Palemaster

*DarkLeaf
Posts: 51
Joined: Thu Jan 01, 1970 12:00 am

Posted by *DarkLeaf »


Lost and not Found,Dec 16 2009 wrote: :lol: My level ten Chaotic Good Drow Ranger went and defeated a level 30 character?



Go for a Bard 10 / RDD 10 / Pale Master 10

Your BAB sucks. As do the spells you get. However, you got an immunity to the most common things found in the game. And, you get hefty amount of AC from your class abilities. You could use the bardic instrument sold at Civic Festhall to summon some undead.

Just think about it, your character would be an 'almost' undead-halfdragon-bard. How awesome is that? Also you'd have the perfect deity for your character; Wee Jas ( http://z13.invisionfree.com/nwn2planesc ... wtopic=202 ).
No thats the build.... I think when you attacked him he was around 10. You killed a level 10 or so unbuffed Wizard. Congrats. LOL Had the character been level 30 you would have had no chance buffed or not.

And since you continue to point it out. Murdering someone because they refuse to move is not a good act. I really dont think that there is any way to spin it to where it is.
*Lost and not Found
Posts: 497
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lost and not Found »


Now, it cannot really be considered murdering since you popped right back up. Several times.

And we do have to take your "aura" into consideration too, clearly all chaotic good drow rangers are just waiting for a reason to put you down permanently. Someone with such an aura cannot be up to anything good, at least in the long run.

I think I even saw you steal an lollipop from a hin or something. :P



As for you Mausman,
Well, you are using two-handed weapons on your main character. You have berserker levels, correct? Thus when you swing that weapon of yours, it comes down hard. There is certainly power in your build. ^_^


But, really now, what is a powerbuild and what is an RP build?


But back to the topic:

Palemasters get their critical hit immunity at level 1o, does it really work like a critical hit immunity should?
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Last time I heard was that palemaster critical immunity was bugged (kinda like stormlords electricity immunity), but I don't honestly know if they've got fixed by the patches or not, generally I just try not to rely on either to work.
*DarkLeaf
Posts: 51
Joined: Thu Jan 01, 1970 12:00 am

Posted by *DarkLeaf »


I do believe that pop up was due to someone casting raise dead. Still murder, and characters dont have Auras that give any information from them. Not sure where you got that idea but ok... Wanted to give the benefit of the doubt but i now know.
*Lost and not Found
Posts: 497
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lost and not Found »


I'm just referring to the character description you had back then. From what you had written in there, an 'aura' would be a fitting description. If you tell other people that their characters migh feel uneasy with your character around. Some might just do that.

If I've made the mistake of mistaking your character for another bald elf with greyish skin and a mask, I truly apologise for it. (But it is always foolish to start arguing back with a blade under your neck. Or to start dazzle right after being 'ressed'.)

Also, the PrC Blackguard actually has an aura that is very much real as long as the game mechanics are to be considered.

But enough of that. Really.





Well, I ask it, because I've heard rumours that the PM's critical hit immunity wouldn't protect from Sneak Attacks. Can anyone verify the rumour?
*Spiegel1
Posts: 153
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Spiegel1 »


I can test that with Otari if Darkleaf agrees to be the test subject.
*Product of Void
Posts: 355
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Product of Void »


Trying to think of a neat Palemaster build.

Ideas that come to mind are.

Palemaster

sorcer/blackguard/sd
wizard/monk/swashbuckler
bard/warlock/blackguard

Figured warlock in the mix to use chrisma = saves and to summon undead all day long.

Never played alot of sorcerers , and bard is fun...

what is your idea?
*Grisome
Posts: 95
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Grisome »


I think the sorcerer might be interesting. I love spontaneous spellcasting, it always makes my head wanna explode if I have to try and pre-determine what to cast...

The bard would be a sad waste, in my opinion, if you went 10 PM. You don't get the cool bard song/hymn of wreck'em, and your inspirations aren't as powerful.

...Why monk in the wizard build? And SB?
*Dedic8ed
Posts: 112
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Dedic8ed »


Hrmm. A shame I'm not looking to play evil now, because I actually had an interesting PM build in mind a while back, but never got around to building it. Please do not mistake this in any way to a true power build UNLESS you spend all of your time fighting undead. XD

Cleric 5/Doomguide 3/Sorcerer 13/Pale Master 9

Clerical Domains: Undeath, (other)

There are some weird needs for making this work; the character must be LE or LN, for instance. No other alignments work. Obviously, we're going to assume that in a "multiverse" setting, death gods besides Kelemvor could be taken, although it would be interesting RP having someone so devoted to the Lord of the Dead that they willingly let some of the essence of death itself into themselves.

Now, this build never actually gets the massive bonuses to DC that come with staying in one realm, but on the other hand this stacks well into creating a decent melee caster with the right epic feats (still spell, obviously), mainly because of the combination of divine and arcane buffs. But the true basis of this character is control over undead, which it gives in spades. The low level in cleric doesn't give the highest ability to turn, but the fact that turning is tied to Charisma will give this build considerably better capabilities than the average cleric of this level.

In addition, some nice auto-feats work together. For instance, the undeath domain gives Extra Turning, a prerequisite feat for Doomguide. In addition, maxing out at L5 in cleric spells means that only a wisdom of 15 is needed for this, allowing sufficient points to be dropped into charisma to make sorcerer worthwhile. The 8 cleric levels give a better base attack bonus than any straight mage would have, and of course with a full load of cleric buffs topped off by persistant haste and heroism, you'll never have a true tank but still someone capable of handling themselves in combat, not to mention the free bastard sword proficiency that comes with Doomguide, while the combat-related bonuses (+6 natural AC, immunity to stun/hold/paralysis) of the Pale Master go very nicely with a suit of full plate once those Auto Stills are taken. Great Fortitude and Deathless Vigor stack nicely to give a boost to the mage's usual weakness, the Fortitude save. And we won't even go into the massive will saves....

Suggested Feats:
Great Fortitude (required for doomguide)
Extend Spell
Persistent Spell
Still Spell (1-3)
Divine Vengeance
Divine Shield
*Dedic8ed
Posts: 112
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Dedic8ed »


Of course, then there's the lame one that I actually tried.

Wiz 10 (necromancy)/RWT 10/PM 10.

Your fingers of death will have beyond-nasty DC... but on the other hand, there's really no way to play this but as completely evil and bugshit insane. And once you run out of death spells, you'll die a lot. Really, a LOT.
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