If you no longer drown, does that mean you should have immunity to the spell drown as well? My arch-lich is still getting drowned when failing his save against the spell, but haven't made a post on bug thread as wasn't sure if it was intentional or not.
Not a bug. We deliberately left out many undead-type immunities and vulnerabilities for the sake of balance. Funky
Post by cathedralmaster on Nov 26, 2006 6:57:31 GMT
Leveled a palemaster to 60 so I figured I'd post my build with a couple modifications:
"Illithid" (secret subrace) - no race requirement (changes Appearance) STR -1, CON -1, INT +5, free feat: Iron Will, free feat: Slippery Mind
Race: Gnome Book: Necromancy
Abilities: Str 6(5) Dex 8(8) Con 19(18) Wis 8(8) Int 17(22)-(52) Chr 12(12)
Skills: Concentration, spellcraft, discipline, tumble, rest as you wish
1. Wizard - Combat Casting 2. Wizard - 3. Wizard - Spell Penetration 4. Wizard - Int +1 (23) 5. Wizard - Greater Spell Focus (Illusion) 6. Wizard - Greater Spell Penetration 7. Wizard - 8. Wizard - int +1 (24) 9. Wizard - Toughness 10. Paladin - 11. Pale Master - 12. Pale Master - Still Spell, Int +1 (25) 13. Pale Master - 14. Pale Master - 15. Pale Master - Empower Spell 16. Pale Master - int +1 (26) 17. Pale Master - 18. Pale Master - Maximize Spell 19. Pale Master - 20. Pale Master - int +1 (27) 21. Pale Master - Armor Skin 22. Pale Master - 23. Pale Master - Improved Combat Casting 24. Pale Master - Epic Reflexes, int +1 (28) 25. Pale Master - 26. Pale Master - Epic Spell Penetration 27. Pale Master - Great Intelligence 1 (29) 28. Pale Master - int +1 (30) 29. Pale Master - Epic Spell Focus (Illusion) 30. Pale Master - Great Intelligence 2 (31) 31. Pale Master - 32. Pale Master - Auto Still Spell 1, int +1 (32) 33. Pale Master - Great Intelligence 3 (33) 34. Pale Master - 35. Pale Master - Auto Still Spell 2 36. Pale Master - Great Intelligence 4(34), int +1 (35) 37. Pale Master - 38. Pale Master - Auto Still Spell 3 39. Pale Master - Great Intelligence 5 (36) 40. Pale Master - int +1 (37) ------ 41. Pale Master - 42. Pale Master - Legendary Spell Penetration, int +1 (38) 43. Pale Master - 44. Pale Master - int +1 (39) 45. Pale Master - Legendary Spell Focus (Necromancy) 46. Pale Master - int +1 (40) 47. Pale Master - 48. Pale Master - Great Intelligence 6(41), int +1 (42) 49. Pale Master - 50. Pale Master - int +1 (43) 51. Pale Master - Great Intelligence 7(44) 52. Pale Master - int +1 (45) 53. Pale Master - 54. Pale Master - Great Intelligence 8(46), int +1 (47) 55. Pale Master - 56. Pale Master - int +1 (48) 57. Pale Master - Great Intelligence 9(49) 58. Pale Master - int +1 (50) 59. Pale Master - 60. Pale Master - Great Intelligence 10(51), int +1 (52)
The equipment I use with it is: Plate of Thokul Zanben (Plate of the Immortal till lvl 50) Lamentation's Call Ruinworn's Claw Crown of the Empire Everwatchful Eye Prescient's Guard (Clasps of the Forewarned till lvl 55) Ectoplasmic Weave (Parson's Perserver till you get the thid tag) Amulet of Axeria Imperia Boots of Axeria Imperia (Psiforger Boots in thids once you get the tag and wherever you need knockdown immunity)
It works out to have an ac of around 127 unbuffed at lvl 60, with fort saves in the low 60s with maxed con, reflexes saves around 57 with maxed dex, and will saves of around 56 with only base wisdom. Hitpoints work out to be 944 with maxed constitution.
As far as the saves go, you'll have no evasion so meteor swarms are going to hurt. However, with the saves at least you won't be getting hit quite as hard. The constitution is nice and is a good cushion if you work through all the temporary hp of lifeblight (in my experience, you should aim for at least 2000).
Up to lvl 40, it's as hard as heck to level this. You'll be leeching a whole lot. Strength is a particularly difficult problem. Phantasmal killer works nicely on the east road - otherwise rely on thid wands as long as you can as all your spells are quickly going to hit garbage value after you hit lvl 10. Don't waste your time with short duration buff spells - I just use shadow shield, premonition, protection from elements, mage armor, death armor, and protection from alignment: evil. Don't worry so much about buffs - even without them, if you've decently lifeblighted, you should do fine.
However, once you hit 40 and can get the epic necro focus from the book as well as +12 str from gear, things begin to work nicely for it. It's a beast in SSithraks, being able to contribute decently well even at lvl 41. You can hit quite a bit with it so even though you'll suck down a lot of sand in the desert, you'll be able to hit deverials better than your wizard friends.
Outside the necro spells, think about lesser spell breach and flesh to stone in SSithraks, stone to flesh in the desert, mords and timestop if your solo just about anywhere. You'll probably want to store up a couple thid volt wands if you plan on spending much time in Penumbria - negative energy ray is just about all you have for PM affected loot breakers. At lvl 60, memorize as many undeaths to deaths as you can and you will own the maze. Watch out with greater sanctuary - it's not a necro spell, it doesn't last nearly as long as a lvl 40 wizards will. Be very careful where you decide to go running with it.
As for the epic dragon knight, I took it on Memento and I regret doing it - the thing has an ac of only 115 and never seems to do much damage. It survives for a minute or two, draws some fire away from me, then dies. Partly it's my style (I'm not a fan of summons), I suppose it might be alright for leveling at some point, but I really don't see it being worth the feat.
That's some GREAT info Cath. DC told me about you two's recent foray down into Sssithy's chamber, and he (and I) were utterly impressed. I'm planning on starting one of these, and was hoping to dig up some more information other than what was already available. Thanks very much, and carry on with the death and doom-bringing.
Hi, guys, I've recently surpassed the 12.5 mil xp barrier (yeeeiii!!), and I'm with my last feat selection on the "to do" list. I made a build that, at lvl 59, can't seem to surpass the barrier of the 54 48 52 saves, with maxed attributes (20 WIS, 26 DEX and CON). Dunno if at the last lvl we have an increase at the saves, do ya? Didnt know that we had a +20 limit from itens, so I choose to pick a fighter lvl instead of a paladin lvl, as I thought a paladin has nothing to do with a PM.... But with a PAL with at least 20 CHA I would have now 59 53 57, much better...
Is there anything I can do about it, to increase my saves? And at my last feat choice, I'm thinking as options Extend Spell, Epic Ward Spell or Epic Reflexes, what do u think? And ty all for the tips, in advance.
I customised the build a bit for myself. If you have to pick 2 feats out of Epic Warden, Epic Dragon Knight, Armor Skin or Epic Reflexes, what would you advice to take? I tend to the last 2, but i am not sure if i will miss Epic Warden too much even with a staff that can cast it one time.
I have started to make my Thid Lich using your build. I am at lvl 13 currently. My question is that with the remaining levels being taken as PM how do I get spells higher than lvl 6 (which is highest level spell I have learned). Thanks.
As you gain levels in PM, you still gain spell slots along the same schedule as you would a wizard, just half as fast. Which means that instead of a new spell level available once every 2 levels, it happens once every 4 levels. When you get a slot for a new spell level, you will not see it on your spellbook until you learn a spell at that level, which you can do by reading a scroll.
Short form: try reading a scroll for a spell one level higher than you can see in your spellbook. If it doesn't work, wait to gain a level and try again. At some point you will be able to add it to your spellbook (assuming it is not in a prohibited school)
Some mornings, it just doesn't pay to eat through the leather straps.
I've gotten my PM to Char lvl 38. I have quite a few skill points left over and I looking for input as to where to put them. So far I have put as many points as I can into Conc, Disc, Tumble, Spellcraft, and PP. I have also put a few into OL and Spot. Any other suggestions?
Regarding illithid gnome pal PMs, I would change the starting stats a bit.
7 Str 8 Dex 17 Con 10 Wis 17 Int 14 Cha
Seems to me that with Lifebane, you have "enough" of an HP buffer, and as hp can thus be compensated for in-game, after level 40 you've lost virtually nothing but gain +1 fort +1 reflex +2 will. You effectively trade Toughness (and +1 to concentration I guess) for Luck of Heroes and another +1 to will (and extra carrying capacity ) without actually messing with your feats, if you want to look at it that way. Unless someone has a compelling counterargument, this would be the gameplan I would advocate, because nobody likes failing saving throws.