Page 1 of 1

Pale Master RP Specifics

Posted: Tue May 20, 2014 5:12 am
by AlfarinIcebreaker
I was reading about Ysuran Auondril so I got intrigued by a similar character concept but I wanted some clarifications from a RP standpoint. The idea is to take only 5 Pale Master levels, so no Undead Graft which would show ICly, and denote my character as something sinister.

So, what would those 5 levels of Pale Master mean anyways? The choice of class, besides some mechanical perks, it to emphasize my toon's focus on Necromancy school of magic and research of Baelnorns (in case he is an Elf). Character would be of Neutral alignment and would refrain of summoning Undead and Evil spells.

Re: Pale Master RP Specifics

Posted: Tue May 20, 2014 5:39 am
by Aelcar
Your skin is going to change. Use lotions, salves, make-up and clothing accordingly. With 5 levels the effects are not so visible, anyway. You should be fine.

It is worth mentioning that there are uncountable systems to hide the arm, for instance. Very powerful mages can even fully hide the fact they are full blown liches, for instance. If you USE your powers, however, it's another story. Someone might notice....

Re: Pale Master RP Specifics

Posted: Tue May 20, 2014 6:04 am
by stevebarracuda
I think this source is something that will interest you: Grafts & Symbionts
Undead grafts are formed of nonliving flesh attached to a still-living body, the results of vile experimentation by living necromancers and death priests seeking to become more like what they revere while remaining on this side of death.
Pay attention to "nonliving flesh". Vampires are non-living flesh. Mummies are dry. So being a Pale Master does not necessary mean you are drippy, gooey, open-bone grafted.

Bone Skin = At 1st level, the pale master's tough, cadaverous flesh…as Aelcar says, some skin change does happen. Does that mean more tough, or more cadaverous, or more whatever…there is RP possibilities here.

Re: Pale Master RP Specifics

Posted: Tue May 20, 2014 11:26 am
by AlfarinIcebreaker
I see. What exactly is the difference between full 10 levels of Palemaster, 5 levels of Palemaster and "regular" Wizard focused on Necromancy, without the prestige class? Can those differences be portrayed in a RP sense as well, and not only strictly from a physical appearance standpoint?

Re: Pale Master RP Specifics

Posted: Wed May 21, 2014 5:19 am
by Aelcar
AlfarinIcebreaker wrote:I see. What exactly is the difference between full 10 levels of Palemaster, 5 levels of Palemaster and "regular" Wizard focused on Necromancy, without the prestige class? Can those differences be portrayed in a RP sense as well, and not only strictly from a physical appearance standpoint?
A lvl 10 Pale Master's skin is harder and closer to that bleached, pale color that gives the class its name. You will look sickly, therefore it's advisable to use ointments and balms to soften the visual impact and the feeling in case someone touches you.

Also, your Undead Graft needs to be taken care of properly: long sleeves, gloves, embalmed wrappings...if bared, it will look like you have been wounded in a fire and are protecting your skin. Being essiccated (usually), it's not like it smells particularly bad, but it's an unnatural smell for a living being, so you need to use scents to mask it.

A "regular" wizard specialized in necromancy will likely be slightly stronger in his DCs (more bonus feats AND spares Practiced Spellcaster) and a Pale Master will make up for it with his durable summons (which are kill on sight, though, so take care...), his immunities, his Undead Graft abilities (not very strong, but a rather effective perk if you know how to use them) and his increased AC (sensible, but a wizard can take ICE for that, for instance) and +4 Fort Save mainly.

Is it worth it? Depends on the build. Usually yes, it's a good class to have. But a DC wizard without PM also fares very, very well. It's a trade-off.

Re: Pale Master RP Specifics

Posted: Wed May 21, 2014 5:33 am
by dzidek1983
just look at PM as a defensive PRC, if you want o live longer vs melee or ranged dmg builds that somehow have avoided your controll spells the PM's abilities can save your life