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Monster Templates as Paragon Paths?
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<blockquote data-quote="delusionalsyko" data-source="post: 4317111" data-attributes="member: 52389"><p>Alright, for all who are interested, I'm going to post my first complete run through at the lich. I'm looking for constructive criticism; it's probably a little overpowered, especially the action point ability.</p><p></p><p>Oh, and ignore the Benefits to Monster part. Those are just notes I took at the start to see what the lich received. The player ONLY gets the listed abilities and powers, none of that +2 AC, +4 fort junk. That's just to make the base monster tougher; this is a player. The prerequisites do apply though, and they're altered from the monster template's requirements, obviously.</p><p></p><p>Lich</p><p>Prerequisites: Intelligence 13, Warlock or Wizard</p><p>Benefits to Monster: darkvision, +2 AC, +4 fort, +4 will, immunity to disease and poison, resist necrotic 5 + 1/2 level, saving throws +2, regeneration 10, spellmaster, necromantic aura, necrotic master</p><p></p><p>11) Lich Powers: Whenever the lich spends an action point, he may also trigger his necromantic aura power, spellmaster power, or regeneration power, provided he knows them. They still require the appropriate actions to use and maintain, but they need not to be available to the lich.</p><p></p><p>11) Lich Defenses: The lich gains immunity to disease and poison, as well as 10 resistance to necrotic damage. This becomes 15 at 21st level. The lich also develops darkvision.</p><p></p><p>11) Necrotic Master: The lich may change any attack power's damage to necrotic damage. If the power has an energy keyword, it is replaced with the necrotic keyword. If it has no energy keyword, the necrotic keyword is added to it.</p><p></p><p>16) Phylactery: The lich completes his phylactery. Should the lich die, it reappears with its possessions within one square of its phylactery within 1d10 days unless its phylactery is destroyed by this time.</p><p></p><p>11) Necromantic Aura: An encounter power that grants the lich an aura 5 that deals 5 necrotic damage as long as he sustains it. Minor action to activate and sustain.</p><p></p><p>12) Spellmaster: A daily utility power that restores one of the lich's encounter powers. Minor action.</p><p></p><p>20) Regeneration: A daily power, standard action, that lets the lich spend a healing surge to gain regeneration 10 until the end of the encounter. If the lich takes radiant damage, the regeneration does not function on its next turn.</p></blockquote><p></p>
[QUOTE="delusionalsyko, post: 4317111, member: 52389"] Alright, for all who are interested, I'm going to post my first complete run through at the lich. I'm looking for constructive criticism; it's probably a little overpowered, especially the action point ability. Oh, and ignore the Benefits to Monster part. Those are just notes I took at the start to see what the lich received. The player ONLY gets the listed abilities and powers, none of that +2 AC, +4 fort junk. That's just to make the base monster tougher; this is a player. The prerequisites do apply though, and they're altered from the monster template's requirements, obviously. Lich Prerequisites: Intelligence 13, Warlock or Wizard Benefits to Monster: darkvision, +2 AC, +4 fort, +4 will, immunity to disease and poison, resist necrotic 5 + 1/2 level, saving throws +2, regeneration 10, spellmaster, necromantic aura, necrotic master 11) Lich Powers: Whenever the lich spends an action point, he may also trigger his necromantic aura power, spellmaster power, or regeneration power, provided he knows them. They still require the appropriate actions to use and maintain, but they need not to be available to the lich. 11) Lich Defenses: The lich gains immunity to disease and poison, as well as 10 resistance to necrotic damage. This becomes 15 at 21st level. The lich also develops darkvision. 11) Necrotic Master: The lich may change any attack power's damage to necrotic damage. If the power has an energy keyword, it is replaced with the necrotic keyword. If it has no energy keyword, the necrotic keyword is added to it. 16) Phylactery: The lich completes his phylactery. Should the lich die, it reappears with its possessions within one square of its phylactery within 1d10 days unless its phylactery is destroyed by this time. 11) Necromantic Aura: An encounter power that grants the lich an aura 5 that deals 5 necrotic damage as long as he sustains it. Minor action to activate and sustain. 12) Spellmaster: A daily utility power that restores one of the lich's encounter powers. Minor action. 20) Regeneration: A daily power, standard action, that lets the lich spend a healing surge to gain regeneration 10 until the end of the encounter. If the lich takes radiant damage, the regeneration does not function on its next turn. [/QUOTE]
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