Alienists? [Archive] - Wizards Community

Post/Author/DateTimePost
buddy4031

04-08-06, 04:06 PM
Now that I know they exist they seem intresting. Could anyone tell me the statistics of them?
Mist of Shadows

04-08-06, 04:11 PM
sadly, page 21 of the complete arcane book. It's rather stupid and rather broken. It doesn't really make a very good pc either.
Artector

04-08-06, 04:17 PM
It just scared me.
Vagrond

04-08-06, 05:59 PM
Originally in Tome and Blood, it dealt with Pseudonatural (Far Realm) creatures. Anything you summoned would gain that template, along with your familiar, which gave an alternate form ability of a swarm of tentacles and True Strike once per day (on the latter, no, I don't know why). You would also go mad as you gained levels, developing a phobia to a particular type of creature with penalties of -2, -4, and then -6 to something or other.
Bluebrush

04-08-06, 08:10 PM
It doesn't really make a very good pc either.
Might make a good NPC though.

Since I'll probably have occasion to use it in the future, what's broken about it?
BadCatMan

04-08-06, 08:37 PM
It gets full spellcasting progression, two metamagic feats and familiar progression - it loses nothing over the wizard bar its sanity, and gains quite a bit more.

Like the Frenzied Berserker, its probably too overpowered and anti-social, making it really only suitable for NPCs.
Nialo

04-09-06, 02:27 AM
The concept doesn't work too well for PCs, since it sort of takes away the whole alien aspect of it. I'm a huge fan of Far Realms stuff though, and I've had Alienists as villains. But the concept in and of itself is hardly stupid.
buddy4031

04-09-06, 02:31 AM
I never said I wanted to play an Alienist I just want some info, abilities and stuff like that.It's for a project and im curious.
Mist of Shadows

04-09-06, 02:32 AM
a chicken with boils that and the crap you summon is ugly. I mean you would have to be crazy to want your familiar to be that ugly as for taking the last level of the class so not worth it if you don't want to be a freak oh wait you already are a freak, I say lace the stupid boil. As for the class the problem is a few heal spells should fix the sanity loss but I'm not sure that works. You take some horrible penalties to mental scores though, might be worth it for a npc.
leixela

04-09-06, 03:05 AM
It just scared me.

For me it wouldn't have been so scary... except I saw the picture.
SuperTKO

04-09-06, 03:10 AM
At least it wasn't the Psuedonatrual Griffon. *cringes*
Shedeo

04-09-06, 03:12 AM
Combining this with OA's Maho-Tsukai "PrC" is a great way to get a Call of Cthulu-feel villain. I've done so to great ends, one of the best BBEGs I've ever had, actually.
Maraxus

04-09-06, 07:44 AM
The Alienist is definitly a character I want to play one day. To bad it only works on arcane casters, I think a cleric with the madness domain, or a twisted druid would be nice, too. :)
Dench

04-09-06, 04:44 PM
Just check the first line of my sig if you want my opinion about Alienists.

I've played them with parties of every alignment (good, neutral and evil) and it works pretty darn well with each of them, as long as the alienist is not disturbed in his studies (therefore I've had more trouble with this when playing with LG characters).

I cannot post the chart of abilities of the Alienist, since they are not in the SRD. What I can tell you is that they obtain the ability to give their summoned creatures the Pseudonatural Template instead of the Celestial or Fiendish, they gain bonus hp (hell, I had more HP than the Cleric) and they become slowly mad as they gain levels, and other pretty good stuff. They have Full Spellcasting progression. :)
Vashanti

04-09-06, 09:32 PM
I'm gaming a Wizard/Alienist in our current campaign, and he rocks.

He's only slightly twisted right now (level 1 Alienist), but more soon to come (just dinged another level).

GREAT fun. I usually play Evoker types, but this Conjuration specialty is very groovy, baby.
Apollo's Lyre

04-09-06, 09:38 PM
Really, how broken the Alienist is depends on what kind of game you're playing. In a straight-up dungeon crawl, the Alienist is pretty damn good, but in a campaign with more noncombat NPC interaction, the Alienist's profound inability to deal with social situation makes it a lot more challenging to play. They're pretty hard to play anyway, just because they're usually so weird.
Raxor

04-09-06, 11:34 PM
To bad it only works on arcane casters, I think a cleric with the madness domain, or a twisted druid would be nice, too.

Where did it say that a divine spellcaster couldn't be an alienist? You just need to be able to cast a summoning spell of 3rd level and have augment summoning. Any divine spellcaster can get those and the other prereqs. I mean, an alienist druid would, roleplay-speaking, be...odd, at best, but it could be done.

Edit: Well, the hit to Wisdom would suck, and I guess a druid really couldn't play this class, but otherwise, yeah...an alienist cleric might actually rock.
Broken vacuum

04-10-06, 11:08 AM
I suspect those claiming the CA Alienist to be broken of not reading the PrC thoroughly.

The Summon Alien feature of the class actually limits the creatures available for summoning quite severely. Creatures on the summons list without the celestial or fiendish template cannot be summoned at all and those with any of those templates instead get the pseudonatural template.
The Alienist gives up a lot of flexibility to be able to summon pseudonatural creatures.

I have a really hard time seeing how this PrC is supposed to be over-powered.
malignor

04-10-06, 11:47 AM
They can't summon lemures and beared devils? I have to check my books when I get home. If that's true then my Wiz(spec conjur)5/Oozemaster5/Alienist10 was cheating... I was summoning pseudonatural chaos beasts and pseudonatural xills and pseudonaural slaadi all the time.
Vashanti

04-10-06, 12:13 PM
Pseudonatural things are from "beyond," and really beyond the standard planes. Thus, the Pseudonatural template.

I don't remember seeing anything in the CA about them not being allowed to summon Pseudonatural versions of demons or devils.
Broken vacuum

04-10-06, 12:20 PM
They can't summon lemures and beared devils? I have to check my books when I get home. If that's true then my Wiz(spec conjur)5/Oozemaster5/Alienist10 was cheating... I was summoning pseudonatural chaos beasts and pseudonatural xills and pseudonaural slaadi all the time.

That was cheating, but it seems to be a rather common misconception. I have not seen the Tome and Blood version, but presumably this is something that could be done with that version that the Complete Arcane version no longer allows. The text on page 22 under Summon Alien in CA is quite clear.

On a personal note, I quite like the Alienist PrC. I am playing an Alienist in a game at the moment and the only thing that I find a bit strange is that you cannot summon Chaos Beasts. From a flavour perspective it is a shame. As soon as I get access to 6th level spells I am going to get me one through Planar Binding, though.
Marcus Majarra

04-10-06, 12:24 PM
From a flavor point of view, Alienists fall in pretty nicely as cultists of the Dragon Below, in Eberron. Crazed Daelkyr-worshipping wizards anyone?
Witch

04-10-06, 12:29 PM
A devil seems a fiendish creature to me, even though it does not have a fiendish template. Just like a Couatl is a celestial creature, even though it does not have that template.

The rule is open to interpretation. Ask your DM to see what he thinks.
Broken vacuum

04-10-06, 12:56 PM
A devil seems a fiendish creature to me, even though it does not have a fiendish template. Just like a Couatl is a celestial creature, even though it does not have that template.

The rule is open to interpretation. Ask your DM to see what he thinks.

The DM can rule 0 everything, but the rules in themselves are not very ambiguous. That a creature is celestial or fiendish means something very particular in the rules of D&D, namely that it has the relevant template.
Nothing in the text suggests that there should be an exception in this case; in fact the examples given reinforce the usual interpretation of the words "fiendish" and "celestial".

The DM is of course free to change whatever rule he likes, but in this case I would advise against it. Allowing an Alienist to apply the pseudonatural template to untemplated creatures in the summoning spells is an unwarranted and potentially unbalancing power-boost.
Bukowski

04-10-06, 12:58 PM
Pseudonatural things are from "beyond," and really beyond the standard planes. Thus, the Pseudonatural template.

I don't remember seeing anything in the CA about them not being allowed to summon Pseudonatural versions of demons or devils.


It's in there. They can only summon things that already have the celestial or fiendish template and replace it with the pseudonatural one. Bye-bye all those summons with the cool SLAs.
Mist of Shadows

04-10-06, 04:44 PM
I didn't mean broken from a power standpoint. I meant broken from an easy of playing stand point. It creates situations that don't make a lot of sense.

For one mental health issues that could be cured by a wish spell. Never says anywhere that they couldn't be cured. It is after all mental damage.

it doesn't give any rules for what happens when you lace that damn ugly piece of :censored: boil off your body after 10 levels. cause man is that gross. It would be nice if it talked about increasing your choices of summons by applying the fiendish template to some of the lower level creatures before converting it to twisted things.

I just don't see the benifits as worth it. You get a +1 to fort and ref for a -2 to wisdom (and a +1 to cover the -1 in will saves) and a few thigns that can be recreated with a cheap magical item. Blah this is one of those cases of selling your soul for nothing. Only good thing is the timeless body but nope even that if flawed because creatures come and grab you. Doesn't mention what type of creatures or nothing, I mean there has to be some epic level spells to ward them off. But no it's just one of those balance things. Oh by the way you might not take penalties to stats (we have taken enough from you for crap in return) but we get your soul when you would have died anyways.

How about a break down of how they suck.

So yeah all in all not the best pc class, not really a good class for anyone that isn't bug nuts crazy to start with.
Your summons get maybe a bit of physical resistance up to a max of 15/magic how many monsters don't count as at least magic?

They get spell resistance of at MAX 25 nice but hardly worth giving up all of the other things you can summon. Once per day so basically once they get a true strike ability (so they hit once basically) nice but so what. Some resistances to acid and electricity which fiendish creatures are often immune to anyways or resistance too
So yeah summoning psudonatural creatures sucks.

You get two bonus meta magic feats in 10 levels (wow same as a wizard only worse. Wizard has a better selection)

You lose 2 stat points at second level for a net increase of +1 fort and +1 ref oh feel the joy and excitement.

Mad certainty gives you 3 hp woo frecking hooo
doesn't even count as toughness for stupid class requirements
for this completely uninteresting stupid 3 hp you take a -4 to 3 skills bluff, and diplomancy being useful skills. (handle animal not so much for a number of people)

Pseudonatural familiar - the first ability that while gross as hell isn't completely useless
Your familiar if you have one gets some resistance to acid and electricity and some spell resistance. Not the best increase as traded for the effect of causing towns folk to run in fear of your familiar. Ugly ass thing as well as causing you hassle as people notice you. (no rules comment just common sense they see a FREAKISH animal walking with you and you get noticed.)

Extra summoning ohhh one more spell slot for summoning, might be useful but really is it worth it?

Insane Certainty yep you're more insane for another 3 hp you take an additional -4 to bluff and diplomancy and handle animal (to non freakish things ie non-pseudonatural creatures.)

Timeless body takes away the age penalties but you are still just as unplayable as a character at the end of your life span. So not really all it's cracked up to be.

As for that level 10 turn into an outsider well that's nice but the ugly boil that isn't under your control pretty much ruins any chance you have at getting a date with anything other then a zombie or crazy cultist.

Not only that but it doesn't say what happens if your party members cut the mutated growth off during the night.

So yeah the class isn't that great. You use a feat augmented summoning to get into the class and the class makes the feat less useful by restricting the number types of creatures you can summon. The only thing that class has going for it is full casting class. Basically it's a waste of space in a book that could have gone to something worth while. Not only that but you can only use it if the dm has the far realms in his game something a number of dm's aren't likely to have.
malignor

04-10-06, 05:41 PM
I'll defend against that.

Pseudonatural is better than fiendish or celestial.
- The energy resistances are pretty standard... actually a bit below standard. Fire resistance is easily the most commonly used, acid and cold are second, electricity and sonic third... so fiendish gets "3 points" from fire resist and "2 points" from cold, for a total of 5, celestial gets "2 points" from each of cold and acid, and "1 point" from electricity, for a toal of 5 points. Pseudonatural comes 2 points short by this contrived metric, getting 2 from acid and 1 from electricity. So its energy resistances are less impressive. But this is only partially important.
- Darkvision, SR and DR are pretty standard.
- They get alternate form, which is effectively +1 AC versus non-mindless creatures. I think this makes up for the energy resistance problem.
- They replace smite with True Strike! This is an amazing trade. Even SMI creatures can suddenly hit pretty much anything (Balor has AC 35, P/N Dire rat has +24 to hit w/ true strike, so has to roll an 11). Whether or not they do damage is nother story altogether, but the fact that each critter can at least hit is great. Have them fight defensively at that time and they'll not only hit but likely survive an extra round as well.
- They aren't resticted to good or evil alignments! This makes protection from evil or good completely invalid as most of these being are neutral. Now one of the most common defenses against summoned beasties is negated. Another tidy little plus.

The trade-offs are worth it by numbers
- all the negatives are offset by (arguably) equal plusses
- two metamagic feats in 10 levels, slightly less impressive than a wizard, but...
- a bonus summons per level... that's up to 9 extra spell slots!
- pseudonatural familiar! Now your familiar gets DR, SR, true strike (to deliver your meanest touch attack), darkvision and energy resistance. If ever there was a class that the Improved Familiar feat was designed for, this is it! Nothing like having a Pseudonatural Imp or "Pseudo"-dragon with all those tasty extras.

Other notes
- The madness is fun from a role-playing perspective. Have a phobia of cats, meaning you're so scared of them you only summon P/N Lions & such when covering your escape (because they're so darn scary, they MUST be the most horrible thing to send against your foes... and you don't want to even look at such a beast, giving you a reason to run & not look back).
- The boil can be covered with spells like disguise self, no problem. I actually prefer a tentacle for my alienists (growing out of the scalp, so I can just wear a hat and expose it when I want to freak people out). Those who have a fondness for animal people can now have a little tail, I guess.
Mist of Shadows

04-10-06, 07:00 PM
So what they aren't good or evil shrugs. They don't really last all that long in a fight to matter. So protection from evil doesn't work, oh wait read it again.
It does work it's a bit nit picky but it doesn't specifically say only evil creatures. It just says that good creatures are immune
But so what not a large enough thing to matter.

So they don't deal more damage they get a one time plus to hit. While nice once again it's just a one time thing. While that's the same as damage being one time thing. I view them as equal. More or less a chance at more damage or a real good chance at dealing damage.

The trade-offs are worth it by numbers
- all the negatives are offset by (arguably) equal plusses
- two metamagic feats in 10 levels, slightly less impressive than a wizard, but...
- a bonus summons per level... that's up to 9 extra spell slots!
- pseudonatural familiar! Now your familiar gets DR, SR, true strike (to deliver your meanest touch attack), darkvision and energy resistance. If ever there was a class that the Improved Familiar feat was designed for, this is it! Nothing like having a Pseudonatural Imp or "Pseudo"-dragon with all those tasty extras.

One the metamagic isn't as good but you admited that so fine it's not much worse though.. So I'll give you that.

You're mistaken about the next part. THEY DO NOT get an extra 9 slots read it again. They get ONE count it one slot at your highest level. It moves up as you level. Read it again if you don't understand.

As for the familiar it's still the uglyist thing on the bloody block.
As for Dr sure you get it, but nothing most badies can't beat with ease.
But you're right improved familiar is nice here.
It's still really really ugly though.


I guess I just don't find sucking at dealing with people and madness all that much fun.
meatrace

04-10-06, 08:26 PM
mist, is english not your first language? your posts are harder to understand than keith richards after a week long bender.

look at the class, if nothing else you don't lose anything over the wizard. get the same 2 feats, full caster progression, etc.

you seem to make really strange arguments, like that the alienist is bad because it loses its ability to interact with people in a normal way and gets an "ugly" familiar. interaction has always been better left to roleplaying than die rolls, and the alienist is FUN TO PLAY. you get to act completely friggin' bonkers! i guess if all you care about is rolling dice then this isn't the best PrC for you.
Broken vacuum

04-11-06, 03:26 AM
Please do not confuse the fact that you do not like something with that it is broken. That a PrC results in the character becoming ugly according to your taste does not mean it is broken, only that you may not be interested in taking it. Quite a different thing.
Nobody is forcing you to take or like the PrC.

Even if I did not like the PrC from a flavour perspective, I would still consider it well constructed from a mechanical perspective. The PrC is easy to qualify for and you can do it by level five, meaning it should not be all that powerful. And it is not. It is neither that powerful, nor does it shoot your character in the foot. The character gains some things and loses others.
The PrC is also quite clearly written without any confusing question-marks hanging around. The penalties to certain skills from Mad and Insane Certainty are unnamed and not in any way magical, and as such not really curable within the rules. There are diverse optional rules for dealing with insanity (as in the mental condition, not the spell) but as far as I know the Alienist features do not really fall under any of them. Self-mutilation is at best spuriously covered within the rules; the Alienist is nothing special in that. (And the question is out in the open why an Alienist would desire the removal of the 10th level feature. It is, after all, an Alienist.)
malignor

04-11-06, 02:20 PM
So they don't deal more damage they get a one time plus to hit. While nice once again it's just a one time thing. While that's the same as damage being one time thing. I view them as equal. More or less a chance at more damage or a real good chance at dealing damage.Well I find the beauty of this is that lower summons are more effective against high AC opponents. If you're up against low AC, high hp opponents (which I find are rare at higher levels), smite looks great... as long as you summon the right template. When facing off against neutral opponents, the smite evil/good is utterly useless. True Strike is effective against everything, even invisible opponents.You're mistaken about the next part. THEY DO NOT get an extra 9 slots read it again. They get ONE count it one slot at your highest level. It moves up as you level. Read it again if you don't understand.Well, so far I've been going off memory. Haven't looked at the class in around 4 months. Haven't even played D&D in 2 months (in a non-D&D campaign until Summer). My bad. As for the familiar it's still the uglyist thing on the bloody block.
As for Dr sure you get it, but nothing most badies can't beat with ease.
But you're right improved familiar is nice here.
It's still really really ugly though. I guess I just don't find sucking at dealing with people and madness all that much fun.I don't know about you, but my alienist was quite persuasive. He had to be for all his Planar Binding spells. Sure he was ugly, as was his pseudonatural ooze mephit familiar, but that's what illusions are for.

As for the madness, I like RPing crazy people. In fact, I think the Alienist is the most believable summons-centric arcane class there is. The idea of going nuts by dealing with unspeakable things from other worlds seems more like what would really happen. Plus I'm a Lovecraft fan.
Aufenshauft

04-11-06, 03:47 PM
There is one aspect of the class that is completely overlooked by most- it is a full progression caster PClass. This means you get the more powerful spells faster and always get more spell slots than someone who takes almost any other caster Pclass.

That said, there are two weaknesses with the class- First, you have to use the same template for all your summons. This can be argued that since it is a relatively flexible template it isn't too bad, but you run into the problem of summoning creatures with no DR penetration ability. I would suggest looking up summoning Druids and their template feats if your DM is a stickler for it, or plan on using them as grapplers and meatshields (which they do good with).

Second, is you remove all non-templated summons from your list. That really hurts, since the really nice summons that people use for more than tanking are in that list. My DM works with custom summoning lists (Dragon 301), so this hurts far less, but most DMs would be leery of allowing such custom lists in their games.

All and all, I give it a 5 of 10. Really great idea, but it just isn't quite what it should be. A nice DM could make some tweaks to make it perfect, though. (like make a choosable DR when summoned, and allow non-templated creatures to be summoned on higher lists, even with the P/N template added)
malignor

04-11-06, 06:41 PM
Personally, I think a good mid-point would be that you're allowed to summon even p/natural versions of non-templated monsters, but one level behind. So you can summon a p/natural Bone Devil with SM VIII (Bone Devils are from the SM VII list). So an alienist won't be able to summon any p/natural Hezrous or Coatls, (as doing so would be a 10th level summons), but at least the list doesn't suffer so much.
tiercel

04-11-06, 07:16 PM
I don't really think it's that strong... the p/n template isn't that great, to me.

Isn't it a standard action to assume Alternate Form? (Do you get to assume your summons appear already in Alternate Form? Even if they do, it's only a minor benefit.)

Losing the multifunction summons hurts a lot (especially since that is one of the few advantages, arguably, of summon monster over summon nature's ally). Neutral summons are actually hedged out by ANY protection from X spell, so thats a net disadvantage.

While the class is relatively easy to get into and has full spellcasting progression, it has explicit disadvantages (madness, reduced summoning options) that help pay for the benefits (metamagic, a few extra hp, one extra summon spell). It's not a bad PrC but not especially strong either.
malignor

04-11-06, 09:45 PM
Actually, I just realized that this would be an good PrC for a Sorcerer.
- bonus feats, which a sorcerer normally doesn't get
- the bonuses (arguably) offset the penalties
- the Extra Summoning is means that the Alienist deedn't learn all the summoning spells to take advantage of monster summons (really only needs 1 from SMIII to SMIX, as per the requirements), because he can automatically summon the highest level for free.
- get access to all knowledge skills
- retain full spontaneous caster progression

PROBLEMS
- the penalties to social circumstances (well, except for pseudonatural-based ones) hurt many of the benefits of high charisma
- the requirements mean parting with 16 skill points... really a waste of 8 skillpoints, and it means the PrC can't be taken until after level 13.

IDEAS TO SPEED IT UP
- By level 6, have 8 skill points in know arcana (for 8 ranks) and know planes (for 4 ranks), the energy substitution feat and met an elemental outsider, then dip into Elemental Savant for 2 levels enough to crank up planar knowledge (and get a couple interesting abilities). Then the Alienist PrC will be maxed out by level 18 (Sorc6/ElSvt2/Alns10).

- By level 5, drop 8x3=24 skill points for 4 ranks in planar knowledge & UMD, and 8 ranks in spellcraft, and the two feats Magical Aptitude & some MM feat. Then dip into the Wild Mage class for 2 or 3 levels. Alienist can be maxed out by level 17 or 18.
Mist of Shadows

04-12-06, 01:53 AM
lets see first
for the for going off memory that was pretty good malignor.

As for being mad I'm not a big fan but you're right some people are.

It makes a better sorc class in some ways also a class that isn't all that great.

That's a good point about the change being a standard action. So you waste one of your rounds of them being there to have them change. Doesn't sound that great to me for a plus one ...

I'm not sure there is something preventing you from applying a feat to the summons. If there was a feat that augmented your summons.

Still the summoner in the back of the dmg seems like a better class then what you have with the alienist.

And you don't get a spell known.
You get one extra spell slot for the summon. So it doesn't help the sorc out that much.

Elemental savant? gasp you are going to use a class that doesn't have much going for it. But yeah does have that knowledge planes.

I think I would try something like human paragon before I did that. 3 levels in that and you have your skill ranks sorted out I think.

But still I'm not sure it's worth it.
Deadlast

04-12-06, 01:47 PM
I know there is alot of debate whether this class is good or not. what Im about to say has nothing to do with it. I was just reading a bit, and I think I noticed a trick that could be used for the class and I was wondering what everyone thought. now keep in mind my friend has the complete arcane, and I only have the tome and blood to draw upon so if there are mistakes I apologize.

In the players hand book, it says for every higher level of summon monster you have, you can summon multiple lower level monsters. So if I were to cast summon monster 2, I could summon more than one monster from the summon monster 1 list.

If every creature you summon has to have the pseudonatural(i think i spelled that right) template, then they all have true strike. So it be possible if I was high level, lets say level 15, and used a summon monster 6 lets say, for monsters from list 3 or 4, then i would be able to have 4 or 5 monsters to attack on my turn.

When they attack, have them all use their true strike, and thats 5 straight guarenteed hits. obviously damage or abilities would depend on the monster summoned, but that seems kind of cool to me. Would this be possible? or did I miss something?
Witch

04-12-06, 01:53 PM
The Munchkin Alienist does the following:
He goes to his DM, and shows him the following template:


Creating A Pseudonatural Creature
“Pseudonatural” is a template that can be added to any corporeal creature (referred to hereafter as the base creature).

Size and Type
The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

HD
A pseudonatural creature always has maximum hit points.

Speed
A pseudonatural creature’s speed doubles, for all movement types.

AC
Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better.

Attack/Full Attack
A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.

Damage
Tentacle rakes from a pseudonatural creature deal damage equal to 2d8 + Str modifier.

Special Attacks
A pseudonatural creature retains all the special attacks of the base creature and also gains the following.

Constant Insight (Su)
The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.

Improved Grab (Ex)
If the creature hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rotting Constriction (Ex)
Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.

Spell-Like Abilities
At will—blur, dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma-based.

Hit Dice Electricity and
Acid Resistance Damage
Reduction Extra Tentacle
Rake Attacks
1-3 15 5/epic 1
4-7 20 5/epic 2
8-11 25 10/epic 3
12-15 30 10/epic 4
16-19 35 15/epic 5
21-24 40 15/epic 6
each 4 more HD +5 15/epic +1
Special Qualities
A pseudonatural creature retains all the special qualities of the base creature and also gains the following.

Electricity and acid resistance of a varying amount related to its Hit Dice (see table). If the creature already possesses such resistance, use whichever is better.
Damage reduction of a varying amount related to its Hit Dice (see table). If the creature already possesses damage reduction, use whichever is better.
Spell resistance equal to the creature’s HD ×5. If the creature already possesses spell resistance, use whichever is higher.
One extra tentacle rake attack (the creature can use another of its many tentacles to attack at no penalty while in pseudonatural form) for each 4 HD the creature has.
A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
If the creature already has one or more of these special qualities, use the better value.

Alternate Form (Su)
At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.

Saves
Same as the base creature.

Abilities
Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3.

Skills
Same as the base creature.

Feats
Same as the base creature.

Climate/Terrain
Any land and underground.

Organization
Same as the base creature.

Challenge Rating
Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10

Treasure
Same as the base creature.

Alignment
Same as base creature.

Advancement
Same as the base creature.
Archmagi1976

04-12-06, 03:16 PM
Honestly... If you were in a RP game, then this template rocks. The only problem with true strike creatures of lower level is DR. That is the only thing I could see as a problem here...