Thought I'd post a pale master build, with focus on the touch attacks and spells that are best utilized by a pale master. This build also focuses on summons of course. A very decent pvp build. (It is intentionally not an insane AC build).
Pale Master - Wiz10/PM20
Alignment: Whatever suits your rp playstyle (it IS Amia we're on)
Race: Halruaan
Stats:
Str: 8
Dex: 13 (using belt of agility +3 - freedom is neat)
Con: 12
Int: 20 --> 30
Wis: 10
Cha: 8
AC: 26 (41 with items - 51 with buffs (without Cats Grace))
1 W Feats: Toughness, Spell Focus: Conjuration
2 W
3 W Feat: Spell Focus: Necromancy
4 W Ability: Int 21
5 W Meta Feat: Extend Spell
6 PM Feat: Greater Spell focus: Necromancy
7 PM
8 PM Ability: Int 22
9 PM Feat: Greater Spell Focus: Conjuration
10 PM
11 PM
12 PM Ability: Int 23, Arcane Defense - Necromancy
13 PM
14 PM
15 W Feat: Spell Focus: Enchantment
16 W Ability: Int 24
17 W
18 W Feat: Greater Spell Focus: Enchantment
19 W Meta Feat: Empower Spell
20 PM Ability: Int 25
21 PM Feat: Great Int 1 26
22 PM
23 PM Feat: Epic Spell Focus: Conjuration
24 PM Ability: Int 27, Feat: Great Int. 2 28
25 PM
26 PM Feat: Epic Spell: Mummy Dust
27 PM Feat: Epic Spell: Epic Dragon Knight
28 PM Ability: Int 29
29 PM Feat: Epic Spell: Hellball
30 PM Feat: Great Int. 3 30, (PM touch attacks DC-46)
Greater spell focus: Necromancy/Enchantment.
Epic spell focus: Conjuration - For EDK (Saving DCs for Dracolich)
All three schools have great spells you wish you take, since the pale master has a very limited duration/damage (10 wiz caster levels), I chose to select spells which aren't affected much by it (or aren't affected at all).
Conjuration:
Stinking Cloud - A good crowd control spell. Since it is a "lingering" spell, you might want to know that you will become visible each round until the AoE effects wear off, if trying to hide with the invisibility/GS spell. I believe it only works like that, when there is someone inside the AoE.
Evard's Black Tentacles - Have yet to test it (empowered).
Melf's Acid Breath - is fine if you want more damage spells. I use the empowered version (15d6, with dc of 35 reflex mind you).
Necromancy:
Fear - The duration is alright. You might want to extend it if need be, but rather take Confusion since you won't find it amusing watching your summon running after various monsters. Sometimes the spell is good for removing unwanted monsters that crowd your summon or..
Finger of Death & Wail of the Banshee - Same DC as a pure wiz/sorc with these stats and feats (DC 37 & 39). Good spells, though the WOTB is more enticing.
Enchantment:
Confusion - Good at keeping monsters/small rabbits under control, while your summon is giving them a good beating.
Dominate Monster - The duration is alright (13 turns). I keep one spell memorized at least. As a pale master you might (haha) make enemies. Daze a raging paladin or fanatic fighter, or control a dire rat.
Other Spells:
Haste & Mass Haste (extended) - Comes in handy. You and your "allies" will rather have 20 rounds haste than none.
Invisibility & GS - A must have. At least a few invisibilities (otherwise have potions ready). GS is an absolute must. Should you spoil a paladin picnic with your Winterwight, you might want to consider fleeing, or relocate to launch a bit of undead fury upon their holy sandwiches.
True Strike - Encountering rogue-like beings with high dex/dodge bonus can prove disastrous, if you plan on using a touch attack. True strike is your friend.
Meteor Swarm - Will do 20d6 damage regardless of caster level. The reflex save is only 35, but still decent if you want more damage output (against undead you might want it).
Bigby's Annoying Hands - Extend and you will have the upper hand for some time (IF it does not fail).
Greater Spell Breach - Good to have. Mordenkainenasaeads Disjunction is not worth the spell slot, in my oppinion. Against other casters, you don't want to compare caster levels and roll on something you will lose. GSB has no save and removes the more dire spells from the target. It should suffice.
Isaac's Lesser/Greater Missile Storm - I use the empowered lesser one. No saves, so its fine against single targets. If you plan to enter pvp, take the empowered greater version. 30d6 with no saves is neat for a pale master.
Shapechange - Fun spell. Since pale masters have naturally high AC, it suits certain shapes fine. Death Slaad will benefit the most from the AC, Dragon is decent as well. Use it when out of spells, like a last resort. Otherwise you will probably lose more than half of all your spells you have memorized.
I don't need to mention the other defensive spells. Just extend them and you will be alright for about 20 turns/hours.
Those should be enough. The duration is good.
Should you want to use Gate, I can inform you that the duration is only 10 rounds. Summon Monster IX is decent, but not as strong as your other choices. Better to keep your highlevel spell slots for something more useful, eh?
Pale Master touch attacks:
Undead Graft: DC 46 will save. Keeps someone paralyzed for.. well, I waited five minutes, then I couldn't help but killing the poor bastard.
A excellent weapon against melee types, to render them helpless (beware of clerics and high will save types).
Deathless Master Touch: DC 46 fort save or die. Should be great against non melee beings. It bypasses spell mantle, since it is a spell-like ability (I believe its called).
Both of the attaacks have weaknesses. Read more about it in the "Classes" section.
Skills:
Skills worth mentioning is hide & move silently. Max them out. If you use invisibility in a fight, your opponent will follow you for a while. Invisibility and hide will almost immediately make them change target. You success depends on how you move. Try it for yourself.
Spellcraft and concentration is a must.
I took 15 tumble, since I wanted the benefits of AC etc.. Was thinking about taking a bard or rogue level, to enhance the AC further and get UMD, shield (if bard), but it didn't seem that necessary. Up to you, if you want a caster tank.
Well, there is no spell penetration. You could pick Greater spell penetration, instead of Greater spell focus: Enchantment.
I use a Robe which gives me +5 AC, spell penetration, +1 universal savings and 10 spell resistance.. woah, but good enough
This is NOT a powerbuild, but you can overcome many hurdles if you choose your spells carefully and use them accordingly.
Speaking as the man who played te 10 wizard/1 fighter/19 palemaster, don't do this to yourself, you will regret is so much it's not funny. Your spells are going to bounce off EVERYTHING due to spell resistance.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
No. Poison and disease has their own set static save, around like DC 18 fort. If you manage to get it on it'll obviously do its work. But you're better off just negbursting for a saveless >5 str drain.
_________________ 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.
Nope, for different reasons:
1) bubbly & other ways of immunity (monk, paladin,items,...)
2) incredibly low saves
3) slow damage: if they do damage on impact, it usually takes a long time for the secondary effect to kick in, again with a relatively low DC.
4) easily solved: drinking a remove disease cures you completely from poison, disease and negative effects, people with high heal skill also cure the diseases quick enough.
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40 will get you buy perfectly for epic area's. 43 perfect for epic boss hunting provided you got ac and hp, and pvp, well Personally I like it to be around the high 40's low 50's.
I'm quite certain my new archer PC will have over 50AB and in theory, closer to 60AB, but....the magic +20 attack bonus cap is likely to prevent any such high AB from occurring beyond the 50s...it works out to be AB41, no buffs or weapon enchancement bonus...so in theory that's up to AB61 with magic bits added on.
For years I could never work out how to work out BAB, then someone showed me and I'm now okay with it.
Basically, work out the non-magic bonus bits, then add on the magic bonus bits to +20 cap and you've worked out your maximum BAB.
_________________ Illithira Frostmaiden (Snow Elf) Guardian of the Frostfell Elithiel Issatheerin (Shadow Elf) She who Lurks Isolia Oussea'lylth (Sun Elf) Apprentice Wizardess
Pally19/CoT10/Rogue1 is the good old friend that never lets you down. Fairly sure someone has posted it here, but please don't look at Ticket's minmaxed one.
How many levels of weapons master do you really need for a standard fighter/WM?
Depends on what you want really:
5WM - for the increased crit multiplier.
7WM - for the increased crit threat range.
13WM - for +1 AB and a bonus epic feat.
16WM - for another +1AB and another bonus epic feat.
19WM - for another +1AB and another bonus epic feat.
20WM - for bragging rights of being a pure WM.
Kukri, Rapier, and Scimitar users can stop at just 5WM for the extra damage and concentrate on their other classes. They don't benefit as much going for 7WM anyways.
7WM gets you, imo, the main WM attraction - crits all day. For weapons on the 20 crit threat range, it doubles their chances of a critical hit! Stop at 7WM if you judge that your other classes will be much more beneficial or RP appropriate.
13WM, 16WM, 19WM is for the AB conscious individuals. Afterall, what's the use of being a WM that can dish out godly amounts of damage if they just keep on missing?
13WM is usually for the more unconventional WM builds I think... like those with monks or SDs mixed in with their fighter levels.
16WM is the nice balanced one that's mixed in with 12 fighter and 2 rogue. Tumble AC, UMD, +2 AB, Epic Weapon Specialization. It's probably the best mix of classes for STR based Fighter-WM-Rogue. 4Fighter/10CoT/16WM fits in nicely too.
19WM is the for the AB whores. Usually coupled with 11 fighter to grab the Epic Weapon Specialization feat. You say "screw it" to all the rogue goodies and be the specialized WM every mage would love to buff. You also get to brag about not skill dumping.
20WM is like the 19WM but gets 4 less base damage without the epic weapon specialization. In return they get to brag about being one of those rare pure prestiege class characters, rarer than having wings or custom race. Very cool.
Im thinking of rolling a dwarf barbarian, and Im wondering just how good EDR actually is? I figure I have to sacrifise alot in the str and int departement to reach it, so is it really worth it, or can one sit nicely on 18 base con and focus the rest in str without having made a mistake?
_________________ "Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II
Valygar 'Stonesnake' Stark -Human Ranger Garret Smith - Archer and peddler of deity-statuettes Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.
Joined: 14 Dec 2004 Location: Kohlingen, and a Basement in Canada
MoshingChris wrote:
16 and epic prowess or go home!
*looks at Clenalia's remaining build possiblities and whimpers*
Going back to my old query, might I be able to talk one of ya into aiding me in developing that Ranger Flavoured Cleric build I mentioned? *whether be through MSN or PMs*
Joined: 25 May 2005 Location: In the pocket of a giant holding the worlds upon his shoulders.
ANy thoughts on this people
Fighter 10/ Rogue 3/ Blackguard 16
BASE STATS(Starting):
STR: 17
DEX: 10
CON: 12
WIS: 14
INT: 12
CHA: 14
STATS(end with items and buffs):
STR: 34
DEX: 12
CON: 20
WIS: 16
INT: 12
CHA: 34
Not going for the dev crit, it's gonna be high charisma, High strenght, balanced together. Ending Mod's I try to get into the 12's on both. Divine Might, and Divine Shield, so my calculations are that with Divine Shield on ac is gonna be 58'ish, with high AB, knockdown and ending sneak damage something like 5d6-6d6.
He is also a tiefling, 1/4 Falxugon, harvester devil, thus I want the high charisma on it to represent the nature of the devil in him. Basicly I would say this Falxugon is male Erinyes. Highly charismatic, enigmatic and polite. Thus I chose Asmodeus as his patron whome he worships. Due to the fact that Asmodeus appreciates the cuningness, and rise trough political means, into the high society where one can secretly disturb, corrupt and reap decadence into the community.
ANy thoughts on this, buildwise?
_________________ "A pair of powerful spectacles has sometimes sufficed to cure a person in love."
- Friedrich Nietzsche
Last edited by Burgo on Wed, Oct 14 2009, 6:39 AM, edited 1 time in total.
Also a short question for something else; which is the better for a dex Ranger, 14 str and 10 con, or 12 str and 12 con? Or does it not really make any difference at all?
_________________ "Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II
Valygar 'Stonesnake' Stark -Human Ranger Garret Smith - Archer and peddler of deity-statuettes Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.
First off, thanks to people who've helped me before. Now then, looking to make a priestess of Kiaransalee. I'm guessing that a caster cleric build would be best for this, but I'm not an expert. Help?
First off, thanks to people who've helped me before. Now then, looking to make a priestess of Kiaransalee. I'm guessing that a caster cleric build would be best for this, but I'm not an expert. Help?
Read the first page.
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Man, this account is over 10 years old. Where do I get my old man beard?
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