Difference between revisions of "Palemaster"
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Revision as of 15:09, 18 June 2015
Base Classes | Prestige Classes |
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This Prestige Class Can Only Be Unlocked by a DM and Through Roleplay In-Game.
So long as mortals have existed, there has been a curiosity that guides the lives and times of people, whatever form it might take. The great upheavals caused by the surging rise in undead, and the battles and losses sustained because of such creatures, has brought with it a level of tragedy and significance beyond what might have ever been expected.
For those who might have the daring, will, and drive to delve into macabre mysteries, there lingers a whisper of potential power for those who would claim it. The incredible, frightening phenomena of undeath, and the sheer untapped, yet vast powers of the arcane offer mysteries and so much more. With human curiosity, fear, love of power and greed at play, as well as desperation, need and drive coming to the fore, it might only be a matter of time until both of these fields find some macabre, willing adherent to join them together...
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Requirements
Skills: Knowledge (Arcana) 8 ranks, Heal 5 ranks
Feats: Skill Focus (Knowledge [Arcana])
Spells: Able to cast 3rd level arcane spells
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Class Features
Hit Die: d4
Base Attack Bonus: Low
High Saves: Will
Class Skills: Concentration, Disguise, Hide, Listen, Lore, Move Silently, Knowledge: [All, except for Planes and Religion], and Spellcraft
Skill Points: 2 + Int Modifier
Weapon and Armor Proficiency: Pale masters gain no proficiency with armor, weapons, or shields
Spells per Day/Spells Known: Beginning at 1st level a pale master gains new spells per day (and spells known, as applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning undead, metamagic or item creation feats, and so on). If he had more then one arcane spellcasting class before becoming a pale master, he must decide which class to add each level for the purpose of determining spells per day and spells known.
Bonus Feat: At first level, gains Bonus Feat from Spell Focus Feat list
Animate Dead: Starting at 2nd level, a pale master begins to exercise control over the undead. Three times per day, he can use animate dead, as the spell.
Darkvision: At 3rd level, the dark begins to lose its mysteries to a pale master, who gains darkvision.
Deathless Vigor: Beginning at 5th level, a pale master's body becomes more akin to the undying flesh of his undead associates. The character gains a +4 bonus on Fortitude saves.
Undead Graft: At 6th level, the pale master performs a horrific operation that replaces one of their arms with a supernaturally-animated, undead appendage. The pale master may make a touch attack with this arm that paralyzes the target once per day. They gain an additional use at 8th level and 10th level.
Tough as Bone: On reaching 7th level, a pale master takes on even more of the qualities of an undead creature. He becomes immune to disease and stunning.
Deathless Mastery: On reaching 10th level, a pale master gains the virtues of his deathless arts. His body becomes partly mummified (through he is not truly undead), and he becomes immune to sleep effects, paralysis, critical hits, sneak attacks. He still needs to breathe, eat, and sleep as normal for his type, and he still ages normally.