Primal Fury
2008-03-01, 01:05 PM
well, some other forum members have been working on some new abilites for the alienist here: http://www.giantitp.com/forums/showthread.php?t=73500. and so far its been going great. and i am going to (try to) do my part and create a new set of feats for the alienist, or just for someone who wants to add some freakyness to their PC, or a DM who wants to add some weirdness to their BBEG.
Note: I WILL need help balancing and tweaking these, so dont be afraid to give me some constructive criticism. and feel free to post your own feats.
Heres the root feat:
Unearthly Spellcasting:
Req: Spell Thematics, Must have visited the Far Realm
Though your spells are already tempered with individuality, it gets to a point where people dont even think they're spells anymore.
Benefits: Your spells take on an alien quality. The spells you cast that are on your "Spell Thematics" list have their caster level increased by +2. They also have any saves associated with them increased by +1 for every level of the spell. The DC's to identify, dispel or counterspell your spells are increased by the same amount. Unfortunately, you also take the same penalty to your attempts to counterspell, since your spells have become so unlike others. Spells that are not on the "Spell Thematics" list have their caster level increased by +1, and their DC's to be identified, dispelled or counterspelled increased by +4.
Special: In order to retain the benefits of this feat, you must visit the Far Realm at least once a month to absorb the essence that fuels your spells. You must stay for a minimum of 2 days.
Note: When your time is up in the Far Realm, you feel a sense of fullness.
and for those who want to spread the weirdness:
Alien Cohort [Leadership]
Prerequisites: Leadership, Unearthly Spellcasting, Cohort must at least be Lvl 10
Benefits: Your cohort gains the Pseudonatural Template.
Special: You must perform a ritual that requires the cooperation of said cohort. It requires at least 5000 gp in materials, including masterwork resin armor. He/She must first be wrapped said armor. Make a knowledge (far realms) check with a DC equal to the cohorts level plus 10 (This is needed to find a suitable entity to merge with the cohort.) You must then give up 5 of you highest level spell slots. (This represents your attepmt to bring the creature into this world.) If the check succeds, roll two d20s and add the cohorts will save and wisdom modifier. If the result is greater than the knowledge (far realms) check, then the cohort has succesfully subjegated the entity's essence and fused with it. If the check fails, then the creature has escaped. If it fails by more than 10, then your cohort was unable to cope with the creatures presence and goes insane, as the spell.
Note: This insanity can be cure by normal means, but failure of this magnitude has destroyed your allies confidence in your abilities. You must gain a new cohort.
The template used is RoC's version, not the standard version.
Alright! nothin to do now but wait!:smallbiggrin:
Note: I WILL need help balancing and tweaking these, so dont be afraid to give me some constructive criticism. and feel free to post your own feats.
Heres the root feat:
Unearthly Spellcasting:
Req: Spell Thematics, Must have visited the Far Realm
Though your spells are already tempered with individuality, it gets to a point where people dont even think they're spells anymore.
Benefits: Your spells take on an alien quality. The spells you cast that are on your "Spell Thematics" list have their caster level increased by +2. They also have any saves associated with them increased by +1 for every level of the spell. The DC's to identify, dispel or counterspell your spells are increased by the same amount. Unfortunately, you also take the same penalty to your attempts to counterspell, since your spells have become so unlike others. Spells that are not on the "Spell Thematics" list have their caster level increased by +1, and their DC's to be identified, dispelled or counterspelled increased by +4.
Special: In order to retain the benefits of this feat, you must visit the Far Realm at least once a month to absorb the essence that fuels your spells. You must stay for a minimum of 2 days.
Note: When your time is up in the Far Realm, you feel a sense of fullness.
and for those who want to spread the weirdness:
Alien Cohort [Leadership]
Prerequisites: Leadership, Unearthly Spellcasting, Cohort must at least be Lvl 10
Benefits: Your cohort gains the Pseudonatural Template.
Special: You must perform a ritual that requires the cooperation of said cohort. It requires at least 5000 gp in materials, including masterwork resin armor. He/She must first be wrapped said armor. Make a knowledge (far realms) check with a DC equal to the cohorts level plus 10 (This is needed to find a suitable entity to merge with the cohort.) You must then give up 5 of you highest level spell slots. (This represents your attepmt to bring the creature into this world.) If the check succeds, roll two d20s and add the cohorts will save and wisdom modifier. If the result is greater than the knowledge (far realms) check, then the cohort has succesfully subjegated the entity's essence and fused with it. If the check fails, then the creature has escaped. If it fails by more than 10, then your cohort was unable to cope with the creatures presence and goes insane, as the spell.
Note: This insanity can be cure by normal means, but failure of this magnitude has destroyed your allies confidence in your abilities. You must gain a new cohort.
The template used is RoC's version, not the standard version.
Alright! nothin to do now but wait!:smallbiggrin: