Lich Template - Wizard Lich

Clay_More

First Post
This is another one of my rampaging attempts to brush up the D&D undead templates. This time, its the poor Lich that suffers. As with the Vampire, its relatively long, yet not as long as the Vampire. This template is for the Wizard - Lich, the other spellcasting classes are being worked on.


Lich, Balmortian

Aeons of Decay
The Lich is to many the embodiment of evil magic. They use their vile practices to defy the laws of nature and the sanctity of life. Many a sage has wondered why the path of the Lich is appealing to some, and the answer lies in the one factor that sets apart the undead from the living more than anything: Immortality. The immortal nature of the undead might seem to be but a hollow gift, for the undead are not granted true immortality. Their physical form is still vulnerable to both weapons and magic. A Lich, just as any undead, can be destroyed.
So, the Immortality of a Lich is not complete. Even though it does not suffer from the vulnerability to diseases and old age, it is still vulnerable to those that would seek it destroyed. It’s weakness lies in it’s Phylactery, the material object which binds it to the other side. A Lich would never mention it’s Phylactery to anyone, knowing full well the vulnerability it symbolises. Some Liches even disdain their Phylactery, seeing it as the only imperfection of their form. Whatever their feelings, the Phylactery is always well hidden and, often, well guarded too.
The thing that defines the Lich the most is the time that it has at hand. Mortals seek quick realisation to their desires, having a need for action, which often leads them to rash behaviour. The Lich, on the other hand, has all the time in the world. To a Lich, time is not important. Thus, the Lich is defined by time more than anything. Most spellcasters that sought to become Liches had a purpose for doing so. Some had their magical development and research, some had a certain quest or mission they needed to fulfil, other simply had a fear of death. Whatever the reason, time never cleansed their heart of this need. Those that sought Lichdom so that they could continue their quest for knowledge and lore grow even more obsessed with the information that they seek. Those that sought Lichdom as a way of continuing a personal mission after death, often develop a psychotic dedication to this mission. The ones that simply sought to escape death are the ones that fare the worst though. They often grow eternally afraid, fearing destruction even more than they did in life. This last kind of Lich is probably the worst enemy a group of adventurers can face. It has often prepared itself to face eventual foes for centuries. It is willing to do almost anything to prevent it’s own destruction, no matter the cost. If a death-fearing Lich can save it’s own life by slaying all the peasants in a village and turning them into undead, it will do so.
As the Lich grows wiser over the years, it also grows stronger as it’s bond with the other side intensifies. Not only will the Lich gain power from it’s advancement in the arts of magic, it will also gain power from it’s link with the Negative Material Plane. Thus, an old Lich is an enemy to be feared more than anything, having power that could not be gained by a mere mortal. These ancient Liches have grown so strong, that they could destroy both cities and kingdoms should they so wish. The table below shows at what rate a Lich increases in power as it grows older. The effects of aging are described further down in the text.


Age Categories
Age in Years Age Category
0-100 1
100-250 2
250-500 3
500-1000 4
1000-2000 5
2000-5000 6
5000+ 7

Yet, the powers of the Lich are not solely defined by it’s age. The powers are as much defined by the way that the Lich became undead. It’s magical practices in life define it to a great extent, as these magical practices have an influence on the energies it used to become undead.
Therefore, the Lich templates are divided into five groups, according to the five classes and prestige classes that can become Liches. Yet, all templates share some common aspects.

HD: Increases to d12
Attacks: All Liches have a touch attack. The damage varies according to the class and age of the Lich.
Special Qualities: Undead Traits

As undead, the Lich has no constitution score. This means that the Hit Dice are rolled without any modifications.


The Wizard Lich - Archlich
The Wizard Lich is the most common of the five. Back in the dawn of time, the first Wizards discovered the two opposing energy planes, the Positive Material Plane and the Negative Material Plane. These two are opposites, constantly fighting over the domination of the Prime Material Plane. Since the dawn of time, the Positive Material Plane has reigned supreme, being the most dominant force on the Prime. This is the reason that there are more living creatures than unliving to be found on the Prime Material Plane. Yet, the Negative Material Plane is not beaten. It still has influence and it is this influence that many evil Wizards seek.
The Archlich does not necessarily have to be evil though. Even though it is the most common alignment for a Lich, all Wizards of sufficient power can gain the immortality of Lichdom. Yet, the skills and powers required are most common amongst the evil practitioners of the art of magic. First of all, a deep understanding about Necromancy is required, an understanding that few good and neutral Wizards have the opportunity to gain. Secondly, the Wizard requires the tome that holds the secrets of Lichdom, a tome called “Libra Puscalis”. This horrid tome was originally written centuries ago, but has since then been copied several times. Many good orders will destroy the tome if they encounter it, but sometimes a good or neutral Wizard might stumble upon it through pure luck. Amongst evil Wizards, the tome is more easily acquired. Thirdly, the Wizard has to gather all of the various components required for the ceremony, components that are so foul that many would-be Liches change their mind simply by the depravity required to collect the components. As a fourth requirement, the Wizard needs to be of sufficient magical prowess, possessing both the right spells and power to become a Lich.


Requirements
Alignment: Any
Skills: Knowledge (Arcane) 10 ranks, Knowledge (Necromancy) 20 ranks.
Spells: Animate Dead, Contagion, Enervation, Protection From Elements, Spell Immunity, Darkness, Gate
Components: The heart of a good-aligned virgin, the tongue of a virtuous cleric, the eye of a benevolent sage, the hand of a honest worker.
Special: Must have read the Libra Puscalis (takes 1 month)

The Ritual
The first step of becoming a Wizard Lich is the preparation of Phylactery. The Phylactery is either a ceramic or metallic container, in which the components for the process are placed. These components must be sealed airtight in the container, otherwise the ritual will not work. The components are idols of purity and goodness and will protect the Wizard from the destructive forces of the Negative Material Plane. Even the most vile of Necromancers would be torn to pieces if he did not have required protection, as the Negative Material Plane is a fickle mistress, unforgiving towards those that invoke it’s power.
Contagion is cast on the contents of the Phylactery, making the rot and decay. This attracts the attention of the Negative Material Plane, as it’s energies are especially focused where that which is good is being corrupted. Now, that the attention of the mindless entity has been invoked, the Wizard can commence with the ritual. This step of the ritual involves the Wizard casting both Spell Immunity, Darkness and Protection From Elements. The Darkness is cast so that it covers the entire body of the Wizard, hiding him from the divine rays of the sun. Protection From Elements is also very important, since it will protect him from the fire that would otherwise consume him. The reason why Spell Immunity is cast will be explained later. The Wizard, now prepared for his journey, will place himself on sort of alter or table. As he begins his journey towards the other side, he will require assistants to perform some of parts of the ritual.
Any living creature contains within themselves a small part of energy from the Positive Material Plane. This energy needs to be suppressed for the ritual to work. This is done by having the assistants of the Wizard cast Enervation on him. The Wizard cannot cast it on himself, it must be done by someone else. This is where the Spell Immunity is also important. Spell Immunity will protect the Wizard from the harmful effects of the Enervation, as to not see him slain. One Enervation needs to be cast for every level the Wizard has attained. Thus, a 19 th. level Wizard would requires nineteen Enervation cast on him. They must all be cast within seven minutes, otherwise the attention of the Negative Material Plane will vanish and the ritual will have been in vain. When they all have been cast, the Wizard is loaded with Negative energy, making him a good receptacle for undeath.
The next step is what is called the Departure of Life. The assistants surrounding the Wizard must slay him, which is often done by cutting his throat with a dagger or knife. This is very traumatic for the Wizard, as he departs his body and for several seconds, hover above it in the form of a spirit. Once the Wizard departs the body, he is attacked by the other spirits that roam the Prime Material Plane. The good, divine spirits will assault him, plead him to stop, cry and pray for him, attempt to argue with him and even lie to him, telling him that he will not truly become undead and that Lichdom is a lie. The evil spirits, in turn, will rejoice, yelling at the Wizard, celebrating the Negative energies present, bathe in the evil that surrounds the scene. When the Wizard is able of returning to his body, he must roll a Will save against a DC of 30. For every point by which he fails, he will loose one point of Wisdom. Should he make his Will save, he will loose no Wisdom. His Will save is not modified by anything except his base class bonus and his Wisdom modifier. Magical items, spells and other worldly ways of increasing a persons saving throws will not work.
The Wizard will then force his spirit back into his deceased body. With him follows all the Negative energy that has accumulated around the scene. His body, with it’s heart still beating and it’s flesh still warm, will be seriously affected by this assault. Observers will see the body twist and turns as if though it was experiencing extreme pain. After a few seconds, the cramps will stop as the heart stops beating. The Wizard will then have pulled with him all of the Negative energy necessary to sustain his undead life. The Phylactery is his protection against the energies of the Positive Material Plane, a small space where the Negative Material Plane can reign unopposed. This is also the reason why a Lich’s spirit returns to it’s Phylactery when the body is destroyed. Within the small container, the spirit can receive complete rest, without being assaulted by the divine, good energies that dominate the world. The Wizard has now become a Lich and is ready to embark upon the centuries as an immortal creature.

The Wizard Lich Template
As with all Liches, the Wizard Lich template is defined by it’s age. Below are seven templates, one for each age category.

Age Category 1
Speed: As base creature
AC: The Lich gains natural armor +5
Damage with Touch Attacks: 2d6
Special Attacks: All Lich retain the special attacks they had in life and gain additional special attacks as listed below. The save DC for those of the Lich’s special attacks that allows a save is 10 + ½ the Lich’s HD + the Lich’s Charisma modifier.
Frightful Presence (Ex): Anyone that comes within 60 ft. of the Lich has to succeed in a Will saving throw of become Frightened (As described in the DMG). This effect lasts for 6d6 rounds.
Aura Strengthening (Su): Once each day, a Lich can strengthen the Aura of fear that surrounds it. Anyone within 60 ft. of the Lich are affected as by the spell Enervation. Unlike Enervation, no attack roll is required. Instead, the affected persons are allowed a Fortitude saving throw to avoid the effect.
Draining Touch (Su): The touch of the Lich is lethal to most living creatures. The Lich is so infected with the negative energies that sustains him, that his mere touch causes his target to weaken and eventually perish. The touch of the Lich causes ability damage in addition to it’s normal damage. The Lich causes 1d4 points of temporary ability damage on a successful attack. A successful Fortitude saving throw will negate the ability loss. The Lich can himself choose if he wishes to cause Constitution, Dexterity or Strength to be lost. The Lich will often use it’s Vision of Life ability to determine what ability score to drain.
Death’s Embrace (Su): The Lich sustains himself on Negative energy. Yet, Negative energy isn’t only found in the Negative Material Plane, it is found amongst the departing spirits as well. When the Lich slays a opponent with his Draining Touch, he can attempt to devour his soul as well. The target must roll a successful Will saving throw when he dies. If he fails, the Lich has been able to consume his departing spirit. This means that the target cannot be resurrected or raised as long as the Lich lives, since his life energy has become a part of the Lich. The Lich, on the other hand, gains 1 bonus hitpoints for each HD of his foe. The additional hitpoints gained from Death’s Embrace are permanent.
Necromantic Lacing (Su): Necromantic Lacing is another effect caused by the Negative energies used to create the Lich. When ever the Lich casts a spell, some of his own, evil, energy transfers to the spell. Any spell the Lich casts causes ability loss in addition to whatever other effect the spell has. Each person affected by the spell must roll a Fortitude save or temporarily loose 1 point of constitution. All who are targets of a Lich’s spell must succeed in their Fortitude save. That mean’s if a Lich’s Fireball affects fourteen people, all fourteen are also affected Necromantic Lacing. The Lich cannot turn this ability off and therefore, even persons affected by protection or healing spells from the Lich stand the risk of loosing constitution.
Special Qualities: All Lich retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): The Lich has damage reduction 15/+2. His evil energy can protect from most common weapons.
Turn Resistance (Ex): The Lich has Turn Resistance +4
Fast Healing (Ex): The evil energy which keeps the Lich animated also enables him to regain lost hitpoints faster than most mortal creatures. The Lich has Fast Healing 4.
Undead Commanding (Su): The Lich can command 4 HD of undead pr. level. Most spellcasters can only command 2 HD of undead pr. level, yet the Lich is so attuned to Necromantic energies that it enables him greater control over the other undead denizens that travel the Prime Material Plane.
Vision of Life (Su): The Lich has an uncanny ability to detect the energies that sustain the living. The Lich is instantly aware of any living creature that is within 60 ft. of him. By looking at a living creature, the Lich can instantly determine the exact number of hitpoints the creature as remaining. The Lich can also determine the targets Strength, Constitution and Dexterity merely from looking at him. The Lich will often use this ability to find weaknesses in it’s targets.
Abilities: Str +8, Int +6, Wis +4, Cha +4
Skills: A Lich of Age Category 1 receives a +4 racial bonus to Listen, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: A Lich of Age Category 1 gains Iron Will as a bonus feat. The Lich also gains one bonus Epic feat, which can be used only for choosing a Wizard feat. If the Lich hadn’t already chosen Spell Focus (Necromancy) and Greater Spell Focus (Necromancy) before it became undead, it gains them once it becomes a Lich.


Age Category 2
Speed: As base creature + 5 ft.
AC: The Lich gains natural armor +7
Damage with Touch Attacks: 3d6
Special Attacks: All Lich retain the special attacks they had in life and gain additional special attacks as listed below. The save DC for those of the Lich’s special attacks that allows a save is 10 + ½ the Lich’s HD + the Lich’s Charisma modifier.
Frightful Presence (Ex): Anyone that comes within 90 ft. of the Lich has to succeed in a Will saving throw of become Frightened (As described in the DMG). This effect lasts for 8d6 rounds.
Aura Strengthening (Su): Once each day, a Lich can strengthen the Aura of fear that surrounds it. Anyone within 90 ft. of the Lich are affected as by the spell Enervation. Unlike Enervation, no attack roll is required. Instead, the affected persons are allowed a Fortitude saving throw to avoid the effect.
Draining Touch (Su): The touch of the Lich is lethal to most living creatures. The Lich is so infected with the negative energies that sustains him, that his mere touch causes his target to weaken and eventually perish. The touch of the Lich causes ability damage in addition to it’s normal damage. The Lich causes 1d6 points of temporary ability damage on a successful attack. A successful Fortitude saving throw will negate the ability loss. The Lich can himself choose if he wishes to cause Constitution, Dexterity or Strength to be lost. The Lich will often use it’s Vision of Life ability to determine what ability score to drain.
Death’s Embrace (Su): The Lich sustains himself on Negative energy. Yet, Negative energy isn’t only found in the Negative Material Plane, it is found amongst the departing spirits as well. When the Lich slays a opponent with his Draining Touch, he can attempt to devour his soul as well. The target must roll a successful Will saving throw when he dies. If he fails, the Lich has been able to consume his departing spirit. This means that the target cannot be resurrected or raised as long as the Lich lives, since his life energy has become a part of the Lich. The Lich, on the other hand, gains 1 bonus hitpoints for each HD of his foe. The additional hitpoints gained from Death’s Embrace are permanent.
Necromantic Lacing (Su): Necromantic Lacing is another effect caused by the Negative energies used to create the Lich. When ever the Lich casts a spell, some of his own, evil, energy transfers to the spell. Any spell the Lich casts causes ability loss in addition to whatever other effect the spell has. Each person affected by the spell must roll a Fortitude save or temporarily loose 1 point of constitution. All who are targets of a Lich’s spell must succeed in their Fortitude save. That mean’s if a Lich’s Fireball affects fourteen people, all fourteen are also affected Necromantic Lacing. The Lich cannot turn this ability off and therefore, even persons affected by protection or healing spells from the Lich stand the risk of loosing constitution.
Forceful Presence (Su): The Lich has such a dominating presence, that it can command living creatures to do it’s will. The Lich can attempt to command any living creature within 90 ft. The creature must roll a Will saving throw or become commanded. If it fails, it is under the Lich’s complete control for the next number of rounds equal to the Lich’s Charisma modifier. The Lich can use this ability once each day.
Special Qualities: All Lich retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): The Lich has damage reduction 20/+2. His evil energy can protect from most common weapons.
Turn Resistance (Ex): The Lich has Turn Resistance +6
Fast Healing (Ex): The evil energy which keeps the Lich animated also enables him to regain lost hitpoints faster than most mortal creatures. The Lich has Fast Healing 6.
Undead Commanding (Su): The Lich can command 6 HD of undead pr. level. Most spellcasters can only command 2 HD of undead pr. level, yet the Lich is so attuned to Necromantic energies that it enables him greater control over the other undead denizens that travel the Prime Material Plane.
Vision of Life (Su): The Lich has an uncanny ability to detect the energies that sustain the living. The Lich is instantly aware of any living creature that is within 90 ft. of him. By looking at a living creature, the Lich can instantly determine the exact number of hitpoints the creature as remaining. The Lich can also determine the targets Strength, Constitution and Dexterity merely from looking at him. The Lich will often use this ability to find weaknesses in it’s targets.
Abilities: Str +10, Int +8, Wis +6, Cha +6
Skills: A Lich of Age Category 2 receives a +6 racial bonus to Listen, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: A Lich of Age Category 2 gains Iron Will and Improved Initiative as a bonus feats. The Lich also gains two bonus Epic feats, which can be used only for choosing Wizard feats. If the Lich hadn’t already chosen Spell Focus (Necromancy) and Greater Spell Focus (Necromancy) before it became undead, it gains them once it becomes a Lich.


Age Category 3
Speed: As base creature + 10 ft.
AC: The Lich gains natural armor +9
Damage with Touch Attacks: 4d6
Special Attacks: All Lich retain the special attacks they had in life and gain additional special attacks as listed below. The save DC for those of the Lich’s special attacks that allows a save is 10 + ½ the Lich’s HD + the Lich’s Charisma modifier.
Frightful Presence (Ex): Anyone that comes within 120 ft. of the Lich has to succeed in a Will saving throw of become Frightened (As described in the DMG). This effect lasts for 10d6 rounds.
Aura Strengthening (Su): Once each day, a Lich can strengthen the Aura of fear that surrounds it. Anyone within 120 ft. of the Lich are affected as by the spell Enervation. Unlike Enervation, no attack roll is required. Instead, the affected persons are allowed a Fortitude saving throw to avoid the effect.
Draining Touch (Su): The touch of the Lich is lethal to most living creatures. The Lich is so infected with the negative energies that sustains him, that his mere touch causes his target to weaken and eventually perish. The touch of the Lich causes ability damage in addition to it’s normal damage. The Lich causes 2d4 points of temporary ability damage on a successful attack. A successful Fortitude saving throw will negate the ability loss. The Lich can himself choose if he wishes to cause Constitution, Dexterity or Strength to be lost. The Lich will often use it’s Vision of Life ability to determine what ability score to drain.
Death’s Embrace (Su): The Lich sustains himself on Negative energy. Yet, Negative energy isn’t only found in the Negative Material Plane, it is found amongst the departing spirits as well. When the Lich slays a opponent with his Draining Touch, he can attempt to devour his soul as well. The target must roll a successful Will saving throw when he dies. If he fails, the Lich has been able to consume his departing spirit. This means that the target cannot be resurrected or raised as long as the Lich lives, since his life energy has become a part of the Lich. The Lich, on the other hand, gains 1 bonus hitpoints for each HD of his foe. The additional hitpoints gained from Death’s Embrace are permanent.
Necromantic Lacing (Su): Necromantic Lacing is another effect caused by the Negative energies used to create the Lich. When ever the Lich casts a spell, some of his own, evil, energy transfers to the spell. Any spell the Lich casts causes ability loss in addition to whatever other effect the spell has. Each person affected by the spell must roll a Fortitude save or temporarily loose 2 points of constitution. All who are targets of a Lich’s spell must succeed in their Fortitude save. That mean’s if a Lich’s Fireball affects fourteen people, all fourteen are also affected Necromantic Lacing. The Lich cannot turn this ability off and therefore, even persons affected by protection or healing spells from the Lich stand the risk of loosing constitution.
Forceful Presence (Su): The Lich has such a dominating presence, that it can command living creatures to do it’s will. The Lich can attempt to command any living creature within 120 ft. The creature must roll a Will saving throw or become commanded. If it fails, it is under the Lich’s complete control for the next number of rounds equal to the Lich’s Charisma modifier. The Lich can use this ability once each day.
Deathwatch (Su): The Lich is able of using it’s own Necromantic energies to greatly bolster the undead under it’s command. It is well known that a Lich is not truly slain once it’s body is destroyed. Yet, few know, that upon seeing it’s body destroyed, a Lich can transfer it’s unholy powers to it’s undead minions. Once the Lich is slain, it flees to it’s Phylactery. Yet, as long as the Lich is without body, all of it’s undead minions gain the benefit of the Deathwatch Template found further down. The Lich can still command it’s undead minions and will often attempt to get it’s undead servants to find it a new body.
Special Qualities: All Lich retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): The Lich has damage reduction 25/+3. His evil energy can protect from most common weapons.
Turn Resistance (Ex): The Lich has Turn Resistance +8
Fast Healing (Ex): The evil energy which keeps the Lich animated also enables him to regain lost hitpoints faster than most mortal creatures. The Lich has Fast Healing 8.
Undead Commanding (Su): The Lich can command 8 HD of undead pr. level. Most spellcasters can only command 2 HD of undead pr. level, yet the Lich is so attuned to Necromantic energies that it enables him greater control over the other undead denizens that travel the Prime Material Plane.
Vision of Life (Su): The Lich has an uncanny ability to detect the energies that sustain the living. The Lich is instantly aware of any living creature that is within 120 ft. of him. By looking at a living creature, the Lich can instantly determine the exact number of hitpoints the creature as remaining. The Lich can also determine the targets Strength, Constitution and Dexterity merely from looking at him. The Lich will often use this ability to find weaknesses in it’s targets.
Abilities: Str +12, Int +10, Wis +8, Cha +8
Skills: A Lich of Age Category 3 receives a +8 racial bonus to Listen, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: A Lich of Age Category 3 gains Iron Will, Improved Initiative and Combat Casting as a bonus feats. The Lich also gains three bonus Epic feats, which can be used only for choosing Wizard feats. If the Lich hadn’t already chosen Spell Focus (Necromancy) and Greater Spell Focus (Necromancy) before it became undead, it gains them once it becomes a Lich.


Age Category 4
Speed: As base creature + 15 ft.
AC: The Lich gains natural armor +11
Damage with Touch Attacks: 4d8
Special Attacks: All Lich retain the special attacks they had in life and gain additional special attacks as listed below. The save DC for those of the Lich’s special attacks that allows a save is 10 + ½ the Lich’s HD + the Lich’s Charisma modifier.
Frightful Presence (Ex): Anyone that comes within 150 ft. of the Lich has to succeed in a Will saving throw of become Frightened (As described in the DMG). This effect lasts for 10d8 rounds.
Aura Strengthening (Su): Two times each day, a Lich can strengthen the Aura of fear that surrounds it. Anyone within 150 ft. of the Lich are affected as by the spell Enervation. Unlike Enervation, no attack roll is required. Instead, the affected persons are allowed a Fortitude saving throw to avoid the effect.
Draining Touch (Su): The touch of the Lich is lethal to most living creatures. The Lich is so infected with the negative energies that sustains him, that his mere touch causes his target to weaken and eventually perish. The touch of the Lich causes ability damage in addition to it’s normal damage. The Lich causes 2d6 points of temporary ability damage on a successful attack. A successful Fortitude saving throw will negate the ability loss. The Lich can himself choose if he wishes to cause Constitution, Dexterity or Strength to be lost. The Lich will often use it’s Vision of Life ability to determine what ability score to drain.
Death’s Embrace (Su): The Lich sustains himself on Negative energy. Yet, Negative energy isn’t only found in the Negative Material Plane, it is found amongst the departing spirits as well. When the Lich slays a opponent with his Draining Touch, he can attempt to devour his soul as well. The target must roll a successful Will saving throw when he dies. If he fails, the Lich has been able to consume his departing spirit. This means that the target cannot be resurrected or raised as long as the Lich lives, since his life energy has become a part of the Lich. The Lich, on the other hand, gains 1 bonus hitpoints for each HD of his foe. The additional hitpoints gained from Death’s Embrace are permanent.
Necromantic Lacing (Su): Necromantic Lacing is another effect caused by the Negative energies used to create the Lich. When ever the Lich casts a spell, some of his own, evil, energy transfers to the spell. Any spell the Lich casts causes ability loss in addition to whatever other effect the spell has. Each person affected by the spell must roll a Fortitude save or temporarily loose 2 points of constitution. All who are targets of a Lich’s spell must succeed in their Fortitude save. That mean’s if a Lich’s Fireball affects fourteen people, all fourteen are also affected Necromantic Lacing. The Lich cannot turn this ability off and therefore, even persons affected by protection or healing spells from the Lich stand the risk of loosing constitution.
Forceful Presence (Su): The Lich has such a dominating presence, that it can command living creatures to do it’s will. The Lich can attempt to command any living creature within 150 ft. The creature must roll a Will saving throw or become commanded. If it fails, it is under the Lich’s complete control for the next number of rounds equal to the Lich’s Charisma modifier. The Lich can use this ability once each day.
Deathwatch (Su): The Lich is able of using it’s own Necromantic energies to greatly bolster the undead under it’s command. It is well known that a Lich is not truly slain once it’s body is destroyed. Yet, few know, that upon seeing it’s body destroyed, a Lich can transfer it’s unholy powers to it’s undead minions. Once the Lich is slain, it flees to it’s Phylactery. Yet, as long as the Lich is without body, all of it’s undead minions gain the benefit of the Deathwatch Template found further down. The Lich can still command it’s undead minions and will often attempt to get it’s undead servants to find it a new body.
Special Qualities: All Lich retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): The Lich has damage reduction 30/+3. His evil energy can protect from most common weapons.
Turn Resistance (Ex): The Lich has Turn Resistance +10
Fast Healing (Ex): The evil energy which keeps the Lich animated also enables him to regain lost hitpoints faster than most mortal creatures. The Lich has Fast Healing 10.
Undead Commanding (Su): The Lich can command 10 HD of undead pr. level. Most spellcasters can only command 2 HD of undead pr. level, yet the Lich is so attuned to Necromantic energies that it enables him greater control over the other undead denizens that travel the Prime Material Plane.
Vision of Life (Su): The Lich has an uncanny ability to detect the energies that sustain the living. The Lich is instantly aware of any living creature that is within 150 ft. of him. By looking at a living creature, the Lich can instantly determine the exact number of hitpoints the creature as remaining. The Lich can also determine the targets Strength, Constitution and Dexterity merely from looking at him. The Lich will often use this ability to find weaknesses in it’s targets.
Aura of Divine Hatred (Su): The Lich becomes so hateful towards the divine entities that constantly seek to destroy him, that he is able of projecting this anger into the aura that surrounds him. Any divine spellcaster that comes within 150 feet of the Lich has to succeed in a Will saving throw. If they fail, all Healing spells cast within the aura act as if though they were minimised, curing only a minimum of hitpoints (i.e. a Cure Light Wounds that would normally heal 1d8+1 hitpoints now only heal 2 hitpoints). Any cure or heal spells used to inflict damage to undeads also act as if though they were minimised. Any healing potion brought within the Aura become non-magical and any wand or staff with healing powers looses 1 charge each round it is within the Aura. Anyone who fails their Will saving throw also have a –2 penalty to any Turn / Destroy undead attempts they make.
Abilities: Str +14, Int +12, Wis +10, Cha +10.
Skills: A Lich of Age Category 4 receives a +10 racial bonus to Listen, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: A Lich of Age Category 4 gains Iron Will, Improved Initiative and Combat Casting as a bonus feats. The Lich also gains four bonus Epic feats, which can be used only for choosing Wizard feats. If the Lich hadn’t already chosen Spell Focus (Necromancy) and Greater Spell Focus (Necromancy) before it became undead, it gains them once it becomes a Lich.


Age Category 5
Speed: As base creature + 20 ft.
AC: The Lich gains natural armor +13
Damage with Touch Attacks: 4d10
Special Attacks: All Lich retain the special attacks they had in life and gain additional special attacks as listed below. The save DC for those of the Lich’s special attacks that allows a save is 10 + ½ the Lich’s HD + the Lich’s Charisma modifier.
Frightful Presence (Ex): Anyone that comes within 210 ft. of the Lich has to succeed in a Will saving throw of become Frightened (As described in the DMG). This effect lasts for 10d10 rounds.
Aura Strengthening (Su): Two times each day, a Lich can strengthen the Aura of fear that surrounds it. Anyone within 210 ft. of the Lich are affected as by the spell Enervation. Unlike Enervation, no attack roll is required. Instead, the affected persons are allowed a Fortitude saving throw to avoid the effect.
Draining Touch (Su): The touch of the Lich is lethal to most living creatures. The Lich is so infected with the negative energies that sustains him, that his mere touch causes his target to weaken and eventually perish. The touch of the Lich causes ability damage in addition to it’s normal damage. The Lich causes 2d8 points of temporary ability damage on a successful attack. A successful Fortitude saving throw will negate the ability loss. The Lich can himself choose if he wishes to cause Constitution, Dexterity or Strength to be lost. The Lich will often use it’s Vision of Life ability to determine what ability score to drain.
Death’s Embrace (Su): The Lich sustains himself on Negative energy. Yet, Negative energy isn’t only found in the Negative Material Plane, it is found amongst the departing spirits as well. When the Lich slays a opponent with his Draining Touch, he can attempt to devour his soul as well. The target must roll a successful Will saving throw when he dies. If he fails, the Lich has been able to consume his departing spirit. This means that the target cannot be resurrected or raised as long as the Lich lives, since his life energy has become a part of the Lich. The Lich, on the other hand, gains 1 bonus hitpoints for each HD of his foe. The additional hitpoints gained from Death’s Embrace are permanent.
Necromantic Lacing (Su): Necromantic Lacing is another effect caused by the Negative energies used to create the Lich. When ever the Lich casts a spell, some of his own, evil, energy transfers to the spell. Any spell the Lich casts causes ability loss in addition to whatever other effect the spell has. Each person affected by the spell must roll a Fortitude save or temporarily loose 3 points of constitution. All who are targets of a Lich’s spell must succeed in their Fortitude save. That mean’s if a Lich’s Fireball affects fourteen people, all fourteen are also affected Necromantic Lacing. The Lich cannot turn this ability off and therefore, even persons affected by protection or healing spells from the Lich stand the risk of loosing constitution.
Forceful Presence (Su): The Lich has such a dominating presence, that it can command living creatures to do it’s will. The Lich can attempt to command any living creature within 210 ft. The creature must roll a Will saving throw or become commanded. If it fails, it is under the Lich’s complete control for the next number of rounds equal to the Lich’s Charisma modifier. The Lich can use this ability two times each day.
Deathwatch (Su): The Lich is able of using it’s own Necromantic energies to greatly bolster the undead under it’s command. It is well known that a Lich is not truly slain once it’s body is destroyed. Yet, few know, that upon seeing it’s body destroyed, a Lich can transfer it’s unholy powers to it’s undead minions. Once the Lich is slain, it flees to it’s Phylactery. Yet, as long as the Lich is without body, all of it’s undead minions gain the benefit of the Deathwatch Template found further down. The Lich can still command it’s undead minions and will often attempt to get it’s undead servants to find it a new body.
Special Qualities: All Lich retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): The Lich has damage reduction 35/+4. His evil energy can protect from most common weapons.
Turn Resistance (Ex): The Lich has Turn Resistance +12
Fast Healing (Ex): The evil energy which keeps the Lich animated also enables him to regain lost hitpoints faster than most mortal creatures. The Lich has Fast Healing 12.
Undead Commanding (Su): The Lich can command 15 HD of undead pr. level. Most spellcasters can only command 2 HD of undead pr. level, yet the Lich is so attuned to Necromantic energies that it enables him greater control over the other undead denizens that travel the Prime Material Plane.
Vision of Life (Su): The Lich has an uncanny ability to detect the energies that sustain the living. The Lich is instantly aware of any living creature that is within 210 ft. of him. By looking at a living creature, the Lich can instantly determine the exact number of hitpoints the creature as remaining. The Lich can also determine the targets Strength, Constitution and Dexterity merely from looking at him. The Lich will often use this ability to find weaknesses in it’s targets.
Aura of Divine Hatred (Su): The Lich becomes so hateful towards the divine entities that constantly seek to destroy him, that he is able of projecting this anger into the aura that surrounds him. Any divine spellcaster that comes within 210 feet of the Lich has to succeed in a Will saving throw. If they fail, all Healing spells cast within the aura act as if though they were minimised, curing only a minimum of hitpoints (i.e. a Cure Light Wounds that would normally heal 1d8+1 hitpoints now only heal 2 hitpoints). Any cure or heal spells used to inflict damage to undeads also act as if though they were minimised. Any healing potion brought within the Aura become non-magical and any wand or staff with healing powers looses 1 charge each round it is within the Aura. Anyone who fails their Will saving throw also have a –2 penalty to any Turn / Destroy undead attempts they make.
Aura of Enforced Doom (Su): The Lich is surrounded by an aura of pure dread and horror that affects all living creatures. Any creature that comes within 210 feet of the Lich have to succeed a Will saving throw or become affected as per the spell Doom. Any round the creature is within the aura, he has to succeed a Will saving throw. Once he fails, he is allowed no further saves for the rest of the day, yet the effect will vanish once he leaves the aura. Should he re-enter the aura on the same day though, he is affected without being allowed a saving throw.
Abilities: Str +16, Int +14, Wis +12, Cha +12.
Skills: A Lich of Age Category 5 receives a +12 racial bonus to Listen, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: A Lich of Age Category 5 gains Iron Will, Improved Initiative and Combat Casting as a bonus feats. The Lich also gains five bonus Epic feats, which can be used only for choosing Wizard feats. If the Lich hadn’t already chosen Spell Focus (Necromancy) and Greater Spell Focus (Necromancy) before it became undead, it gains them once it becomes a Lich.


Age Category 6
Speed: As base creature + 30 ft.
AC: The Lich gains natural armor +15
Damage with Touch Attacks: 5d10
Special Attacks: All Lich retain the special attacks they had in life and gain additional special attacks as listed below. The save DC for those of the Lich’s special attacks that allows a save is 10 + ½ the Lich’s HD + the Lich’s Charisma modifier.
Frightful Presence (Ex): Anyone that comes within 300 ft. of the Lich has to succeed in a Will saving throw of become Frightened (As described in the DMG). This effect lasts for 12d10 rounds.
Aura Strengthening (Su): Three times each day, a Lich can strengthen the Aura of fear that surrounds it. Anyone within 300 ft. of the Lich are affected as by the spell Enervation. Unlike Enervation, no attack roll is required. Instead, the affected persons are allowed a Fortitude saving throw to avoid the effect.
Draining Touch (Su): The touch of the Lich is lethal to most living creatures. The Lich is so infected with the negative energies that sustains him, that his mere touch causes his target to weaken and eventually perish. The touch of the Lich causes ability damage in addition to it’s normal damage. The Lich causes 2d10 points of temporary ability damage on a successful attack. A successful Fortitude saving throw will negate the ability loss. The Lich can himself choose if he wishes to cause Constitution, Dexterity or Strength to be lost. The Lich will often use it’s Vision of Life ability to determine what ability score to drain.
Death’s Embrace (Su): The Lich sustains himself on Negative energy. Yet, Negative energy isn’t only found in the Negative Material Plane, it is found amongst the departing spirits as well. When the Lich slays a opponent with his Draining Touch, he can attempt to devour his soul as well. The target must roll a successful Will saving throw when he dies. If he fails, the Lich has been able to consume his departing spirit. This means that the target cannot be resurrected or raised as long as the Lich lives, since his life energy has become a part of the Lich. The Lich, on the other hand, gains 1 bonus hitpoints for each HD of his foe. The additional hitpoints gained from Death’s Embrace are permanent.
Necromantic Lacing (Su): Necromantic Lacing is another effect caused by the Negative energies used to create the Lich. When ever the Lich casts a spell, some of his own, evil, energy transfers to the spell. Any spell the Lich casts causes ability loss in addition to whatever other effect the spell has. Each person affected by the spell must roll a Fortitude save or temporarily loose 3 points of constitution. All who are targets of a Lich’s spell must succeed in their Fortitude save. That mean’s if a Lich’s Fireball affects fourteen people, all fourteen are also affected Necromantic Lacing. The Lich cannot turn this ability off and therefore, even persons affected by protection or healing spells from the Lich stand the risk of loosing constitution.
Forceful Presence (Su): The Lich has such a dominating presence, that it can command living creatures to do it’s will. The Lich can attempt to command any living creature within 300 ft. The creature must roll a Will saving throw or become commanded. If it fails, it is under the Lich’s complete control for the next number of rounds equal to the Lich’s Charisma modifier. The Lich can use this ability three times each day.
Deathwatch (Su): The Lich is able of using it’s own Necromantic energies to greatly bolster the undead under it’s command. It is well known that a Lich is not truly slain once it’s body is destroyed. Yet, few know, that upon seeing it’s body destroyed, a Lich can transfer it’s unholy powers to it’s undead minions. Once the Lich is slain, it flees to it’s Phylactery. Yet, as long as the Lich is without body, all of it’s undead minions gain the benefit of the Deathwatch Template found further down. The Lich can still command it’s undead minions and will often attempt to get it’s undead servants to find it a new body.
Eternal Command (Su): Any undeads which come within 300 feet of the Lich are instantly placed under it’s command. Only undeads with greater HD than the Lich are allowed a Will saving throw to avoid being commanded.
Special Qualities: All Lich retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): The Lich has damage reduction 40/+4. His evil energy can protect from most common weapons.
Turn Resistance (Ex): The Lich has Turn Resistance +14
Fast Healing (Ex): The evil energy which keeps the Lich animated also enables him to regain lost hitpoints faster than most mortal creatures. The Lich has Fast Healing 14.
Undead Commanding (Su): The Lich can command 20 HD of undead pr. level. Most spellcasters can only command 2 HD of undead pr. level, yet the Lich is so attuned to Necromantic energies that it enables him greater control over the other undead denizens that travel the Prime Material Plane.
Vision of Life (Su): The Lich has an uncanny ability to detect the energies that sustain the living. The Lich is instantly aware of any living creature that is within 300 ft. of him. By looking at a living creature, the Lich can instantly determine the exact number of hitpoints the creature as remaining. The Lich can also determine the targets Strength, Constitution and Dexterity merely from looking at him. The Lich will often use this ability to find weaknesses in it’s targets.
Aura of Divine Hatred (Su): The Lich becomes so hateful towards the divine entities that constantly seek to destroy him, that he is able of projecting this anger into the aura that surrounds him. Any divine spellcaster that comes within 300 feet of the Lich has to succeed in a Will saving throw. If they fail, all Healing spells cast within the aura act as if though they were minimised, curing only a minimum of hitpoints (i.e. a Cure Light Wounds that would normally heal 1d8+1 hitpoints now only heal 2 hitpoints). Any cure or heal spells used to inflict damage to undeads also act as if though they were minimised. Any healing potion brought within the Aura become non-magical and any wand or staff with healing powers looses 2 charges each round it is within the Aura. Anyone who fails their Will saving throw also have a –4 penalty to any Turn / Destroy undead attempts they make.
Aura of Enforced Doom (Su): The Lich is surrounded by an aura of pure dread and horror that affects all living creatures. Any creature that comes within 300 feet of the Lich have to succeed a Will saving throw or become affected as per the spell Doom. Any round the creature is within the aura, he has to succeed a Will saving throw. Once he fails, he is allowed no further saves for the rest of the day, yet the effect will vanish once he leaves the aura. Should he re-enter the aura on the same day though, he is affected without being allowed a saving throw.
Abilities: Str +18, Int +18, Wis +16, Cha +16.
Skills: A Lich of Age Category 6 receives a +15 racial bonus to Listen, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: A Lich of Age Category 6 gains Iron Will, Improved Initiative and Combat Casting as a bonus feats. The Lich also gains six bonus Epic feats, which can be used only for choosing Wizard feats. If the Lich hadn’t already chosen Spell Focus (Necromancy) and Greater Spell Focus (Necromancy) before it became undead, it gains them once it becomes a Lich.


Age Category 7
Speed: As base creature + 30 ft.
AC: The Lich gains natural armor +18
Damage with Touch Attacks: 6d10
Special Attacks: All Lich retain the special attacks they had in life and gain additional special attacks as listed below. The save DC for those of the Lich’s special attacks that allows a save is 10 + ½ the Lich’s HD + the Lich’s Charisma modifier.
Frightful Presence (Ex): Anyone that comes within 600 ft. of the Lich has to succeed in a Will saving throw of become Frightened (As described in the DMG). This effect lasts for 15d10 rounds.
Aura Strengthening (Su): Four times each day, a Lich can strengthen the Aura of fear that surrounds it. Anyone within 600 ft. of the Lich are affected as by the spell Enervation. Unlike Enervation, no attack roll is required. Instead, the affected persons are allowed a Fortitude saving throw to avoid the effect.
Draining Touch (Su): The touch of the Lich is lethal to most living creatures. The Lich is so infected with the negative energies that sustains him, that his mere touch causes his target to weaken and eventually perish. The touch of the Lich causes ability damage in addition to it’s normal damage. The Lich causes 3d10 points of temporary ability damage on a successful attack. A successful Fortitude saving throw will negate the ability loss. The Lich can himself choose if he wishes to cause Constitution, Dexterity or Strength to be lost. The Lich will often use it’s Vision of Life ability to determine what ability score to drain.
Death’s Embrace (Su): The Lich sustains himself on Negative energy. Yet, Negative energy isn’t only found in the Negative Material Plane, it is found amongst the departing spirits as well. When the Lich slays a opponent with his Draining Touch, he can attempt to devour his soul as well. The target must roll a successful Will saving throw when he dies. If he fails, the Lich has been able to consume his departing spirit. This means that the target cannot be resurrected or raised as long as the Lich lives, since his life energy has become a part of the Lich. The Lich, on the other hand, gains 1 bonus hitpoints for each HD of his foe. The additional hitpoints gained from Death’s Embrace are permanent.
Necromantic Lacing (Su): Necromantic Lacing is another effect caused by the Negative energies used to create the Lich. When ever the Lich casts a spell, some of his own, evil, energy transfers to the spell. Any spell the Lich casts causes ability loss in addition to whatever other effect the spell has. Each person affected by the spell must roll a Fortitude save or temporarily loose 4 points of constitution. All who are targets of a Lich’s spell must succeed in their Fortitude save. That mean’s if a Lich’s Fireball affects fourteen people, all fourteen are also affected Necromantic Lacing. The Lich cannot turn this ability off and therefore, even persons affected by protection or healing spells from the Lich stand the risk of loosing constitution.
Forceful Presence (Su): The Lich has such a dominating presence, that it can command living creatures to do it’s will. The Lich can attempt to command any living creature within 600 ft. The creature must roll a Will saving throw or become commanded. If it fails, it is under the Lich’s complete control for the next number of rounds equal to the Lich’s Charisma modifier. The Lich can use this ability four times each day.
Deathwatch (Su): The Lich is able of using it’s own Necromantic energies to greatly bolster the undead under it’s command. Any undead under the command of the Lich gains the benefit of the Deathwatch Template. Unlike younger Liches, a Lich of Age Category 7 transfers this ability to all undead under it’s command, even if it’s body hasn’t been destroyed.
Eternal Command (Su): Any undeads which come within 600 feet of the Lich are instantly placed under it’s command. Only undeads with greater HD than the Lich are allowed a Will saving throw to avoid being commanded.
Special Qualities: All Lich retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): The Lich has damage reduction 50/+5. His evil energy can protect from most common weapons.
Turn Resistance (Ex): The Lich has Turn Resistance +18
Fast Healing (Ex): The evil energy which keeps the Lich animated also enables him to regain lost hitpoints faster than most mortal creatures. The Lich has Fast Healing 18.
Undead Commanding (Su): The Lich can command an infinite amount of undead. Most spellcasters can only command 2 HD of undead pr. level, yet the Lich is so attuned to Necromantic energies that it enables him greater control over the other undead denizens that travel the Prime Material Plane.
Vision of Life (Su): The Lich has an uncanny ability to detect the energies that sustain the living. The Lich is instantly aware of any living creature that is within 600 ft. of him. By looking at a living creature, the Lich can instantly determine the exact number of hitpoints the creature as remaining. The Lich can also determine the targets Strength, Constitution and Dexterity merely from looking at him. The Lich will often use this ability to find weaknesses in it’s targets.
Aura of Divine Hatred (Su): The Lich becomes so hateful towards the divine entities that constantly seek to destroy him, that he is able of projecting this anger into the aura that surrounds him. Any divine spellcaster that comes within 600 feet of the Lich has to succeed in a Will saving throw. If they fail, all Healing spells cast within the aura act as if though they were minimised, curing only a minimum of hitpoints (i.e. a Cure Light Wounds that would normally heal 1d8+1 hitpoints now only heal 2 hitpoints). Any cure or heal spells used to inflict damage to undeads also act as if though they were minimised. Any healing potion brought within the Aura become non-magical and any wand or staff with healing powers looses 3 charges each round it is within the Aura. Anyone who fails their Will saving throw also have a –6 penalty to any Turn / Destroy undead attempts they make. The Aura of Divine Hatred becomes so strong when the Lich grows older, that any Divine spellcaster entering the Aura has to roll a Will saving throw every round. Once the spellcaster has failed even one saving throw, he becomes affected. The spellcaster is affected the entire day once he fails a saving throw, even if he leaves the Aura.
The Aura of Divine Hatred also affects anyone that have Fast Healing or Regeneration. Unless they succeed with a Fortitude saving throw, their ability is negated. As long as they remain within the Aura, they have to roll a saving throw every round until they fail. Once they fail, they are affected the entire day (even if they leave the Aura).
Aura of Enforced Doom (Su): The Lich is surrounded by an aura of pure dread and horror that affects all living creatures. Any creature that comes within 600 feet of the Lich have to succeed a Will saving throw or become affected as per the spell Doom. Any round the creature is within the aura, he has to succeed a Will saving throw. Once he fails, he is allowed no further saves for the rest of the day, yet the effect will vanish once he leaves the aura. Should he re-enter the aura on the same day though, he is affected without being allowed a saving throw.
Abilities: Str +20, Int +22, Wis +20, Cha +20.
Skills: A Lich of Age Category 7 receives a +18 racial bonus to Listen, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: A Lich of Age Category 7 gains Iron Will, Improved Initiative and Combat Casting as a bonus feats. The Lich also gains seven bonus Epic feats, which can be used only for choosing Wizard feats. If the Lich hadn’t already chosen Spell Focus (Necromancy) and Greater Spell Focus (Necromancy) before it became undead, it gains them once it becomes a Lich.


Deathwatch Template
The Deathwatch Template is applied to undeads that are minions of a Lich with the Deathwatch ability. The Lich needs to have been destroyed before the undead gain the benefit of the Deathwatch Template. The intelligence gained from the Deathwatch Template is actually not intelligence that the undead suddenly acquires. It is the Lich’s intelligence that is transferred into it’s undead minions, as the Lich takes more direct control over them. Some more powerful Lich can also cause their minions to acquire the Deathwatch template without having it’s body destroyed.





Benefits of the Deathwatch Template.
Hit Dice: As base undead +1
Speed: As base undead
AC: As base undead +3. The undead is protected by the unholy aura of the Lich.
Attacks and Damage: As base undead, except that the undead gains a +3 bonus to it’s Base Attack.
Special Attacks: As base undead. The undead does also gain some additional Special Attacks. If the Special Attack allows a saving throw, the DC is 10 + ½ the base undeads HD + the master Lich’s Charisma modifier.
Energy Drain (Su): The undead causes temporary ability loss when it hits with a melee attack. The target looses 1d2 points of constitution. A successful Fortitude save negates the ability loss. The undead are unable of completely slaying an enemy creature with their Energy Drain. Instead, a creature reduced to 1 constitution will simply fall unconscious. Therefore, the undead minions will often use their Energy Drain to acquire a new host body for their master.
Undead Grapple (Ex): The undead counts as being one size category larger when it attempts to grapple an opponent. The unholy desperation of the Lich causes it’s undead minions to grow fiercer and stronger. When the undead successfully grapples an opponent, it causes Energy Drain every round the grapple is maintained.
Special Qualities: The undead retains all it’s special qualities and gain those listed below.
Damage Reduction (Su): The undead is protected by it’s Lich master and gains damage reduction 5/+1.
Turn Resistance (Ex): The undead is harder to turn, gaining the benefit of Turn Resistance +1.
Fast Healing (Ex): The undead regains lost hit points faster than normal, gaining Fast Healing 1.
Abilities: Str +10, Int +2
Skills: Same as base undead.
Feats: Same as base undead.
 

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Saepiroth

First Post
i dunno... requiring that all liches be level 17 or higher seems a little off, especially considering that they normally are just level 11 conditions. and some of those abilities seem rather... overly powerful.

maybe making it so that it scales better would be nice. say, they only need to be level 9 or so to become a lich, but they have to gain levels to gain the benefits of higher age categories, and the lower ranks are toned down a great deal.

your vampires scaled really well, but this seems kind of... too high-end.
 
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Clay_More

First Post
Well, that was basically a campaign decision, you can always house-rule the Knowledge (Necromancy) requirement lower, thus making the level requirement lower.
I normally dont like Liches of lvl. 11. I think of Liches as "minimum" lvl. 15 wizards, but thats off course just my idea on them :)

What did ya think of the rest Saeph?
(I was beginning to doubt that anyone would bother reading the entire damm thing, I must learn to make shorter posts).

Edit: Seems I responded before you edited your post... hehe
Anyways, the idea I get from a Lich has always been that of a spellcaster of great power escaping death through undeath. I think it fits rather badly for a 9 th. level wizard. That is off course my own opinion, I cant even remember what lvl. req. was for the MM Lich. Dont have it here, was it 9 th. level?
The Vampires begun very low and end up higher than the Lich, which I think is fair taking their nature into consideration.
 
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Saepiroth

First Post
i like it, but you really can't adapt it without rebuilding from the ground up and just taking the base idea of "age categories". even those first level abilities are overwhelming.

i would probably adjust it so that when someone first becomes a lich, they aren't much different from the wizard they were before they became the lich; just a few minor abilities from "dying" and becoming an undead. as time goes on, they would gain power until they became the almost omnipotent demigods they are at rank seven.

still... you have to admit, the ability to project an Enervation field that blasts everyone within 60 feet is a little strong when someone just became a lich ten minutes ago.
 

Clay_More

First Post
Well, you kind of gave me an idea for something. I saw in the Undead book a Prestige Class called Dying. Its a Prestige Class for someone who is slowly dying. You could always make a Prestige Class, that can be taken from level 7. It allows a person to become undead slowly, loosing some "life" oriented abilities and gaining some "death" oriented ones.
My idea with the Sorcerer Lich would be more like this, that the Sorcerer turns slowly over the course of years, instead of day or hours. Off course, Im still working diligently on the Sorcerer - Lich, but from your opinion on the Wizard - Lich, it sounds like you might like the Sorcerer a little bit better. It can start a little earlier, but requires some long time before growing into a full-blown Lich.
Yes, the abilities of even a young Lich are strong, but a 60 ft. Enervation blast isn't strong for the 17 th. level Wizard I envisioned as the minimum for Lich to be.

Speaking of the Vampire, I will actually post a finished PDF later with all the alterations.
 

Saepiroth

First Post
if that's what you're doing with the sorcerer, then that'd be great. I can just warp it to use with wizards and i'll be happy.

your Wizard system will make a great BBEG, but I just couldn't see a PC as it... probably because I've never had a game break level 12.
 

Clay_More

First Post
Well, it will basically function like this. The Sorcerer, being adept at focusing magical energies, begins to concentrate on focusing Necromantic energies more than merely magical energies. Slowly, these energies corrupt and destroy his body, killing him over time.
The thing is though, I feel that the Lich has always been a bit more of a BBEG thing than a PC Template. Vampires are a little easier to accomodate as a DM, their very nature requires them to mingle more with the living than the Lich. The Lich is the arch-typical crypt-dweller. He has aeons of time and often great plans which take centures to fulfill, not always something that players can grasp.
But, as a BBEG, what is your opinion?
 


Clay_More

First Post
"Undead Commanding (Su)"

Included this, little thing we talked about earlier about the "undead hordes" :)

This alone would though be pretty overpowering in the hands of a PC, to be able of commanding huge armies of undead.
 

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