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

t=234951]Trissociate[/url]
(Mobility focus: Martial Initiator, Cunning, Scout)[/b]
[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]Cunning Points[/b][/th] [th][b]S
cout Skirmish[/b][/th] [th][b]Special[/b][/th] [/tr]
[tr] [td]1[/td] [td]1[/td] [td]2[/td] [td]1[/td] [td]3 (1)[/td] [td]0[/td] [td]-
[/td] [td]Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent (+1,
total 1), Standard Cunning Abilities, Scout-Battle Fortitude +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[/td] [td]+
1d3, +0 AC[/td] [td]Learnt Cunning Ability (+1, total 1)[/td] [/tr]
[tr] [td]3[/td] [td]2[/td] [td]3[/td] [td]1[/td] [td]9 (2)[/td] [td]1[/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[/td] [td]
+1d6, +0 AC[/td] [td]Learnt Cunning Ability (+1, total 2), Scout-Uncanny Dodge[/
td] [/tr]
[tr] [td]5[/td] [td]3[/td] [td]4[/td] [td]2[/td] [td]15 (3)[/td] [td]2[/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[/td] [td]
+1d6, +1 AC[/td] [td]Learnt Cunning Ability (+1, total 3), 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]4[/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]5[/td] [td]
+1d6+1d3, +1 AC[/td] [td]Learnt Cunning Ability (+1, total 4), Scout-Trackless S
tep[/td] [/tr]
[tr] [td]9[/td] [td]5[/td] [td]6[/td] [td]3[/td] [td]27 (5)[/td] [td]5[/td] [td]
+1d6+1d3, +1 AC[/td] [td]Learnt Mastery Talent (+1, total 3)[/td] [/tr]
[tr] [td]10[/td] [td]5[/td] [td]6[/td] [td]3[/td] [td]30 (5)[/td] [td]6[/td] [td
]+2d6, +1 AC[/td] [td]Learnt Cunning Ability (+1, total 5), Scout-Battle Fortitu
de +2[/td] [/tr]
[tr] [td]11[/td] [td]6[/td] [td]7[/td] [td]3[/td] [td]33 (6)[/td] [td]7[/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]8[/td] [td
]+2d6, +2 AC[/td] [td]Learnt Cunning Ability (+1, total 6), Scout-Flawless Strid
e[/td] [/tr]
[tr] [td]13[/td] [td]7[/td] [td]8[/td] [td]3[/td] [td]39 (7)[/td] [td]8[/td] [td
]+2d6, +2 AC[/td] [td]Learnt Mastery Talent (+1, total 4)[/td] [/tr]
[tr] [td]14[/td] [td]7[/td] [td]8[/td] [td]3[/td] [td]42 (7)[/td] [td]9[/td] [td
]+2d6+1d3, +2 AC[/td] [td]Learnt Cunning Ability (+1, total 7), Scout-Fast Movem
ent +20 ft[/td] [/tr]
[tr] [td]15[/td] [td]8[/td] [td]9[/td] [td]4[/td] [td]45 (8)[/td] [td]10[/td] [t
d]+2d6+1d3, +2 AC[/td] [td]Focus Feature (+1, total 4)[/td] [/tr]
[tr] [td]16[/td] [td]8[/td] [td]9[/td] [td]4[/td] [td]48 (8)[/td] [td]11[/td] [t
d]+3d6, +2 AC[/td] [td]Learnt Cunning Ability (+1, total 8), 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]12[/td] [
td]+3d6, +2 AC[/td] [td]Learnt Mastery Talent (+1, total 5)[/td] [/tr]
[tr] [td]18[/td] [td]9[/td] [td]10[/td] [td]4[/td] [td]54 (9)[/td] [td]13[/td] [
td]+3d6, +3 AC[/td] [td]Learnt Cunning Ability (+1, total 9), Scout-Battle Forti
tude +3[/td] [/tr]
[tr] [td]19[/td] [td]9[/td] [td]11[/td] [td]4[/td] [td]60 (10)[/td] [td]14[/td]
[td]+3d6, +3 AC[/td] [td]Focus Feature (+1, total 5)[/td] [/tr]
[tr] [td]20[/td] [td]9[/td] [td]11[/td] [td]4[/td] [td]60 (10)[/td] [td]16[/td]
[td]+3d6+1d3, +3 AC[/td] [td]Learnt Cunning Ability (+1, total 10), Scout-Hide i
n Plain Sight or Scout 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]Cunning Skills:[/b] Add Balance, Escape Artist, Sleight of Hand and Tumble 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.
[b]Cunning Points (Ex):[/b] A Cunning Associate fights using his mind and his wi
ts. You gain a pool of Cunning Points following the progression in the table abo
ve. This pool refills completely at the start of your turn, and any previously u
nused Cunning Points are lost. You qualify for the following feats:

[b]Archaic Cunning[/b]
[i]Requirements:[/i] Trissociate Cunning Associate
[i]Benefits:[/i] You may use your Wisdom bonus, or your Charisma bonus, instead
of your Intelligence bonus (whichever of the 3 is highest), to determine the bon
us for your Cunning Abilities.
[i]Special:[/i] You may buy this feat with Focus Features.

[b]Extra Cunning Points[/b]
[i]Requirements:[/i] Trissociate Cunning Associate
[i]Benefits:[/i] You gain 2 additional Cunning Points. This feat can be taken mu
ltiple times and its effects stack.
[i]Special:[/i] You may buy this feat with Focus Features.

[b]Standard Cunning Abilities (Ex):[/b] Cunning Points may be spent to augment y
our abilities in a variety of ways. All Cunning Associates know the following Cu
nning Abilities by default. Even if they have 0 Cunning Points from their Cunnin
g Association, they may still be able to activate these abilities from Cunning P
oints gained from other sources, such as the Extra Cunning Points feat. Unless o
therwise stated, the use of Cunning Points is an extraordinary ability, that req
uires a free action, and which provides an untyped bonus that does not stack wit
h itself.

[i]Lesser Cunning Attack:[/i] When making an attack roll, you may spend 1 Cunnin
g Point to add your Intelligence bonus to the roll. If you can make multiple att
ack rolls (e.g. iteratives from high BAB), each roll must be boosted separately.

[i]Lesser Cunning Damage:[/i] After successfully hitting a target with any weapo
n (including melee weapons, ranged weapons and natural weapons), but before you
roll for weapon damage, you may spend 1 Cunning Point to add your Intelligence b
onus to weapon damage. You can use this ability even when your weapon damage is
not determined by rolling, e.g. because your weapon only deals 1 point for base
damage. If you hit multiple times per round (e.g. iteratives from high BAB), eac
h weapon damage roll must be boosted separately.

[i]Lesser Cunning Reduction:[/i] After successfully hitting a target with any we
apon (including melee weapons, ranged weapons and natural weapons), but before y
ou roll for weapon damage, you may spend 1 Cunning Point to lower your target's
Damage Reduction by an amount equal to your Intelligence bonus, for the purposes
of calculating weapon damage. If you hit multiple times per round (e.g. iterati
ves from high BAB), each weapon damage roll must apply Lesser Cunning Reduction
seperately.

[i]Lesser Cunning Dodge:[/i] You can spend 1 Cunning Point to add your Intellige
nce bonus as to your Armor Class against one opponent, which lasts until the sta
rt of your next turn. This is an untyped bonus that applies against touch attack
s, and even when you are flat-footed. You can use this ability multiple times to
gain a bonus against different opponents, but you cannot use it more than once
during your turn against a single foe. You may gain this benefit even while wear
ing medium or heavy armor. You may activate this ability only during your turn.

[i]Lesser Cunning Resistance:[/i] When making a saving throw, you may spend 1 Cu
nning Point to add your Intelligence bonus to the result. This can be used even
when it is not your turn. This bonus also applies to any rerolls for that same s
aving throw, such as rerolls gained from Greater Cunning Resistance.
[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]Learnt Cunning Ability (Ex):[/b] You may learn additional Cunning Abilities f
rom the following list:

[i]Additional Cunning Points:[/i]
You gain an additional 2 Cunning Points. This ability can be taken multiple time
s, and its effects stack.

[i]Improved Cunning Attack:[/i]
This works like Lesser Cunning Attack, except that you can spend 3 Cunning Point
s to add your Intelligence bonus to all attack rolls until the start of your nex
t turn. This does not stack with Lesser Cunning Attack.

[i]Greater Cunning Attack:[/i] (Requires: Improved Cunning Attack)
When making an attack roll, after making the initial roll, but before its result
s are known (i.e. whether it hits or misses), you may spend 8 Cunning Points as
an immediate action to make a second roll, and to take the better of the two rol
ls.

[i]Improved Cunning Damage:[/i]
This works like Lesser Cunning Damage, except that you can spend 3 Cunning Point
s to add your Intelligence bonus to all weapon damage rolls until the start of y
our next turn. This does not stack with Lesser Cunning Damage.

[i]Improved Cunning Reduction:[/i]
This works like Lesser Cunning Reduction, except that you can spend 3 Cunning Po
ints to lower your target's Damage Reduction by an amount equal to your Intellig
ence bonus for all your weapon damage rolls, until the start of your next turn.
This does not stack with Lesser Cunning Reduction.

[i]Improved Cunning Dodge:[/i]
This works like Lesser Cunning Dodge, except that you can spend 3 Cunning Point
to add your Intelligence bonus to your Armor Class against all opponents, which
lasts until the start of your next turn. This does not stack with Lesser Cunning
Dodge.

[i]Improved Cunning Resistance:[/i]
This works like Lesser Cunning Resistance, except that you can spend 3 Cunning P
oint to add your Intelligence bonus to all saving throws, which lasts until the
start of your next turn. This does not stack with Lesser Cunning Resistance.

[i]Greater Cunning Resistance:[/i] (Requires: Improved Cunning Resistance)
When making a saving throw, after making the initial roll, but before its result
s are known (i.e. whether it succeeds or not), you may spend 8 Cunning Points as
an immediate action to make a second roll, and to take the better of the two ro
lls.

[i]Lesser Cunning Penetration:[/i]
When rolling a check against spell or power resistance, you may spend 1 Cunning
Point to add your Intelligence bonus to the check result. You can use this abili
ty even when you are not rolling for the check, e.g. through use of the Arcane M
astery (Complete Arcane) feat. This only works for one check against one particu
lar target. If you are rolling multiple checks (e.g. an area spell which affects
multiple targets), each check must be boosted separately.

[i]Improved Cunning Penetration:[/i] (Requires: Lesser Cunning Penetration)
This works like Lesser Cunning Penetration, except that you can spend 3 Cunning
Point to add your Intelligence bonus to all checks made to overcome spell or pow
er resistance, until the start of your next turn. This does not stack with Lesse
r Cunning Penetration.

[i]Lesser Cunning Brawn:[/i]
When making Strength checks, and checks involving skills based on Strength (such
as Climb), you may add your Intelligence bonus to the check result. This does n
ot cost any Cunning Points.

[i]Improved Cunning Brawn:[/i] (Requires: Lesser Cunning Brawn)
When making Dexterity checks (such as Initiative), and checks involving skills b
ased on Dexterity (such as Hide), you may add your Intelligence bonus to the che
ck result. This does not cost any Cunning Points.

[i]Lesser Cunning Sense[/i]
By spending 2 Cunning Points, you gain [url=http://www.d20srd.org/srd/specialAbi
lities.htm#blindsightAndBlindsense]Blindsense[/url] to a distance of your Trisso
ciate level x 5 ft, which lasts until the start of your next turn.

[i]Improved Cunning Sense[/i] (Requires: Trissociate level 7, Lesser Senses)
By spending 4 Cunning Points, you gain [url=http://www.d20srd.org/srd/specialAbi
lities.htm#blindsightAndBlindsense]Blindsight[/url] to a distance of your Trisso
ciate level x 5 ft, which lasts until the start of your next turn.

[i]Evasion (Ex)[/i] (Requires: Trissociate level 3, Your Trissociate base class
must have Reflex as a good save)
You gain Evasion as a [url=http://www.d20srd.org/srd/classes/rogue.htm]Rogue[/ur
l].

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

[i]Lesser Cunning Movement:[/i]
You may spend 2 Cunning Points to stand up from Prone as a free action. This doe
s not provoke attacks of opportunity.

[i]Improved Cunning Movement:[/i] (Requires: Trissociate level 7, Lesser Cunning
Movement)
You may spend 4 Cunning Points to move a distance equal to your current speed, a
s a swift action. This movement does not provoke attacks of opportunity. You may
only use this ability to move, and may not take move-equivalent actions.

[i]Greater Cunning Movement:[/i] (Requires: Trissociate level 13, Lesser Cunning
Movement)
This works like Improved Cunning Movement, except that you may now spend 4 Cunni
ng Points to move a distance equal to your current speed as a free action. You m
ay use this ability multiple times per round, provided you have the Cunning Poin
ts to support it. This ability can only be used during your turn.
[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]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]Boost Cunning Points:[/i] As a free action, you may spend 1 Mastery point to
gain 2 Cunning Points. This does not require Mastery Meditation. As per normal,
these Cunning Points are lost if not used by the start of your next turn. You ma
y use this ability even when it is not your turn.
[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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