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Old 14th July 2008, 03:51 AM   #1 (permalink)
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Join Date: Mar 2004
Posts: 962
Falling Icicle Goblin Sharpshooter (Lvl 2)
Pale Master Paragon Path

I made a Pale Master paragon path inspired by the prestige class in Tome and Blood. Hope you like it.

Pale Master
“The dead aren’t so bad once you get to know them.”

Prerequisite: Wizard class, must have spent at least 3 days locked in a tomb with animate dead. This contact may be peaceful or violent. A character who is slain by the undead and later returned to life still meets this requirement.

Pale Master Path Features

Bonemail (11th level): Your path as a pale master has given you an instinctive feel for bone. You are proficient with bonemail, a special type of light armor composed of interlocking bones. It offers a +4 AC bonus, has no armor check or speed penalty, and weighs 15 lbs. The masterwork versions of bonemail are skeletal mail and petrified mail. Skeletal mail is crafted from the bones of paragon tier creatures, has a +5 AC bonus and a minimum enhancement bonus of +4. Petrified mail is crafted from the bones of epic creatures, has a +6 AC bonus and a minimum enhancement bonus of +6. All pale masters know how to make all types of bonemail; one only needs the bones of appropriate creatures. You can assemble a suit of any type of bonemail for free, given a week’s time and access to the bones you need, though you must pay the normal cost for any enchantment.

Deathless Action (11th level): When you spend an action point to take an extra action, you regain a spent healing surge.

Undead Graft (16th level): At 16th level, you give in to necrophagic urges too terrible to verbalize. You cut off one of your arms and replace it with an undead prosthetic, which may be completely skeletal or preserved flesh stitched in place like that of a flesh golem. The graft is a fully animate and integrated part of your body, so it does not handicap you in any way, despite its grotesque appearance. You can make unarmed melee attacks with this graft, and are proficient with it. The arm deals 1d8 base damage and has a +3 proficiency bonus. The graft may be enchanted just as any other weapon can. You can disenchant your graft if you wish to replace its enchantment with a different or better one. Disenchanting the graft removes any enchantments upon it, but does not affect the graft or its abilities in any other way.

Pale Master Spells

Degenerative Touch – Pale Master Attack 11
Your touch saps the vitality of your victim.
Encounter * Arcane, Necrotic, Weapon
Standard Action – Melee
weapon
Requirement: You can only use an unarmed attack with this power.
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier necrotic damage and the target is weakened (save ends).

Deathless Vigor – Pale Master Utility 12
Your body becomes suffused with necrotic energy, and for a time you are as imperishable as the undead.
Daily * Arcane, Healing
Minor Action - Personal

Effect: You gain temporary hit points equal to half your level + your Constitution modifier, resist necrotic 10, immunity to poison and disease and vulnerability radiant 10 until the end of the encounter. If you are afflicted by a poison or disease when you use this power, that condition is instantly cured.

Deathless Touch – Pale Master Attack 20
Your touch drains the life energy from your victim, rejuvenating yourself.
Daily * Arcane, Healing, Necrotic, Reliable, Weapon
Standard Action – Melee
weapon
Requirement: You can only use an unarmed attack with this power.
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 4d8 + Intelligence modifier necrotic damage and the target is stunned (save ends). You heal a number of hit points equal to the damage inflicted. If this would bring you above your maximum hit point total, the extra hit points are temporary.

New Magic Items

Dealthless Armor – Level 15+
This bonemail armor grants its wearer much of the toughness and resilience of the undead.
Lvl 15 +3 25,000 gp
Lvl 20 +4 125,000 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Armor: Bonemail
Enhancement: AC
Property: You automatically succeed on saving throws against the dazed, stunned and weakened conditions.
Power (Daily): Minor Action. You gain resist 5 to all damage until the end of the encounter.
Level 25 or 30: Resist 10 to all damage.

Deathtouch Graft – Level 18+
This undead prosthetic arm is infused with necrotic energy.
Lvl 18 +4 85,000 gp
Lvl 23 +5 425,000 gp
Lvl 28 +6 2,125,000 gp
Weapon: Undead Graft
Enhancement: Attack rolls and damage rolls
Critical: +1d8 necrotic damage per plus
Property: You deal an extra 1d8 necrotic damage when the power you use to make the attack has the necrotic keyword.
Power (Daily): Free action. Use this power when you hit with the weapon. The target is weakened until the end of your next turn.
Level 23: The target is weakened and slowed until the end of your next turn.
Level 28: The target is stunned until the end of your next turn.

Last edited by Falling Icicle; 14th July 2008 at 05:12 AM..
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Old 14th July 2008, 10:42 AM   #2 (permalink)
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Join Date: Jul 2008
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Dreary_Angel Goblin Sharpshooter (Lvl 2)
nice work! it seems balanced to me would be nice to have it in a printable format...

keep up the good work
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Old 29th May 2009, 01:31 PM   #3 (permalink)
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Join Date: May 2009
Location: Geelong, Australia
Posts: 34
Jaysue Kobold Slinger (Lvl 1)
Hey.. was looking around for a pale master prestige class and I think im going to base it heavily on this one, however I found this quite curious...

The preview article about Self-Forged I saw a link to has a feature called Battlefist:

Battlefist (11th level): You have a battlefist,
which replaces your hand. The battlefist is a melee
weapon with which you are proficient. It is a part of
the mace weapon group, deals 1d8 damage, and has
a +3 proficiency bonus. You can hold items in your
battlefist as though it were your hand, but you must
not be holding anything when you use your battlefist
as a weapon. You can use the Enchant Magic Item
(Player’s Handbook, page 304), Disenchant Magic Item
(Player’s Handbook, page 304), and Transfer Enchantment
(Adventurer’s Vault, page 199) rituals on the
battlefist. Using Disenchant Magic Item on the battlefist
does not destroy it.
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Old 30th October 2009, 08:52 PM   #4 (permalink)
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Posts: 1
Scarecrow4 Kobold Slinger (Lvl 1)
Falling Icicle I liked your idea but felt like you were missing some of the raw power that the pale master had in 3.5 so I modified it a little tell me what you think...



Pale Master

“The grey area between life in death is my realm!”

Prerequisite: Sorcerer or Wizard class; Must be sired by and existing Pale Master or Necromancer.

Forward: The art of necromancy is no longer something stumbled upon; only another Necromancer/Pale Master can show you its power. You will be subjected to up to a month of torture at the hands of your master, in this time he or she will open your eye’s to a truth…That the Dark arts of necromancy are all in some way tied to pain, suffering and evil. As you suffer each day your body and mind start to twist; the way you see life and death your own mortality all start to slip away.

At the end of your torment the Pale Master may choose to attach a cadaver’s limb in place of one of yours, this limb will increase you base strength by two. The Cadaver attached by the Pale Master holds a small piece of the creators’ necrotic energy, this energy will grow as you progress giving you fierce touch attacks and empowering your spells. You may start you walk towards Pale Master before level ten however, your abilities do not awaken until you begin your paragon path!

Pale Master Path Features

Slow Transformation (11th level): You start to take on more of the features the undead you are surrounded by; your skin grows cold your flesh turns a pale white. You gain dark vision 60 ft if you have dark vision it extends by 60 ft.

Awaken Undead Graft (11th level): You can make unarmed melee attacks with this graft, and are proficient with it. The arm deals 1d8 base damage and has a +3 proficiency bonus. The graft may be enchanted just as any other weapon can. You can disenchant your graft if you wish to replace its enchantment with a different or better one. Disenchanting the graft removes any enchantments upon it, but does not affect the graft or its abilities in any other way. The Graft also functions as your implement for spell casting gaining power as you increase in level.

Level 11 +2
Level 14 +3
Level 18 +4
Level 22 +5

Pale Masters Undead Graft – Level 11+
This undead prosthetic arm is infused with necrotic energy.
Damage: 1D8+Strength (you are proficient in the use of this item.)
Weapon: Undead Graft/Implement
Enhancement: Attack rolls and damage rolls
Critical: +1d8 necrotic damage per plus
Property: You deal an extra 1d8 necrotic damage when the power you use to make the attack has the necrotic keyword.
Power (Daily): Free action. Use this power when you hit with the weapon. The target is weakened until the end of your next turn.
Level 14: The target is weakened and slowed until the end of your next turn.
Level 18: The target is stunned until the end of your next turn.



Bonemail (15th level): Your path as a pale master has given you an instinctive feel for bone. You are proficient with bonemail, a special type of light armor composed of interlocking bones. It offers a +4 AC bonus, has no armor check or speed penalty, and weighs 15 lbs. The masterwork versions of bonemail are skeletal mail and petrified mail. Skeletal mail is crafted from the bones of paragon tier creatures, has a +5 AC bonus and a minimum enhancement bonus of +4. Petrified mail is crafted from the bones of epic creatures, has a +6 AC bonus and a minimum enhancement bonus of +6. All pale masters know how to make all types of bonemail; one only needs the bones of appropriate creatures. You can assemble a suit of any type of bonemail for free, given a week’s time and access to the bones you need, though you must pay the normal cost for any enchantment.

Dealthless Armor – Level 15+
This bonemail armor grants its wearer much of the toughness and resilience of the undead.
Armor: Bonemail
Enhancement: AC
Property: You automatically succeed on saving throws against the dazed, stunned and weakened conditions.
Power (Daily): Minor Action. You gain resist 5 to all damage until the end of the encounter.
Level 25 or 30: Resist 10 to all damage.










Pale Master Spells

Command Undead – Pale Master Attack 11
You reach out and touch the undead creature.
Encounter * Arcane, Necrotic, Weapon
Standard Action – Melee
weapon
Range: 1
Requirement: You can only use an unarmed attack with this power.
Target: Level 11-One Undead creature
Level 12-Two Undead creatures
Level 16-Three Undead creatures
Level 18-Four Undead creatures
Level 20-Five Undead creatures
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage and the target is weakened (save ends).
Effect: If the victim fails it’s will save it immediately falls under your control (Creature also takes on the Minion Subclass). Undead without intelligence loose saves to resist this effect however, intelligent undead save ends Minor: to sustain.




Deathless Vigor – Pale Master Utility 12
Your body becomes suffused with necrotic energy, and for a time you are as imperishable as the undead.
Daily * Arcane, Healing
Minor Action - Personal

Effect: You gain temporary hit points equal to half your level + your Constitution modifier, resist necrotic 10, immunity to poison and disease and vulnerability radiant 10 until the end of the encounter. If you are afflicted by a poison or disease when you use this power, that condition is instantly cured.

Just A Piece – Pale Master Attack 20
You pull out a living part of the victims soul and cast it into nearby dead bodies…they raise and fall under your control until death!
Daily * Arcane, Healing, Necrotic, Reliable, Weapon
Standard Action – Melee
weapon
Requirement: You can only use an unarmed attack with this power.
Target: One living creature
Attack: Charisma vs. Fortitude
Hit: 4d10 + Charisma modifier necrotic damage and the target is stunned (save ends). Skeletons and zombies totaling up to your level reanimate and become your minions (All raised fall under the minion subclass).

Alternate Path – Pale Master Level 20
You find the perfect vessel surly none could fight as well as this creature and he will be yours forever!
Ritual – 2 Days
Components – You must have the body of your chosen warrior.
Sacrifice Spell – You sacrifice your “just a piece” spell pulling out a piece of your own soul and placing it in this creature it animates after the two day ritual just as it was in life only completely loyal to you…A perfect Defender and strong companion.
Effect – The creature you choose becomes your guardian and loyal body guard he has the personality he had in life all his skills and abilities but his only purpose is to protect you and bring glory to your name. The creature levels with you as though it was a player character getting stronger just as you would. The creature has to be of medium size but does not have to be humanoid.
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