talents, according to the table above.


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

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

[i]Fast Heal:[/i] A Trissociate may spend 1 Mastery point as a free action, to g
ain fast healing equal to half his Trissociate level (round down, minimum 1), fo
r 5 rounds. This fast healing stacks with one other source of fast healing of hi
s choice (changeable every round). He may choose to activate this ability even w
hen he is dying, which automatically stabilizes him.

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

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

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

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

[i]Penetration[/i]: Whenever a Trissociate uses a spell, spell-like-ability, inv
ocation, psionic power, psi-like-ability or soulmeld obtained from his Associati
ons, he may spend 1 Mastery point as part of the casting / manifesting / invokin
g action, to add his Trissociate Bonus to caster, manifester, invoker or meldsha
per level rolls, for the purpose of overcoming spell or power resistance.

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

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

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

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