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| ClockworkRevenge04-02-08, 06:11 PM | So below is my fix for what i perceived as an interesting but poorly exicuted prestige class. Fluff is missing, as well as a few class features which id like the opinion of board members on. Thanks. Alienist http://www.wizards.com/dnd/images/ca_gallery/85429.jpg ENTRY REQUIREMENTS To qualify to become an Alienist, a character must fulfill all the following criteria: Skills: Knowledge (Planes) 8 Ranks, Knowledge (Arcana) 8 Ranks, Knowledge (Dungeoneering) 8 Ranks Feats: Augment Summoning Spells: Ability to cast 3rd level or higher summons spell Alignment: Any Special: Must have made peacful contact with an Alienist or Far Realm Creature Class Skills Alienist’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (All Skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis) Skills Points at Each Level : 2 + Int Hit Dice: d4 BAB Fort Ref Will Abilities 1. +0 +0 +0 +2 Alien Summons, Familiar Abilities 2. +1 +0 +0 +3 Secrets of the Far Realm 3. +1 +1 +1 +3 Alien Blessing 4. +2 +1 +1 +4 Mad Certainty 5. +2 +1 +1 +4 Secrets of the Far Realm 6. +3 +2 +2 +5 Extra Summoning 7. +3 +2 +2 +5 Alien Blessing 8. +4 +2 +2 +6 Secrets of the Far Realm 9. +4 +3 +3 +6 Insane Certainty 10.+5 +3 +3 +7 Alien Transcendance Weapon Proficiencies: Alienists gain no new weapon or armor proficiencies. Spells Per Day/Spells Known: At each level, an Alienist gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming an Alienist, she must deceide which class to add each level for the purpose of determining spells per day and spells known. Famillair Abilities: Levels of Alienist stack with levels of any class that provide access to a familiar. Add levels of from this class and the class levels that granted access to the familiar and refer to the table on page 53 of the Player's Handbook to determine the familiars natural armor, intelligence, and special abilities. If a character had levels in multiple classes that grant a familiar she must deceide which class to add each level for the purpose of determining the abilities of her Familiar. This ability does not grant an Alienist a familiar if she does not already have one. Characters who are taking advantage of UA variants which allow for giving up a familiar in exchange for another ability may stack levels of Alienist to determining those abilities. At Fifth level an Alienist's familair gain the pseudo-natural/Half-Farspawn template. Alien Summons: Whenever an Alienist casts a summoning or calling spell to summon an extraplanar creature, the Pseudonatural/Half-Farspawn template to that creature. Alienists may only summon aberations, oozes, animal, or vermin creatures and must apply the Pseudonatural/Half-Farspawn template. Because this means that the Alienist's summon monster list is dramaticly different than the classical list, the PC selects creatures to summon that fit the maximum CR for each summon spell level (1/2, 2, 3, 4, 5, 7, 9, 11, 13, respectivly). The Alienist need not apply the CR adjustment from the template to their selection; Planar Binding/Planar Ally work the same. Secrets of the Far Realm: Tampering with the Far Realms and the reaches beyond space and time yeild powerful secrets for those minds that can bear their crushing burden. Alienists acheiving 2nd level are able to apply one of those maddening secrets. The PC may choose one of the below as a class ability: Lost Arcana: The Alienist may add a new spell from any spell list to their spells known, at the level the class who gains access to it would normally. Far Calling: The CR limit of summoned creatures, and HD limit for bound creatures is increased by 1. Forbidden Power: The Alienist's caster level for one school of magic is increased by 1. Metamagic Secret: The Alienist gains a bonus metamagic feat. The penalty of this metamagic feat is reduced by 1. An Alienist who acheives 5th and 8th level selects aditional bonuses. The bonus from Far Calling and Foribidden Power stack, increasing to 2, and 3. However, the cost of such knowledge take their tole on the Alienist's sanity. The Alienist takes a permanent -2 (-4 at 5th, and -6 at 8th) penalty to their wisdom score. If this penality is removed, the Alienist permanently loses the ability that the wisdom penalty was tied to. Alien Blessing: An Alienist who acheives 3rd level gains a +1 insight bonus to all saves, however, the ever increasing contact with the Far Realm further exerts a tole. The Alienist takes a minus -1 to bluff, diplomacy, and handle animal. At 7th level the save bonus increases to +2, and the social penalty increases to -2. Mad Certainty: I Dont know what i want this ability to be... but it needs to be better than +3 hp. The penalty would be at least a -2 to aforementioned social skills, and perhaps some vulnerability to fear effects. Extra Summoning: Upon acheiving this level, the Alienist gains an extra spell slot of her highest level. This spell slot must be used for Summon Monster, and migrates upward as higher spell levels are acheived. Insane Certainty: Likewise, dont know what to do with this but it should be some progression or theme tied to mad certainty, the penalty would be at least an aditional -2 to social skills, and perhaps more. Alien Transcendance: Upon acheiving this level the Alienist themselves gain the Half-Farspawn template, as well as a modified version of timeless body (as per the origonal Alienist, the she also gains the abnormal, uncontrolled growth as per the origonal) |