Alienist's Mad Certainty [Archive] - Wizards Community

Post/Author/DateTimePost
Apollo's Lyre

11-28-05, 09:00 PM
I'm currently playing a wizard, and I'd like to take the alienist prestige class. The class looks quite interesting, but I have one question:

Why is mad certainty so bad? For a very lame bonus, your character becomes phobic against some random animal type. Not only is this ability pretty bad, but it really doesn't make any sense. What does gaining a few HP have to do with becoming insane?

Am I missing something about this ability? (I'm using the version from Tome and Blood, but for all I know there could be a 3.5 version out there with diferent abilities...) If I'm right about this ability, could you please suggest a change that would make it less... horrible?
baoban sith

11-28-05, 09:37 PM
In Complete Arcane it's changed to a -4 penalty on Bluff, Diplomacy, and Handle Animal checks on nonpseudonatural creatures.
rampant

11-29-05, 03:14 AM
what part of eppus psycho do you not understand?
Apollo's Lyre

11-29-05, 01:53 PM
I just want to know why the only benefit gained from this ability is a measly +3 hit points. That seems oddly underpowered.
(TD)Faber

11-29-05, 05:10 PM
I just want to know why the only benefit gained from this ability is a measly +3 hit points. That seems oddly underpowered.



Hehe, yeah i know, i play an alienist too. It doesnīt really make any sense but hey, a wizard always needs the extra HP and the fobia isnīt that rough at first. So you can, if you will, stop advancing as an alienist when you think it damages your playing to much.
Regulas

11-29-05, 09:57 PM
Personnaly i'd just replace the +3 hitpoints with the toughness feat (same thing essentialy), or if you already have toughness then that better version that requires toughness as a prerequisite.
BadCatMan

11-30-05, 12:12 AM
Wizards, Sorcerers and Alienists all get only a d4 HD. So the total of 6 HP provided by Mad and Insane Certainty are, on average, worth the HP of two whole levels of these classes (but with no Con bonus). Its actually 1 HP more than the average of 2d4.

It may not look like much of course, but it's a fair improvement for classes with so few, and so precious, HP.

I think its meant to represent the Alienist's insane determination - they'll keep going on, despite what the wounds they might suffer.

Maybe you could argue a case for Improved Toughness instead - its 14 more HP overall.

Alienist is an interestingly balanced PrC for a Wizard - casting progression continues in full, continued familiar advancement, and they even get the two metamagic feats that they'd get if they'd continued with Wizard. They lose nothing from being a Wizard, and gain a little bit more, and are penalised by going completely insane.

It looks like a lot of fun, though I guess its intended more for DMs to use as villians.

They shoulda kept the Phobia. :D 'Aah! A kitten! Run for it!'
Apollo's Lyre

11-30-05, 01:55 PM
Well, my wizard already has a +2 Con bonus (Huzzah for toad familliars! :D ) and she already has more HP than our rogue, so the few extra HP won't help her as much. I'll see if I can't get improved toughness.

Are the familliar and metamagic abilites only in 3.5? I don't remember seeing them, but that sounds awesome. If they're not in the T&B version, could you tell me what levels the feats are gained at?

Maybe I'll see if I can keep the phobia, too. The roleplaying possibilites are just awesome for that ability.