
Deaths Adorable Apprentice |

I am finally getting run a heavily modified version of The Ruins of Azlant. One of my players, who has been playing for a lot longer than I have, wanted to play an Alienist wizard. I love the thematic's of it so I am all down for either transfuring over the prestige class or as she would prefer making an archetype along that theme. And I am cool with that. Pathfinder was made for archetypes!
So I turn to the wonderful message board for help!
I know she wants the summons to be more aberration or outsider like. We can do that with a template similar to the celestial or fiendish templates though a modified feat. I wanna keep the familiar changing to an outsider. Probably around level seven like with improved familiar. But I am not the best at formatting something that fits in pathfinder without being way over or under powered. That ideal middle ground is hard for me.
I'm not sure what things are a good trade for the wizards core abilities. Please help me! Plus if she plays it I get to make a baddy along the same bent. Those are my rules and we all seem to like the results.
Thank you in advance.
DAA

VoodistMonk |

Easy. Give it Wizard BAB and saves. You still get the arcane bond class feature from the wizard. Make it D6 hit dice, not D4. Use the Alienist or the wizard class skills. Use the wizard bonus feats. Take the Alienist level advancement and multiply everything by 2, so Alien Transcendence happens at level 20. Remove the wizard special school or opposing school crap. Use the pseudonatural template as exactly as you can for familiars and summons.
Seems pretty straight across using it as an archetype, just double the level advancement and be done with it.