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Kaczpis
 
PostPosted: Sun, Jan 03 2016, 16:03 PM 

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Location: Gothenburg, Sweden.

I don't know where I got the notion that you needed to take 10 wizarding levels pre epic on the PM. So I did that but then realized I cannot choose any epic spells and yeah well, the build is kind of botched.

Can someone link a cookie cutter build for the PM here on amia? Wiz10 PM19 and 1 of something else? Level by level guide if possible ^^

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LibrisMortis_666
 
PostPosted: Sun, Jan 03 2016, 17:08 PM 

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Kaczpis wrote:
I don't know where I got the notion that you needed to take 10 wizarding levels pre epic on the PM. So I did that but then realized I cannot choose any epic spells and yeah well, the build is kind of botched.

Can someone link a cookie cutter build for the PM here on amia? Wiz10 PM19 and 1 of something else? Level by level guide if possible ^^


Palemaster's get Epic Spells, you just don't get it until you've met the requirements. You have to have the required Spellcraft and level. A typical 21 Wizard / Sors / Cleric e.t.c get their first epic spells at 21 (EMD / DragonK.) Palemaster's have to wait until 25 / 26th level, I believe.

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treasured memories
 
PostPosted: Sun, Jan 03 2016, 18:03 PM 

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15+ PM can take epic spells. As for the build, you're on the right track. I'd take that last level in something that allows disc/tumble dump.

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WrathOfTheNorth
 
PostPosted: Sun, Jan 03 2016, 19:26 PM 

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On the tablet at the moment, Will take time to put up a spread but a few questions first:

:arrow: What sort of palemaster would you like, A melee orientated one, A scholarly one?

:arrow: Any specific focuses or feats you like?

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Kaczpis
 
PostPosted: Sun, Jan 03 2016, 20:10 PM 

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Scholarly one for sure and I don't really have any feat preferences for this one.

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WrathOfTheNorth
 
PostPosted: Sun, Jan 03 2016, 20:30 PM 

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Here Goes:

10 Wizard, 19 Palemaster, 1 Bard/Monk

Stat Advice,
STR TERTIARY.
DEX SECONARY
CON SECONDARY
INT PRIMARY
CHA (Your going to be ugly, I've yet to see a beautiful palemaster)

1 Wizard Feat- Spell Focus: Necromancy
2 Wizard
3 Wizard Feat- Extend Spell
4 Palemaster (+1 INT)
5 Palemaster
6 Palemaster Feat- Expertise
7 Palemaster
8 Palemaster (+1 INT)
9 Palemaster Feat- Maximise Spell
10 Palemaster
11 Palemaster
12 Palemaster (+1 INT) Feat- Improved Expertise
13 Palemaster
14 Wizard
15 Wizard Feat- Greater Spell Focus: Necromancy.
16 Wizard (+1 INT)
17 Wizard
18 Wizard Feat- Empower Spell
19 Wizard
20 Wizard (+1 INT)
21 Palemaster Feat- Armour Skin
22 Palemaster
23 Palemaster Bonus Feat (13PM) - Epic Spell Focus: Necromancy
24 Palemaster (+1 INT) Feat- Great Intelligence
25 Palemaster
26 Palemaster Bonus Feat (16PM) - Epic Mage Armour
27 Palemaster Feat- Great Intelligence.
28 Palemaster (+1 INT)
29 Bard/Monk (Tumble Dump, Discipline Dump)
30 Palemaster Feat- Greater Ruin Bonus Feat (19 PM)- Hellball

Bard vs Monk
From the start, Monk can only be taken on a Lawful alignment so make sure that class fits your concept.

Bard
:arrow: Has Armour and Shield proficiency, (Light and Medium) which will allow you to get 0% ASF Armour and shield.
:arrow: Tumble,Discipline & UMD dump
:arrow: You can sing?

Monk
:arrow: Doesnt have any extra proficiencies so you will not be able to wield armour and shield.
:arrow: Tumble & Discipline dump is there. No UMD
:arrow: Unlocks unarmed attacks per round, (Base Attack is 10 so it will unlock 4 Attacks per round with Quarterstaff, Kamas and fists only)
:arrow: Has Evasion, Very handy against traps & other reflex based spells.


Workout on AC would be (As an armoured PM):

10 Base AC
5 Dex AC ?
5 Chainmail AC?
5 Armor AC
5 Natural AC
15 Dodge AC (4 Haste, 5 Boots, 1 Mage Armor, 5 EMA)
5 Deflection AC
6 Tumble AC
10 Palemaster AC= 66 AC. With improved Expertise you would have 76AC.

In addition 10 Wizard and 19 Palemaster gives you the Winterwight, Hence no summons were included in the epic feat list.

Does this help?

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Dead
 
PostPosted: Tue, Jan 05 2016, 18:49 PM 

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Don't take Empowered. You won't be using it.

Monk has evasion sure, but the ring you can grind/buy/trade has improved evasion.

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sera
 
PostPosted: Tue, Jan 05 2016, 19:08 PM 

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Another PM question: Can a PM hide his PMness by wearing sleeves and gloves? I saw it in a Bio... thought that was a bit weak.

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WrathOfTheNorth
 
PostPosted: Tue, Jan 05 2016, 19:23 PM 

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Possibly, in my personal opinion it depends on the graft.

A loosely flowing material could conceal it but bits may show, if there's any flesh graft involved there will definately be telltale signs by smell.

However, my aurelite palemaster has his preserved graft on show because of the difficulty getting it into material so it cannot be concealed.

Edit: His skin will be pale because of the rituals he went through so that will be evident in itself, the skin does change as rituals progress but that's down to the person to roleplay, a way to conceal it is to wear haggard and loose robes but that may not hide the smell or other factors.

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Dead
 
PostPosted: Tue, Jan 05 2016, 20:13 PM 

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sera wrote:
Another PM question: Can a PM hide his PMness by wearing sleeves and gloves? I saw it in a Bio... thought that was a bit weak.

I can post a whole FAQ I wrote if you are interested. And if you have any questions about Palemasters. Any at all, don't hesitate to ask.

[Lore] Is it possible for a Palemaster to hide that he is a Palemaster?
    With sufficient clothing, a lot of makeup, wigs, a strong parfume, etc – yes it is possible. At
    the first glance a Palemaster may appear to be a (somewhat) regular member of the society, perhaps
    slightly odd, ugly, or creepy. But should one become suspicious, the subterfuge will not last for long.
    That being said, one does not become a Palemaster to blend in with the society. A Palemaster is fully
    aware of the changes he is facing, as well as the consequences, and performs them willingly.
    Palemastery cannot be forced, or be the result of an accident!


But you also need to know this:

[Lore] Are there any other changes to the physique of a Palemaster except the arm graft?
    Yes. The path of a Palemaster consists of the rituals which gradually push Palemaster closer and
    closer to an undead. With his first ritual (Bone Skin) the hue of his skin may take a sickly green, pale,
    or bleached bone color. Regardless of the exact tone it will not appear to be a normal skin. With the
    second ritual a Palemaster will, through necromancy, replace his eye with one capable of seeing in
    mundane darkness. This will result in his face becoming ghastly, or very creepy at least, as the eye is
    grafted. As the Palemaster proceeds on his path, the stench of rot or embalming fluid might follow him,
    a swarm of flies might be attracted, his voice could become eerie, the hair might go pale or start falling
    off, etc. A Palemaster could even have a creepy aura about him, akin to that of the Blackguard,
    explained by the ungodly amounts of negative energy he has been exposed to. The animals could shun
    a Palemaster, and the children might start crying for no apparent reason. Also a Palemaster’s
    reproductive organs are likely to become barren. One way or another, even an uneducated man could
    with certainty tell a difference between a Palemaster and a non-Palemaster.

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sera
 
PostPosted: Tue, Jan 05 2016, 22:54 PM 

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*nod* So.. a pair of gloves isn't enough to cover it all up. Thank you. Some people who play Palemasters really need to read up on them then.

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Dead
 
PostPosted: Wed, Jan 06 2016, 17:23 PM 

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sera wrote:
*nod* So.. a pair of gloves isn't enough to cover it all up. Thank you. Some people who play Palemasters really need to read up on them then.

Well I've been working with a number of players in the past few years to set them on the right track regarding the Palemasters.

Posting just in case you missed this thread. And I've decided to go ahead and post my FAQ.

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