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Master Alchemist & Pale Master Build.

Posted: Sun Mar 04, 2018 9:54 pm
by Tekill
I have been thinking of a couple RP ideas for Rolling a Master Alchemist.
And
I have been meaning to Role a Pale Master for awhile now.

I definately do not want to roll one of each, so what the heck, maybe there is a viable way to combine them.

So a necromancer Alchemist PM. Or a Generalist Alchemist PM. Or maybe a Alchemist Thaumaturgist PM to increase the summons...or would that be too much?
Or maybe a Red Wizard if that fits?
A sun elf could also be fun..

Also is crafting poisons a thing?
What are some good skills I would need for poison brewing...(even for RP reasons) survival, healing, craft potion - thesse skills all viable in a typical wizard build?

I like perfected alchemist fire that the master alchamist can make, but is it not as powerful as the alchamist fire found in drops?
Does it work like a thrown weapon ?

Any ideas for builds?
Thanks in advance.

Re: Master Alchemist & Pale Master Build.

Posted: Mon Mar 05, 2018 2:00 am
by Sun Wukong
http://nwn2db.com/build/?285633 <= Have a look at that.

Re: Master Alchemist & Pale Master Build.

Posted: Mon Mar 05, 2018 4:14 am
by Tekill
Thanks Sun, that looks pretty good.

Question though, does Thaumaturge abilities synergize with the Pale Masters summons?
Specifically the extend ability.

The statistics of the PM summon spells are not showing under the Custom Changes section of the forum...what are the duration of the PM summons?

Does the Conjuration focus feats synergize with the Pale Master summons, or undead summoning spells in general?

I also think its funny that Master Alchemist does not have heal as a class skill....kind of wanted it for RP reasons.

Might just be best to take PM and MA then the rest in wizard for the bonus feats.

Re: Master Alchemist & Pale Master Build.

Posted: Mon Mar 05, 2018 4:54 am
by Sun Wukong
I think the Augment Summoning feat will, no idea of the rest, and I am under the impression that Pale Master Summons are boosted by Spell Focus Necromancy and that their duration is 'permanent.' Stat wise I think the PM summons are stronger than their spell variants. I am just not interested in Pale Master role-play, so I cannot tell for sure.

And yeah, nothing wrong with a Wizard 15/Master Alchemist 5/Pale Master 10.


Oh, and the Alchemis Fires can be thrown around. Either on ground or at a specific target, I think they come with reflex save and area of effect. I bought some a year or so ago...

Re: Master Alchemist & Pale Master Build.

Posted: Mon Mar 05, 2018 8:14 am
by Khazrak
On Heal as a class skill... I just noticed that Blood Magus actually has it on their skill list according to this page. It looks like you could take up to 4 levels of that class without getting KOS abilities AND still get full spellcasting from those 4 levels.

You need Toughness as a feat, but otherwise its costs are snort-worthy. Can take the class at smart levels to maximize the Heal skill point gain.

Re: Master Alchemist & Pale Master Build.

Posted: Wed Mar 07, 2018 12:34 am
by Tekill
Yeah I noticed that the blood magus has heal, as well. And that would kind of work with my build idea except that the abilities of that class are similar to the ones Master Alchemist has.
...store a spell in a potion or in my blood/scars.

Re: Master Alchemist & Pale Master Build.

Posted: Wed Mar 07, 2018 12:45 am
by Sun Wukong
Cross-class Heal skill works wonders too, you know.

You can have 16 skill ranks in it, as it is a wisdom based skill, and you got that Greater Heroism for +4 skill points to all your skills. Thus even with -1 wisdom, a +1 Healing Kit will heal for 40 hit points outside of combat. You can use two per round, so that is +80 hitpoints healed in a single round. It basically means that you can keep your summons alive with a stack or two of healing kits. (Although in this case it helps to have some strength investment for carrying capacity.)

A heal as a class skill would be 33 skill ranks, and with -1 from wisdom, +1 from Healing Kit and +4 from Greater Heroism, you would be healing 57 hit points per kit outside of combat, and 114 per round.

The difference of 34 hit points is not that notable, and as an arcanist, you can stock up and wear those +Heal skill items.