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Alienist Focus School (summoner)
Pseudo Summons: In addition to normal summoning creature an alienist can also summon Pesudonatural versions of any creature that normally would gain either the celestial or fiendish template. This replaces Acid dart.
Extra Summoning: At 8th level the Alienist can prepare two summon monster spells with her bonus conjuration slot each level. This replaces Dimensional Steps.
Wizard arcane Discoveries That Complement Alienists.
Immortality, Multimorph, True Name
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Ooh, that's hot! It's actually quite a bit superior to the actual Alienist, which suffered various stat penalties as it went totally insane, and also lost the ability to summon celestial / fiendish creatures, and becoming only able to summon pseudonatural critters.
I remember being excited by the possibility of an Alienist, and then reading the class and thinking, "This is 'prestigious?' It's worse than a straight wizard!"
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New Discovery.
Things a mortal was not meant to know: (ex) Pick an intelligence, wisdom or charisma based skill. If such a skill was not a class skill it now is a class skill. You also gain an insight bonus into that skill equal to one half your wizard level. Also Pick a madness which you now permanently have. If you choose amnesia that madness doesn't apply to the chosen skill.This discovery may be taken multiple times, each time it applies to another skill and you must choose another madness.
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Blood Mage (necromancy)
Blood Palsy (Sp): As a melee touch attack you can cause a creatures blood to rebel against the body that holds it. You deliver 1d4 points of damage +1 per 2 levels and the target is stunned for one round. This replaces Grave Touch.
Blood Homunculus (Sp): The Blood Mage gains a special type of familiar in the form of a homunculus this functions as an improved familiar. But the Blood Mage one time per day may transfer hit points from the homunculus to himself and vice versa at the rate of 1d4 hit points per round. The maximum amount that may be transferred per day is equal to the Blood mages caster level. If a Homunculus dies the Blood mage takes 2d10 damage. The Blood mage may replace the homunculus with a week long ritual. This replaces power over undeath.
New Arcane Disscovery
Blood Magic (su): The Wizard can use his own lifeblood to make his spells more potent. Increasing the spell DC by 1 point and inflicting 1d4 damage on himself in the process.
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Blood Walk is kind of a situational version of the Conjurer's Dimensional Steps (more or less), so 8th sounds about right, and replacing Life Sight for a spec necromancer.
Due to it's specific use requirements (and lack of a 'bring a friend' option, like Dimensional Steps), I'd buff it up a little bit compared to the Conjurer power. (I don't recall, did it do damage as well as allow the blood mage to transport himself through wounded people? If so, that's plenty of 'buff' compared to Dimensional Steps!)
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Hmm interesting idea set. I was leaning towards it being a discovery because the teleporting through people didnt seem necromancy,. The fluff makes it kinda feel that way but the effect is way in the real of conjuration IMO.
Well here it is as a Arcane Discovery
Bloodwalking (sp): one time each day You may make a special touch attack against a creature of at least your size that has blood. If successful you may as a swift action cast Greater teleport to a square adjacent to any creature of your size on the same plane. This is disorienting for the target and she must roll a fortitude save (Dc 10 + 1/2 your level + your Int modifier) Or be stunned for one round.
In addition the Wizard may disrupt any of the two creatures (Entrance or exit)creature it uses for this ability, Delivering 1d6 points of damage per 2 caster levels as the Wizard violently Enters and Exits it bloody portal. A creature succeeding in a fortitude save only takes 1/2 damage. A creature who is both Entrance and exit only takes damage one time. You must be 15th level to select this Arcane Discovery.