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Sherishade
2013-05-14, 05:59 AM
Hello everyone, I've had this idea years ago in the early days of 4E but had a hard time putting it together. After time and thought about how to best implement this with 4E's rules and action economy I present the "Palemaster" necro-minion master.

Pale Master
"This isn't what your parents meant, when they said to go and make new friends"
CLASS TRAITS:
Role: Striker and Controller
Power Source: Arcane or Divine
Key Abilities: Constitution, Intelligence, Wisdom

Armour Proficiencies: Cloth, Leather, Light shield
Weapon Proficiencies: Simple melee, Simple ranged
Implements: Scythe, Sickle, Tomes
Bonuses to Defense: +1 Fortitude:, +1 Will:

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Arcana. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Bluff, Dungeoneering, Insight, Intimidate, Perception, Religion, Stealth, Stealth

Class Features: Motes of Corruption, Commanding the Undead, Minions: Your undead friends, Obedient Key Word, Scythe and Sickle implement

Necromancy is usually a poor choice for arcane spellcasters -- those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.

Class features
MOTES OF CORRUPTION
Through the slow process of becoming a Pale Master one begins to develop a cloud of corruption that gathers thickly around the body. This is not an easily noticeable phenomenon as you could then immediately recognize them as the dark practitioner they are, instead its more of a subtle after affect that is deeply seeded within their tainted soul. One of the first things a Pale Master learns is the manipulation of this corruption oozing off of himself as a means to raise, control and empower his undead servants. These Motes of Corruption only gather in small amounts at first and isnt unlimited but will refresh if not drawn upon for a time. Also as The Pale Master delves deeper into the understanding of necrotic magics and undeath so too will this corrupt energy grow. Below is a progression list as to how your Corruption grows and gains new Motes for use on your minions and during combat. You regain your motes of corruption when you take a short or extended rest.

Level Motes of Corruption
1 Gain 2
3 Gain 2 (4 total)
7 Gain 2 (6 total)
13 Gain 1 (7 total)
17 Gain 2 (9 total)
21 Gain 2 (11 total)
13 Gain 2 (13 total)
27 Gain 2 (15 total)

COMMANDING THE UNDEAD
The undead are a unique group, any paladin or cleric dedicated to their destruction can tell you that, as well as many mages and clerics dedicated to their creation can speak the same. But a Pale Master knows this better then any as he has not only created and destroyed his fair share, but has lived among them, observed their actions, dissected them. He understands them and in most cases sees no difference between them and the living. He develops a bond some would call an atrocity, but he would rather compare it to a man and his dog, when The Pale Master shouts his Commands the undead listen with unwavering loyalty. He shouts Move and they surge forward, Kill and they sweep across the battle field, Guard and they faithfully will attempt to stop any The Pale Master has not given exception to.

Command: Move: Creatures with the Obedient keyword in the burst move their individual move speeds and treat all terrain appropriately unless otherwise stated, also all units must end in a empty square unless otherwise stated. When moving all units must move together in one direction (Example: forward three or left two) this is one move action you cannot use more complicated commands without appropriate training. Also any solid obstacle such as a pillar an ally or enemy will block one of your units from progressing making that one unit stand at the blocking point until another command is given, this is unless otherwise stated. This movement will provoke opportunity attacks like normal.
   
Command: Attack: Creatures with the Obedient keyword in the burst make a melee basic attack on a designated enemy, if two enemies are within melee range your undead will only attack the one chosen as the main target and you must choose one or the other. If you have ranged units they may attack with a basic range on a designated target within their range but may only choose one to focus on. You may add you implement bonus to the attack roll, but not the damage roll, of your minions commanded by this power.

MINIONS: YOUR UNDEAD FRIENDS
During the course of your career as a Pale Master you will gain and utilize many unique undead, these come in several forms and with many special abilities. These abilities come in two main forms the first is Pre-Creation this is when a mote of corruption is spent to upgrade the unit before it rises on the field, such as a shield for your skeleton or a stench cloud aura for your zombie. The second is Post-Creation these are active abilities that can be activated after the creature is on the field of combat, such as your flame skulls charge attack or your ghosts chilling wail.

You start out with the ability to control 2 minions and as you progress in the dark arts you gain the ability to command additional minions every time you gain access to a new minion; levels 3, 7, 13, 17, 23 and 27. The act of summoning your undead is a simple one because of the dark knowledge you've worked so hard to harness, each creature is brought to the field of battle with a Minor action. These undead can appear in a variety of ways maybe crawling out of the ground, bursting forth from a corpse or arising as the corpse, even still there is the fact that some Pale Masters worship dark deities so maybe a short lived shadowy portal from Orcuses realm of Thanatos.

All of your minions have one hit point and use your stats for anything not specified on their ability card. Each minion does have a main stat linked with them, skeletons are Intelligence based, spirits are Wisdom based and zombies are Constitution based. Your minions use these stats for their attacks but only gain a bonus to hit not damage. There are also some unique units that can use anyone of those three that are highest.

OBEDIENT KEY WORD
When this new key word is on a summoned creature they will follow the command class features previously outlined above. This key word can sometimes be applied to other creatures then your standard minions but this is rare.

SCYTHE AND SICKLE IMPLEMENT
The Palemaster can substitute any staff enchant for a scythe enchant and use it as an implement, this also works with the any orb enchant on a sickle.

Pale Master Powers
Class Features
Command: Move Pale Master Feature
You speak and the dead listen.
At-Will * Arcane
Move Action                 Area burst 1 within 5 squares
Requirement: Must have line of sight to minions being commanded.
Target: Minions.
Effect: All minions move in one direction, they must end there movment in a empty square. Any obstacle in their path will prevent movement and halt your minion. This movement prevokes oppurtunity attacks like normal.

Command: Attack Pale Master Feature
Hungry as they are you barely have to give the command.
At-Will * Arcane, Implement
Standard Action                 Area burst 1 within 5 squares
Requirement: Must have line of sight to minions being commanded.
Target: Minions.
Effect: All minions in the burst must attack a designated target, ones that are not in range do nothing.

Level 1 At-Will Powers
Fractured Skeleton Pale Master Attack 1
Dark energy barely holds this creature together.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Fractured Skeleton minion. Move 6, Melee basic attack: Bone club Intelligence vs AC, deals 1D4 damage.

Bone Explosion: Cost one Mote of Corruption per unit, Immedaite reaction/ trigger being killed. This attack hits only the creature that dealt the killing blow, this only works if that creature is still within melee range. Deals 1D4 damage.

Fading Spirit Pale Master Attack 1
Barely a wisp of spectral energy.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Fading Spirit minion. Move 7, Melee basic attack: Necrotic Touch, Wisdom vs Reflex deals 1D4 necrotic damage.

Phasing: Cost one Mote of Corruption, during a move action one or a whole group of Fading Spirits may Phase as they move. The cost is per move action no matter how many spirits Phase at the same time, only Fading Spirits can move during a Phasing move action.

Shambling Corpse Pale Master Attack 1
I call him Stumpy, lost his leg a while ago never replaced it.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Shambling Corpse minion. Move 5, Melee basic attack: Zombie Slam Constitution vs AC, deals 1D6 damage.

Rise Again: Cost one Mote of Corruption per unit, used as a free action. During your turn a recently dead Shambling Corpse may stand back up. If the square they died in is occupied then they appear in an adjacent square.

Level 2 Utility Powers
Haze of Spirits Pale Master Utility 2
Your cloud of corruption is filled with the spirits of those you've killed, now they do your bidding.
Encounter * Arcane
Standard Action                 Personal
Effect: Gives you a +5 to arcane, religion, history and intimidate checks during this encounter.

Zombie Flesh Pale Master Utility 2
Your skin hardens even as it begins to rot.
Daily * Arcane
Standard Action                 Personal
Effect: Grants you 5 + your Constitution Modifier in temporary hit points.

Level 3 At-Will Powers
Skeletal Swordsman Pale Master Attack 3
That creaking noise isn't the floor boards its the marching of skeleton warriors to battle.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Skeletal Swordsman minion. Move 6, Melee basic attack: Short sword Intelligence vs AC, deals 1D6 damage.

Split Skull Shield: cost one Mote of Corruption per unit, this is a pre-summon ability and can only be used when creating this minion for the first time. The Shield absorbs one attack nullifying its affects.

Phantom Warrior Pale Master Attack 3
His blade is quiet the contradiction ghostly and transparent, yet solid as steel.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Phantom Warrior minion. Move 6, Melee basic attack: Spectral Broad sword Wisdom vs AC, deals 1d6 cold damage.

Forgotten Strike: cost one Mote of Corruption per unit, this is used during an attack action. This attack is vs Will and dazes the target, until the beginning of your next turn. You may spend two motes to make the daze/save ends.

Gravehound Pale Master Attack 3
Necromancer rule number 3: Ditch the shovel and get a dog, grave diggings hard on the back.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Gravehound minion. Move 8, Melee basic attack: Bite Constitution vs AC, deals 1D4 damage.

Faithful Companion: Cost one Mote of Corruption, immediate reaction/ trigger you are hit by a melee attack. The Gravehound shifts your Constitution Modifier in squares, the Gravehound must move towards you in the shortest route possible. If the Gravehound can reach you he will stop in a square adjacent to you and nearest the triggering attacker, if he is next to the attacker he gets a free basic attack.

Level 6 Utility Powers
Corpse Jump Pale Master Utility 6
You disappear in a puff of black smoke, seconds latter burst from a nearby corpse.
Encounter * Arcane
Move Action                 Personal
Effect: You can switch places, up to 10 squares with a corpse of your choice.

Servile Ghost Pale Master Utility 6
You can summon a full set of what used to be fine cloths; the ages and insects have not been kind; these appear to be empty yet rest comfortably on a invisible body.
Daily * Arcane, Conjuration
Standard Action                 Personal
Effect: Your Servile Ghost has no voice but will allow you to give it a short message of 25 words or less to deliver which it will mimic your voice and words perfectly then return with a response of again 25 words or less and will mimic perfectly. When delivering the message your ghost will move instantly to the other person’s location as long as they are within 10 miles, delivering a message will consume all the ghost energy once it is finished. The ghost may also carry up to 25 pounds of equipment, doing this the ghost will last for 8 hours and then fade cloths and all.

Level 7 At-Will Powers
Skeletal Archer Pale Master Attack 7
With a little extra magic energy and the focus to steady their erratic aim, skeletons can make decent archers.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Skeletal Archer minion. Move 5, Ranged basic attack: Bone bow range 10 Intelligence vs AC, deals 1d4 damage.

Bleak Arrow: Cost one Mote of Corruption per unit, this is used during an attack action. This is the same as a regular attack if it hits knocks the target prone.

Chillborn Zombie Pale Master Attack 7
The cold doesn't stop the rot like you might think and does nothing for the smell.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Chillborn Zombie minion. Move 5, Melee basic attack: Zombie Slam Constitution vs AC, deals 1d6 damage.

Deathly Chill: Cost two Motes of Corruption per unit. This is a pre-summon ability and can only be used when this minion is first created. This is a Aura 1 that slows enemies that pass through or stay in the aura.

Chilling Moan: Cost one Mote of Corruption per unit. This is used during an attack action burst 1 in 3 squares, Constitution vs Reflex dealing 2D4 cold damage to enemies.

Poltergeist Pale Master Attack 7
I'm the scratch at the window, the knocking from the basement, I'm just lonely why don't you come play?
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Poltergeist minion. Move 6 flying/hover, Melee basic attack: Unseen Force Wisdom vs Reflex, deals 1d6 damage.

Hurl Away: Cost one Mote of Corruption per unit, this is used during an attack action. This attack is vs Fortitude, push the target a number of squares equal to you Wisdom modifier.

Kinetic Claw: Cost two Motes of Corruption per unit, this is used during an attack action. This attack is vs Fortitude, slide the target a number of squares equal to your Wisdom modifier and restrain them until the beginning of your next turn.

Level 10 Utility Powers
Resistance is Futile Pale Master Utility 10
You reach out with your will and make other undead step in line with your own army.
Daily * Arcane
Standard Action                 Ranged 5
Target: Enemy, Undead
Effect: You render one non solo undead of your level or lower Obedient, because of your knowledge and power as a Pale Master this undead will fall in line with the commands you give your other undead.

Pale Horse Pale Master Attack 10
You raise the bones of an undead steed to your service, with a shrill shriek it stands ready.
Daily * Arcane
Standard Action                 Personal
Effect: You can summon a skeletal steed that has hit points equal to your surge value the mount cannot make attacks by itself but can make a mobile attack (see MM2 page 183.) The horse has a movement of 8 and is generally treated as a regular horse, except its undead with those benefits and weaknesses. The steed will stay until killed, dismissed as a minor action or 24 hours pass.

Level 13 At-Will Powers
Skeletal Tomb Guardian Pale Master Attack 13
It slices, it dices, it . . . doesn't leave much to be risen as new minions.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Skeletal Tomb Guardian minion. Move 6, Melee basic attack: Twin-Scimitar Intelligence vs AC, deals 2D4 damage.

Quad-Scimitar: Cost two Motes of Corruption per unit. This is used during an attack action close burst 1 Constitution vs AC, deals 2d4 damage to enemies.

Rise Again: Cost one Mote of Corruption per unit, used as a free action. During your turn a recently dead Skeletal Tomb Guardian may stand back up. If the square they died in is occupied then they appear in an adjacent square.

Corruption Zombie Pale Master Attack 13
And you thought Zombies were grotesque before . . .
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Corruption Zombie minion. Move 6, Ranged basic attack: Throw Filth range 10 Constitution vs AC, deals 1d4 poison/physical.

Bile Spit: Cost one Mote of Corruption per unit used during an attack action. This attack has a range of 5 and is vs Reflex, deals 1d4 poison/acid damage and blinds target save ends.

Bloated Mess: Cost one Mote of Corruption per unit immediate reaction/ trigger being killed. This ability makes all squares in a burst one centered on the Corruption Zombie's square now difficult terrain.

Drowned Ghost Pale Master Attack 13
Father saw me as his ticket into nobility, but when I ran from the noble wedding to be with my love he drowned us both in the lake. Wont daddy be surprised to see me again.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Drowned Ghost minion. Move 6/ can climb on any surface, Melee basic attack: Fear of Drowning Wisdom vs Will, deals 1d6 cold/psychic.

Ripple: Cost one Mote of Corruption, during a move action one or a whole group of Drowned Ghosts may use Ripple as they move. They shift your Wisdom modifier in squares.

Fill Lungs: Cost two Mote of Corruption per unit this is a single unit standard action. This attack is vs Fortitude and stuns the target also causes ongoing 10 cold damage save ends both, the Drowned Ghost is sacrificed for this action.

Level 16 Utility Powers
Desecrating Rune Pale Master Utility 16
You inscribe a large unholy rune on the ground, this mark pulsates with dark energy strengthening nearby undead.
Encounter * Arcane, Conjuration
Standard Action                 Ranged 5
Target: Any undead in the zone.
Effect: This creates a burst 1 zone that gives a + 3 bonus to hit and damage. The rune may also be sacrificed to prevent damage from an area attack on any of you undead in the rune.
Sustain Minor: The rune persists and you are allowed to move it 5 squares.

Filthy Habits Pale Master Utility 16
Your body begins to emulate the qualities of a ghoul and with that comes the hunger of the ghoul.
Daily * Arcane
Standard Action                 Personal
Effect: When you activate this ability you can immediately make a saving throw against diseases and poisons with a + 5 bonus. Also for the next four hours you can consume carrion and gain nutrients like a normal meal, you are also immune from disease and poison from the consumed carrion.

Level 17 At-Will Powers
Burning Skull Pale Master Attack 17
These short lived little fire crackers were first created by a necromancer that wanted to throw fire balls with out the evocation training.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Burning Skull minion. Move 8 fly/hover, Melee basic attack: Bite Constitution vs AC, deals 1D6 fire/physical damage.

Screaming Death: Cost 2 Motes of Corruption this is a single unit standard action. The Burning Skull shifts twice your Intelligence modifier and must end next to an enemy, then automatically uses Self-Destruct.

Self-Destruct: Cost one Mote of Corruption this is a single unit standard action. This attack is a close burst 2, Intelligence vs Reflex dealing 3D6 fire damage, miss for half.

Wailing Ghost Pale Master Attack 17
Long have I been here trapped in this world unable to move on; my family , friends and lover are dead. I alone am here to sing of sorrow.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Wailing Ghost minion. Move 6 fly/hover, Melee basic attack: Gentle Caress Wisdom vs Will, deals 1D8 cold/psychic damage.

Mournful Wail: Cost one Mote of Corruption per unit. This attack is a close burst 1 Wisdom vs Will that pushes enemies your Wisdom modifier in squares while dealing 1D6 phsychic damage.

Terrifying Shriek: Cost two Motes of Corruption per unit. This attack is a close burst 1 Wisdom vs Will that deafens save ends and knocks prone all enemies while dealing 1D6 psychic damage. Even if the targets are deafened they can still hear the Wailing ghost in fact its all they can hear.

Ghoul Pale Master Attack 17
Necromancer rule number 7: Get some ghouls, ok at least one to start. They eat everything though both pesky paladins and that nice fresh corpse you were going to raise.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Ghoul minion. Move 7 excellent climbers, Melee basic attack: Claws Constitution vs AC, deals 2d4 physical damage.

Filthy Claws: Cost one Mote of Corruption per unit. This attack is a Constitution vs Fortitude, target is immobilized save ends (this is a disease affect) and takes 2D4 physical damage.

Hungry Leap: Cost 2 Mote of Corruption immediate reaction/ trigger enemy within range becomes bloodied. The Ghoul shifts up to your Constitution modifier in squares and must end next to the triggering creature, it then makes a basic attack against that creature.

Level 22 Utility Powers
Dark Conversion Pale Master Utility 22
You take the energy of life and replenish your dark power.
Encounter * Arcane
Minor Action                 Personal
Effect: You may spend one of your healing surges to replenish Motes of Corruption, you will gain 1 mote for every 10 levels.

Wraith Form Pale Master Utility 22
Your physical form fades as are freed from the simple mortal bonds.
Daily * Arcane
Standard Action                 Personal
Effect: you gain the phasing and insubstantial qualities for the rest of the encounter.

Level 23 At-Will Powers
Skeletal Knight Pale Master Attack 23
The ancient soldier stands at attention, like he did the day before his death. Now he marches not for Land and Love but still in the name of Lord.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Skeletal Knight minion. Move 5, Melee basic attack: Long Sword Intelligence vs AC, dealing 1D8 damage.

Split Skull Shield: cost one Mote of Corruption per unit, this is a pre-summon ability and can only be used when creating this minion for the first time. The Shield absorbs one attack nullifying its affects.

Coordinated Strike: Cost one Motes of Corruption per unit. This ability used during an attack action allows up to two adjacent Skeletal Knights to strike the target Intelligence vs AC, dealing 3D8 if two total knights and 5D8 if three total knights damage. All skeletal knights that participate in this ability cannot attack again this turn.

Ghast Pale Master Attack 23
Necromancer rule number 9: stay away from Ghasts! You thought Ghouls had a voracious appetite these things are worse and they smell more then a pox ridden mass grave.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Ghast minion. Move 6, Melee basic attack: Claws Constitution vs AC, deals 2d4 physical damage.

Vile Stench: Cost two Motes of Corruption per unit. This is a pre-summon ability and can only be used when this minion is first created. This is a Aura 1 that slows enemies that pass through or stay in the aura.

Filthy Claws: Cost one Mote of Corruption per unit. This attack is a Constitution vs Fortitude, target is immobilized save ends (this is a disease affect) and takes 2D4 physical damage.

Tormenting Ghost Pale Master Attack 23
This ghost was born of pain and suffering, even in death it relives the last hours of its life. Now caught between inflicting that pain on others and trying to escaping it.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Tormenting Ghost minion. Move 6, Ranged basic attack: Shadowy Tendrils range 5 Wisdom vs Reflex, deals 1D8 cold/necrotic.

Spectral Chains: Cost two Motes of Corruption per unit, this is a pre-summon ability and can only be used when creating this unit for the first time. The Spectral Chains increase the ghosts range to 10 squares, replaces the cold property with the physical property on your attacks and makes it vs AC. Also when you hit an opponent you can pull them up to your Wisdom modifier in squares.

Possession: Cost two Motes of Corruption this is a single unit standard action. This ability can only target a bloodied non solo creature within 5 squares, Tormenting Ghost is sacrificed and the target now has the Obediant keyword save ends. The creature follows the same general rules as being dominated but will act like a minion, following commands.

Level 27 At-Will Powers
Skeletal Magi Pale Master Attack 27
Unlike finicky liches always me, me, me. Skeletal Magi are more docile and pliable, perfect for minions.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Skeletal Magi minion. Move 6, Ranged basic attack: Unholy Fire range 10 Intelligence vs Reflex, deals 2D4 fire/necrotic damage.

Black Ice: Cost one Mote of Corruption per unit used during an attack action. This attack is a range 10 vs Reflex, deals 2D4 cold/necrotic damage and slows the target until the beginning of your next turn.

Unholy Binding: Cost three Motes of Corruption, used during an attack action. This ability has range of 10 and is vs Reflex, target takes ongoing 5/necrotic damage and is restrained save ends both.

Battle Wight Pale Master Attack 27
Soulless and hungry these are some of the greatest undead warriors, eager to prove their worth.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Battle Wight minion. Move 6, Melee basic attack: Jagged blade Constitution vs AC, deals 1D8 damage.

Cursed Blade: Cost two Mote of Corruption per unit. This is a pre-summon ability and can only be used when creating this minion for the first time. The Cursed Blade adds the necrotic damage property to the already exsisting physical blade, also when you successfully hit an enemy they are weakened until the beginning of your next turn.

Frenzied Strike: Costs one Mote of Corruption per unit, immediate reaction/ trigger being killed. This attack hits only the creature that dealt the killing blow, this only works if that creature is still within melee range. Deals 1D8 damage.

Wraith Pale Master Attack 27
With a deathly chill this black shadow sweeps over prey devouring their life force and leaving new wraiths in its place.
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Wraith minion. Move 6, Melee basic attack: Necrotic Touch Wisdom vs Reflex, deals 1D8 necrotic/cold damage.

Deathly Visage: Cost one Mote of Corruption per unit. This ability is used with the basic attack if it hits you knock the target prone.

Shadow Glide: Cost one Mote of Corruption, during a move action one or a whole group of Wraiths may use Shadow Glide as they move. Shift your Wisdom modifier in squares.

Sherishade
2013-05-14, 06:00 AM
Paragon Path: Dread Artisan
Some make embroidered clothing, fine art, or delicious cuisine . . . you play with dead things.

Prerequisites: Palemaster.

Class Features: Level 11 Feature: Deepening Corruption. , Level 11 Feature: Mass Summon. , Level 13 Feature: Bone Mail. , Level 16 Feature: Blood Shield

Many have come this far in the cursed studies of ancient necromantic lore, but few with such flare you have a singular gift for the dark arts.
You not only learned the rites and shaped the corruption but you have taken certain liberties with your new found resources, you mold and shape bone with a touch and have a greater understanding of bodies both dead and alive.
The Dread Artisan melds bones together with tanned flesh to make unique macabre armors; he can more quickly form minions and even shape his life essence into a unique shield.
But the greatest of Artisans can make a beautiful minion burst from a crude living shell, and even greater are those that can take the refuse of the battle field and make a most magnificent creature no mere undead minion but an abomination of terrifying splendor.

Class features
LEVEL 11 FEATURE: DEEPENING CORRUPTION.
You gain 2 more Motes of Corruption.

LEVEL 11 FEATURE: MASS SUMMON.
when you spend an action point to take an extra action you may use that action to summon three of the same Minions to the battle field.

LEVEL 13 FEATURE: BONE MAIL.
You may craft and wear bone mail this has the same stats as chain mail. The crafting takes a week and uses bones gathered from multiple appropriately leveled enemies regular bone mail comes with a +1 enchantment, then there is a equivalent upgrade with a minimum +4 and again another equivalent with a +6. The armor weighs half as much and has no penalties. The Bone Mail can be enchanted.

LEVEL 16 FEATURE: BLOOD SHIELD
Whenever you summon or create undead you can spend a Mote of Corruption and Healing surge to give them a blood shield. This blood shield gives temporary hit points to the creature it surrounds equal to your Surge value. This effect persists until the shield is broken or until the end of the encounter.

Paragon Path: Dread Artisan Powers
Level 16 Utility Powers
Strip Flesh Paragon Path: Dread Artisan Attack 16
The look on your enemies face when his allies start ripping their skin off revealing your servant underneath, priceless.
Encounter * Arcane
Standard Action                 Area burst 2 within 5 squares
Requirement: Only usable on small, medium or large humanoids.
Target: One to three enemy minions in burst.
Effect: This ability when targeting one to three enemy minions, will kill them and immediately convert them into Shock Troop Skeletons.

Shock Troop Skeleton Paragon Path: Dread Artisan Attack 16
There bones still drip with their fresh blood and they shriek into battle like their flesh is still being pulled off.
Daily * Arcane, Minion, Obedient
No Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: This is the Shock Troop Skeleton minion created by the Strip Flesh power. Move targets racial, Melee basic attack: Jagged Claws Constitution, Intelligence or Wisdom vs AC, deals 1D4, 1D6, 1D8 damage. Each damage amount is for a different size, starting from small and ending with large.

Desperate Strike: Cost one Mote of Corruption per unit this is used during an attack action. If the attack hits the target is knocked prone.
Level 20 Daily Powers

Twisted Masterpiece Paragon Path: Dread Artisan Attack 20
Like a sculptor shaping marble my master piece was always there, I just needed to give it release.
Daily * Arcane
Standard Action                 Area burst 2 within 5 squares
Prerequisite: At least two of your minions and two enemy corpses.
Requirement: Five total bodies must be used.
Target: Your minions and enemy corpses.
Effect: Create a Charnel Hound.

Charnel Hound Paragon Path: Dread Artisan Attack 20
This amalgamation of corpses and body pieces vaguely resembles a dog . . . vaguely.
Daily * Arcane, Obedient
No Action                 Ranged 5
Target: Any adjacent space near the caster.
Effect: This is the Charnel Hound undead created by the Twisted Masterpiece power. This is a Large creature with your bloodied value as HP, Move 8, Melee basic attack: Claw & Bite Constitution, Intelligence or Wisdom, dealing 2D6 necrotic/physical damage.

Gaping Maw: Cost two Motes of Corruption this is used during an attack action. If the attack hits the target takes ongoing 5 necrotic/acid damage save ends and knocks the target prone.

Doom Claws: Cost 3 Motes of Corruption this is used during an attack action. This attack will hit all enemies in a close burst 1.

Sherishade
2013-05-14, 06:01 AM
Epic Destiny: Lord of Black Ash.
You rise anew reborn no other like you has come before.

Class Features: Level 21 Feature: Undeath. , Level 21 Feature: Greater Corruption, Level 24 Feature: Ashes to Ashes. , Level 30 Feature: Energy Siphon.

You've delved into the final layer of Pale Master lore and have begun the last ritual, supreme power will be yours!

But as the last syllables of the incantation leave your lips your body lurches, you feel pain unmentionable, indescribable, absolute you are dying.

You realize too late that the ritual was a trick it was meant to kill you, the last of your mortal spark has been snuffed out by the corruption you sought to control and in those last fading moments you steel yourself.

You will not die today, not truly at your core a black unholy flame erupts and your body burns to ash. With a concussive blast your form breaks down and reforms into a humanoid form that resembles your previous body.

Just like Kyuss before you, you have been reborn as a new undead never before has one of your kind walked the realms and now in your wake your children will rise The Shades of Black Ash.

Class features
LEVEL 21 FEATURE: UNDEATH.
You are now an undead creature. You are unaffected by anything that affects only living creatures. You gain dark vision, immunity to poison and disease, resist necrotic 15 and vulnerable radiant 15, you also no longer need to eat, sleep and breathe.

LEVEL 21 FEATURE: GREATER CORRUPTION
You gain 2 more Motes of Corruption.

LEVEL 24 FEATURE: ASHES TO ASHES.
Once per day the blow that would kill you instead makes you burst into a cloud of black ash, you then teleport up to 10 squares away and reform while spending a healing surge to gain your bloodied value in hit points. Forming from the excess ash are three free Shades of Black Ash that will appear adjacent to you, all your other undead crumble from the stress of this action.

LEVEL 30 FEATURE: ENERGY SIPHON.
When an enemy dies within 5 squares of you, you gain a Mote of Corruption.

Epic Destiny: Lord of Black Ash Powers
Level 21 At-Will Powers
Shade of Black Ash Epic Destiny: Lord of Black Ash Attack 21
At-Will * Arcane, Minion, Obedient
Minor Action                 Close burst 1
Target: Any adjacent space near the caster.
Effect: Summons the Shade of Black Ash minion. Move 6 fly/hover, Melee basic attack: Blighted Touch either Intelligence, Constitution or Wisdom vs AC, deals 2D4 necrotic/physical damage.

Cloak of Ash: Cost one Mote of Corruption per unit. This is a pre-summon ability and can only be used when creating this minion for the first time. This ability grants an aura 1 that lightly obscures nearby squares with ash.

Discorporation: Cost two Motes of Corruption, during a move action one or a whole group of Shades of Black Ash may use Discorporation as they move. They shift their speed in squares.

Choking Ash: Cost two Motes of Corruption per unit this is used during an attack action. If the attack hits the target is dazed save ends.

Level 26 Daily Powers
Ash Convert Epic Destiny: Lord of Black Ash Utility 26
With your dying breath become my servant!
Daily * Arcane
Standard Action                 Ranged 5
Prerequisite: Dead or dying ally.
Requirement: One healing surge.
Target: Ally
Effect: You may expend a healing surge to coat a dead or dying ally in your ash. This gives them temporary hit points equal to your surge value, and allows them to continue fighting. Once the fight is over or the temporary hit points run out, the ally is then placed back into the dead or dying status they were in before this ability was used.