Difference between revisions of "Alienist (Apath)"

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|+'''Table: Alien Creature Defenses'''
 
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|valign=bottom| '''Hit Dice''' ||valign=bottom| '''Resist Cold, <br>Electricity, <br>and Force''' ||valign=bottom| '''DR'''
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|valign=bottom| '''Hit Dice''' ||valign=bottom| '''Resist Cold''' ||valign=bottom| '''DR'''
 
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'''Defensive Abilities''' The creature gains damage reduction and energy resistance as noted on '''Table: Alien Creature Defense'''.
 
'''Defensive Abilities''' The creature gains damage reduction and energy resistance as noted on '''Table: Alien Creature Defense'''.
  
'''SR''' The creature gains spell resistance equal to its new CR +5.
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'''SR''' The creature gains spell resistance equal to its new CR +10.
  
 
'''Special Attacks''' As a standard action the creature can make an attack with twice its normal reach that is resolved as a melee touch attack.
 
'''Special Attacks''' As a standard action the creature can make an attack with twice its normal reach that is resolved as a melee touch attack.

Revision as of 21:43, 31 October 2015

ApathApath Logo
Unofficial rules compendium

An alienist reaches beyond the realms where normal summoners find their servants, into realms of unfathomable darkness and insanity. In this space beyond reason live creatures and disembodied intelligences so alien that no sane mind can perceive them. These ancient existences have unimaginable power and understanding, and by throwing his mind at their mercy, the alienist learns to draw on this power and infuse it into the world.

Class Information

This is a summoner archetype

Hit Die: d8.

Class Features

The alienist has all the summoner's class features, except as described here.

Alien Eidolon

An alienist summoner always has an alien eidolon.

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. The aberration called must be extra-planar in origin, and the alienist must know of the creature's existence. This knowledge is covered under 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 masters view of reality, the alienist can allow reinforce the eidolon's physical resilience.

As a free action that can be taken at any time the alienist can take 1d4 Wisdom damage and restore a number of hit points equal to its hit dice. The alienist can even do this when the eidolon is about to die from damage just taken, to prevent it from being defeated. This replaces life link.

Alien Aspect (Su)

When using to aspect ability to grant himself evolutions, the alienist also gains some of the alien eidolons otherworldly aura. For each evolution granted this way, the alienist gains a +2 bonus on Intimidate and Use Magic Device, but suffers a -2 penalty on all other Charisma skills. The penalty do not apply when interacting with outsiders and aberrations. This is a modification to aspect and greater aspect.

Simple Template: Alien Creature (CR +0 or +1)

Table: Alien Creature Defenses
Hit Dice Resist Cold DR
1-4 5
5-10 10 5/magic
11+ 15 10/magic

Alien creatures come from or are tainted by alien realms beyond the limits 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.

Rebuild Rules

Senses The creature gains darkvision 60 ft.

Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Alien Creature Defense.

SR The creature gains spell resistance equal to its new CR +10.

Special Attacks As a standard action the creature can make an 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:

  • Eidolon
  • Summon Monster (all)
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