Difference between revisions of "Alienist (Apath)"

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{{Apath}}
 
{{Apath}}
''A alienist reaches beyond the extradimensional 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.
+
''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.
  
 
== Class Information ==
 
== Class Information ==
This is a [http://www.d20pfsrd.com/classes/base-classes/summoner summoner] archetype
+
This is a [http://www.d20pfsrd.com/classes/base-classes/summoner summoner] archetype.
 +
 
 +
'''Publisher:
 +
Everyman Gaming.
  
 
'''Hit Die:''' d8.
 
'''Hit Die:''' d8.
Line 10: Line 13:
 
The alienist has all the summoner's class features, except as described here.
 
The alienist has all the summoner's class features, except as described here.
  
=== Alien Edolon ===
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=== Alien Eidolon ===
A alienist begins play with the services of a powerful creature called an native eidolon. This is a modification to the eidolon ability. The native eidolon formed a pact with the alienist for reasons that need not be entirely clear. An native eidolon has an alignment selected by the player, it can be different from the alienist's own alignment.
+
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.
 +
 
 +
=== Alien Summons ===
 +
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.
 +
 
 +
== Appendix ==
 +
=== Simple Template: Alien Creature (CR +0 or +1) ===
 +
{| class="wikitable" align=right
 +
|-
 +
|+'''Table: Alien Creature Defenses'''
 +
|-
 +
|valign=bottom| '''Hit Dice''' ||valign=bottom| '''Resist Cold''' ||valign=bottom| '''DR'''
 +
|-
 +
|| 1-4 ||| 5 ||| —
 +
|-
 +
|| 5-10 ||| 10 ||| 5/magic
 +
|-
 +
|| 11+ ||| 15 ||| 10/magic
 +
|}
  
Unlike regular eidolons,  eidolon allies are a permanent fixture of this world. They are not extra-dimensional and cannot be summoned or dismissed. This means that it cannot be conveniently stowed away when not needed; keeping the native eidolon nearby can be a problem.
+
Alien creatures come from or are tainted by alien realms beyond the borders of physics, sanity, and morality.
  
The native eidolon’s physical appearance is up to the alienist, but it always appears as some sort of fantastical creature. This control is not fine enough to make the native eidolon appear like a specific creature.  The monster ally generally looks like a conventional monster, like a dragon or unicorn.  
+
An alien creature's CR increases by +1 only if the base creature has 5 or more HD.
  
Eidolon allies are very hard to kill; they go unconscious normally at zero hit points, but automatically stabilize and can survive at negative hit points equal to their full normal hit points. An native eidolon that is slain can be raised or resurrected without suffering negative levels, or the alienist can call upon his pact to contact a new native eidolon. This is a one-hour ritual that severs all ties with the old monster. The replacement native eidolon must travel to the alienist using its own abilities, a process that can take up to a week.
+
An alien creature's quick and rebuild rules are the same.
  
The native eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the alienist’s class level and increase as the alienist gains levels in the same manner a summoner's eidolon does. In addition, each native eidolon receives a pool of evolution points, based on the alienist’s class level, that can be used to give the native eidolon different abilities and powers. Whenever the alienist gains a level, he must decide how these points are spent, and they are set until he gains another level of alienist.  
+
=== Rebuild Rules ===
 +
'''Alignment
 +
An alien creature is always chaotic evil.
  
Native eidolons pay only half the usual evolution point cost for the large/huge evolution..
+
'''Senses''' The creature gains darkvision 60 ft.
  
=== Unchained Eidolons ===
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'''Defensive Abilities''' The creature gains damage reduction and cold resistance as noted on Table: Alien Creature Defense.
A native eidolons is never an extraplanar creature and must be selected among creatures that live naturally in the material plane. Exactly which creatures do so depend on the game world. The following subtypes of eidolon are almost always native to the material plane:
 
[[Summoner_(Apath)#Augmented_Animal_Eidolon |  augmented animal]],
 
[[Summoner_(Apath)#Dragon_Eidolon | dragon]],
 
[[Summoner_(Apath)#Magical_Beast_Eidolon | magical beast]].
 
These eidolons can usually be found as natives of the material plane, but check with your GM to be sure:
 
[http://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained/eidolons-unchained#TOC-Elemental elemental],
 
[[Summoner_(Apath)#Fey_Eidolon | fey]],
 
[[Summoner_(Apath)#Shadow_Eidolon | shadow]].
 
  
=== Summon Monster (Sp) ===
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'''SR''' The creature gains spell resistance equal to its new CR +10.
This is the same as the summoner ability of the same name, except the alienist can use it while his eidolon is around. He can still only have one instance of the summon monster ability active at any one time; using this ability dismisses any monsters remaining from a previous use of the ability. This is a modification of summon monster and also replaces life link.
 
  
=== Aspect (Su) ===
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'''Special Attacks''' ''Extra-spatial strike'' As a standard action the creature can make a single melee attack with twice its normal reach that is resolved as a melee touch attack.
This is the same as the summoner ability of the same name, except it is gained at 8th level.
 
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
 
These abilities of the original class are lost or modified in this archetype:
 
These abilities of the original class are lost or modified in this archetype:
 
* Eidolon
 
* Eidolon
* Life Link
 
 
* Summon Monster (all)
 
* Summon Monster (all)
* Aspect
 
* Transposition
 
 
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<noinclude>{{OGL}}</noinclude>

Latest revision as of 11:40, 20 March 2020

ApathApath Logo
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.

Class Information

This is a summoner archetype.

Publisher: Everyman Gaming.

Hit Die: d8.

Class Features

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

Alien Eidolon

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.

Alien Summons

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.

Appendix

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 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.

Rebuild Rules

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 single 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:

  • Eidolon
  • Summon Monster (all)
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