Epic Alienists

Do you modify the class in any way King? I like it a lot on paper, personaly I came at it from a Lovecraftyness in DnD" perspective but I didnt really feel that the pseudonatural template applied to regular monsters did it, and I found it a little diffacult to visulize pseudonatural versions of many outsiders especialy elementals...I'm probably being to picky and specfic again though..
 

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In the game I am in we add the pseudo template to just about everything if it says fiendish or celestial on it we remove that template first. The favorite beast is the girillon the true strike with the rend is fun. Most of the time the addition of the template doesn't change the creature on paper too much, but we enjoy the grotesque nature of the summons.
-KCM
 

Merlion said:
...I found it a little diffacult to visulize pseudonatural versions of many outsiders especialy elementals...I'm probably being to picky and specfic again though..

I love the idea of air elementals with tentacles, dripping with goo through their mist.
 



KingCroMag said:
The difference between the ToB template and the epic one (psuedonatural) is a pretty big jump. I would love to see it intergrated into a epic class, but there are a lot of balance issues. My character is currently 17th level. If the template was applied to summoned creatures that would make most summon monster spells really powerful. One on the abilities is a +15 insight bonus to all attacks. I would love to see a epic progression that could pull this off and allow for increases in spellcasting levels.

I really love this class it really plays on the things men shouldn't know aspect of magic etc.
-KCM

The Epic Pseudonatural Template should only be available to Epic Alienists' abilities. And I don't think Epic Alienists should just *poof* get the Epic Pseudonatural template for all their beasties -- it's just that powerful.

Instead, I suggest phasing that ability in -- every other leel, a new level of Summon Monster is added to the list of what can have this template added.

So, here's a possible suggestion (sans a list of Epic Feats for it to choose bonusses from); it took me to level 30 to spread the abilities out:

Epic Alienist
Level ... Benefit
11
12 ... Add "Epic Pseudonatural" template to all Summon Monster I spells
13 ... Stage 1 Transformation
14 ... Add "Epic Pseudonatural" template to all Summon Monster II spells
15 ... Bonus Feat;
16 ... Add "Epic Pseudonatural" template to all Summon Monster III spells
17 ... Stage 2 Transformation
18 ... Add "Epic Pseudonatural" template to all Summon Monster IV spells
19
20 ... Add "Epic Pseudonatural" template to all Summon Monster V spells; Bonus feat
21 ... Stage 3 Transformation
22 ... Add "Epic Pseudonatural" template to all Summon Monster VI spells
23
24 ... Add "Epic Pseudonatural" template to all Summon Monster VII spells
25 ... Stage 4 Transformation; Bonus Feat
26 ... Add "Epic Pseudonatural" template to all Summon Monster VIII spells
27
28 ... Add "Epic Pseudonatural" template to all Summon Monster IX spells
29
30 ... Total Transcendance; Bonus Feat

Note: Every second level of Epic Alienist adds +1 Level for purposes of Spells Cast / Spells Known.


Transformation Stages
The Epic Alienist slowly transforms into an Epic Pseudonatural being, as follows (each stage fully replaces any prior stage's benefits):

Stage 1
HD The Epic Alienist's future hp are always the maximum possible result, regardless of class added.
Speed The Epic Alienist gains a 20% increase to speed (round to nearest multiple of 5)
AC The Epic Alienist gains a +5 natural armor bonus; use this, or the Alienist's existing bonus, whichever is higher.
Special Attacks: Constant Insight (su); The Epic Alienist gains a +1 Insight Bonus to all attacks.
Spell-Like Abilities Blur, at will, as if cast by a sorceror of 20th level, or the caster's arcane spellcaster level, whichever is higher.
Special Qualities
  • Electricity and Acid resistance of a varying amount;
  • Damage Reduction of a varying amount;
  • Spell Resistance equal to twice the charactrs Class Levels in Epic Alienist, or a bonus to existing SR equal to the Alienist's class levels, whichever is higher.

These benefits are based on the table on ELH page 212, based on Epic Alienist class levels, minus 10 (so a 15th level Epic Alienist gains the benefits of the 4-7 HD line)

Abilities The Alienist gains +2 Strength, +1 Dexterity, and +1 Constitution, but loses 1 point of Wisdom (to a minimum of 3); this wisdom loss cannot be healed or reversed. Ability bonusses are considered racial adjustments.

Stage 2
HD The Epic Alienist's future hp are always the maximum possible result, regardless of class added. If the Epic Alienist does not already have maximum hitpoints, calculate how far short he or she is form that total, and give them hitpoints equal to one-third this number. Remember this total for future Stages of Transformation!
Speed The Epic Alienist gains a 40% increase to speed (round to nearest multiple of 5)
AC The Epic Alienist gains a +10 natural armor bonus; use this, or the Alienist's existing bonus, whichever is higher.
Special Attacks: Constant Insight (su); The Epic Alienist gains a +2 Insight Bonus to all attacks.
Spell-Like Abilities Blur, Shield, and Dimension Door, at will, as if cast by a sorceror of 20th level, or the caster's arcane spellcaster level, whichever is higher.
Special Qualities
  • Electricity and Acid resistance of a varying amount;
  • Damage Reduction of a varying amount;
  • Spell Resistance equal to twice the characters Class Levels in Epic Alienist, or a bonus to existing SR equal to the Alienist's class levels, whichever is higher.

These benefits are based on the table on ELH page 212, based on Epic Alienist class levels, minus 5 (so a 20th level Epic Alienist gains the benefits of the 12-15 HD line)

Abilities The Alienist gains +4 Strength, +2 Dexterity, and +2 Constitution, but loses 2 points of Wisdom (to a minimumof 3); this wisdom loss cannot be healed or reversed. Ability bonusses are considered racial adjustments. These adjustments are not cumulative with those of the prior Stage.


Stage 3
HD The Epic Alienist's future hp are always the maximum possible result, regardless of class added. Again, add the same bonus HP total gained in Stage 2, if any, to the Epic Alienist's maximum HP total.
Speed The Epic Alienist gains a 60% increase to speed (round to nearest multiple of 5)
AC The Epic Alienist gains a +15 natural armor bonus; use this, or the Alienist's existing bonus, whichever is higher.
Special Attacks: Constant Insight (su); The Epic Alienist gains a +3 Insight Bonus to all attacks.
Spell-Like Abilities Blur, Shield, Unhallow, and Dimension Door, at will, as if cast by a sorceror of 20th level, or the caster's arcane spellcaster level, whichever is higher.
Special Qualities
  • Electricity and Acid resistance of a varying amount;
  • Damage Reduction of a varying amount;
  • Spell Resistance equal to twice the charactrs Class Levels in Epic Alienist, or a bonus to existing SR equal to the Alienist's class levels, whichever is higher.

These benefits are based on the table on ELH page 212, based on the total of the character's Epic Alienist class levels.

Abilities The Alienist gains +6 Strength, +3 Dexterity, and +3 Constitution, but loses 3 points of Wisdom (to a minimumof 3); this wisdom loss cannot be healed or reversed. Ability bonusses are considered racial adjustments. These adjustments are not cumulative with those of the prior Stage.


Stage 4
HD The Epic Alienist's future hp are always the maximum possible result, regardless of class added. At this point, adjust the Epic Alienist's HP maximum to be the highest possible for his classes and levels.
Speed The Epic Alienist gains an 80% increase to speed (round to nearest multiple of 5)
AC The Epic Alienist gains a +20 natural armor bonus; use this, or the Alienist's existing bonus, whichever is higher.
Special Attacks: Constant Insight (su); The Epic Alienist gains a +4 Insight Bonus to all attacks.
Spell-Like Abilities Blur, Shield, Unhallow, and Dimension Door, at will, as if cast by a sorceror of 20th level, or the caster's arcane spellcaster level, whichever is higher.
Special Qualities
  • Electricity and Acid resistance of a varying amount;
  • Damage Reduction of a varying amount;
    Spell Resistance equal to twice the charactrs Class Levels in Epic Alienist, or a bonus to existing SR equal to the Alienist's class levels, whichever is higher.

These benefits are based on the table on ELH page 212, based on the total of the character's actual HD, minus 5.

Abilities The Alienist gains +8 Strength, +4 Dexterity, and +4 Constitution, but loses 4 points of Wisdom (to a minimum of 3); this wisdom loss cannot be healed or reversed. Ability bonusses are considered racial adjustments. These adjustments are not cumulative with those of the prior Stage.


Total Transcendance
HD The Epic Alienist's future hp are always the maximum possible result, regardless of class added. At this point, adjust the Epic Alienist's HP maximum to be the highest possible for his classes and levels. Additionally, all of the Epic Alienist's HD are retroactively increased by one size, to a maximum of d12.
Speed The Epic Alienist's speed is now doubled.
AC The Epic Alienist gains a +25 natural armor bonus; use this, or the Alienist's existing bonus, whichever is higher.
Special Attacks: Constant Insight (su); The Epic Alienist gains a +5 Insight Bonus to all attacks.
Spell-Like Abilities Blur, Shield, Unhallow, and Dimension Door, at will, as if cast by a sorceror of 20th level, or the caster's arcane spellcaster level, whichever is higher.
Special Qualities
  • Electricity and Acid resistance of a varying amount;
  • Damage Reduction of a varying amount;
  • Spell Resistance equal to twice the characters Class Levels in Epic Alienist, or a bonus to existing SR equal to the Alienist's class levels, whichever is higher.

These benefits are based on the table on ELH page 212, based on the total of the character's actual HD.

Abilities The Alienist gains +12 Strength, +6 Dexterity, and +6 Constitution, but loses 6 points of Wisdom (to a minimum of 3); this wisdom loss cannot be healed or reversed. Ability bonusses are considered racial adjustments. These adjustments are not cumulative with those of the prior Stage.
 
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Merlion said:
There IS an epic pseudonatural template, in the epic level handbook. Its pretty nasty.
How did Odd Peet get around the 8 ranks of knowledge(The Planes) requirement and get the class going into 7th level?(not that I object)

Looking at it -- an error on my part, which I will have to correct ASAP. I forgot, Sorceror's don't <b>get</b> all Knowledges as in-class.

Hmm, I'll have to reqwork his feats, and add Cosmopolitan or Educated early on ... oops!

Thanks for the reminder!!
 




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