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Pale Master Paragon Path
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<blockquote data-quote="Falling Icicle" data-source="post: 4378831" data-attributes="member: 17077"><p>I made a Pale Master paragon path inspired by the prestige class in Tome and Blood. Hope you like it.</p><p></p><p><strong><span style="font-size: 15px">Pale Master</span></strong></p><p><em>“The dead aren’t so bad once you get to know them.”</em></p><p></p><p><strong>Prerequisite:</strong> 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.</p><p></p><p><strong><span style="font-size: 15px">Pale Master Path Features</span></strong></p><p></p><p><strong>Bonemail (11th level):</strong> 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.</p><p></p><p><strong>Deathless Action (11th level):</strong> When you spend an action point to take an extra action, you regain a spent healing surge.</p><p></p><p><strong>Undead Graft (16th level):</strong> 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.</p><p></p><p><strong><span style="font-size: 15px">Pale Master Spells</span></strong></p><p></p><p><strong><span style="font-size: 12px">Degenerative Touch</span> – Pale Master Attack 11</strong></p><p><em>Your touch saps the vitality of your victim.</em></p><p><strong>Encounter * Arcane, Necrotic, Weapon</strong></p><p><strong>Standard Action – Melee</strong> weapon</p><p><strong>Requirement:</strong> You can only use an unarmed attack with this power.</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Intelligence vs. Fortitude</p><p><strong>Hit:</strong> 3d8 + Intelligence modifier necrotic damage and the target is weakened (save ends).</p><p></p><p><strong><span style="font-size: 12px">Deathless Vigor</span> – Pale Master Utility 12</strong></p><p><em>Your body becomes suffused with necrotic energy, and for a time you are as imperishable as the undead.</em></p><p><strong>Daily * Arcane, Healing</strong></p><p><strong>Minor Action - Personal</strong></p><p><strong>Effect:</strong> 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.</p><p></p><p><strong><span style="font-size: 12px">Deathless Touch</span> – Pale Master Attack 20</strong></p><p><em>Your touch drains the life energy from your victim, rejuvenating yourself.</em></p><p><strong>Daily * Arcane, Healing, Necrotic, Reliable, Weapon</strong></p><p><strong>Standard Action – Melee</strong> weapon</p><p><strong>Requirement:</strong> You can only use an unarmed attack with this power.</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Intelligence vs. Fortitude</p><p><strong>Hit:</strong> 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.</p><p></p><p><strong><span style="font-size: 15px">New Magic Items</span></strong></p><p></p><p><strong><span style="font-size: 12px">Dealthless Armor</span> – Level 15+</strong></p><p><em>This bonemail armor grants its wearer much of the toughness and resilience of the undead.</em></p><p>Lvl 15 +3 25,000 gp</p><p>Lvl 20 +4 125,000 gp</p><p>Lvl 25 +5 625,000 gp</p><p>Lvl 30 +6 3,125,000 gp</p><p><strong>Armor:</strong> Bonemail</p><p><strong>Enhancement:</strong> AC</p><p><strong>Property:</strong> You automatically succeed on saving throws against the dazed, stunned and weakened conditions.</p><p><strong>Power (Daily):</strong> Minor Action. You gain resist 5 to all damage until the end of the encounter.</p><p>Level 25 or 30: Resist 10 to all damage.</p><p></p><p><strong><span style="font-size: 12px">Deathtouch Graft</span> – Level 18+</strong></p><p><em>This undead prosthetic arm is infused with necrotic energy.</em></p><p>Lvl 18 +4 85,000 gp</p><p>Lvl 23 +5 425,000 gp</p><p>Lvl 28 +6 2,125,000 gp</p><p><strong>Weapon:</strong> Undead Graft</p><p><strong>Enhancement:</strong> Attack rolls and damage rolls</p><p><strong>Critical:</strong> +1d8 necrotic damage per plus</p><p><strong>Property:</strong> You deal an extra 1d8 necrotic damage when the power you use to make the attack has the necrotic keyword.</p><p><strong>Power (Daily):</strong> Free action. Use this power when you hit with the weapon. The target is weakened until the end of your next turn.</p><p>Level 23: The target is weakened and slowed until the end of your next turn.</p><p>Level 28: The target is stunned until the end of your next turn.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 4378831, member: 17077"] I made a Pale Master paragon path inspired by the prestige class in Tome and Blood. Hope you like it. [b][size=4]Pale Master[/size][/b] [i]“The dead aren’t so bad once you get to know them.”[/i] [b]Prerequisite:[/b] 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. [b][size=4]Pale Master Path Features[/size][/b] [b]Bonemail (11th level):[/b] 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. [b]Deathless Action (11th level):[/b] When you spend an action point to take an extra action, you regain a spent healing surge. [b]Undead Graft (16th level):[/b] 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. [b][size=4]Pale Master Spells[/size][/b] [b][size=3]Degenerative Touch[/size] – Pale Master Attack 11[/b] [i]Your touch saps the vitality of your victim.[/i] [b]Encounter * Arcane, Necrotic, Weapon Standard Action – Melee[/b] weapon [b]Requirement:[/b] You can only use an unarmed attack with this power. [b]Target:[/b] One creature [b]Attack:[/b] Intelligence vs. Fortitude [b]Hit:[/b] 3d8 + Intelligence modifier necrotic damage and the target is weakened (save ends). [b][size=3]Deathless Vigor[/size] – Pale Master Utility 12[/b] [i]Your body becomes suffused with necrotic energy, and for a time you are as imperishable as the undead.[/i] [b]Daily * Arcane, Healing Minor Action - Personal[/b] [b]Effect:[/b] 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. [b][size=3]Deathless Touch[/size] – Pale Master Attack 20[/b] [i]Your touch drains the life energy from your victim, rejuvenating yourself.[/i] [b]Daily * Arcane, Healing, Necrotic, Reliable, Weapon Standard Action – Melee[/b] weapon [b]Requirement:[/b] You can only use an unarmed attack with this power. [b]Target:[/b] One creature [b]Attack:[/b] Intelligence vs. Fortitude [b]Hit:[/b] 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. [b][size=4]New Magic Items[/size][/b] [b][size=3]Dealthless Armor[/size] – Level 15+[/b] [i]This bonemail armor grants its wearer much of the toughness and resilience of the undead.[/i] 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 [b]Armor:[/b] Bonemail [b]Enhancement:[/b] AC [b]Property:[/b] You automatically succeed on saving throws against the dazed, stunned and weakened conditions. [b]Power (Daily):[/b] Minor Action. You gain resist 5 to all damage until the end of the encounter. Level 25 or 30: Resist 10 to all damage. [b][size=3]Deathtouch Graft[/size] – Level 18+[/b] [i]This undead prosthetic arm is infused with necrotic energy.[/i] Lvl 18 +4 85,000 gp Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp [b]Weapon:[/b] Undead Graft [b]Enhancement:[/b] Attack rolls and damage rolls [b]Critical:[/b] +1d8 necrotic damage per plus [b]Property:[/b] You deal an extra 1d8 necrotic damage when the power you use to make the attack has the necrotic keyword. [b]Power (Daily):[/b] 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. [/QUOTE]
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