D&D 3E/3.5 Alienist v.3.5?

Al'Kelhar

Adventurer
[Thinks perhaps should go on Conversions board, but will get overlooked there...]

Has anyone converted the alienist PrC from Tome & Blood to v.3.5? I've made my own, but am running one in another's campaign and would like others' views to compare.

Cheers, Al'Kelhar
 

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Al'Kelhar said:
[Thinks perhaps should go on Conversions board, but will get overlooked there...]

Has anyone converted the alienist PrC from Tome & Blood to v.3.5? I've made my own, but am running one in another's campaign and would like others' views to compare.

Cheers, Al'Kelhar

Well, for the one I'm about to run, we did this:

Replaced the Alertness requirement with Great Fortitude (the reason is below). Removed Scry, Spot, and Listen from the skill list. (the Spot/Listen removal was more about my character concept than an issue with the Alienist)

Replaced the Hit Point gain from the insane/mad certainty with DR 1/- (and then DR 2/-). My DM and I agreed that this better represented unnatural hardiness, and a slight disconcern of what occurs to one's body. There's a better phrase for it but it's not politically correct.

The Transcendance DR was changed to 10/magic, as used by the Living Greyhawk people, I believe.

I'm guessing this guy will be in Complete Arcane - it's one of WoTC's neater prestige class ideas.

Koewn
 


I don't have a copy of it in front of me and it has been a little over 18 months since I last played an alienist, but IIRC, the only change you'd need to make is removing the scry skill.

Everything else works fine.
 

Pax said:
No, not yet - but I will be. Soon. I'd be interested to see what you did for your version, though.

Pax, my modifications are attached as a .zip file to the original post. A summary of the changes:

Class Skills: Dropped Scry, added Decipher Script.

Class Abilities:
Insane Certainty (8th level): Caster gains Improved Toughness (from Complete Warrior) rather than just Toughness again. This feat grants +1 hp/HD, rather than just +3 hp.

Transcendence (10th level): Caster gains blindsense 60', DR 10/magic, and resistance to acid 10 and electricity 10, rather than darkvision 60', DR 10/magic and resistance to electricity 10. What this means is that the alienist gains the pseudonatural creature template without the SR.

Changes to pseudonatural creature template:
Damage reduction becomes 5/magic (4-11 HD) or 10/magic (12+ HD). Creature gains blindsense 60' rather than darkvision 60'. Essentially, I wanted pseudonatual creatures to be a little "unique" and truly alien - rather than seeing in the dark, they "sense ripples in the fabric of space-time".

I wanted some feedback on whether these changes were balanced. On this theme, my personal view is that replacing the bonus Toughness feats at 4th and 8th level with DR 1/- and DR 2/- is perhaps a little over-powered, but I guess it's campaign-dependent and YMMV. It certainly has a synergy with replacing the Alertness pre-req with Great Fortitude.

Cheers, Al'Kelhar
 

Blindsense is a bit more powerful than darkvision; I'd've made the range 30' or 40' (probably 40', since that's an unusual range, which fits the "unlike anythign else" motif). ^_^

You might also consider giving them a wierd damage reduction - like 5/mithril, which isn't a normal material choice for weapons. ^_^
 

I just use the LG changes... they make sense,and don't alter the power of the class. It's perfectly balanced as is.
 



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