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

t=234951]Trissociate[/url]
(Mobility focus: Spirit Shaman, Marshal, Martial Sage)[/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]Ss0[/b][/th] [th][b
]Ss1[/b][/th] [th][b]Ss2[/b][/th] [th][b]Ss3[/b][/th] [th][b]Ss4[/b][/th] [th][b
]Ss5[/b][/th] [th][b]Ss6[/b][/th] [th][b]Ss7[/b][/th] [th][b]Ss8[/b][/th] [th][b
]Ss9[/b][/th] [th][b]Marshal Minor Auras Prepared[/b][/th] [th][b]Marshal Major
Auras Prepared (strength)[/b][/th] [th][b]Ki Points[/b][/th] [th][b]Maximum Ki D
odge Miss Chance[/b][/th] [th][b]Martial Sage Unarmored Speed Bonus[/b][/th] [th
][b]Martial Sage Unarmored AC Bonus[/b][/th] [th][b]Special[/b][/th] [/tr]
[tr] [td]1[/td] [td]2/3[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td]
[td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]1[/td] [td
]-[/td] [td]2[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]Mastery Meditation, Armo
red Caster (Light), Learnt Mastery Talent (+1, total 1), Spirit Shaman-Spirit gu
ide (Alertness), Limited Marshal Aura[/td] [/tr]
[tr] [td]2[/td] [td]2/4[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td]
[td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]2[/td] [td
]-[/td] [td]5[/td] [td]15%[/td] [td]+5 ft[/td] [td]1[/td] [td]Martial Sage Abili
ty (+1, Total 1), Wisdom to AC[/td] [/tr]
[tr] [td]3[/td] [td]2/4[/td] [td]1/1[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td]
[td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]2[/td] [td
]-[/td] [td]10[/td] [td]15%[/td] [td]+5 ft[/td] [td]1[/td] [td]Focus Feature (+1
, total 1), Spirit Shaman-Detect Spirits[/td] [/tr]
[tr] [td]4[/td] [td]3/4[/td] [td]1/2[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td]
[td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]2[/td] [td
]1 (+1)[/td] [td]15[/td] [td]20%[/td] [td]+10 ft[/td] [td]1[/td] [td]Martial Sag
e Ability (+1, Total 2)[/td] [/tr]
[tr] [td]5[/td] [td]3/4[/td] [td]1/2[/td] [td]1/1[/td] [td]-/-[/td] [td]-/-[/td]
[td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]2[/td] [td
]1 (+1)[/td] [td]22[/td] [td]20%[/td] [td]+10 ft[/td] [td]1[/td] [td]Learnt Mast
ery Talent (+1, total 2)[/td] [/tr]
[tr] [td]6[/td] [td]4/4[/td] [td]1/2[/td] [td]1/2[/td] [td]-/-[/td] [td]-/-[/td]
[td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]3[/td] [td
]1 (+1)[/td] [td]30[/td] [td]25%[/td] [td]+10 ft[/td] [td]2[/td] [td]Martial Sag
e Ability (+1, Total 3)[/td] [/tr]
[tr] [td]7[/td] [td]4/4[/td] [td]1/2[/td] [td]1/2[/td] [td]1/1[/td] [td]-/-[/td]
[td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]3[/td] [td
]1 (+1)[/td] [td]40[/td] [td]25%[/td] [td]+10 ft[/td] [td]2[/td] [td]Focus Featu
re (+1, total 2), Spirit Shaman-Ghost Warrior (Ghost Touch, Full AC vs Incorpore
al)[/td] [/tr]
[tr] [td]8[/td] [td]4/4[/td] [td]2/2[/td] [td]1/2[/td] [td]1/2[/td] [td]-/-[/td]
[td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]3[/td] [td
]2 (+2)[/td] [td]50[/td] [td]30%[/td] [td]+15 ft[/td] [td]2[/td] [td]Martial Sag
e Ability (+1, Total 4)[/td] [/tr]
[tr] [td]9[/td] [td]4/4[/td] [td]2/2[/td] [td]1/2[/td] [td]1/2[/td] [td]1/1[/td]
[td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]3[/td] [td
]2 (+2)[/td] [td]62[/td] [td]30%[/td] [td]+15 ft[/td] [td]2[/td] [td]Learnt Mast
ery Talent (+1, total 3)[/td] [/tr]
[tr] [td]10[/td] [td]4/4[/td] [td]2/2[/td] [td]2/2[/td] [td]1/2[/td] [td]1/2[/td
] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]4[/td] [t
d]2 (+2)[/td] [td]75[/td] [td]35%[/td] [td]+15 ft[/td] [td]3[/td] [td]Martial Sa
ge Ability (+1, Total 5)[/td] [/tr]
[tr] [td]11[/td] [td]4/4[/td] [td]2/2[/td] [td]2/2[/td] [td]1/2[/td] [td]1/2[/td
] [td]1/1[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]4[/td] [t
d]2 (+2)[/td] [td]90[/td] [td]35%[/td] [td]+15 ft[/td] [td]3[/td] [td]Focus Feat
ure (+1, total 3), Spirit Shaman-Blessing of the Spirits (Protection from Spirit
s)[/td] [/tr]
[tr] [td]12[/td] [td]4/4[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td] [td]1/2[/td
] [td]1/2[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]4[/td] [t
d]3 (+3)[/td] [td]105[/td] [td]40%[/td] [td]+20 ft[/td] [td]3[/td] [td]Martial S
age Ability (+1, Total 6)[/td] [/tr]
[tr] [td]13[/td] [td]4/4[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td] [td]1/2[/td
] [td]1/2[/td] [td]1/1[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]4[/td] [t
d]3 (+3)[/td] [td]122[/td] [td]40%[/td] [td]+20 ft[/td] [td]3[/td] [td]Learnt Ma
stery Talent (+1, total 4)[/td] [/tr]
[tr] [td]14[/td] [td]4/4[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td
] [td]1/2[/td] [td]1/2[/td] [td]-/-[/td] [td]-/-[/td] [td]-/-[/td] [td]5[/td] [t
d]3 (+3)[/td] [td]140[/td] [td]45%[/td] [td]+20 ft[/td] [td]4[/td] [td]Martial S
age Ability (+1, Total 7)[/td] [/tr]
[tr] [td]15[/td] [td]4/4[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td
] [td]1/2[/td] [td]1/2[/td] [td]1/1[/td] [td]-/-[/td] [td]-/-[/td] [td]5[/td] [t
d]3 (+3)[/td] [td]160[/td] [td]45%[/td] [td]+20 ft[/td] [td]4[/td] [td]Focus Fea
ture (+1, total 4), Spirit Shaman-Exorcism[/td] [/tr]
[tr] [td]16[/td] [td]4/4[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td
] [td]2/2[/td] [td]1/2[/td] [td]1/2[/td] [td]-/-[/td] [td]-/-[/td] [td]5[/td] [t
d]4 (+4)[/td] [td]180[/td] [td]50%[/td] [td]+25 ft[/td] [td]4[/td] [td]Martial S
age Ability (+1, Total 8)[/td] [/tr]
[tr] [td]17[/td] [td]4/4[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td
] [td]2/2[/td] [td]1/2[/td] [td]1/2[/td] [td]1/1[/td] [td]-/-[/td] [td]5[/td] [t
d]4 (+4)[/td] [td]202[/td] [td]50%[/td] [td]+25 ft[/td] [td]4[/td] [td]Learnt Ma
stery Talent (+1, total 5)[/td] [/tr]
[tr] [td]18[/td] [td]4/4[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td
] [td]2/2[/td] [td]2/2[/td] [td]1/2[/td] [td]1/2[/td] [td]-/-[/td] [td]6[/td] [t
d]4 (+4)[/td] [td]225[/td] [td]55%[/td] [td]+25 ft[/td] [td]5[/td] [td]Martial S
age Ability (+1, Total 9)[/td] [/tr]
[tr] [td]19[/td] [td]4/4[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td
] [td]2/2[/td] [td]2/2[/td] [td]1/2[/td] [td]1/2[/td] [td]1/2[/td] [td]6[/td] [t
d]4 (+4)[/td] [td]250[/td] [td]55%[/td] [td]+25 ft[/td] [td]5[/td] [td]Focus Fea
ture (+1, total 5), Spirit Shaman-Guide Magic (Spirit Concentration)[/td] [/tr]
[tr] [td]20[/td] [td]4/4[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td] [td]2/2[/td
] [td]2/2[/td] [td]2/2[/td] [td]1/2[/td] [td]1/2[/td] [td]1/2[/td] [td]6[/td] [t
d]5 (+5)[/td] [td]275[/td] [td]60%[/td] [td]+30 ft[/td] [td]5[/td] [td]Martial S
age Ability (+1, Total 10)[/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]Spirit Shaman Skills:[/b] Add Spellcraft, Heal and Survival to your Trissocia
te class skill list.
[b]Marshal Skills:[/b] Add Handle Animal and Perform to your Trissociate class s
kill list.
[b]Martial Sage Skills:[/b] Add Balance, Escape Artist and Tumble to your Trisso
ciate class 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]Spirit Shaman Class Features:[/b] You gain Spirit Shaman class features (Comp
lete Divine pg 14), which works just like a normal Spirit Shaman except as noted
here. Your Spirit Shaman class features are gained according to the progression
in the table above. Additionally, you qualify for the following feat:

[b]Charismatic Spirit Shaman:[/b]
[i]Requirements:[/i] Trissociate Spirit Shaman Associate
[i]Benefit:[/i] You may use your Charisma bonus, instead of your Wisdom bonus, t
o determine the spell access, and bonus spell slots gained from your Spirit Sham
an Association.
[i]Special:[/i] You may buy this feat with Focus Features.

[b]Spellcasting:[/b] You gain Wisdom/Charisma based retrieved/spontaneous Divine
spells as a Spirit Shaman, except as noted here. Your Caster level is equal to
your Trissociate level. Your spell slots and spells retrieved per day at each le
vel follow the tables above (Ss0-Ss9) and the numbers indicate Spell Slots/Spell
s Retrieved. Like a Spirit Shaman, your spell DC is based on your Charisma score
. And your spell access is based on your Wisdom score.
[i]Spirit Shaman Bonus Spell Slots:[/i] You gain bonus spell slots based on your
Wisdom score, but instead of [url=http://www.d20srd.org/srd/theBasics.htm#abili
tiesAndSpellcasters]the normal formula[/url], your bonus spell slots are calcula
ted using the method described here. You have a pool of Bonus Spell Slot points
based on your Wisdom bonus, following the table below. The numbers along the top
row (2nd or lower - 9th) indicate the highest level spell you have access to fr
om your Spirit Shaman Association. And each row below that shows the Bonus Spell
Slot points for a particular Wisdom bonus:
[table="class: head alt1"][tr] [th]Wisdom Bonus[/th][th]Access to 2nd level spel
ls or lower[/th][th]3rd[/th][th]4th[/th][th]5th[/th][th]6th[/th][th]7th[/th][th]
8th[/th][th]9th[/th][/tr]
[tr] [td]+3 or lower[/td][td]1[/td][td]1[/td][td]1[/td][td]1[/td][td]1[/td][td]1
[/td][td]1[/td][td]1[/td][/tr]
[tr] [td]+4[/td][td]1[/td][td]1[/td][td]2[/td][td]2[/td][td]2[/td][td]2[/td][td]
2[/td][td]2[/td][/tr]
[tr] [td]+5[/td][td]1[/td][td]2[/td][td]3[/td][td]4[/td][td]4[/td][td]4[/td][td]
4[/td][td]4[/td][/tr]
[tr] [td]+6[/td][td]1[/td][td]2[/td][td]3[/td][td]5[/td][td]6[/td][td]6[/td][td]
6[/td][td]6[/td][/tr]
[tr] [td]+7[/td][td]1[/td][td]3[/td][td]4[/td][td]6[/td][td]7[/td][td]9[/td][td]
9[/td][td]9[/td][/tr]
[tr] [td]+8[/td][td]1[/td][td]3[/td][td]5[/td][td]7[/td][td]8[/td][td]10[/td][td
]12[/td][td]12[/td][/tr]
[tr] [td]+9[/td][td]2[/td][td]4[/td][td]6[/td][td]8[/td][td]10[/td][td]12[/td][t
d]14[/td][td]16[/td][/tr]
[tr] [td]+10[/td][td]2[/td][td]4[/td][td]6[/td][td]9[/td][td]11[/td][td]13[/td][
td]15[/td][td]18[/td][/tr]
[/table]
E.g. So if you have access to 5th level spells, and your Wisdom bonus is +8, the
n reading 5th/+8 from the table above, you have 7 Bonus Spell Slot points. Whene
ver you refresh your spells, you can assign these Bonus Spell Slot points, to cr
eate the bonus spell slots for your Spirit Shaman Association. Each bonus spell
slot costs a number of Bonus Spell Slot points equal to its spell level. Level 0
spells take up 0.5 Bonus Spell Slot points. You cannot create a bonus spell slo
t, if you do not have enough Bonus Spell Slot points. You must be able to cast s
pells from your Spirit Shaman Association of a particular level, in order to cre
ate a bonus spell slot of that level. Each time you refresh your spells, previou
sly assigned bonus spell slots are lost (whether or not they were used), and you
may reassign a new set of bonus spell slots.
[i]Special:[/i] For values higher than what the table shows, use this formula to
calculate your Bonus Spell Slot points: (Wisdom bonus - 1) x ( (Lower of (Wisdo
m bonus) OR (highest Spirit Shaman Association spell level) ) - 1) divide by 4,
round down, minimum 1.
[b]Marshal Class Features:[/b] You gain [url=http://www.wizards.com/default.asp?
x=dnd/ex/20030906b]Marshal[/url] class features, which works just like a normal
Marshal except as noted here. Your Marshal class features are gained according t
o the progression in the table above.

[i]Marshal Minor Auras Prepared:[/i] Unlike a normal Marshal, you do not select
new auras as you progress. Instead, you prepare your auras. By resting for 8 hou
rs, and then meditating for 1 hour, you can prepare a number of Marshal minor au
ras as indicated by the number in the column. These auras remain prepared until
you choose to prepare a different set in their place, through the process descri
bed above. Additionally, you qualify for the following feat:

[b]Insightful Marshal:[/b]
[i]Requirements:[/i] Trissociate Marshal Associate
[i]Benefit:[/i] You may use either your Intelligence bonus, or your Wisdom bonus
in place of your Charisma Bonus (whichever of the 3 is highest) to decide the b
onus granted by your Marshal association Minor Aura.
[i]Special:[/i] You may buy this feat with Focus Features.

[i]Marshal Major Auras Prepared:[/i] This functions as 'Minor Auras Prepared', e
xcept that you can prepare a number of major auras, equal to the number indicate
d in the column. When you meditate to prepare your minor auras, you can prepare
your major auras at the same time.
[b]Perfect Saves:[/b] A Trissociate normally has 2 good saves and 1 weak save. H
owever, when he chooses the Martial Sage Association, all 3 of his saves gain Go
od progression.

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

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

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

[table="class: head alt1"][tr] [th]Ki Dodge Miss Chance[/th][th]Ki Point Cost[/t
h][/tr]
[tr] [td]20% or less[/td][td]free[/td][/tr]
[tr] [td]25-35%[/td][td]1[/td][/tr]
[tr] [td]40-50%[/td][td]2[/td][/tr]
[tr] [td]55-60%[/td][td]3[/td][/tr]
[/table]

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

Although the effect of Ki Dodge is different and seperate from normal (visual) c
oncealment, it does not stack with normal concealment. If a Martial Sage Associa
te has both Ki Dodge and normal concealment, then only the highest miss chance a
pplies.
[b]Limited Aura:[/b] Your starter ability is a single minor aura. When you selec
t Marshal as your secondary association, select any one minor aura. You can proj
ect this aura only, and cannot prepare another in its place (see 'Minor Auras Pr
epared' above). Additionally, the bonus which this aura may provide is capped at
a maximum of +1. when you attain Associate level 1, these restrictions are remo
ved. If Marshal is your primary association, these restrictions never comes into
play.
[b]Wisdom to AC (Ex):[/b] You gain the ability to add your Wisdom bonus (if any)
as an untyped bonus to AC. This bonus to AC applies even against touch attacks
or when you are flat-footed. You lose this bonus when you are immobilized or hel
pless, when you use a shield, or when you carry a medium or heavy load. This bon
us to AC does not stack with that gained from the Monk, Ninja or Swordsage class
es.

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

[b]Martial Sage Ability (Ex/Su):[/b] At the Associate levels indicated in the ta
ble above, a Martial Sage Associate can gain a special ability of his choice fro
m among the following options, provided he meets the requirements.

[i]Shadow Sight (Ex)[/i]
You gain [url=http://www.d20srd.org/srd/specialAbilities.htm#lowLightVision]Low-
Light vision[/url] and [url=http://www.d20srd.org/srd/specialAbilities.htm#darkv
ision]Darkvision[/url] 60 ft. If you already have Darkvision, its range improves
by 60 ft.

[i]Ki Parachute (Su)[/i]
You can spend one Ki point as a free action to slow your fall, as if under the e
ffect of [url=http://www.d20srd.org/srd/spells/featherFall.htm]Feather Fall[/url
]. This effect lasts for 1 round per Trissociate level, or until you land, which
ever occurs first. Additionally, you can share this effect with your allies, but
only if you touch them. And they benefit from the effect only as long as you ma
intain physical contact.

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

[i]Lesser Senses (Ex)[/i]
You gain [url=http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlinds
ense]Blindsense[/url] equal to your Trissociate level x 5 ft. This stacks with a
ny extraordinary Blindsense you have from other Associations.

[i]Improved Senses (Su)[/i] (Requires: Trissociate Level 5, Lesser Senses)
You can see Invisible and Ethereal as the [url=http://www.d20srd.org/srd/spells/
seeInvisibility.htm]See Invisibility[/url] spell.

[i]Greater Senses (Ex)[/i] (Requires: Trissociate Level 9, Improved Senses)
You gain [url=http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlinds
ense]Blindsight[/url] equal to your Trissociate level x 5 ft. This stacks with a
ny extraordinary Blindsight you have from other Associations.

[i]Perfect Senses (Su)[/i] (Requires: Trissociate Level 13, Greater Senses)
You can spend one Ki point as a free action, to gain a [url=http://www.d20srd.or
g/srd/spells/trueSeeing.htm]True Seeing[/url] effect, that lasts for until the s
tart of your next turn.

[i]Ki Lesser Ghost Jump (Su)[/i]
You can spend one Ki point as a standard action, to teleport a distance equal to
(5*Trissociate Level) ft. This functions as [url=http://www.d20srd.org/srd/spel
ls/dimensionDoor.htm]Dimension Door[/url], except as noted here. You must have l
ine of sight and line of effect to your destination. You can bring along objects
as long as their weight doesn't exceed your maximum load, but you may not bring
along other creatures. You can continue to take actions after arriving at your
destination, provided you have actions remaining.

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

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

[i]Ki Lesser Ghost Phase (Su)[/i]
You can spend one Ki point as a free action, to grant all your weapons and armor
the [url=http://www.d20srd.org/srd/magicItems/magicWeapons.htm#ghostTouchWeapon
]Ghost Touch[/url] property, until the start of your next turn. This lets you st
rike incorporeal creatures without suffering the normal miss chance.

[i]Ki Improved Ghost Phase (Su):[/i] (Requires: Trissociate Level 9, Ki Lesser G
host Phase)
By spending 3 Ki points as a swift action, a Martial Sage can now turn [url=http
://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype]Incorporeal[/url]. If
he continuously reactivates this ability at the start of each turn, he is treat
ed as being Incorporeal non-stop. E.g. if he starts his next turn in solid matte
r, but he reactivates this ability at the start of that turn, he is treated as n
ever having materialized this turn, and is hence not shunted to the nearest open
space.

[i]Ki Greater Ghost Phase (Su):[/i] (Requires: Trissociate Level 15, Ki Improved
Ghost Phase)
This works as Ki Improved Ghost Phase, except as noted here. A Martial Sage can
now turn either Incorporeal or [url=http://www.d20srd.org/srd/specialAbilities.h
tm#etherealness]Ethereal[/url], choosing one or the other each time he activates
this ability. Refer to [url=http://www.wizards.com/default.asp?x=dnd/rg/2004101
2a]here[/url] for some of the differences between Incorporeal and Ethereal.

[i]Evasion (Ex)[/i] (Requires: Trissociate Level 3)
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]Ki Lesser Ghost Fade (Su)[/i] (Requires: Trissociate Level 3)
You can spend 1 Ki point as a free action, to gain an [url=http://www.d20srd.org
/srd/spells/invisibility.htm]invisibility[/url] effect (as the spell), until the
start of your next turn. The effect ends if you attack any creature.

[i]Ki Improved Ghost Fade (Su)[/i] (Requires: Trissociate Level 7, Ki Lesser Gho
st Fade)
You can spend 2 Ki points as a free action, to gain a [url=http://www.d20srd.org
/srd/spells/invisibilityGreater.htm]greater invisibility[/url] effect (as the sp
ell), until the start of your next turn. You can attack creatures and still rema
in invisible.

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

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

[i]Timeless Body (Ex):[/i] (Requires: Disease Immunity and Poison Immunity. It i
s permissible if these immunities come from other Associations. They need not ne
cessarily be bought as Sage Abilities. But they must be from Associations and no
t race, templates, or other classes.)
You gain Timeless Body as a [url=http://www.d20srd.org/srd/classes/monk.htm]Monk
[/url].

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

[i]Improved Diamond Soul (Ex)[/i] (Requires: Trissociate Level 9, Lesser Diamond
Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistan
ce improves to Trissociate level + 7.

[i]Greater Diamond Soul (Ex)[/i] (Requires: Trissociate Level 13, Improved Diamo
nd Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistan
ce improves to Trissociate level + 11.

[i]Perfect Diamond Soul (Ex)[/i] (Requires: Trissociate Level 17, Greater Diamon
d Soul)
This functions as Lesser Diamond Soul, except as noted here. Your Spell Resistan
ce improves to Trissociate level + 15.
[u][i]Primary Automatic Mastery Talents[/i][/u]
[i]Recover Spell (Spirit Shaman):[/i] You may recover an expended spell slot as
if you did not cast it. This is a supernatural ability. By entering Mastery Medi
tation and spending Mastery points equal to the spell slot's level, you may rest
ore an already cast spell. Level 0 spells cost no Mastery points to restore in t
his manner. If you are a prepared spellcaster, you may not change the spell that
was prepared in that slot (this does not apply to spontaneous spellcasters).

You can only use this to recover spell slots gained from the specified Trissocia
te Association. It cannot be applied to spell slots gained from other classes or
Associations (although they may their own equivalent of this talent). You may a
ccelerate the conversion process by spending more Mastery points. By spending Ma
stery points equal to double the spell slot's level, you may recover that spell
slot as a free action, even when you are not in Mastery Meditation. Level 0 spel
ls cost 1 Mastery point to restore in this manner.
[u][i]Secondary Automatic Mastery Talents[/i] (available from Trissociate level
2 onwards)[/u]
[i]Boost Marshal Aura:[/i] As a free action, by spending Mastery points, you may
increase the power of your Major Aura (but not your Minor Aura). By spending 1
Mastery point, you can add your Trissociate bonus to your Major Aura's numerical
bonus. The effect lasts for 1 round, until the start of your next turn. If you
can somehow project more than one Major Aura at once, then you must spend 1 Mast
ery point to boost each Aura seperately. This is a supernatural ability.

[i]Widen Marshal Aura:[/i] As a free action, by spending Mastery points, you may
increase the range of your Major and/or Minor Auras. For each Mastery point you
spend, the aura area widens by another 60 ft (2 points for a extra 120 ft and s
o on). You must spend points to widen each aura seperately. The effect lasts for
1 minute/Trissociate level, and persists even if you switch auras during this p
eriod. There is no limit to how far you can widen your Major and Minor Aura, alt
hough you need the Mastery points to support it. This is a supernatural ability.
[i]Recover Ki:[/i] You can add Ki points back to your pool, although you may not
exceed your normal maximum pool size. While in Mastery Meditation, you can spen
d 1 Mastery point to gain a number of Ki points equal to half your Trissociate L
evel (round down, minimum 1). You may accelerate the conversion process by spend
ing more Mastery points. As a free action, you can spend 1 Mastery point to reco
ver a number of Ki points equal to one quarter of your Trissociate Level (round
down, minimum 1), even when you are not in Mastery Meditation. This is a superna
tural ability.
[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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