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VestigeArcanist
2012-05-15, 02:59 PM
I'm away from my books right now, and I have failed to find it online. What are alterations done by the Psuedonatural Template, non-epic version?

hamishspence
2012-05-15, 03:04 PM
While one can't post the template word for word, here's a basic summary.

Becomes Outsider.

Gains a once per day true strike

Gains acid and electricity resistance

Gains DR/magic at higher levels of Hit Dice

Gains spell resistance

Gains an ugly alternate form (enemies take a morale penalty on attack rolls)

Int is raised to 3 if it isn't already.

Bogardan_Mage
2012-05-16, 03:51 AM
I'm pretty sure there's at least three different templates with the same name and fluff but completely different effects, but this one (http://www.d20srd.org/srd/epic/monsters/pseudonaturalCreature.htm) is at least in the SRD.

Slipperychicken
2012-05-16, 11:21 AM
Manual of the Planes has the "weaker" version.

SRD has the insane, Epic Level Handbook version which gives you like 35 natural armor and +20 tohit.


I don't know which one overrides the other, if they do at all. You'd probably want to ask Curmudgeon, he's really good with this sort of thing.

hamishspence
2012-05-16, 11:22 AM
He asked for the "non-epic version"

The following books have the non-epic pseudonatural template:

Tome & Blood (3.0)
Manual of the Planes (3.0)
Complete Arcane (3.5)
Lords of Madness (3.5)

The Complete Arcane and Lords of Madness versions are identical. The Manual of the Planes and Tome & Blood versions are identical, and very similar to the later versions (DR and Spell Resistance are slightly different, CR adjustment is slightly different).

Particle_Man
2012-05-16, 11:54 PM
Can one stack the non-epic pseudonatural template with the epic pseudonatural template? :smallbiggrin:

Alleran
2012-05-17, 01:13 AM
Can one stack the non-epic pseudonatural template with the epic pseudonatural template? :smallbiggrin:
They're different templates, even if they share the same name, so unless there's a typing issue that would disqualify you from one when you took the other, I don't see why not.

Slipperychicken
2012-05-17, 10:12 AM
Can one stack the non-epic pseudonatural template with the epic pseudonatural template? :smallbiggrin:

I don't see a reason why not, but the base creature will never gain xp ever again. He'll be paying off his LA well into ECL30.

Andorax
2012-05-17, 03:34 PM
I've toyed with the Epic version of the template a bit:


Metamagic Feat: Summon True Pseudonatural Creature

Requirements: Knowledge (Planes) 27 ranks, ability to cast Summon Monster IX, ability to summon a Pseudonatural creature.

Benefit: This metamagic feat can be applied to any Summon Monster or Summon Nature's Ally spell that summons a Pseudonatural monster. Instead of using the lesser Pseudonatural template (as seen in Complete Arcane/Lords of Madness), the monster summoned is a True Pseudonatural creature using the Pseudonatural template from the Epic Level Handbook (with appropriate modifications to bring it in line with 3.5 edition).

Summoning spells cast with the Summon True Pseudonatural Creature feat use a spell slot nine levels higher than the original spell.


Prestige Class: True Alienist


Requirements:
Knowledge (Arcana): 27 ranks
Knowledge (The Planes): 27 Ranks
Spellcraft: 27 ranks
Feat: Alertness
Epic Feat: Improved Spellcasting
Spellcasting: The True Alienist must be able to cast Gate, Foresight, and Summon Monster IX
Special: Must have had prior contact with a True Psuedonatural creature of CR 30 or higher. A character with the Alien Transcendence quality (from the Alienist Prestige Class) can ignore this requirement.

HD: D6
Skills: As Alienist
Bonus Feats: As Wizard, but include Armor Skin, Damage Reduction, Energy Resistance, Epic Toughness, and Polyglot.

1 Summon Alien, Summon True Pseudonatural Creature
2 Deepening Madness
3 Paragon of Psychosis
4 Bonus Feat, Far Realm Gate 1/day
5 Deepening Madness
6 Paragon of Psychosis
7 Far Realm Adaptation
8 Bonus Feat, Deepening Madness
9 Paragon of Psychosis
10 Far Realm Transformation

Summon Alien: As the Alienist class ability

Summon True Pseudonatural Creature: Receives the Summon True Pseudonatural Creature metamagic feat as a bonus feat.

Deepening Madness: This functions similarly to (and stacks with) the Mad Certainty and Insane Certainty abilities of the Alienist. Each time this power is gained, the True Alienist gains 6 more hit points, but suffers a further -4 to Bluff, Diplomacy and Handle Animal that stacks with any previously-acquired penalties. This ability is gained at 2nd level, and again every 3 levels thereafter (5th, 8th, 11th, etc.)

Paragon of Psychosis: This functions similarly to (and stacks with) the Alien Blessing ability of the Alienist. Each time this power is gained, the True Alienst loses a further 2 points of Wisdom, and gains a further +1 Insight bonus to all saving throws. This ability is gained at 3rd level, and again every 3 levels thereafter (6th, 9th, 12th, etc.) Should a True Alienist's wisdom ever drop below 3 in this manner, he loses the ability to advance any further in this class until gaining additional Wisdom from another source.

Far Realm Gate: At 4th level, the True Alienist can use this spell-like ability once per day. It functions as per the spell Gate, but will only reach the Far Realm, functioning at the True Alienst's caster level. An additional use of this power is granted every 10 levels after 4th (14th, 24th, etc.)

Far Realm Adaptation: At 7th level, the True Alienist is no longer at risk of insanity when traveling to the Far Realm. The Manual of the Planes does not suggest any particular mechanics for this, but does include this comment: "Visitors who's minds do not snap upon entering the plane..." DMs are encouraged to come up with mechanics appropriate to their campaigns, and to allow 7th and higher level True Alienists to avoid said effects.

Far Realm Transformation: At 10th level, and each 10 levels after that (20th, 30th, etc.), the True Alienist takes on a more unnatural nature. Initially, the True Alienist gains the Lesser Pseudonatural template (as presented in Tome & Blood and the Manual of the Planes). Additionally (and each time thereafter), the Alienist may adopt one of the following traits:

1) True Strike +1/day (Pseudonatural Trait, add 1/day to the number of times this can be used).
2) Constant Insight (Su): All of the True Alienist's attacks have a +2 Insight bonus, or a further +2 each additional time this is taken to a maximum of +10.
3) Tentacle: The True Alienist grows a 10' long tentacle that can be used as a "third arm". The tentacle has a 10' reach, deals 2d4+Str damage on a Rake attack, and makes the True Alienist eligible for multi-attack feats. Each additional time this power is taken, another tentacle is gained.
4) Additional Eyes: The True Alienist gains a +4 insight bonus to Spot and Search checks for each time this ability is selected.
5) Bonus Feat: The True Alienist may select any of the following bonus feats: Armor Skin, Damage Reduction, Energy Resistance. Feats gained in this way are accompanied with an appropriate physical transformation, as determined by the DM.