Alienist summon boost?

SM I Darkmantle (maybe SM II, its a little too tough for SM I, but not by much) nice and tentacly. I prefer tostick to the neutral of the pseudo template, however, the more intelligent critters could be evil.

SM II Yurian, Choker

SM III - IV Grell (evil though), Carrion Crawler, Grick, Fihyr (Evil again)

SM V Gibbering Mouther

SM VI Chaos Beast

SM VII Chuul (an excellent cthulhoid monster, but again not neutral)

SM VIII - IX not sure here yet, need to research a bit more[/QUOTE]


That is just perfect! Now I just need monsters for the higher levels, any ideas?
Btw where does the fihyr come from?
 

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Mortarion said:
That is just perfect! Now I just need monsters for the higher levels, any ideas?
Btw where does the fihyr come from?

MM II pg 100

oh and another possibility for SM VII if chuul is too much, keep Invisible stalker in (a la' "Shambler from the stars") and just make it more grotesque.

Other Aberrations/critters with a Cthulhoid feel, just from Monster Manual I: (did a little more research)

Destrachan CR8 pg 49
Ettercap CR3 pg 106
Gray Render CR8 pg 138
Kuo-toa/Locath/Skum CR 2/.5/2 pgs 163,169,228 respectively
<these all have a nice Deep One feel, esp Skum>
Thoqqua CR2 pg242, Its an Elementalbut makes me think of 'Burrower's Beneath'
Umber Hulk CR7 pg 249, a classic aberration
 
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ExMachina said:
MM II pg 100



Other Aberrations/critters with a Cthulhoid feel, just from Monster Manual I: (did a little more research)

Destrachan CR8 pg 49
Ettercap CR3 pg 106
Gray Render CR8 pg 138
Kuo-toa/Locath/Skum CR 2/.5/2 pgs 163,169,228 respectively
<these all have a nice Deep One feel, esp Skum>
Thoqqua CR2 pg242, Its an Elementalbut makes me think of 'Burrower's Beneath'
Umber Hulk CR7 pg 249, a classic aberration

Very nice indeed, got any more that would fit the bill, maybe from Lords of Madness? Anyway thanks!
 

Ok here goes...just some ideas, YMMV

Fiend Folio:
pg. 34 CR9 Chwidencha
pg. 39 CR10 Darkweaver
pg.66 CR9 Red Etherguant
pg.144 CR9 Rukanyr
pg.158 CR7 Slasrath
pg.186 CR6 Wendigo
pg 196-197 Yugoloths

Monster Manual II:
pg.28 CR10 Avolakia
pg.54 CR7 Dark Tentacles (this one's a shoe-in)
pg.126 CR6 Hook Horror
pg.129 CR1 Ixitachitl
pg.146 CR3 Meenlock
pg.152 CR5 Morkoth (another good deep one candidate)
pg.172 CR5 Psurlon,average
pg.178 CR5 Reason Stealer
pg.200 CR5 Wyste

Monster Manual III:
pg.80-81 Harpoon Spiders
pg.100 CR2 Lurking Strangler(fun with contingent summons by a thaumaturgist)
pg.102-5 Mindshredders (the name alone begs it)
pg.129 CR5 Quaraphon
pg.142 CR6 Rot Reaver
pg.145 CR3 Rune Hound (Tindalos anyone?)
pg.149 CR7 Seryulin
pg.168 CR7 Stonesinger
pg.200-204 More Yugoloths

Anyway, those are the biggies from the core books. Anyone out there feel like speculating on where they would fit in the Summon Monster series? Almost enough from all these books to make a totally Alienist/Far realms based summoning list and scrap the 'normal' critters.
 

I have a few questions on this PrC because a player of mine has just taken his first Alienist level (conjurer 6, Alienist 1).

1) How powerful do you think this PrC is, both compared to a straight up wizard and compared to other arcane PrC ? Given that a conjurer has very little to sacrifice to get in that PrC (just a few skill points in knowledge the planes), the Alienist looks simply stronger than a normal wizard.

2) Does the pseudonatural template give darkvision to the summoned creature? I am asking because this ability is not listed in the pseudonatural abilities, but it is part of outsider traits. Basically, I am not sure if having the type outsider (which comes with the pseudonatural template) automatically provides outsider traits.

3) How do you manage the communication between the summoned creatures and the mage (to let him order the creature around)? Do you allow the "far realms language" to be learned as any other language?

4) The description in Complete Arcane does not say so, but I assume that a creature with the pseudonatural template also has the augmented and extraplanar subtypes, is that right?

5) Pseudonatural vermins loose the mindless ability because their intelligence is raised to 3, right?
 

Personally, I'm really not convinced that adding the pseudonatural template to a non-templated creature represents even a mild increase in power. It basically gives you 3 things, the true strike (only once), DR (negated by magic weapons) and some resistances (acid I'm sure, can't remember if there are any others).

The energy resistance also applies to electricity.

You omitted to mention that the pseudonatural template also provides a SR of 10+HD.

Maybe these are trivial at high levels, but at mid level, they make these creatures quite a bit stronger than their normal cousins. The DR is very good when fighting monsters, and the SR coupled with resistance to acid and electricity is quite good against casters.
 

ChefOrc said:
The energy resistance also applies to electricity.

You omitted to mention that the pseudonatural template also provides a SR of 10+HD.

Maybe these are trivial at high levels, but at mid level, they make these creatures quite a bit stronger than their normal cousins. The DR is very good when fighting monsters, and the SR coupled with resistance to acid and electricity is quite good against casters.

I did forget about the SR, but players are usually doing the casting not the opponents and the SR is low enough that it will generally be overcome. Especially since enemy casters tend to be higher level than the PCs. Though high HD creatures (SR is 10 + hd, a bit higher than fiendish or Celestial), could push that out, but most summoned monsters are not high HD and those that are, typically are already fiendish or celestial and would thus have SR anyway.

There are more spells and attacks with electricity, but the resistance tops out at 10 points, which won't stop any serious attacks.

1) Alienists are basically just wizards with some flavor. They are not noticably more powerful. For one thing, in my experience summoned creatures rarely last for more than a handful of rounds and often can be cut down in a single round by a powerful opponent. In practice I've not found that the pseudonatural template makes the summons significantly more durable or damaging.

2) Don't know, but don't think so.

3) My DM "Shilsen" made me put some ranks in to learn the language of the far planes. He did say that too many points would make your head explode.
 

Mortarion said:
Or maybe make it inte a feat, Improved Alien summoning. It would require one to already be able to summon pseudonatural creatures. It would enable the caster to summon any non-outsider from the list as a pseudonatural creature.

I like this.
 

ChefOrc said:
I have a few questions on this PrC because a player of mine has just taken his first Alienist level (conjurer 6, Alienist 1).
I've been playing a high level alienist for over a year now so I think I can help you with a few insights into the class - see Story Hour in sig. if you want to have a good laugh at the exploits of Lucifus Cray.
ChefOrc said:
1) How powerful do you think this PrC is, both compared to a straight up wizard and compared to other arcane PrC ? Given that a conjurer has very little to sacrifice to get in that PrC (just a few skill points in knowledge the planes), the Alienist looks simply stronger than a normal wizard.
A conjurer has had to dump two schools from their repertoire. This can bite at lower levels but rounds out nicely at higher levels. However this is not the alienist.
An alienist in 3.0 was overpowered. The 3.5 Alienist ends up being nicely balanced. Taking the psuedonatural template off of the "interesting creatures" was needed to reduce the power of the class (I mean a psuedonatural osyluth is a very very scary thing in 3.5) I can remember producing a few of these puppies after 3.5 was introduced but before complete arcane came out. I think this was a good move power wise but unfortunately, it took a lot of the flavour out of the creatures you could summon. I mean here's a specialist summoner who can now only summon vanilla creatures. In hindsight, I think a balanced list of bizarre and weird creatures especially for the alienist would have been more suitable.

However, even after the changes, a bunch of true striking Giant Stag Beetles should create a certain fear in the DM's stomach. Here is a cadre of nastiness that can really wreck an NPC's day. Five of these babies at +32 to hit dealing 4d6+12 each before giving them further buffs is pretty nasty. Lucifus Cray (my character) calls them his private Hit Squad.

ChefOrc said:
2) Does the pseudonatural template give darkvision to the summoned creature? I am asking because this ability is not listed in the pseudonatural abilities, but it is part of outsider traits. Basically, I am not sure if having the type outsider (which comes with the pseudonatural template) automatically provides outsider traits.
The Psuedonatural template say:
A psuedonatural creature uses all the base creature's statistics and abilites except as noted here. Even though the creature's type changes, do not recalculate hit dice, base attack bonus or skill points.
Thus as far as I see and have played, they get Darkvision from the Outsider Type.

ChefOrc said:
3) How do you manage the communication between the summoned creatures and the mage (to let him order the creature around)? Do you allow the "far realms language" to be learned as any other language?
We do something a little weird here but it makes sense. While technically, any creature with intelligence 3 or higher can understand common, Paul the DM and I decided upon needing tongues to reliably communicate with these strange creatures. It simply did not make sense to us that a creature from the far multiverse could speak the version of Beltratian we decided was "common" in our world. Thus Lucifus Cray has a permanent Tongues in effect upon his person (it's at a puny 13th caster level too and yet it still has not been knocked off by numerous dispel magics). We took the tongues approach because we figured there were billions of multiverse languages. From a strict rule point though, I believe the alienist is able to communicate with these creatures using common.

ChefOrc said:
4) The description in Complete Arcane does not say so, but I assume that a creature with the pseudonatural template also has the augmented and extraplanar subtypes, is that right?
Correct and correct.

ChefOrc said:
5) Pseudonatural vermins loose the mindless ability because their intelligence is raised to 3, right?
Tricky one. Technically, the mindless ability says:
No intelligence score, and immunity to mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects.
Does this connect having no intelligence score with being mindless? In terms of flavour maybe, but the way how we ruled it was to keep all the mindless abilities with the new intelligence score. In other words it keeps the abilities it had, but the psuedonatural ability overrules the intelligence. Due to this however, we have ruled that Lucifus can't communicate with mindless creatures, they are pretty much let loose and attack perceived enemies the best way they know how.

In the end, I can thoroughly recommend the Alienist in a game where roleplaying is encouraged. They are a lot of fun to play and the 3.5 version is nicely balanced (if a little more vanilla due to what they can summon.

Mortarion said:
Would it be unbalanced to give an alienist the ability to summon anything from the summon monster spells as a pseudonatural creature. Which means that he can for example summon an pseudonatural water elemental.
Yes it will unbalance. Work out the CR's and you will see that adding up to +2 to the CR will unbalance certain creatures. Too much bang for the buck so to speak.

Mortarion said:
If this is unbalanced, what could be done to balance the Alienist? Maybe remove some other class features but in that case, which ones?
In our game we came up with the following feat:

ALTER SUMMONING [GENERAL]
Prerequisite: Spell Focus (Conjuration), Augment Summoning
Benefit: The Summoner may swap creatures that are on their Summon Monster or Summon Nature's Ally list for alternative creatures. With a day's study represented by a spellcraft check (DC 10 + Spell Level + Monster's HD), the Summoner may swap out a creature on their list for an alternative creature. This new alternative creature must be certified by the DM before it's introduction is allowed.
Note: this does not result in the Summoner being able to summon more creatures than they would otherwise be entitled to; it merely alters the types of creatures that they can summon.

This allows the summoner to gain some interesting creatures (at the expense of former creatures on their list). However, more importantly it gives the DM the power to allow or not. We worked out the CR's of all the creatures and we follow a CR or lower for CR approach. In other words, if you want to summon a CR 7 creature, you need to swap out a creature who has at least a CR of 7. Sorry to break into House Rules here but perhaps this is a good solution for the original poster.

Best Regards
Herremann the Wise

PS: If you're reading this thread, you most likely have an interest in Alienists. May I point you to my Story Hour - I'm sure you won't be disappointed in the exploits of my alienist Lucifus Cray, exploring the very issues I address above.
 

Rackhir said:
I did forget about the SR, but players are usually doing the casting not the opponents and the SR is low enough that it will generally be overcome. Especially since enemy casters tend to be higher level than the PCs. Though high HD creatures (SR is 10 + hd, a bit higher than fiendish or Celestial), could push that out, but most summoned monsters are not high HD and those that are, typically are already fiendish or celestial and would thus have SR anyway.

I think you'll find from around level 9 or so that the SR makes a significant difference. A celestial brown bear or fiendish dire ape has SR 11, which an equivalent lvl caster will beat 95% of the time. A pseudonatural brown bear or dire ape has SR 16, which the same caster will get through 60% of the time. Even a caster who's 2 levels higher has a 20% chance of not getting through. That's a lot better than vs. a celstial/fiendish creature.

Against many monstrous enemies, i.e. enemies without magical weapons, the DR will keep the creatures around significantly longer too.

1) Alienists are basically just wizards with some flavor. They are not noticably more powerful. For one thing, in my experience summoned creatures rarely last for more than a handful of rounds and often can be cut down in a single round by a powerful opponent. In practice I've not found that the pseudonatural template makes the summons significantly more durable or damaging.

Like I said, I think you have to wait for a few more levels before it becomes noticeable. That being said, I do agree the alienist is one of the PrCs which is essentially at the same level or slightly more powerful than the base class. I think the restriction on the summoning spells makes them less versatile, hence the house rule.

3) My DM "Shilsen" made me put some ranks in to learn the language of the far planes. He did say that too many points would make your head explode.

:D
 

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