(Lich) (LL)Prestige/Template-like class
Posted: Wed Sep 19, 2012 9:55 pm
first off im a newb i started D&D'ing three or four years ago i love LL and old school style. 3.5 is fun when you want specific, in depth mechanics. but i love freedom/sandbox and the randomness of the dice to tell a better story then i could ever think but sorry this is a little long. im looking for somewhat balanced but like i said this is more a Prestige/Template so id like to make it op'ish because lich's are bad ass, also id like good villains or player class's for those lucky anuf to make it to such a level. i believe (in end game anyway) to make balance make most thing's op then tweak power gamers or reduce effects of crazy combos but, its more fun insane. LL is better for insane because 3.5 use's to many dice once things get up in levels. any way here it is i hope you enjoy and i hope i didnt do to bad an get ripped a new one. or take an arrow to the knee... p.s i stole most all of this from the ogl 3.5 D&D wiki and tryed to tweak it to LL
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(Lich) Prestige/Template-like class
A lich is an undead spellcaster who has used its magical powers to unnaturally extend its life. Liches are scheming, and to some, insane. They hunger forever for greater power, long-forgotten knowledge, and the most terrible of arcane secrets. Because the shadow of death does not hang over them, they often conceive plans taking years, decades, or even centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have long ago been lost to decay, but bright pinpoints of crimson (or other color’s) light burn on in the empty sockets. Liches speak Common plus any other languages they knew in life. A lich must create a phylactery. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.
A lich retains all the base creature’s ability’s, level’s, statistics, special abilities, possessions (aside from those needed in the ritual) and knowledge. The creature’s type changes to undead. Do not recalculate base abilities, saves, or skill points. Size is unchanged.
Lich’s are immortal
Prime requisite: INT,WIS Requirements: 18 INT, 16 WIS, The ability to cast level 7 spells.
Max level : 4
Modifier: +2 INT, +2 WIS, +2 Cha
HD - 1-D-12
Ability’s: min/max - Str 3/18, Dex 3/18, Con 0/0, (undead lose Con) Int 15/20, Wis 15/20, Cha 6/20
Saving through’s: breath attack : 0 - poison or death : immune – paralyze or petrify : immune – wands : +2 – spells or spell like devices “ + 3 -“ retain your race’s/class’s saving throughs and keep using those tables as you level (wich will only be 4 more times as a lich ) unless your saves reach or already are max.
lich's receive -4 against turning.
Dark vision : 60ft
Liches resurrect themselves in 1d10 days if their phylactery is intact.
Immunities : Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), mind-affecting attacks. Poisons, paralysis, stunning, disease, magical sleep spells and death effects
At first level, the lich gains a +2 bonus points to AC.
Armor Bonus: At second level, the lich gains a +1 bonus to its natural AC. This bonus increases by an additional +1 each level, to a maximum of +3 at fourth level.
Skill Bonuses: the lich receives the following thief abilities at first level. The thief skills themselves are also first level. Or equal to players thief level – Hide in shadows and move silent. Gain 2% each level to a max of 6%.
Lich’s suffer no affect’s from fortitude unless it also works on objects or is harmless.-(i dont know if this matters?)
Lich’s are not subject to extra damage from critical hit’s, none lethal damage, ability drain, energy drain, fatigue or death from massive damage. A lich can not be raised and resurrection only works if the lich is willing.
Charnel Touch: At 2nd level, the lich gains a natural touch attack that may be made once per round. To use it, the lich makes a melee touch attack. The attack uses negative energy to deal 1d8+5 damage to the living. A save of (1/2 the lich's over all level + lich's Cha modifier. (Combine lich’s level + all level’s gained before lichdom, all class’s/race levels are added if this is not yet clear )) halves the damage. A lich with natural weapons may choose to use its natural weapons instead, and then may choose to deal 1d8+5 points of extra damage on one of the natural weapon attacks.
Fear Aura: By 3rd level, the lich becomes shrouded in a dreadful aura of death and evil. Creatures of less than 1-D-8 HD in a 60-foot radius that look at the lich must succeed on a save (Combine lich’s level + all level’s gained before lichdom, all class’s/race levels are added) or be affected as though by a fear spell from a magic-user of the lich's caster level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours
Paralyzing Touch: At fourth level, any living creature a lich hits with its touch attack must succeed a save or permanently become paralyzed. Remove paralysis or any thing that can remove a curse can free the victim.. Anyone paralyzed by a lich seems dead, though a D 20 check or a D 15 healer check reveals that the victim is still alive.
Table: The LichHit Die: d12
Level/XP --AC bonus-- [Special]
1st / 5,001 --+0-- [Undead, Immunities, +1 damage to specific spell]
2nd / 10,001 --+1-- [Charnel Touch, 1 damage to specific spell]
3rd / 40,001 --+1=(2)-- [Fear Aura, Turn Resistance, +1damage to specific spell]
4th / 80,001 --+1=(3)-- [Paralyzing Touch, +2 damage to specific spell]
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this ritual can go wrong
To become a lich you need the Herbs of Unlife, the Distilled Water of the Undead, the Torch of Burning Souls, your phylactery, the Heart of Darkness, and a place to do it cursed by bloodshed.
· The Herbs of Unlife are grown in the coffin/body of a royal/important person slain by your hand. They grow in 4d10 days and may be plucked and preserved. When growing they must not touch light.
· The Distilled Water of Unlife is water gained from a source in which a corpse has been rotting in it for 7 days. This is the corpse of a young innocent half your age or less, and at the end of the 7 days it must be animated under Desecration or *Unhallow. The fate of the undead after that is irrelevant, just gather the water and mix with the Herbs and blood over the burning souls.
· The Torch of Souls is powered by burning and eventually, cracking a soul gem with the soul of a Good individual inside. With the flames now burning blue, you use this to heat the mixture of water, herbs and blood of the innocents to make the Elixir Don't forget the heart. The death of the corpse must be from having the heart removed while living. The potion brews in 6 hours.
· The Heart of Darkness must come from a drowned body. No light from the sun must shine when removed and or removing, The heart must be stored fresh inside a magic container until the time of the ritual. A magic box of repose death will work. The Heart is added to the potion at the ceremony.
It must be done on cursed land. With *Unhallow cast upon it, it must have been the site of some massacre, and even better if it was your doing. With a cupful of fresh human blood from any victim of good alignment, add to the potion and drink. If the murders were of your doing the good alignment is not required, anyone will do. At the next full moon, imbibe the potion. The drinker's life-force drains into the enchanted phylactery. The transformation begins.
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*
Unhallow
Evocation [Evil]
Level: Clr 5, Drd 5
Components: V, S, M
Casting time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects. First, the site or structure is guarded by a magic circle against good effect. Second, all turning checks made to turn undead take a –4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.) Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again. Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.) Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.) An area can receive only one unhallow spell (and its associated spell effect) at a time. Unhallow counters but does not dispel hallow. Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area.
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. there are several different types of lich. there are only one or two that are done for good. one is done by elves normally by the oldest member of a family of high elves, the reason they choose lichdom is to protect and guide the family line for all time, this is done for the good of others and not for the immortality of the one so it is considered good and the elf does not change alignment. there is another that is done normally by someone who hates the thought of immortality but wants revenge, etc. they become a lich for a duration of one year. the process gives them a lot of power, etc. but they have only one year to live after completing the process to complete their final act, revenge, glory, etc. once they finish whatever they wanted to do they lie down and die, if after a year they haven't successfully completed the mission they die.
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(Lich) Prestige/Template-like class
A lich is an undead spellcaster who has used its magical powers to unnaturally extend its life. Liches are scheming, and to some, insane. They hunger forever for greater power, long-forgotten knowledge, and the most terrible of arcane secrets. Because the shadow of death does not hang over them, they often conceive plans taking years, decades, or even centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have long ago been lost to decay, but bright pinpoints of crimson (or other color’s) light burn on in the empty sockets. Liches speak Common plus any other languages they knew in life. A lich must create a phylactery. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.
A lich retains all the base creature’s ability’s, level’s, statistics, special abilities, possessions (aside from those needed in the ritual) and knowledge. The creature’s type changes to undead. Do not recalculate base abilities, saves, or skill points. Size is unchanged.
Lich’s are immortal
Prime requisite: INT,WIS Requirements: 18 INT, 16 WIS, The ability to cast level 7 spells.
Max level : 4
Modifier: +2 INT, +2 WIS, +2 Cha
HD - 1-D-12
Ability’s: min/max - Str 3/18, Dex 3/18, Con 0/0, (undead lose Con) Int 15/20, Wis 15/20, Cha 6/20
Saving through’s: breath attack : 0 - poison or death : immune – paralyze or petrify : immune – wands : +2 – spells or spell like devices “ + 3 -“ retain your race’s/class’s saving throughs and keep using those tables as you level (wich will only be 4 more times as a lich ) unless your saves reach or already are max.
lich's receive -4 against turning.
Dark vision : 60ft
Liches resurrect themselves in 1d10 days if their phylactery is intact.
Immunities : Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), mind-affecting attacks. Poisons, paralysis, stunning, disease, magical sleep spells and death effects
At first level, the lich gains a +2 bonus points to AC.
Armor Bonus: At second level, the lich gains a +1 bonus to its natural AC. This bonus increases by an additional +1 each level, to a maximum of +3 at fourth level.
Skill Bonuses: the lich receives the following thief abilities at first level. The thief skills themselves are also first level. Or equal to players thief level – Hide in shadows and move silent. Gain 2% each level to a max of 6%.
Lich’s suffer no affect’s from fortitude unless it also works on objects or is harmless.-(i dont know if this matters?)
Lich’s are not subject to extra damage from critical hit’s, none lethal damage, ability drain, energy drain, fatigue or death from massive damage. A lich can not be raised and resurrection only works if the lich is willing.
Charnel Touch: At 2nd level, the lich gains a natural touch attack that may be made once per round. To use it, the lich makes a melee touch attack. The attack uses negative energy to deal 1d8+5 damage to the living. A save of (1/2 the lich's over all level + lich's Cha modifier. (Combine lich’s level + all level’s gained before lichdom, all class’s/race levels are added if this is not yet clear )) halves the damage. A lich with natural weapons may choose to use its natural weapons instead, and then may choose to deal 1d8+5 points of extra damage on one of the natural weapon attacks.
Fear Aura: By 3rd level, the lich becomes shrouded in a dreadful aura of death and evil. Creatures of less than 1-D-8 HD in a 60-foot radius that look at the lich must succeed on a save (Combine lich’s level + all level’s gained before lichdom, all class’s/race levels are added) or be affected as though by a fear spell from a magic-user of the lich's caster level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours
Paralyzing Touch: At fourth level, any living creature a lich hits with its touch attack must succeed a save or permanently become paralyzed. Remove paralysis or any thing that can remove a curse can free the victim.. Anyone paralyzed by a lich seems dead, though a D 20 check or a D 15 healer check reveals that the victim is still alive.
Table: The LichHit Die: d12
Level/XP --AC bonus-- [Special]
1st / 5,001 --+0-- [Undead, Immunities, +1 damage to specific spell]
2nd / 10,001 --+1-- [Charnel Touch, 1 damage to specific spell]
3rd / 40,001 --+1=(2)-- [Fear Aura, Turn Resistance, +1damage to specific spell]
4th / 80,001 --+1=(3)-- [Paralyzing Touch, +2 damage to specific spell]
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this ritual can go wrong
To become a lich you need the Herbs of Unlife, the Distilled Water of the Undead, the Torch of Burning Souls, your phylactery, the Heart of Darkness, and a place to do it cursed by bloodshed.
· The Herbs of Unlife are grown in the coffin/body of a royal/important person slain by your hand. They grow in 4d10 days and may be plucked and preserved. When growing they must not touch light.
· The Distilled Water of Unlife is water gained from a source in which a corpse has been rotting in it for 7 days. This is the corpse of a young innocent half your age or less, and at the end of the 7 days it must be animated under Desecration or *Unhallow. The fate of the undead after that is irrelevant, just gather the water and mix with the Herbs and blood over the burning souls.
· The Torch of Souls is powered by burning and eventually, cracking a soul gem with the soul of a Good individual inside. With the flames now burning blue, you use this to heat the mixture of water, herbs and blood of the innocents to make the Elixir Don't forget the heart. The death of the corpse must be from having the heart removed while living. The potion brews in 6 hours.
· The Heart of Darkness must come from a drowned body. No light from the sun must shine when removed and or removing, The heart must be stored fresh inside a magic container until the time of the ritual. A magic box of repose death will work. The Heart is added to the potion at the ceremony.
It must be done on cursed land. With *Unhallow cast upon it, it must have been the site of some massacre, and even better if it was your doing. With a cupful of fresh human blood from any victim of good alignment, add to the potion and drink. If the murders were of your doing the good alignment is not required, anyone will do. At the next full moon, imbibe the potion. The drinker's life-force drains into the enchanted phylactery. The transformation begins.
------------------------------------------------------------------------------------------------------------
*
Unhallow
Evocation [Evil]
Level: Clr 5, Drd 5
Components: V, S, M
Casting time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects. First, the site or structure is guarded by a magic circle against good effect. Second, all turning checks made to turn undead take a –4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.) Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again. Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.) Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.) An area can receive only one unhallow spell (and its associated spell effect) at a time. Unhallow counters but does not dispel hallow. Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area.
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. there are several different types of lich. there are only one or two that are done for good. one is done by elves normally by the oldest member of a family of high elves, the reason they choose lichdom is to protect and guide the family line for all time, this is done for the good of others and not for the immortality of the one so it is considered good and the elf does not change alignment. there is another that is done normally by someone who hates the thought of immortality but wants revenge, etc. they become a lich for a duration of one year. the process gives them a lot of power, etc. but they have only one year to live after completing the process to complete their final act, revenge, glory, etc. once they finish whatever they wanted to do they lie down and die, if after a year they haven't successfully completed the mission they die.