|Unofficial rules compendium|
An alienist reaches beyond the planes where normal summoners find their servants, into the realms of unfathomable darkness and insanity beyond. In this space beyond reason there are intelligences so alien that no sane mind can understand them. These ancient existences have unimaginable power, by throwing his mind at their mercy the alienist learns to draw on this power and infuse it into the world.
This is a summoner archetype.
Publisher: Everyman Gaming.
Hit Die: d8.
The alienist has all the summoner's class features, except as described here.
An alienist's eidolon is a creature of madness. It functions as an eidolon of the daemon, div, or protean subtype, but this is only a role it adopts to fit into the normal world.
If using Everyman Unchained: Eidolons, the alienist can choose an outsider of the quippoth or protean subtype, an aberration of the alien or mutant breed, a monstrous humanoid of the doppelganger race, an ooze, a plant, or an undead.
The creatures an alienist summons are tainted by the alien realms he draws his powers from. If a creature would normally be celestial or fiendish, it is instead an alien creature. See Simple Template: Alien Creature in the appendix.
Bind Aberrations (Sp)
An alienist can use the greater planar binding, lesser planar binding, and planar binding spells to call aberrations as well as outsiders. He must add these spells to his list of known spells before using them in this manner. The aberration called must be extra-planar in origin or live in deep space, and the alienist must know such creatures exist, this is covered by the Knowledge (dungeoneering) skill.
Sanity Link (Su)
The alienists ability to maintain his eidolon's physical manifestation depends on his mental condition. By accepting more of the eidolon's and its master's view of reality, the alienist can maintain the eidolon's physical existence.
Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the alienist can take 2 points of Wisdom damage and heal a number of his eidolon's hit points equal to its hit dice. He can do this repeatedly until the eidolon is at positive hit points or his Wisdom damage equals or exceeds his Wisdom score. This replaces life link.
Alien Aspect (Su)
When using the aspect ability to grant himself evolutions, the alienist also gains some of the alien eidolons otherworldly essence. For each evolution point the eidolon loses, the alienist gains a +1 bonus on Intimidate and Use Magic Device, but suffers a -1 penalty on all other Charisma skills. The penalty do not apply when interacting with aberrations. This is a modification to aspect and greater aspect.
Simple Template: Alien Creature (CR +0 or +1)
|Hit Dice||Resist Cold||DR|
Alien creatures come from or are tainted by alien realms beyond the borders of physics, sanity, and morality.
An alien creature's CR increases by +1 only if the base creature has 5 or more HD.
An alien creature's quick and rebuild rules are the same.
Alignment An alien creature is always chaotic evil.
Senses The creature gains darkvision 60 ft.
Defensive Abilities The creature gains damage reduction and cold resistance as noted on Table: Alien Creature Defense.
SR The creature gains spell resistance equal to its new CR +10.
Special Attacks Extra-spatial strike As a standard action the creature can make a melee attack with twice its normal reach that is resolved as a melee touch attack.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Summon Monster (all)
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