Pale Master enhancements (history)

Overview
''Necromancy is usually a poor choice for arcane spellcasters -- those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. Many pale masters still end up supplementing their arcane power with levels of divine magic. The mixture of "pale lore" and clerical abilities to sway, create, command, and destroy undead can be a potent one''

Wizard Pale Master I

 * Prerequisite: Spell Focus: Necromancy, Wizard Energy of the Scholar I, Wizard Intelligence I, Level 6 Wizard
 * Cost: 4 AP
 * You are a devoted student of the necromantic arts. You gain 5 hit points as your flesh toughens, deal 25% additional damage with negative energy spells, and have a 3% chance for negative energy spells to generate a critical result for 1.5 times the normal damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.). You can produce a touch-ranged negative energy effect at will, and can animate skeletons for a small cost.

Necrotic Touch

 * You sheath your hand in crackling black flames, dealing 1d6 hit points of negative energy damage per caster level to a living creature. A successful Fortitude save reduces the damage by half. Undead allies can be healed by this effect.

Summon Skeletal Knight

 * Prerequisite: Wizard Pale Master I, Level 6 Wizard
 * Cost: 1 AP
 * Creates a skeletal knight to attack your enemies. This ability costs 10 hit points and 5 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.

Summon Skeleton Archer

 * Prerequisite: Wizard Pale Master I, Summon Skeletal Knight, Level 6 Wizard
 * Cost: 1 AP
 * Creates a skeletal archer to attack your enemies. This ability costs 10 hit points and 5 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.

Summon Skeleton Mage

 * Prerequisite: Wizard Pale Master I, Summon Skeletal Knight, Summon Skeletal Archer, Level 6 Wizard
 * Cost: 1 AP
 * Creates a skeletal mage to attack your enemies. This ability costs 10 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.

Wizard Pale Master II

 * Prerequisite: Wizard Pale Master I, Greater Spell Focus: Necromancy, Wizard Energy of the Scholar II, Wizard Intelligence II, Level 12 Wizard
 * Cost: 2 AP
 * You are adept at the necromantic arts. You gain 5 additional hit points as your flesh toughens (for a total of +10 hit points), deal 10% additional damage with negative energy spells (for a total of +35%), and increase your chance to generate a critical result with negative energy spells by 3% (Your base spell critical chance is now 6% and base critical damage multiplier is 1.5.).

Summon Blackbone Knight

 * Prerequisite: Wizard Pale Master II, Summon Skeletal Knight, Wizard Elemental Manipulation I
 * Cost: 1 AP
 * Creates a blackbone knight to attack your enemies. This ability costs 20 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.

Summon Blackbone Archer

 * Prerequisite: Wizard Pale Master II, Summon Skeletal Archer, Summon Blackbone Knight, Wizard Lineage of Elements I
 * Cost: 1 AP
 * Creates a blackbone archer to attack your enemies. This ability costs 20 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.

Summon Blackbone Mage

 * Prerequisite: Wizard Pale Master II, Summon Skeletal Mage, Summon Blackbone Archer, Wizard Lineage of Deadly Elements I
 * Cost: 1 AP
 * Creates a blackbone mage to attack your enemies. This ability costs 20 hit points and 20 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.

Form of the Lich

 * Prerequisite: Wizard Pale Master II, Toughness
 * Cost: 2 AP
 * You are able to assume many traits of a lich.

Form of the Wraith

 * Prerequisite: Wizard Pale Master II, Mental Toughness
 * Cost: 2 AP
 * You are able to assume many traits of a wraith.


 * Undead Traits: 100% fort, healed by negative energy, immune to positive energy. Cannot target yourself with necrotic touch, chill touch or inflict wounds spells. This makes self healing impossible (haven't tested with a friendly cleric casting mass inflict wounds though)


 * Wraith Form: Duration 3 minutes, 5 minute cooldown. Grants undead traits. 25% incorporeal miss chance. Featherfall. +20 Move silently. Deals con damage on unarmed crits. I dont see a purpose for this yet... (maybe just stealth??) The healing immunity is a pretty large penalty for just 25% incorporeal...


 * Lich Form: Duration 3 minutes, 5 minute cooldown. Grants undead traits. +4 con, +4 int +2 necromancy DC. Applies an inflict wound spell on unarmed attacks. Occasionally recives temporary hp when hit (appears to be 10% chance for 30 hp).

Wizard Pale Master III

 * Prerequisite: Wizard Pale Master II, Wizard Energy of the Scholar III, Wizard Intelligence III, Level 18 Wizard
 * Cost: 2 AP
 * You are a master of the necromantic arts. You gain 10 additional hit points as your flesh toughens (for a total of +20 hit points), deal 10% additional damage with negative energy spells (for a total of +45%), and increase your chance to generate a critical result with negative energy spells by 3% (Your base spell critical chance is now 9% and base critical damage multiplier is 1.5.).

Summon Frostmarrow Knight

 * Prerequisite: Wizard Pale Master III, Summon Blackbone Knight, Wizard Elemental Manipulation II
 * Cost: 1 AP
 * Creates a frostmarrow knight to attack your enemies. This ability costs 30 hit points and 15 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.

Summon Frostmarrow Archer

 * Prerequisite: Wizard Pale Master III, Summon Blackbone Archer, Summon Frostmarrow Knight, Wizard Lineage of Elements II
 * Cost: 1 AP
 * Creates a frostmarrow archer to attack your enemies. This ability costs 30 hit points and 15 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.

Summon Frostmarrow Mage

 * Prerequisite: Wizard Pale Master III, Summon Blackbone Mage, Summon Frostmarrow Archer, Wizard Lineage of Deadly Elements II
 * Cost: 1 AP
 * Creates a frostmarrow mage to attack your enemies. This ability costs 30 hit points and 30 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.