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Explain the Lich, Please.
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<blockquote data-quote="Jack99" data-source="post: 4648480" data-attributes="member: 53135"><p>This is an example of what I mean. Using the Drow Arachnomancer as based, I slapped a wizard and lich template on top, and then made some tweaks. I also added an old-school power to the lich. Some like that stuff, some will hate it. I didn't look it through thoroughly, it was just to give you an idea of how it could look. It would probably need an immediate reaction or interrupt to be fully able to stand up to 5 players. Also, I didn't write down the wizards cantrips and the implement spec that it also gains. Also the hit points looked wonky ><</p><p></p><p><strong>Drow Lich Level 13 Solo Artillery </strong></p><p><em>Medium fey undead humanoid XP 4000</em></p><p></p><p><strong>Initiative</strong> +8 <strong>Senses</strong> Perception +13; darkvision</p><p></p><p><strong>Necromantic aura (necrotic) aura 5</strong>: Any living creature that enters or starts its turn in the aura </p><p>takes 5 necrotic damage.</p><p><strong>Regeneration 10.</strong> If the lich takes radiant damage, its regeneration doesn’t function on its next turn.</p><p></p><p><strong>HP</strong> 446; <strong>Bloodied</strong> 223</p><p><strong>AC</strong> 28; <strong>Fortitude</strong> 26, <strong>Reflex</strong> 24, <strong>Will</strong> 30</p><p><strong>immune</strong> disease, poison; <strong>resist</strong> 11 necrotic</p><p><strong>Saving throws</strong> +5</p><p><strong>Action point</strong> 2</p><p><strong>Speed</strong> 7</p><p></p><p>m <strong>Icy Touch </strong>(standard; at-will) * Cold</p><p> +16 vs. AC; 1d6+9 cold damage, and the target is slowed (save ends). First failed save: The target is immobilized (save ends). Second failed save: The target is paralysed, falling helpless to the ground (no save).</p><p>C <strong>Thunderwave</strong> (standard; at-will) * Thunder</p><p> Close Blast 3; +14 vs. Fortitude; 1d6+9 thunder damage, target is pushed 4 squares</p><p>C <strong>Fire Shroud </strong>(standard; at-will) * Fire</p><p> Close Burst 3; +14 vs. Fortitude, 1d8+9 fire damage and ongoing 5 fire damage (save ends)</p><p><strong>Might and magic </strong>(standard; at-will) The drow lich gains an additional standard action which can only be used on attack powers.</p><p>C <strong>Cloud of Darkness</strong> (minor; recharge when bloodied)</p><p> Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow lich’s next turn. The cloud blocks line of sight for all creatures except the drow lich. Any creature entirely within the cloud (except the drow lich) is blinded until it exits. </p><p><strong>Dimension door</strong> (move; recharge 4, 5, 6) The drow lich teleports 10 squares</p><p><strong>Resistance</strong> (minor, daily) The drow lich acquires 19 resistance to any of the following (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) until the end of the encounter or for 5 minutes.</p><p><strong>Fire Burst </strong>(standard; encounter) * Fire</p><p> Burst 2 within 20; +14 vs. Reflex, 3d6+9 fire damage</p><p><strong>Stinking Cloud</strong> (standard; sustainable, daily) * Poison</p><p> Burst 2 within 20 squares; +14 vs. Fortitude, 1d10+9 poison damage. The cloud blocks line of sight and deals 1d10+9 poison damage to anyone who enters or start their turn in the zone. As a move action, the lich can move the zone 6 squares. Sustain minor: The zone persists.</p><p><strong>Spellmaster</strong> (minor; recharge 5, 6)</p><p> The lich regains the use of an expended encounter power.</p><p><strong>Necrotic Master</strong></p><p> The lich can convert any attack power it has to necrotic. Change a power’s energy keyword to necrotic, or add necrotic energy to an attack power that doesn’t normally deal energy damage.</p><p></p><p><strong>Alignment</strong> Evil <strong>Languages</strong> Common, Elven</p><p><strong>Skills</strong> Arcana +18, Dungeoneering +13, Intimidate +8, Stealth +10</p><p>Str 10 (+6) Dex 15 (+8) Wis 18 (+10)</p><p>Con 10 (+6) Int 22 (+12) Cha 11 (+6)</p><p><strong>Equipment</strong> robes, spider rod</p></blockquote><p></p>
[QUOTE="Jack99, post: 4648480, member: 53135"] This is an example of what I mean. Using the Drow Arachnomancer as based, I slapped a wizard and lich template on top, and then made some tweaks. I also added an old-school power to the lich. Some like that stuff, some will hate it. I didn't look it through thoroughly, it was just to give you an idea of how it could look. It would probably need an immediate reaction or interrupt to be fully able to stand up to 5 players. Also, I didn't write down the wizards cantrips and the implement spec that it also gains. Also the hit points looked wonky >< [B]Drow Lich Level 13 Solo Artillery [/B] [I]Medium fey undead humanoid XP 4000[/I] [B]Initiative[/B] +8 [B]Senses[/B] Perception +13; darkvision [B]Necromantic aura (necrotic) aura 5[/B]: Any living creature that enters or starts its turn in the aura takes 5 necrotic damage. [B]Regeneration 10.[/B] If the lich takes radiant damage, its regeneration doesn’t function on its next turn. [B]HP[/B] 446; [B]Bloodied[/B] 223 [B]AC[/B] 28; [B]Fortitude[/B] 26, [B]Reflex[/B] 24, [B]Will[/B] 30 [B]immune[/B] disease, poison; [B]resist[/B] 11 necrotic [B]Saving throws[/B] +5 [B]Action point[/B] 2 [B]Speed[/B] 7 m [B]Icy Touch [/B](standard; at-will) * Cold +16 vs. AC; 1d6+9 cold damage, and the target is slowed (save ends). First failed save: The target is immobilized (save ends). Second failed save: The target is paralysed, falling helpless to the ground (no save). C [B]Thunderwave[/B] (standard; at-will) * Thunder Close Blast 3; +14 vs. Fortitude; 1d6+9 thunder damage, target is pushed 4 squares C [B]Fire Shroud [/B](standard; at-will) * Fire Close Burst 3; +14 vs. Fortitude, 1d8+9 fire damage and ongoing 5 fire damage (save ends) [B]Might and magic [/B](standard; at-will) The drow lich gains an additional standard action which can only be used on attack powers. C [B]Cloud of Darkness[/B] (minor; recharge when bloodied) Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow lich’s next turn. The cloud blocks line of sight for all creatures except the drow lich. Any creature entirely within the cloud (except the drow lich) is blinded until it exits. [B]Dimension door[/B] (move; recharge 4, 5, 6) The drow lich teleports 10 squares [B]Resistance[/B] (minor, daily) The drow lich acquires 19 resistance to any of the following (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) until the end of the encounter or for 5 minutes. [B]Fire Burst [/B](standard; encounter) * Fire Burst 2 within 20; +14 vs. Reflex, 3d6+9 fire damage [B]Stinking Cloud[/B] (standard; sustainable, daily) * Poison Burst 2 within 20 squares; +14 vs. Fortitude, 1d10+9 poison damage. The cloud blocks line of sight and deals 1d10+9 poison damage to anyone who enters or start their turn in the zone. As a move action, the lich can move the zone 6 squares. Sustain minor: The zone persists. [B]Spellmaster[/B] (minor; recharge 5, 6) The lich regains the use of an expended encounter power. [B]Necrotic Master[/B] The lich can convert any attack power it has to necrotic. Change a power’s energy keyword to necrotic, or add necrotic energy to an attack power that doesn’t normally deal energy damage. [B]Alignment[/B] Evil [B]Languages[/B] Common, Elven [B]Skills[/B] Arcana +18, Dungeoneering +13, Intimidate +8, Stealth +10 Str 10 (+6) Dex 15 (+8) Wis 18 (+10) Con 10 (+6) Int 22 (+12) Cha 11 (+6) [B]Equipment[/B] robes, spider rod [/QUOTE]
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