Alienist [Archive] - Wizards Community

Post/Author/DateTimePost
Bez

07-31-06, 01:09 PM
So, I need a new level 10 character for a game. I'm thinking of going with an Alienist.
How can I tool up my pseudonatural creatures to be the best things ever?

Also is it worth a 1-level dip into Mindbender, just for the creepyness factor?

3.5 core-setting books only, 28-point buy, and for campaign reasons I have to look like an elf (from the picture the other PCs have seen, I look like one, at least).

Thanks in advance.
wingedcoyote

07-31-06, 09:51 PM
Somebody else can be more specific, but in general you should pay attention the the True Strike ability of the Pseudonatural template. Look for summonable monsters with abilities that will really mess up a target if they can hit.
Pinky's brain

07-31-06, 10:09 PM
Since you can only summon animals&vermin (and 1 or 2 magical beasts) you won't find any.

I guess with imbued summoning from PHB2 you could cast heroics (SpC) on them while summoning them to give them powerattack, which would work well with true strike.
yapwx

08-01-06, 12:31 AM
Well if pseudo can be added to undead then learn Summon Undead 1-5.

And if you like be a Master of Shrouds and have pseudo shadows and wights. Since both PrC needs Augment Summoning. Of course you then have to be a cleric. EDITED: Sorry just found out pseudo only can be put on corporeal creatures.
Pinky's brain

08-01-06, 12:59 AM
It doesn't matter, the Alienist ability only works with summon monster anyway (and only with creatures which would originally have the celestial or fiendish templates at that).
Maat_Mons

08-01-06, 03:55 AM
Alienist really limits your summoning options, and pseudonatural creatures aren’t generally more powerful than celestial or fiendish creatures. The biggest differences are that the creature trades smite (+15 damage) for true strike (+20 to hit) and that its type changes to outsider. The type change is the only strength of the class, so you should play it up.

I recommend using summon monster VI to summon a pseudonatural gargantuan monstrous centipede, having your bard friend give it two extra hit dice for spell purposes with inspire greatness, and polymorphing it into an ice devil. It’s not really CR 13 without its special qualities, but this should provide a much better full attack routine than any normal summoned creature. You can probably tweak your caster level enough to pull this off in a couple levels; until then, you can make due with some variation on the same tactic. At later levels, you may want to use summon monster VIII to summon a pseudonatural colossal monstrous centipede to polymorph into a horned devil.

Unfortunately, this doesn’t work with imbued summoning and your summoned creatures can’t gain any special qualities. The only reason I can see to take more than one level in alienist is to turn your familiar into an outsider and, later, turn yourself into an outsider. Basically, from my perspective, the whole class revolves around polymorphing things into devils.