More Lich Feats

The Grumpy Celt

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Feats:

These are a variety of feats exclusively for lichs, unless otherwise noted.

Multiple Bodies:
This allows the lich to quickly move in and out of set prepared corpses.
Benefit: The lich may inhabit a body or form as a free action, rather than waiting for the standard few days. This feat will also allow the lich to use body of a member of another humanoid race beside the lichs native race.
Special: The lich must prepare the designated bodies or form ahead of time. This requires an expenditure of 25 x.p. for each body or form so prepared.

Monstrous Corpse
This feat will also allow the lich to use corpses – if they are not already unliving – of a monstrous race, such as beholder or a giant spider, so long as the living creature does not have more hit die and/or levels than the lich themselves possesses is corporeal and not that of an outsider, plant, ooze, two or more size levels larger than the lich.
Benefit: If the lich does this, then it gains use of any special abilities, attacks and defense the creature would have retained as an undead version of itself. This does not include spell like abilities, magical abilities or the ability to create magic like effects.
Special: Monstrous corpse will not grant any abilities relating to living biological function. Thus a lich possessing a large spider would be incapable of producing webbing or poison because both of those rely on the process of living glands. However, the lich would still enjoy the spiders AC, bite attack, ability to climb walls, etc. The lich will needs hands to cast spells that require somatic component – or the lich may possess the feat still spell.
Prerequisite: multiple bodies

Different Bones:
This allows a lich to graft bones from other races and monsters to its skeletal form. It might replace its hands with some sort of bone claws, or replace its skull with the skull of a gnoll, or add extra femurs to their arms to make them longer, or something similar.
Benefit: A lich may replace all of its bones, may increase its bite or claw attacks to 3d4 each separately, or 2d4 each if it possesses both a bite and a claw attack. If the lich alters its form with this feat, it grants damage reduction +10. Possessing this feat increases a lichs CR by +.5.
Special: The lich must no longer have any significant amount of flesh on its body. The lich retains all of its special attacks, special abilities and special defenses regardless of the form it takes. The lich will need, or the feat still, spell hands to cast spells that require somatic components.
Prerequisite: multiple bodies, craft wondrous item

Wood Bones:
The lich may replace its bones with items crafted from wood, which do not have to look like bones but must at least serve as support structure. The lich may replace its entire skeleton with a wooden structure. If multiple pieces of wood are being including in or around a pivot point, such as a join, then wooden structure must be articulated.
Benefit: The benefits are identical to those gained from different bones, but it grants damage reduction +15. In addition, at will as a partial action a lich currently using wooden bones may move through wood and plant material as though it were mud, ignoring any relevant AC or hardness rating. Possessing this feat increases a lichs CR by +.5.
Special: The lich is now flammable.
Prerequisite: different bones.

Iron Bones:
The lich may replace its bones with items crafted from metal, which do not have to look like bones but must at least serve as support structure. The lich may replace its entire skeleton with a metal structure, including but not limited to suits of armor and articulated metal sculptures. If multiple pieces of metal are being including in or around a pivot point, such as a joint, then metal structure must be articulated.
Benefit: The benefits are identical to those gained from different bones, but it grants damage reduction +20. In addition, at will as a partial action a lich currently using metal bones may move through metal as though it were mud, ignoring any relevant AC or hardness rating. Possessing this feat increases a lichs CR by +.5.
Special: The lich’s form may be destroyed by a rust monster.
Prerequisite: wood bones.

Stone Bones:
The lich may replace its bones with items crafted from stone, which do not have to look like bones but must serve at least as support structure. The lich may replace its entire skeleton with a stone structure, including but not limited to articulated stone sculptures. If multiple pieces of stone are being including in or around a pivot point, such as a joint, then the metal structure must be articulated.
Benefit: The benefits are identical to those gained from different bones, but it grants damage reduction +25. In addition, at will as a partial action a lich currently using stone bones may move through stone and earth as though it were mud, ignoring any relevant AC or hardness rating. Possessing this feat increases a lichs CR by +.5.
Special: The lich’s form takes double damage from sonic attacks.
Prerequisite; iron bones.

Killing Aura:
The undead aura kills small animals – usually but not limited to vermin – within range.
Benefit: Creatures of 1/2 HD or less automatically die if with in 20-feet of the lich. Creatures of greater than 1/2 HD are allowed a fortitude saving throw (DC = 10 + 1/2 lichs spells casting level). If they fail, they take 1 h.p. of damage every 10 turns they are with in the killing aura. Possessing this feat increases a lichs CR by +.5.
Special: This feat is available to any undead or outsider creature that generates any frightening or dangerous aura. At will, and as a free action, the creature can suspend and/or reactivate its killing aura.
Prerequisite: none.

Skin Thief:
This allows a lich to steal and wear the skin of some living person, with which they may disguise themselves.
Benefit: The lich may wear the skin of a living person, which grants the lich a +20 to disguise, until the skin begins to decay or is damaged. This will also mask any and all auras a lich generates and suppresses the lichs taint. The lich may transmit touched based attacks though the skin.
Special: The skin must be removed from the human or humanoid race – this may be done with magic or mundane skills, such as craft: leatherworking – but the nature of the feat means the skin does not have to be specially prepared for the lich to wear it. However, the skin will begin to decay at the average rate unless steps are taken to preserve the skin.
Prerequisite: none.

Possess Living Humanoid:
The lich may possess the body of a living individual humanoid creature — such as a human or a goblin — so long as the living creature does not have more hit die and/or levels than the lich itself possesses.
Benefit: At will, and as a free action, the lich may attempt to take possession of a living individual humanoid as the spell magic jar, except the victim’s soul will go into the lichs phylactery. The lich must have line of sight with the intended victim. Possessing this feat increases a lichs CR by +1 if there is a suitable host with in range.
Special: For every day and/or instance of possession, the possessed creature will be exposed to the taint the lich generates, unless the lich is able to suppress its taint. This will not allow the lich to possess aberrations, giants, dragons, oozes, elementals, outsiders, plants or the undead. While in possession of the creature, the lich gains use of any special abilities, attacks and defense possessed by the creature normally, but not any level related abilities or power, magical powers, spell-like effects. The special abilities, attacks and defense the lich normally possesses operate at half the normal ability — thus the DC for saving against the lichs paralyzing ability is only half of what it is normally while the lich is in possession of the living humanoid. Unless otherwise noted, special lich prestige class abilities, such as but not limited to blazefire or alternate form, may not be used while in possession of a living creature.
Prerequisite: skin thief.

Possess Living Monster:
The lich may possess the body of a living individual monstrious creature — such as a beholder or a giant spider — so long as the living creature does not have more hit die and/or levels than the lich themselves possesses.
Benefit: At will, and as a free action, the lich is able to take possession of a living individual monster as the spell magic jar, except the victim’s soul or spirit will go into the lichs phylactery. The lich must have line of sight with the intended victim. Possessing this feat increases a lichs CR by +1 if there is a suitable host with in range.
Special: For every day and/or instance of possession, the creature will be exposed to the taint the lich generates, unless the lich is able to suppress its taint. This will not allow a lich to possess dragons, oozes, elementals, outsiders, plants or the undead. While in possession of the creature, the lich gains use of any special abilities, attacks and defense possessed by the creature normally. The special abilities, attacks and defense the lich normally possesses operate at half the normal ability — thus the DC for saving against the lichs paralyzing ability is only half of what it is normally while the lich is in possession of the living humanoid. Unless otherwise noted, special lich prestige class abilities, such as but not limited to blazefire or alternate form, may not be used while in possession of a living creature.
Prerequisite: possess living humanoid.

Possess Unliving Humaniod:
The lich may possess the body of an unliving individual humanoid creature — such as a vampire or even the body of another lich — so long as the unliving creature does not have more hit die and/or levels than the lich themselves possesses.
Benefit: At will and as a free action, the lich is able to take possession of an unliving humaniod as the spell magic jar, except the victim’s soul or spirit will go into the lichs phylactery. The lich must have line of sight with the intended victim. If the creature has no soul or spirit – such as a zombie – then the lich still takes possession of the creature, but nothing goes into the lichs phylactery. Possessing this feat increases a lichs CR by +1 if there is a suitable host with in range.
Special: This will not allow a lich to possess nightgaunts, devourers or similar undead. While in possession of the creature, the lich gains use of any special abilities, attacks and defense possessed by the creature normally. The special abilities, attacks and defense the lich normally possesses operate at half the normal ability — thus the DC for saving against the lichs paralyzing ability is only half of what it is normally while the lich is in possession of the living humanoid. Unless otherwise noted, special lich prestige class abilities, such as but not limited to blazefire or alternate form, may not be used while in possession of a sentient unloving humaniod creature.
Prerequisite: possess living monster.

Possess Unliving Monster:
The lich may possess the body of an unliving individual monstrous creature — such as an zombie-dragon or a vampiric beholder — so long as the unliving creature does not have more hit die and/or levels than the lich themselves possesses.
Benefit: At will and as a free action, the lich is able to take possession of an unliving individual monstrous creature as the spell magic jar, except the victim’s soul or spirit will go into the lichs phylactery. The lich must have line of sight with the intended victim. If the creature has no soul or spirit – such as a zombie – then the lich still takes possession of the creature, but nothing goes into the lichs phylactery. Possessing this feat increases a lichs CR by +1 if there is a suitable host with in range.
Special: This will not allow a lich to possess nightgaunts, devourers or similar undead. While in possession of the creature, the lich gains use of any special abilities, attacks and defense possessed by the creature normally. The special abilities, attacks and defense the lich normally possesses operate at half the normal ability — thus the DC for saving against the lichs paralyzing ability is only half of what it is normally while the lich is in possession of the living humanoid. Unless otherwise noted, special lich prestige class abilities, such as but not limited to blazefire or alternate form, may not be used while in possession of a sentient unloving humaniod creature.
Prerequisite: possess unliving humaniod.

Fire Walk:
The lich can enter fires and use them as a means of transportation.
Benefit: A maximum of once per round, as a move action, lich has the ability to travel between fire as if by means of a dimension door spell. The limitation is that the magical transport must begin and in area with some fires. The lich may jump, once a day, up to total of 5 feet per caster level they possess. The lich may break this jump up in any way it chooses – if the lich could jump a maximum 100 feet, the lich could make 10 jumps of 10 feet or one jump of 100 feet or two jumps of 50 feet each, and so forth. Each jump counts as a minimum of 10 feet.
Special: This feat may not be stacked, but the lich with this feat may also take shadow walk and/or nightmare walk. The lich may take one sentient creature with them per 7 caster levels it possesses, and must be touching them to transport them in this fashion..
Prerequisite: none.

Shadow Walk:
The lich can enter shadows and use it as a means of transportation.
Benefit: A maximum of once per round, as a move action, lich has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and in area with some shadow. The lich may jump, once a day, up to total of 5 feet per caster level they possess. The lich may break this jump up in any way it chooses – if the lich could jump a maximum 100 feet, the lich could make 10 jumps of 10 feet or one jump of 100 feet or two jumps of 50 feet each, and so forth. Each jump counts as a minimum of 10 feet.
Special: This feat may not be stacked, but the lich with this feat may also take shadow walk and/or nightmare walk. The lich may take one sentient creature with them per 7 caster levels it possesses, and must be touching them to transport them in this fashion.
Prerequisite: none.

Nightmare Walk:
The lich can enter nightmares and use them as a means of transportation.
Benefit: Leaving its phylactery behind unless the lich is carrying it, the lich physically enters the realm of dreams and nightmares once a round as a move action. For every minute the lich moves through the dream landscape, it may “wake” to find itself five miles displaced in the waking world. The lich knows approximately where it will end up based on time spent traveling in dream. Nightmare walk can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where the lich is subject to the dangers of outsider dream realities. Transferring to another plane of existence requires 1d4 hours of uninterrupted journey.
Special: This feat may not be stacked, but the lich with this feat may also take shadow walk and/or nightmare walk. The lich may take one sentient creature with it per 7 caster levels the lich possesses, and must be touching them to transport them in this fashion. Any creatures touched by the lich while using this feat also makes the transition to the borders of unconscious thought. They may opt to follow the lich, wander off into the dreams of others, or stumble back into the waking world (50 percent chance for either of the latter results if they are lost or abandoned by the lich). Creatures unwilling to accompany the lich into the region of dreams receive a Will save, negating the effect if successful. Dreams the lich visits invariably transform into nightmares so horrific the dreamer is unable to sleep properly and is not rested when they wake in the morning.
Prerequisite: Ability to cast 9th level spells.

Fearsome Aura:
This doubles one of the auras a creature generates.
Benefit: The area of the fear, death, heat, cold, etc. aura — if the creature possess such an aura — is doubled when this feat is taken.
Special: This feat may be taken multiple times. Each time it is taken, which aura to double is chosen. Every time any aura a lich possesses is doubled, the lichs CR increases by +.5 This feat is available to any creature generating any kind of aura.
Prerequisite: none.

Suppress Taint:
This allows a lich to suppress the taint it generates.
Benefit: The lich can, at will and as a free action, suppress the taint it generates for hours equal to its spell caster level. The lich may also reactive its generation of taint as will and as a free action.
Special: Prolonged exposure to taint is debilitating and possibly fatal – as such it can and does impede the usefulness of living servants. Therefore lichs with living servants may take this feat so they do not inflict taint in those living servants.
Prerequisite: none.

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Unliving Familiar
Any familiars a spell caster has when they become a lich simply die, rather than converting to undead. Any animal companion it has departs forever. Only evil living creatures, including but not limited to imps, will respond if a lich tries to call a familiar with improved familiar.
Further, unless the lich possesses a special feat, such as improved familiar, legendary familiar or epic familiar, it will not be able to call living familiar. Any familiar the lich calls in the future will be an unliving version of a tradition familiar. It will, like a standard familiar, be a magical beast – however the power that drives it will be negative energy.
An undead familiar has:
• Hit Die: d10,
• AC: +1,
• Darkvision to 60 feet,
• Immune to: mind-influencing effects, poison, sleep, paralysis, stunning and disease,
• Not subject to: critical hits, subdual damage, ability damage, energy drain or death from massive damage,
• Subject to: turning, command and rebuke undead as an undead of its own HD rather than the resistance of its master,
• Takes damage from: holy water, sunlight (minimum of 1d4 hp per round of exposure).
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Legendary Familiar:
The lich may take, as a familiar, a member of one of the humanoid races.
Benefit: With this feat a lich may have as a familiar; a dwarf, elf, gnome, goblin, halfling, hobgoblin, merfolk, orc, kobald or human. What-ever creature the lich chooses will advance as a normal familiar and possess the normal familiar powers – where applicable – in addition to the creatures inherent abilities.
Special: Unlike most familiars, a legendary familiar is not a special magical creature – it is a genuine, living and mortal creature. As a free will and sentient entity, the legendary familiar is normally more adept at problem solving, accomplishing tasks and reconnaissance than is a standard familiar. Because it is not a magical creature an individual from one of the available races must consent to becoming a legendary familiar – but this consent may be coerced – for the lich and retains its free will. Death of the legendary familiar will cause the lich the same costs as the death and/or destruction of a standard familiar. The familiars compulsion to serve its masters functions like a geas or quest spell that does not have a time limit – it is possible for a familiar to resist its master, but it will not be truly free until it or its master is dead and gone. This feat is available to anything that meets the prerequisite.
Prerequisite: Ability to cast 9th level spells two times a day.

Epic Familiar:
The lich may take, as a familiar, a member of a specific list of monsters.
Benefit: With this feat a lich may have as a familiar; a bugbear, centaur, drider, gnoll, grimlock, ogre, sahuagin, troglodyte, harpy, kuo-toa, lizard folk, locathah, medusa or minotaur. What-ever creature the lich chooses will advance as a normal familiar and possess the normal familiar powers – where applicable – in addition to the creatures inherent abilities.
Special: Unlike most familiars, an epic familiar is not a special magical creature – it is a genuine, living and mortal creature. As a free will and sentient entity, the epic familiar is normally more adept at problem solving, accomplishing tasks and reconnaissance than is a standard familiar. Because it is not a magical creature an individual from one of the available races must consent to becoming an epic familiar – but this consent may be coerced – for the lich and retains its free will. Death of the epic familiar will cause the lich the same costs as the death and/or destruction of a standard familiar. The familiars compulsion to serve its masters functions like a geas or quest spell that does not have a time limit – it is possible for a familiar to resist its master, but it will not be truly free until it or its master is dead and gone. This feat is available to anything that meets the prerequisite.
Prerequisite: Ability to cast 9th level spells four times a day.

Legendary Undead Familiars:
The lich may take, as a familiar, a member of a specific list of sentient undead.
Benefit: With this feat a lich may have as a familiar; a allip, bodak, ghoul, ghast, mummy, shadow, vampire, wight or wrath. What-ever creature the lich chooses will advance as a normal familiar and possess the normal familiar powers – where applicable – in addition to the creatures inherent abilities.
Special: Unlike most familiars, a legendary undead familiar is not a special magical creature – it is a genuine, living and mortal creature. As a free will and sentient entity, the legendary undead familiar is normally more adept at problem solving, accomplishing tasks and reconnaissance than is a standard familiar. Because it is not a magical creature an individual from one of the available races must consent to becoming an legendary undead familiar – but this consent may be coerced – for the lich and retains its free will. Death of the legendary undead familiar will cause the lich the same costs as the death and/or destruction of a standard familiar. The familiars compulsion to serve its masters functions like a geas or quest spell that does not have a time limit – it is possible for a familiar to resist its master, but it will not be truly free until it or its master is dead and gone. This feat is available to anything that meets the prerequisite.
Prerequisite: Ability to cast 9th level spells four times a day.
 

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I think the Killing Aura is a bit weak for a +5 cr. For a +5 cr I would make it do 1 h.p. a round or 1 h.p. per caster level a minute or something stronger along these line. Ultimately though, I like them.
 


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