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

 * Usage: Passive
 * Cost: 4 action points
 * Progression: 16 action points
 * Requires All of: Wizard Energy of the Scholar I, Wizard Intelligence I, Spell Focus: Necromancy
 * Available to Wizard class level 6
 * 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 expend 2 Hit Points to produce a touch-ranged negative energy effect at will, or expend hit points and spell points to create an Undead.
 * This enhancement automatically grants the following:



Necrotic Touch

 * You may expend 2 Hit Points to sheath your hand in crackling black flames, dealing 1d6 hit points of touch negative energy damage per caster level to a living creature. A successful Fortitude save reduces the damage by half. Undead can be healed by this effect and don't make the Fortitude save for half healing, but doesn't work on players. This is not considered a "spell" for game purposes, metamagic feats will have no effect, and may be cast while in Anti-Magic field but not under Tenser's Transformation.



Summon Skeleton

 * Creates a skeleton to attack your enemies. This ability costs 5 hit points and 1 spell point to activate. (CR 3)
 * Note: All skeletal minions are exclusive; you may only have one summoned at a time. You may however, have one skeleton and one Summoned Monster simultaneously, as well as an Artificer's Iron Defender.



Summon Skeleton Knight

 * Usage: Active
 * Cost: 1 action points
 * Progression: 19 action points
 * Requires All of: Wizard Pale Master I
 * Available to Wizard level 6
 * Creates a skeleton knight to attack your enemies. This ability costs 10 hit points and 5 spell points to activate. Skeleton Knights are quite durable, use Sunder and Trip, and deal about 10 damage with melee. (CR6)



Summon Skeleton Archer

 * Usage: Active
 * Cost: 1 action points
 * Progression: 19 action points
 * Requires All of: Summon Skeleton Knight
 * Available to Wizard level 6
 * Creates a skeleton archer to attack your enemies. This ability costs 10 hit points and 5 spell points to activate.(CR6)



Summon Skeleton Mage

 * Usage: Active
 * Cost: 1 action points
 * Progression: 19 action points
 * Requires All of: Summon Skeleton Archer
 * Available to Wizard level 6
 * Creates a skeleton Mage to attack your enemies. This ability costs 10 hit points and 10 spell points to activate. Skeleton Mages cast Magic Missile, Snowball Swarm, Hold Person, Melf's Acid Arrow, Electric Loop and Scorching Ray. They are listed as a CR 6.



Shroud of the Zombie

 * Usage: Active
 * Cost: 1 action point
 * Progression: 19 points
 * Requires All of: Wizard Palemaster I
 * Available to Wizard level 6
 * You shroud yourself with negative energy and assume many traits of a zombie. While in this form, you hunger for brains and gain +2 Strength, +2 Constitituon, -2 Intelligence, -4 Charisma and Damage Reduction 5/Slashing. Your unarmed damage is increased by two die steps, but you attack 20% slower than normal. You have +100% fortification (immunity to critical hits and sneak attacks), are healed by negative energy and are unaffected by positive energy or repair effects, but you take double damage from light effects. This ability costs 25 spell points to activate. You may cast Death Aura, Lesser Death Aura to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.



Wizard Pale Master II

 * Usage: Passive
 * Cost: 2 action points
 * Progression: 42 action points
 * Requires All of: Wizard Energy of the Scholar II, Wizard Intelligence II, Greater Spell Focus: Necromancy, Wizard Pale Master I
 * Available to Wizard class level 12
 * 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.) You can expend 5 Hit Points to fire a black bolt of negative energy from your finger (Ranged Touch), or expend hit points and spell points to create an Undead. You can also assume many traits of an Undead.
 * This enhancement automatically grants the following:



Necrotic Bolt

 * You may expend 5 Hit Points to fire a black bolt of energy from your finger that deals 1d6 of negative energy damage per caster level to a living creature. A successful Fortitude save reduces the damage by half. Undead can be healed by this effect and don't make the Fortitude save for half healing. This is not considered a "spell" for game purposes, metamagic feats will have no effect, and may be cast while in Anti-Magic field.



Summon Blackbone Knight

 * Usage: Active
 * Cost: 1 action points
 * Progression: 43 action points
 * Requires All of: Flame Manipulation III, Summon Skeleton Knight, Wizard Pale Master II
 * Available to Wizard level 12
 * Creates a blackbone knight to attack your enemies. This ability costs 20 hit points and 10 spell points to activate. (CR 12)
 * Immune to fire and cold.



Summon Blackbone Archer

 * Usage: Active
 * Cost: 1 action points
 * Progression: 43 action points
 * Requires All of: Combustive Spellcasting I, Summon Skeleton Archer, Summon Blackbone Knight
 * Available to Wizard level 12
 * Creates a blackbone archer to attack your enemies. This ability costs 20 hit points and 10 spell points to activate.(CR 12)
 * Immune to fire and cold.



Summon Blackbone Mage

 * Usage: Active
 * Cost: 1 action points
 * Progression: 43 action points
 * Requires All of: Deadly Flame I, Summon Skeleton Mage, Summon Blackbone Archer
 * Available to Wizard level 12
 * Creates a blackbone mage to attack your enemies. This ability costs 20 hit points and 20 spell points to activate. Blackbone Mages cast Fireball, Hold Monster, Firewall, Burning Hands, Magic Missile, and Scorching Ray. They are listed as a CR 12.
 * Immune to fire and cold.



Shroud of the Vampire

 * Usage: Active
 * Cost: 1 action points
 * Progression: 43 action points
 * Requires All of: Toughness, Wizard Pale Master II
 * Available to Wizard level 12
 * You shroud yourself with negative energy and assume many traits of a vampire. The shroud lasts until resting, and 5 minutes cooldown, you gain +2 Strength, +2 Charisma, generate 25% less threat from spells and attacks, and +2 to the DCs of your Enchantment spells. You deal 1d6 Constitution damage on critical hits, and your unarmed and melee attacks heal you for 1 point of negative energy damage. ( You have +100% fortification (immunity to critical hits and sneak attacks), are healed by negative energy, and are unaffected by positive energy or repair effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate. You may cast Death Aura, Lesser Death Aura to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.

Note: In this form you take quadruple damage from light spells and spell-like effects (which means sometimes you may be hit with a light spell that deals enough damage to kill you outright from full health).



Shroud of the Wraith

 * Usage: Active
 * Cost: 1 action point
 * Progression: 42 action points
 * Requires All of: Mental Toughness, Wizard Pale Master II
 * Available to Wizard level 12
 * You shroud yourself with negative energy and assume many traits of a wraith. The shroud lasts until resting, and 5 minutes cooldown, you gain 25% incorporeality (and ignore incorporeal miss chance), float as if affected by featherfall, have bonus +20 to move silently and balance (unlisted), and deal constitution damage on unarmed critical hits. You have +100% fortification, are healed by negative energy, and are unaffected by positive energy or repair effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate. You may cast Death Aura, Lesser Death Aura to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.



Wizard Pale Master III

 * Usage: Passive
 * Cost: 2 action points
 * Progression: 66 action points
 * Requires All of: Wizard Energy of the Scholar III, Wizard Intelligence III, Wizard Pale Master II
 * Available to Wizard class level 18
 * 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.) You can expend 10 Hit Points to fire a black ball of negative energy from your hand, or expend hit points and spell points to create an Undead.
 * This enhancement automatically grants the following:



Necrotic Blast

 * You may expend 10 Hit Points to fire a black ball of energy from your hand that explodes on contact with its target, dealing 1d6 hit points of negative energy damage per caster level to all living creatures within its radius. A successful Fortitude save reduces the damage by half. Undead can be healed by this effect and don't make the Fortitude save for half healing. This is not considered a "spell" for game purposes, metamagic feats will have no effect, and may be cast while in Anti-Magic field.



Summon Frostmarrow Knight

 * Usage: Active
 * Cost: 1 action points
 * Progression: 67 action points
 * Requires All of: Frost Manipulation V, Summon Blackbone Knight, Wizard Pale Master III
 * Available to Wizard level 18
 * Creates a frostmarrow knight to attack your enemies. This ability costs 30 hit points and 15 spell points to activate.
 * Healed by cold, weak to fire.



Summon Frostmarrow Archer

 * Usage: Active
 * Cost: 1 action points
 * Progression: 67 action points
 * Requires All of: Glacial Spellcasting II, Summon Blackbone Archer, Summon Frostmarrow Knight
 * Available to Wizard level 18
 * Creates a frostmarrow archer to attack your enemies. This ability costs 30 hit points and 15 spell points to activate.
 * Healed by cold, weak to fire.



Summon Frostmarrow Mage

 * Usage: Active
 * Cost: 1 action points
 * Progression: 67 action points
 * Requires All of: Deadly Ice II, Summon Blackbone Mage, Summon Frostmarrow Archer
 * Available to Wizard level 18
 * Creates a frostmarrow mage to attack your enemies. This ability costs 30 hit points and 30 spell points to activate.
 * Healed by cold, weak to fire.



Shroud of the Lich

 * Usage: Active
 * Cost: 2 action points
 * Progression: 66 action points
 * Requires All of: Toughness, Wizard Pale Master III
 * Available to Wizard level 18
 * You shroud yourself with negative energy and assume many traits of a lich. The shroud lasts until resting, and 5 minutes cooldown, you gain +2 Intelligence, +4 Constitution, +2 Wisdom, and +1 to DCs on necromancy spells. Your unarmed attacks generate inflict wounds and you occasionally gain temporary hit points when damaged. You have +100% fortification (immunity to critical hits and sneak attacks), are healed by negative energy, and are unaffected by positive energy or repair effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate. You may cast Death Aura, Lesser Death Aura to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.