Like the New FAQ, but specifically about Palemaster-related Lore/Technical/Mechanical/Rules questions.
If you've found yourself wondering about "_____" then ask it here. If possible, tag your question with something like [Technical] for purely OOC things or [Lore] or something else that sounds appropriate for IG things. If you're not sure what tag it might have because it's a complex question, don't worry about it.
Also use this thread for asking for clarification, if you seen something ruled different ways and want to know which one to believe.
I will be moderating this topic and will gleefully remove spam, nonsense questions, and split out any discussions that occur.
[general] is it still the case, as was ruled in the past, that the natural ac bonus palemasters get constitutes a reveal of the palemasters nature, if his skin is revealed?
_________________ -Ja'acira Arrows'R'Us -Balorin Wolfhammer- A dwarf so old he remember when the Beer stein was invented Saisha Jai'diem Knight of bahamut, and abit of a looker
Joined: 08 Nov 2013 Location: Somewhere near the Atlantic (I hope)
[Mechanical/Lore] How close are palemasters to pure undead for the purposes of abilities that affect only the latter? If my ranger has favored enemy: undead, am I significantly better at tracking and brow-beating a 10PM character, even though their creature type is technically unchanged?
[Lore] Is the only reason someone becomes a pale master to become an undead creature? Could they choose the path to become a better intermediary for undead matters, to extend their lifespan, become better necromancers, or improve their ability to destroy undead, among other possibilities?
[Lore] Do these alternate lines of reasoning change how the rituals involved are structured?
[Lore] Does the Undead Graft have to be an arm? I always assumed it could replace any body part, and could be from any undead creature.
[Lore] For that matter, does being a pale master actually improve how long you live, or do you have to become a full lich/what-have-you?
[Lore] Does a max-level pale master have an easier time becoming a lich?
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[Technical] Its possible to mechanically ensure the arm isnt covered by checking if the character is wearing armor and that his arm armor part numbers are numbers that are considered visible by a predefined list.
_________________ Fear is not evil… It tells you what your weakness is. And once you know your weakness, you can become stronger as well as kinder. - Gildarts Clive, Fairy Tail, Hiro Mashima.
Since this initiative seems to have died away I will attempt to revitalize it. Last year at some point LetumLux approached me asking of me to answer this FAQ to the best of my ability, with my personal take on the Pale Master prestige class. Like in the Palemasters on Amia thread, I will make a note that this is not canon lore (sadly) and not mandatory. It is just the way some of us (more and more I hope) consider to be appropriate for Palemasters. However, some of the things in this FAQ are canon lore! Here we go then..
[General/Technical]: My character may end up having a sum total of total caster levels that doesn't meet the requirements for Winter Wight. However, he/she may have 18 levels of Pale Master. Given this dedication to the class, are there any precidents for replacing the Greater Mummy summon, with a slightly more powerful creature - but nothing so powerful as the Winter Wight if you have over 16 levels of Palemaster?
E.g: My own character will be missing the requirements for Winter Wight, by one level. Though I don't hold any frustration to this in any way, as he's a character not a power build, he'll clearly be experimenting with creating the most powerful/useful servants he can.
Are you sure you won't meet the requirements? Because 19 Palemaster levels are not the requirement. 32 Caster levels are. Palemaster levels + Caster Levels + 3
I am 2 Rogue, 18 PM, 10 Wizard + 3 from being awesome. 31 Caster levels exactly for summoning undead. The two rogue for RP reasons, as having bluff for a character trying to be subversive is... kinda required. I couldn't justify him starting as Wizard either, as he'd be an expert starting as a commoner in Cordor.
Quote:
CL 32+ : Winterwight
In game terms, he'd probably be Expert 2, 18 PM, 10 Wizard - but as expert doesn't exist for Amia, rogue made sense as a skill based class. If I can't get a custom summon, which I can completely understand. I guess I'll save up the ol' DC's and try to reskin the Greater Mummy into something more fitting to the character. I'll be taking Epic Mummy Dust anyway! Anyway, this is alarmingly off topic, thanks for clearing that up regardless.
[Mechanical/Lore]If lvl 10 of PM is mastery. What are epic levels? How to look at obtaining epic spells via PM epic lvls? [Lore] Are there any specific gods which are close to palemasters?
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Dead wrote: Are Epic Spells not avalible or not allowed (or both) for characters who mechanically could take them, but don't have ability to cast lvl 9 arcane spells? Say if one has 15 wizard levels + PM level?
DerkDerkistan wrote: You won't be able to cast the epic spells without access to level 9 spells.
Dead wrote: This is enforced mechnically or by the rules?
PaladinOfSune wrote: I don't see how this difference affects you since either way you're not going to be doing it, but it's enforced mechanically.
Which is absolutely natural. One cannot comprehend an Epic Spell without the ability to comprehend every circle of his spellcasting class. But yes, I should re-clarify then. It's not the ability to cast level 9 spells, it is the ability to cast the highest possible level of spells for an arcane class. Which is level 9 spells for wizards and sorcerers and level 6 spells for Bards. I edited it. Thanks for the catch Mav.
If this information can be verified/approved by the Team, then it's destined to go into the Information section at the top of the forum, actually! That's where all of the class pages are going to end up, including the Palemaster stuff.
[Lore] Are "The Rituals" as taught in Tarkuul the only way to become a Palemaster?
Note that this is a Lore question. Mechanically, there obviously is the alternative of taking PM levels and not RPing the rituals at all. The question is whether other, equally valid approaches exist to the grafting, and if so, if they can be invented by players at a whim or if this is request-worthy.
ut the method taught in Tarkuul is at the moment, the most character-enriching set of rituals available due to its diversity, tradition and character interaction which opens a whole new set of options
[Citation needed]
This stuff shouldn't be presented as the only way... and I say this as the guy who is the baseline for 905 of the stuff used today. I just made all my shit up as Reinard. That's what the takeaway here should be: The class simply provides a framework for the character and player to be creative, not to linearly define what a Palemaster MUST do or be labelled a "bad RPer".
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
[Lore] Does a graft feel as natural and easy to conrol as a real, or do you actually have to get used to it? The mohrgs tongue on page 80 Libris Mortis comes to mind as the best example, though most grafts would need getting used to IRL, it would be difficult talking with a tongue that big.
Joined: 23 Sep 2012 Location: Western Australia (+8 GMT)
At bare minimum, the only part you are forced to roleplay is the bone arm itself. The rest is flavour, though it's looked highly upon if you did RP out additional effects.
_________________ Elwyn Sabel - Laura Jarshall - Mordoc Ebonhand
While exact form of mummification is open to interpretation, some desiccation is definitely in order.
Nalkanar wrote:
Since this is not mandatory, my PM does not have to be smelly pile of rotten meat?
In the class description does not appear to be any indication of necessity for rotten flesh or strong-smelling properties altogether. Suggested "undead prosthetics" - skeletal & flesh golem arms - possess no flesh to be rotten, or are recovered from specifically "not significantly decayed" corpse.
Therefore, unless rotten flesh is deliberately incorporated into Pale Masters' system, only notable smell would be that associated with particular bodily transformation ("partial mummification") and involved agents, if any.
Since the semi-mummification makes you immune to critical hits and the like, I assumed it would entail removing internal organs. Mere oil and wraps would seem to have the effect of preservation only, so I was wondering about specific details.
Joined: 02 Jun 2015 Location: Georgia, United States.
I dislike to tell players /how/ to roleplay their characters. But, I think I can give you details! As for your "Scent" problem, it would be smart to roleplay the aroma. There is a feat you get, called "Bone Skin", as a Palemaster. How I've always looked at the feat is, your skin turns from a normal shade to a Greenish hue, like a bone, and begins to smell like a decaying corpse. It isn't mandatory by any means, but extra flavor for a Palemaster. Also, note, you don't just have to go a standard "Lich" type. There are multiple types of Palemasters you could be. (Ie / Incorporeal / Corporeal / Preserved / e.t.c). So, to add more "flavor", you could push for one of those. If you dislike being a basic Paleamster.
Another apparent issue is a difference between D&D 3.0 (Tome and Blood, which is, apparently, used in vanilla NWN) and D&D 3.5 (Libris Mortis) versions of Pale Master prestige class, for the sake of lore and non-mechanical abilities.
As for:
Ulir wrote:
Since the semi-mummification makes you immune to critical hits and the like, I assumed it would entail removing internal organs. Mere oil and wraps would seem to have the effect of preservation only, so I was wondering about specific details.
LM Pale Master version's Deathless Mastery specifically states: "He still needs to breathe, eat, and sleep as normal for his type, and he still ages normally.", making organ removal rather unlikely. Then again, such are properties of a creature possessing:
Undead Vigour - generally "improved" health, improving general fortitude
Tough as Bone-ness - immune to disease, nonlethal damage, and stunning
Deathless Mastery - immune to poison, sleep effects, paralysis, death effects, critical hits, ability drain, and energy drain, as well as damage to his physical ability scores (Str, Dex, and Con)
Thus, it would not be easy to explain such peculiarities, short of stark DM fiat - or assumption that this is "merely" a case of a poor PrC design.
Regarding "mummification" method - any of numerous RL methods of mummification could be possibly applied, (in particular - buddhist-styled self-mummification) as could be any supernatural methods, obviously without RL analogues.
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Last edited by Dunecat on Sat, Feb 27 2016, 14:52 PM, edited 1 time in total.
Joined: 02 Jun 2015 Location: Georgia, United States.
Dunecat wrote:
Another apparent issue is a difference between D&D 3.0 (Tome and Blood, which is, apparently, used in vanilla NWN) and D&D 3.5 (Libris Mortis) versions of Pale Master prestige class, for the sake of lore and non-mechanical abilities.
I think most players who play a Palemaster in depth, use Libris Mortis the lorebook as a guide. The main guide.
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