Alienist tweak

Crothian

First Post
I want o find a feat to replace Augment Summoning as a requirement for the class but I'm really having one that fits the theme of the class. I might go with skill focus Knowledge Planes, but I'm hoping there might be something out there that fits better.

Any ideas?
 

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Are you using the 3.5e Comp Arcane version of the Alienist?

If so, I'd suggest something that grants a MAJOR power boost...

-- N
 

Why's that? Don't they have full casting and abilities at least as good as 3 bonus feats (leaving them on par with wizards)?

Maybe one of those nifty feats from Lords of Madness would work.
 

If you are going to be summoning creatures, even alien ones, isn't Augment Summoning pretty much a given? I'm not sure what else you could require that fits the class. Of course, the Alienist class has never appealed to me anyways. I generally don't like characters that basically go mad.
 

I see the class as more about the alien part then the summoning part and my character will be emphasizing that over the summoning parts.

right now I've replaced it with skill focus knowledge planes for lack of anything else, but my DM is willing to listen to other alternatives I just can't find anything so I look to you all.

And Nifft, I'm not in this for the power. :p
 

Abberation Blood from Lords of Maddness
Warped mind sounds good, but it is better for psions -
since the Abberation feats are cumlative, so only takeing one wont be much use.
but they are kind of nice flavor, just not any more use than Augment Summon
 

John Q. Mayhem said:
Why's that? Don't they have full casting and abilities at least as good as 3 bonus feats (leaving them on par with wizards)?

If they were trivial to qualify for AND had no drawbacks, that would be cool. As it is, the class requires pre-reqs that aren't optimal, and it has drawbacks (wisdom penalty, skill penalty). So it should be better than a regular Wizard.

And it isn't. In fact, the alleged primary ability (Summon Alien) is a significant drawback. Being able to summon pseudonatural animals -- big whoop-de-doo. Being unable to summon elementals or outsiders with spell-like abilities really reduces the character's flexibility.

Perhaps the 3.0e Alienist was overpowered -- I don't know, I never DM'd one. But I know the 3.5e version has been nerfed into oblivion.

-- N
 

I say, in order to fix the 3.5 alienist (I agree, too weak), they should be allowed to summon pseudonatural outsiders and elementals again. There's no reason the template can't be applied to them.

Demiurge out.
 

demiurge1138 said:
I say, in order to fix the 3.5 alienist (I agree, too weak), they should be allowed to summon pseudonatural outsiders and elementals again. There's no reason the template can't be applied to them.

That would certainly do the trick. :) Perhaps make it a Feat, like Augmented Summoning... and another Feat (Elemental Summoning) which would allow other templates (like the elemental critter templates from MotP).

-- N
 

demiurge1138 said:
I say, in order to fix the 3.5 alienist (I agree, too weak), they should be allowed to summon pseudonatural outsiders and elementals again. There's no reason the template can't be applied to them.

Demiurge out.

Sounds reasonable.
 

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