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 5 hit points and 1 spell point to create a skeleton.


 * 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-ranged 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, but doesn't work on players. This is not considered a "spell" for game purposes and may be cast while in Anti-Magic field.



Summon Skeleton

 * Creates a skeleton to attack your enemies. This ability costs 5 hit points and 1 spell point to activate.



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.



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.



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.



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 energy from your finger.


 * 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 allies can be healed by this effect. This is not considered a "spell" for game purposes 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: Wizard Elemental Manipulation I, 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.



Summon Blackbone Archer

 * Usage: Active


 * Cost: 1 action points


 * Progression: 43 action points


 * Requires All of: Wizard Lineage of Elements 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.



Summon Blackbone Mage

 * Usage: Active


 * Cost: 1 action points


 * Progression: 43 action points


 * Requires All of: Wizard Lineage of Deadly Elements 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.



Shroud of the Lich

 * Usage: Active


 * Cost: 2 action points


 * Progression: 42 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 lich. The shroud lasts until resting, and 5 minutes cooldown, you gain +4 Constitution, +2 Intelligence, Wisdom, and Charisma, +1 to the DC's of your necromantic spells, inflict wounds with your unarmed attacks, and occasionally gain temporary hit points when damaged. (Appears to be 10% chance for 30 hp.) Also you can't self heal. 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.



Shroud of the Wraith

 * Usage: Active


 * Cost: 2 action points


 * 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 deal constitution damage on unarmed critical hits. Also you can't self heal. 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.)



Summon Frostmarrow Knight

 * Usage: Active


 * Cost: 1 action points


 * Progression: 67 action points


 * Requires All of: Wizard Elemental Manipulation II, 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.



Summon Frostmarrow Archer

 * Usage: Active


 * Cost: 1 action points


 * Progression: 67 action points


 * Requires All of: Wizard Lineage of Elements 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.



Summon Frostmarrow Mage

 * Usage: Active


 * Cost: 1 action points


 * Progression: 67 action points


 * Requires All of: Wizard Lineage of Deadly Elements 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.