Lobo Lurker
First Post
I rolled up and put together a lich cleric... but then I remembered something vitally important. I don't like playing clerics.
It is a missing niche though.
It is a missing niche though.
Str: 13 +1 HP: 102 Fort +6 DR 3/cold iron
Dex: 18 +4 BAB +8/+3 Refl +10 DR 15/magic & bludgeoning
Con: -- -- AC: 34 Will +12 Immune to Mind Affecting
Int: 16 +3 -flat: 25
Wis: 14 +2 -touch: 16
Cha: 24 +7 Init +4 Spd 30 ft.
Eldritch Blast (ranged touch) +12/+7 att 6d6+0 dmg 20/x2 60' magic
MW Morningstar +10/+5 att 1d8+1 dmg 20/x2 n/a B/P
Lich Touch (touch attack) +9 att 1d8+5 dmg 20/x2 n/a neg
[B]Race[/B]: Extra skill point, Extra Feat
[B]Lich[/B]: [sblock]
[B]Size and Type[/B]: The creature’s type changes to undead. Do not
recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
[B]Armor Class[/B]: A lich has a +5 natural armor bonus or the base creature’s
natural armor bonus, whichever is better.
[B]Attack[/B]: A lich has a touch attack that it can use once per round. If the
base creature can use weapons, the lich retains this ability. A creature with
natural weapons retains those natural weapons. A lich fighting without weapons
uses either its touch attack or its primary natural weapon (if it has any). A lich
armed with a weapon uses its touch or a weapon, as it desires.
[B]Full Attack[/B]: A lich fighting without weapons uses either its touch attack
(see above) or its natural weapons (if it has any). If armed with a weapon, it
usually uses the weapon as its primary attack along with a touch as a natural
secondary attack, provided it has a way to make that attack (either a free
hand or a natural weapon that it can use as a secondary attack).
[B]Damage[/B]: A lich without natural weapons has a touch attack that
uses negative energy to deal 1d8+5 points of damage to living creatures;
a Will save (DC 10 + ½ lich’s HD + lich’s Cha modifier) halves the damage.
A lich with natural weapons can use its touch attack or its natural weaponry,
as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage
on one natural weapon attack.
[B]Special Attacks[/B]: A lich retains all the base creature’s special attacks
and gains those described below. Save DCs are equal to 10 + ½ lich’s HD
+ lich’s Cha modifier unless otherwise noted.
[B]Fear Aura (Su)[/B]: Liches are shrouded in a dreadful aura of death and
evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich
must succeed on a Will save or be affected as though by a fear spell from
a sorcerer of the lich’s level. A creature that successfully saves cannot
be affected again by the same lich’s aura for 24 hours.
[B]Paralyzing Touch (Su)[/B]: Any living creature a lich hits with its touch
attack must succeed on a Fortitude save or be permanently paralyzed.
Remove paralysis or any spell that can remove a curse can free the victim
(see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead,
though a DC 20 Spot check or a DC 15 Heal check reveals that the victim
is still alive.
[B]Spells[/B]: A lich can cast any spells it could cast while alive.
[B]Special Qualities[/B]: A lich retains all the base creature’s special
qualities and gains those described below.
[B]Turn Resistance (Ex)[/B]: A lich has +4 turn resistance.
[B]Damage Reduction (Su)[/B]: A lich’s undead body is tough, giving the
creature damage reduction 15/bludgeoning and magic. Its natural weapons
are treated as magic weapons for the purpose of overcoming damage reduction.
[B]Immunities (Ex)[/B]: Liches have immunity to cold, electricity,
polymorph (though they can use polymorph effects on themselves),
and mind-affecting attacks.
[B]Abilities[/B]: Increase from the base creature as follows: Int +2, Wis +2,
Cha +2. Being undead, a lich has no Constitution score.
[B]Skills[/B]: Liches have a +8 racial bonus on Hide, Listen, Move Silently,
Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
[/sblock]
[B]Class[/B]: Invocations ([I]least-3; lesser-3; greater-1[/I]); Detect Magic (at will);
Decieve Item (can take 10, always); Fiendish Resiliance (fast healing
1 for 2 minutes (20 rounds) 1/day); Damage Resistance 3/cold iron;
INVOCATIONS
[u]Least[/u]: [COLOR=Teal]Sickening Blast[/COLOR] ([SIZE=1]Fort DC 12 or become sickened[/SIZE]), [COLOR=Teal]Beguiling
Influence[/COLOR] ([SIZE=1]+6 Diplomacy, Bluff, & Intimidate[/SIZE]), [COLOR=Teal]Devil's Sight[/COLOR]
([SIZE=1]see in magical darkness 30 ft.[/SIZE])
[u]Lesser[/u]: [COLOR=Teal]Eldritch Chain [/COLOR]([SIZE=1]DC 14; +2 targets[/SIZE]), [COLOR=Teal]Fell Flight [/COLOR]([SIZE=1]30 ft., Good
Manueverability[/SIZE]), [COLOR=Teal]Voracious Dispelling[/COLOR] ([SIZE=1]DC 14; 1 dmg per spell
level dispelled[/SIZE])
[u]Greater[/u]: [COLOR=Teal]Vitriolic Blast[/COLOR] ([SIZE=1]acid dmg; 2d6 dmg for 2 extra rounds[/SIZE])
Spot, Search, Listen +10 ( 0 ranks, +2 attribute, +8 misc)
Hide & Move Silently +10 ( 0 ranks, +4 attribute, +8 misc, -2 ACP)
Concentration +21 (14 ranks, +7 attribute, +0 misc)
Knowledge (arcana) +11 ( 8 ranks, +3 attribute, +0 misc)
Knowledge (the planes) +12 ( 9 ranks, +3 attribute, +0 misc)
Knowledge (religion) +11 ( 8 ranks, +3 attribute, +0 misc)
Sense Motive +21 ( 7 ranks, +2 attribute, +10 misc)
Use Magic Device +23 (14 ranks, +7 attribute, +2 misc)
Bluff +12/+18* ( 5 ranks, +7 attribute, +6* misc)
Intimidate +14/+20* ( 5 ranks, +7 attribute, +2/8* misc)
Diplomacy +13* (0 ranks, +7 attribute, +6*misc)
200,000 GP
Pylactery 120,000 gp
Cloak of Charisma +4 16,000 gp
Chain Shirt +3 9,250
Mithril Light Shield +3 10,159
Amulet of Natural Armor +2 8,000
Ring of Protection +2 8,000
Vest of Resistance +3 9,000
MW Morningstar 308 gp
Ring of Fire Resistance (minor) 12,000 gp Resistance 10
Wand of Cure Critical Wounds 16,800 gp 40 charges (4d8+7)