That said, I will start with the pale master. I have made various changes to this build to make it over-all much better. HP will be significantly lower, but offense will be much better. For the Pale Master, early corrections will be in bold, however almost all of the epic portion has been changed. For all other builds, I will bold everything I have changed. I am also going to make various other small changes to meet Torias' criteria.


Quote: Posted 01/24/04 19:36:21 (GMT) by Lockindal

Concept: A passive warrior who is fascinated by the undead and the arcane weave and fights with skill.


Alignment: I reccomend True Neutral for this type of build. Very passive, cares only for the affiliation with the undead and the love of fighting.

Ideal Purpose: To look cool, to deal decent physical and magic damage, and to be able to stand up for itself.

Title: "Undead Gladiator" (I ripped this off of another thread, I couldn't think of a better title. This title fits this build perfectly.)

End Result: Human Fighter 14 / Wizard 10 (Suggestion: Illusionist or Generalist. Do NOT do Necromancer; the loss of True Strike will hurt too much. Pale Master is what represents this characters' love of undead, not the spell school he "focuses" on. In PnP, you can CHOOSE which school(s) you lose.) / Pale Master 16 (I would do fighter 16 / wiz 8 / pm 16, but that doesn't get level 9 spells (8+8 = 16)

Level One Stats:

16 STR (+3)
15 DEX (+2)
10 CON (+0)
16 INT (+3)
8 WIS (-1)
8 CHA (-1)

(note: I changed the stats it gets along the way. Please note.)


Familiar: Choose the pixie, to pick locks and such. This is mostly taste, unless you pick the pixie. Your familiar will never be anything to drool over, albeit useful early on if you pick something other than Pixie.

Stuff that makes this build: Level nine spells eventually, the following epic spells: Epic Warding, Hellball, Greater Ruin, Epic Mage Armor. Six attacks per round with no buffs (4+2), 28 AC innate.

Strategies early on: Wear full plate mostly, take it off to buff, then put it back on. Around level 16 you will want to stop doing this, as when you buff up your dex with spells & items, you're much better off with a low spell failure armor (or even AC: 0)

Why the Double Sword?: Well, at the cost of one feat, you get NO bab penalty for having "two medium weapons" you only have to cast ONE keen edge, you only have to cast ONE flame weapon, etc. You also look like a mage, because the double sword looks like a staff-sword.

SKILLS: Tumble (cross-skill; up to 20 ranks), Persuade (Pale Master; up to 42 ranks), Discipline (Fighter; up to 43 ranks), Spellcraft (Wizard/Pale Master; up to 42 ranks), Concentration (all), Craft Weapon (all; up to 15 ranks), Craft Armor (all; up to 15 ranks), Listen (Pale Master; up to the max you can.)

Human
-------

Fighter 1 - Light->Heavy Armor Prof, Shield Prof, Toughness, Weapon Prof: Exotic, Two-Weapon Fighting.

Fighter 1, Wizard 1 - Familiar, Scribe Scroll.

Fighter 1, Wizard 2 - Ambidexterity

Fighter 2, Wizard 2 - *STR up (17)* Knockdown

Fighter 2, Wizard 3 - Nothing

Fighter 2, Wizard 4 - Weapon Focus: Two-Bladed Sword

Fighter 2, Wizard 4, Pale Master 1 - Bone Skin (+2 AC)

Fighter 2, Wizard 4, Pale Master 2 - *Str up (18)* Animate Dead.

Fighter 3, Wizard 4, Pale Master 2 - Blind-Fight

Fighter 4, Wizard 4, Pale Master 2 - Weapon Specialization: Two-Bladed Sword

Fighter 4, Wizard 4, Pale Master 3 - Darkvision

Fighter 4, Wizard 4, Pale Master 4 - *Str up (19)* Improved Critical: Two-Bladed Sword, Summon Undead, +2 AC.

Fighter 6, Wizard 4, Pale Master 4 - Improved Two-Weapon Fighting

Fighter 7, Wizard 4, Pale Master 4 - Extend Spell

Fighter 8, Wizard 4, Pale Master 4 - *Str up (20)* Improved Knockdown

Fighter 10, Wizard 4, Pale Master 4 - Power Attack, Cleave

Fighter 12, Wizard 4, Pale Master 4 - *Str up (21)* Great Cleave

End BAB: 16. (four attacks per round)
End Saving throws (base, without stat modifiers included): Fort: 13; Will: 12; Reflex: 6.

---- epic -----

Fighter 12, Wizard 4, Pale Master 5 - Deathless Vigor, Epic Weapon Focus: Two-Bladed Sword

Fighter 12, Wizard 4, Pale Master 6 - Undead Graft

Fighter 12, Wizard 4, Pale Master 7 - Tough as Bone

Fighter 13, Wizard 4, Pale Master 7 - *Str up (22)* Epic Weapon Specialization: Two-Bladed Sword

Fighter 13, Wizard 4, Pale Master 8 - +2 AC

Fighter 13, Wizard 4, Pale Master 9 - Summon Greater Undead

Fighter 13, Wizard 4, Pale Master 10 - Deathless Mastery, Deathless Master Touch, Great Strength I (Str 23)

Fighter 13, Wizard 5, Pale Master 10 - *Int up (17)* Great Intelligence I (Int is 18)

Fighter 13, Wizard 5, Pale Master 11 - Epic Pale Master

Fighter 13, Wizard 5, Pale Master 12 - Overwhelming Critical: Two-Bladed Sword, +2 AC

Fighter 13, Wizard 5, Pale Master 13 - Energy Resistance: Fire (or any element; fire is most useful)

Fighter 13, Wizard 5, Pale Master 14 - *Int up (19)*

Fighter 13, Wizard 5, Pale Master 15 - Epic Spell: Epic Warding.

Fighter 13, Wizard 6, Pale Master 15 - Nothing

Fighter 13, Wizard 7, Pale Master 15 - Nothing

Fighter 13, Wizard 7, Pale Master 16 - *Str up (24)* Epic Spell: Hellball, Epic Spell: Epic Mage Armor, +2 AC.

Fighter 13, Wizard 8, Pale Master 16 - Nothing

Fighter 13, Wizard 9, Pale Master 16 - Nothing

Fighter 13, Wizard 10, Pale Master 16 - Armor Skin (+2 AC), Great Intelligence (int is 20)

Fighter 14, Wizard 10, Pale Master 16 - *Str up (25)* Devastating Critical: Two-Bladed Sword

and that, my friends, is my Pale Master. As an aside, I wish Bioware would make the Greater Bodak the level 16 summon; the Ghoul King is a *Major* DOWNGRADE from the Greater Bodak. -.-

You will have to learn most of your spells off of scrolls.

I suppose I should explain more about this build. Feel free to replace knockdown/improved knockdown with disarm/improved disarm if you wish. This build is very flexible, and has a lot of feats to burn. It has many abilities, a lot of spells, immunities, and tons of AC. BUTT NAKED it has 28 AC. That's a whole lot. You can easily push this character's AC to extreme heights. With Mage Armor / Epic Mage Armor, you get +5 ac on every type and +6 on dodge. You will be able to fight much better than most other pale master builds, as you actually have the attacks per round in addition to weapon specialization so you don't rely on critical hits (which many creatures are immune to in the first place.) Your health will be pretty decent, but no dwarven defender. This build can also use many strategies, such as using Greater Shadow Conjuration: Web, then dropping a hellball

You can cast Epic Warding and have a ton of health effectively. That's a lot. You're immune to critical hits, stuns, etc. You're basically a demi-god.

Have fun.

~ Lock.

Edited By Cinnabar Din on 02/27/08 19:55

I was looking at this build wich I found to be really interesting but I was wondering if it could be a good thing to change the cleave ang great cleave feat wich I almost never take for still spell feats for an increased AC.
What do you think?
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K.M. aka Chillychill

"Y'a pire que ne pas pouvoir, y'a savoir qu'on peut et ne jamais tenter"
Quote: Posted 08/22/05 17:37:28 (GMT) -- Kaelaenn Mort'Noire

I was looking at this build wich I found to be really interesting but I was wondering if it could be a good thing to change the cleave ang great cleave feat wich I almost never take for still spell feats for an increased AC.
What do you think?

Cleave and Great Cleave are pre-requisites for Overwhelming and Devastating Critical. You'd have to drop those too. And also, this build doesn't really have any offensive spell capabilities. It's meant to be a pre-battle buffer, so you can always take off your armor, buff up, and then you're good until next rest. Additionally, if you are able to pump your dex up to the max with items and spells, you would actually have the same AC with padded armor as you would with full plate.

Steve ahhh thx for pointing that out
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K.M. aka Chillychill

"Y'a pire que ne pas pouvoir, y'a savoir qu'on peut et ne jamais tenter" Just one thing: this build is from march 2004. I know we have had a patch or 2 since then, so id suggest runnin through a lvlr quickly to make sure it is still in order. I know lockin' is an amazin builder, still i know that I had to modify some builds since the patch.

Peace Yeah. Palemaster is sneak immune now, but I hear the spell progression has been nerfed. spell progression when using a sorceror or bard doesnt work, you dont get any new spell slot but it works alright when using a wizard. Go figure
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K.M. aka Chillychill

"Y'a pire que ne pas pouvoir, y'a savoir qu'on peut et ne jamais tenter" You get the spell slots, just no new spells. You can still fill them up with metamagic spells however.
Quote: Posted 08/23/05 13:12:39 (GMT) -- pulse cap

You get the spell slots, just no new spells. You can still fill them up with metamagic spells however.

Just for clarification, Wizards have a clear advantage over Bards/Sorcerers in that they can fill these slots with Scribe Scroll. By obtaining scrolls through adventuring or shopping, they can still get all the necessary spells to "flesh" out, so to speak, their spell slots by scribing them, even if they aren't taking levels in wizard at the time.
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Ariel, Ookla, RIDE! maybe I had the wrong informations but I have been told by Strat that the it was bugged (something with PrC and Bio not working together) creating the bug whith bards and sorceror where they dont get spells slots when they are supposed to. But I didnt test it myself so maybe this is incorrect.
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K.M. aka Chillychill

"Y'a pire que ne pas pouvoir, y'a savoir qu'on peut et ne jamais tenter"
Quote: Posted 08/23/05 13:48:35 (GMT) -- Kaelaenn Mort'Noire

maybe I had the wrong informations but I have been told by Strat that the it was bugged (something with PrC and Bio not working together) creating the bug whith bards and sorceror where they dont get spells slots when they are supposed to. But I didnt test it myself so maybe this is incorrect.

In a manner of speaking, he is correct. Whether it is a bug or just the way Bioware implented it, I don't know. The trick to taking Palemaster with Bards and Sorcerors is that you want to chase, or follow, the PM levels with the caster levels. This is less of an issue with Wizards due to their Scribe ability.
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Ariel, Ookla, RIDE! The problem comes from the coding of how spells are learned. Currently like griz said wizards can learn spells from scribing, where as sorcerers and bards only learn spells on those class levels. The palemaster coding only raises the caster level. It doesn't have any spell learning triggers.
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Quote: Posted 08/23/05 22:12:41 (GMT) -- Emrill

The problem comes from the coding of how spells are learned. Currently like griz said wizards can learn spells from scribing, where as sorcerers and bards only learn spells on those class levels. The palemaster coding only raises the caster level. It doesn't have any spell learning triggers.

Or, to be more precise, it just gives you additional spell slots as if it raised the caster level. It does not in fact raise the caster level. A wizard 10/pale master 10 may have the spell slots of a level 15 wizard, but he still has a caster level of just 10, which is used for damage, spell penetration, etc.

Steve I thought that caster level from PM levels was addressed in a patch? I could be rong of course.
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Quote: Posted 08/24/05 03:30:38 (GMT) -- Emrill

I thought that caster level from PM levels was addressed in a patch? I could be rong of course.

The PRC version of the Pale Master gives you actual caster levels. The Bioware version does not.

Steve
Quote: Posted 08/24/05 03:30:38 (GMT) -- Emrill

I thought that caster level from PM levels was addressed in a patch? I could be rong of course.

Do we now need to call you Rong-Way Emrill?
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