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, gain 50 Spellpower when casting 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. All summoned undead creatures can be healed by negative energy spells such as Necrotic Touch, Death Aura, or Negative Energy Burst from any source.
 * This enhancement automatically grants the following:



Necrotic Touch

 * Usage: Active
 * Cost: 2 Hit Points
 * Using a small amount of your life force, you sheath your hand in crackling black flames, dealing 1d6 hit points of negative energy damage per caster level to a living creature or undead minion. (Players are immune to this ability) A successful Fortitude save reduces the damage by half. This ability costs 2 hit points to use and counts as a level 1 Wizard spell for determining DC and damage amplification.



Summon Skeleton

 * Creates a skeleton to attack your enemies. This ability costs 5 hit points and 1 spell point to activate. (CR 3) You can have only one skeletal minion active at one time, creating another will destroy your old pet.
 * 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. (CR6) 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.
 * Note: Skeleton Knights are quite durable, use Sunder and Trip, and deal about 10 damage with melee.



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. (CR6) 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

 * 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. (CR6) 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.
 * Note: Skeleton Mages cast Magic Missile, Snowball Swarm, Hold Person, Melf's Acid Arrow, Electric Loop and Scorching Ray.



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 Constitution, -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% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 25 spell points to activate.
 * Note: You may cast Death Aura, Lesser Death Aura, and Negative Energy Burst 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), gain 20 additional Spellpower when casting negative energy spells (for a total of +70), 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. All summoned undead creatures can be healed by negative energy spells such as Necrotic Touch, Death Aura, or Negative Energy Burst from any source.
 * This enhancement automatically grants the following:



Necrotic Bolt

 * Usage: Active
 * Cost: 5 hit points
 * Using a small amount of life force, you 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. This ability costs 5 hit points to use and counts as a level 3 Wizard spell for determining DC and damage amplification.



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. (CR 12) 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.
 * 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. (CR 12) 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.
 * 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. (CR 12) 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.
 * Note: Blackbone Mages cast Fireball, Hold Monster, Firewall, Burning Hands, Magic Missile, and Scorching Ray.
 * 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. While in this form, you gain +2 Strength, +2 Charisma, and using your dominating powers generate 25% less threat from spells and attacks, and +2 to the DCs of your Enchantment spells. You deal 1d6 Constitution damage from blood drain on critical hits, and your unarmed and melee attacks heal you for 1 point of negative energy damage. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take quadruple damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate.
 * Note: You may cast Death Aura, Lesser Death Aura, and Negative Energy Burst 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: 1 action point
 * Progression: 43 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. While in this form you gain 25% incorporeal miss chance (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% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate.
 * Note: You may cast Death Aura, Lesser Death Aura, and Negative Energy Burst 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), gain 20 additional Spellpower when casting negative energy spells (for a total of +90), 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. All summoned undead creatures can be healed by negative energy spells such as Necrotic Touch, Death Aura, or Negative Energy Burst from any source.
 * This enhancement automatically grants the following:



Necrotic Blast

 * Usage: Active
 * Cost: 8 hit points
 * Using a small amount of your life force, you 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. This ability costs 8 hit points to use and counts as a level 5 Wizard spell for determining DC and damage amplification.



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. (CR 18) 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.
 * 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. (CR 18) 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.
 * 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. (CR 18) 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.
 * Note: Frostmarrow Mages cast Snowball Swarm, Hold Monster, Ice Storm, Niac's Cold Ray, Force Missiles, Frost Lance and Cone of Cold.
 * 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. While in this form, you gain +4 Constitution, +2 Intelligence, Wisdom, and Charisma, and +1 to DCs on your necromantic spells, inflict wounds with your unarmed attack, and occasionally gain temporary hit points when damaged. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate.
 * Note: You may cast Death Aura, Lesser Death Aura, and Negative Energy Burst 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.

Enhancement changes Alpha Testing on Lamannia

 * Enhancement Alpha