Human Wizard 5
NN Medium Humanoid (human)
Init ; Senses Listen +1, Spot +1
Languages Common, Draconic, Sylvan
AC 28, touch 18, ff 24, 30% miss chance
hp 33 (5 HD), DR 10/adamantine
Fort +8 Ref +12 Will +12
Speed 60ft.
Melee +3 quarterstaff / () or
Ranged +1 crossbow, heavy () or
Melee mwk dagger / () or
Melee Touch attack (varies) or
Ranged Touch attack (varies) or
Base Atk +9, Grp +12
Attack Options
Special Actions Craft Wand
Combat Gear Potion of cure serious wounds , oil of magic fang , greater (+1), potion of barksin (+2), potion of shield of faith (+4), scroll of bear's endurance (cl 0), scroll of bull's strength (cl 1), scroll of cat's grace (cl 1), scroll of haste, scroll of mage armor (+4) (cl5), scroll of sheild(+4) (cl5)
Wizard Spells 4/6/6/6/6/4/4/3 DC 18+ spell level, CL 14
7th - Banishment, finger of death, spell turning
6th - Circle of death, maximize fireball, chain lightning, greater dispel magic
5th - Dismissal, cloudkill, hold monster, cone of cold
4th - Black tentacles, polymorph, stoneskin, wall of fire, phantasmal killer, greater invisiblity
3rd - Stinking Cloud, dispel magic, blindness/deafness, fireball, displacement, hold person
2nd - Glitterdust, scorching ray (1 ray ), blindness/deafness, blur, ghoul touch, touch of idiocy
1st - Magic Missile, color spray, grease, magic missle, sleep, shield
Cantrips - Minor illusion, prestidigitation, daze, light
Abilities Str 17 Dex 18 Con 19 Int 26 Wis 12 Cha 10
Feats Craft Wand, Greater Spell focus (evocation), Greater Spell Penetration, Improved Initiative, Insightful Reflexes, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Weapon Focus (touch attack)
Skills Concentration +4, Craft (alchemy) +8, Decipher Script +8, Knowledge (arcana) +8, Knowledge (dungeon) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (the planes) +8, Spellcraft +8
Equipment +3 quarterstaff, +1 crossbow, heavy, mwk dagger, ring of protection +2, headband of intellect +4, gloves of dexterity +2, bracers of armor +3, amulet of health +2, 2pp, 1434.72g (banked)
Weapon and Armor Proficiency: Pale masters gain proficiency with light and medium armor. They gain no proficiency with any weapons or shields.
Animate Dead (Sp): Starting at 2nd level, a pale master begins to exercise control over the undead. Once per day, he can use animate dead, as the spell, without need of a material component. Use the pale master's highest arcane caster level as the caster level for this effect. All other level restrictions of animate dead still apply. For example, a 6th-level sorcerer/3rd-level pale master can animate up to 16 HD of undead with a single use of this ability. Likewise, he can control up to 32 HD of undead created using this ability, the animate dead spell, or both.
Darkvision (Ex): At 3rd level, the dark begins to lose its mysteries to a pale master, who gains darkvision out to 60 feet. If he already has darkvision, its effective distance increases by 60 feet.
Undead Armor Affinity (Ex): A pale master has an instinctive feel for undead armor. At 4th level and higher, he treats the undead armor as if its arcane spell failure chance were 10% less. At 8th level, this reduction improves to 20%.
Control Undead (Sp): Once per day, a pale master of 5th level or higher can gain control over an undead creature (with Hit Dice equal to or less than his highest arcane caster level) by making a successful touch attack against it. The undead creature receives no saving throw to resist this effect. The control lasts for 1 round per class level. When the duration expires, the undead creature returns to its former allegiance, if any. The newly controlled undead can still be turned or rebuked as normal. This effect is otherwise identical to the control undead spell. This ability is in addition to the number of undead a pale master can control using his animate dead ability.
Deathless Vigor (Ex): Beginning at 5th level, a pale master's body becomes more akin to the undying flesh of his undead associates. The character gains a +4 bonus on Fortitude saves except against effects that also work on objects.
Undead Graft (Su): At 6th level, a pale master gives in to terrible necrophiliac urges. He cuts off his arm and replaces it with an undead prosthetic, which may be skeletal in form or preserved flesh stitched in place like that of a flesh golem. Regardless of its composition, the graft grants a +4 inherent bonus to the character's Strength score.
Additionally, the undead graft allows him to deliver horrible touch attacks. A pale master can use this ability once per day at 6th level, twice per day at 8th level, and three times per day at 10th level. The character must declare that he is using this ability before making the attack roll; a failed attack roll still expends that use of the ability. Each time he makes a touch attack using this ability, the pale master can select from any of the effect described below for which he meets the prerequisite class level. The save DC for the pale master's touch attacks is 10 + his pale master class level + his Cha modifier. [in]Paralyzing Touch: Any living foe except for an elf that is hit by a pale master's touch attack must succeed on a Fortitude save a be paralyzed for 1d4+1 rounds. Prerequisite: Class level 6th.[/in]
[in]Weakening Touch: A living foe hit by a pale master's touch attack takes 1d6 points of Strength damage (no save). A creature reduced to Strength 0 dies. Prerequisite: Class level 7th.[/in]
[in]Degenerative Touch: A living foe hit by a pale master's touch attack receives one negative level (no save), and must make a Fortitude save 24 hours later to avoid losing the level permanently. Prerequisite: Class level 8th.[/in]
[in]Destructive Touch: A living foe hit by a pale master's touch attack must succeed on a Fortitude save or take 1d6 points of Constitution drain. Prerequisite: Class level 9th.[/in]
Deathless Master's Touch: A living foe of up to one size category larger than a pale master hit by the pale master's touch attack must succeed on a Fortitude save or die. A slain creature automatically animates 1 round later as a zombie and is under the pale master's control as if he had animated it. Undead created using this power do not count against a pale master's HD total for controlling undead. Prerequisite: Class level 10th.
Tough as Bone (Ex): On reaching 7th level, a pale master takes on even more of the qualities of an undead creature. He becomes immune to disease, nonlethal damage, and stunning.
Undead Cohort: A 9th-level pale master gains the service of a loyal undead cohort. The cohort follows the rules for undead cohorts described under the Undead Leadership feat (see page 31, Libris Mortis). The pale master does not gain any followers from this ability, only a single cohort. The cohort's effective character level is determined by the pale master's Leadership score and character level exactly as if the cohort had been gained by means of the Undead Leadership feat.
Deathless Mastery (Ex): On reaching 10th level, a pale master gains the virtues of his deathless arts. His body becomes partly mummified (though he is not truly undead), and he becomes 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). He still needs to breathe, eat, and sleep as normal for his type, and he still ages normally.
Animate Dead (Sp): Starting at 2nd level, a pale master begins to exercise control over the undead. Once per day, he can use animate dead, as the spell, without need of a material component. Use the pale master's highest arcane caster level as the caster level for this effect. All other level restrictions of animate dead still apply. For example, a 6th-level sorcerer/3rd-level pale master can animate up to 16 HD of undead with a single use of this ability. Likewise, he can control up to 32 HD of undead created using this ability, the animate dead spell, or both.
Darkvision (Ex): At 3rd level, the dark begins to lose its mysteries to a pale master, who gains darkvision out to 60 feet. If he already has darkvision, its effective distance increases by 60 feet.
Undead Armor Affinity (Ex): A pale master has an instinctive feel for undead armor. At 4th level and higher, he treats the undead armor as if its arcane spell failure chance were 10% less. At 8th level, this reduction improves to 20%.
Control Undead (Sp): Once per day, a pale master of 5th level or higher can gain control over an undead creature (with Hit Dice equal to or less than his highest arcane caster level) by making a successful touch attack against it. The undead creature receives no saving throw to resist this effect. The control lasts for 1 round per class level. When the duration expires, the undead creature returns to its former allegiance, if any. The newly controlled undead can still be turned or rebuked as normal. This effect is otherwise identical to the control undead spell. This ability is in addition to the number of undead a pale master can control using his animate dead ability.
Deathless Vigor (Ex): Beginning at 5th level, a pale master's body becomes more akin to the undying flesh of his undead associates. The character gains a +4 bonus on Fortitude saves except against effects that also work on objects.
Undead Graft (Su): At 6th level, a pale master gives in to terrible necrophiliac urges. He cuts off his arm and replaces it with an undead prosthetic, which may be skeletal in form or preserved flesh stitched in place like that of a flesh golem. Regardless of its composition, the graft grants a +4 inherent bonus to the character's Strength score.
Additionally, the undead graft allows him to deliver horrible touch attacks. A pale master can use this ability once per day at 6th level, twice per day at 8th level, and three times per day at 10th level. The character must declare that he is using this ability before making the attack roll; a failed attack roll still expends that use of the ability. Each time he makes a touch attack using this ability, the pale master can select from any of the effect described below for which he meets the prerequisite class level. The save DC for the pale master's touch attacks is 10 + his pale master class level + his Cha modifier. [in]Paralyzing Touch: Any living foe except for an elf that is hit by a pale master's touch attack must succeed on a Fortitude save a be paralyzed for 1d4+1 rounds. Prerequisite: Class level 6th.[/in]
[in]Weakening Touch: A living foe hit by a pale master's touch attack takes 1d6 points of Strength damage (no save). A creature reduced to Strength 0 dies. Prerequisite: Class level 7th.[/in]
[in]Degenerative Touch: A living foe hit by a pale master's touch attack receives one negative level (no save), and must make a Fortitude save 24 hours later to avoid losing the level permanently. Prerequisite: Class level 8th.[/in]
[in]Destructive Touch: A living foe hit by a pale master's touch attack must succeed on a Fortitude save or take 1d6 points of Constitution drain. Prerequisite: Class level 9th.[/in]
Deathless Master's Touch: A living foe of up to one size category larger than a pale master hit by the pale master's touch attack must succeed on a Fortitude save or die. A slain creature automatically animates 1 round later as a zombie and is under the pale master's control as if he had animated it. Undead created using this power do not count against a pale master's HD total for controlling undead. Prerequisite: Class level 10th.
Tough as Bone (Ex): On reaching 7th level, a pale master takes on even more of the qualities of an undead creature. He becomes immune to disease, nonlethal damage, and stunning.
Undead Cohort: A 9th-level pale master gains the service of a loyal undead cohort. The cohort follows the rules for undead cohorts described under the Undead Leadership feat (see page 31, Libris Mortis). The pale master does not gain any followers from this ability, only a single cohort. The cohort's effective character level is determined by the pale master's Leadership score and character level exactly as if the cohort had been gained by means of the Undead Leadership feat.
Deathless Mastery (Ex): On reaching 10th level, a pale master gains the virtues of his deathless arts. His body becomes partly mummified (though he is not truly undead), and he becomes 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). He still needs to breathe, eat, and sleep as normal for his type, and he still ages normally.
