User:Alcyius/Alienist (3.5e Prestige Class)

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Author: Alcyius (talk)
Date Created: 8/25/2013
Status: 3/5
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A genius touched by something from beyond, the Alienist slowly twists others beyond recognition to do his he himself is twisted in turn... 5 Other Full

A page from your biology textbook


"I have seen the madness from beyond our realms. It saw me too."
—Love, Elven Alienist, Introduction to How to Part With Sanity: Crafting Abominations

Everything about an Alienist defies logic, and with good reason. For some reason, the sordid soul who is "blessed" with this power is touched by the utterly alien forces of the Far Realms, and is changed as a result. The resulting creature, no longer quite mortal, but still clinging to their mortality, gains the ability to mutate others to serve him, all the while becoming more and more alien. They are often paranoid, insane, and extremely disconcerting, mentally and physically. (Do not point this out to them, it only makes them mad) Outside of these common traits, Alienists, much like the abominations that "choose" them, span the entire spectrum of morality, though the Lawful ones tend to be adhering to an alien set of rules, making them appear chaotic to an outside observer.

Becoming a Alienist[edit]

Alienists tend not to choose the class, rather than be chosen. Whether they actively get the attention of some unspeakable, forgotten monstrosity from beyond time itself by delving into ancient tales of said beast, or just chosen on a whim of some abomination, they gain this power unintentionally.

Entry Requirements  
Skills: Knowledge (The Planes) 8 Ranks. 
Feats: Unspeakable Vow. 
Spellcasting: 3rd Level Spells. 
Patron: Any Elder God or Abomination. 
Special: Must have gotten the interest of an Elder Evil or Aberration from the Far Realms in some manner.

Table: The Alienist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Mutate Minor Minion +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Personal Mutation +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Magic of the Insane, Personal Mutation +1 level of existing spellcasting class
4th +2 +1 +1 +4 Mutate Minion +1 level of existing spellcasting class
5th +2 +1 +1 +4 Personal Mutation, Bonus Feat +1 level of existing spellcasting class
6th +3 +2 +2 +5 Personal Mutation, Fusion +1 level of existing spellcasting class
7th +3 +2 +2 +5 Mutate Major Minion +1 level of existing spellcasting class
8th +4 +2 +2 +6 Personal Mutation, Mutated Summons +1 level of existing spellcasting class
9th +4 +3 +3 +6 Personal Mutation +1 level of existing spellcasting class
10th +5 +3 +3 +7 Intelligent Minions, Bonus Feat +1 level of existing spellcasting class

Class Skills (4 + Int modifier per level.
Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Alienist.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->.

<--Lather, rinse...-->

<--... repeat as necessary.-->

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->


If the Alienist were to upset their patrons, they usually are pulled into the Far Realms for an eternity of unspeakable torment. If they can get rid of their levels in this class within a time period equaling their effective character level in weeks, then they can avoid this fate. They can also reconcile with their patron to regain favor. If one decided to fight back against their former patron, they retain their powers, and could gain a number of weeks of time equal to the effective character level of any aberration they slay not created by them.

Alienists in the World[edit]

The Dark Ones would like to have a word with you...
—Derleth, Human Archivist/Alienist

Alienists tend to fall into two categories, those that group together to further the goals of their patrons, or those who go it alone and start a cult to indoctrinate new servants to their patrons. Rarely, one will act with free will, but usually in the interests of their patron. They are difficult to understand though, because they are so alien.

NPC Reactions: Usually, NPCs tend to react to Alienists by attacking, demonizing, or otherwise going after Alienists, as their goals are mostly sinister(at least to them). However, some weak minded individuals might join a cult around one of these beings, worshiping it, or its patron, as a god.

Alienist Lore[edit]

Characters with ranks in Knowledge (The Planes) can research the Alienist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (The Planes)
DC Result
11 Alienists are beings infused with alien energies by aberrations from the Far Realms. They have the ability to bend the laws of nature around them and create minions out of creatures they slay.
16 Alienists can mutate creatures in a myriad number of ways, each one more horrifying than the last. In addition, they gain beneficial mutations as they gradually are made insane by their crazed patrons.
21 Alienists are bound by strange pacts and laws that don't apply to this world, and eventually will become a being like those that turned it. It is thought that Alienists are so mad by this point that they become to alien for the world, and are instead drawn to the Far Realms to become a denizen.
26 A result this high will allow information about a specific Alienist to be uncovered.

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