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<blockquote data-quote="Obly99" data-source="post: 8762731" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Lichbound</span></strong></p> <p style="text-align: center"></p> <p style="text-align: center">“<em>Undeath is simply the next step in survival. It is as basic as eating in order to survive one more day ... " </em></p><p></p><p style="text-align: right">—<em>Gendo, Kobold Wizard and Lich</em></p><p></p><p>Lichdom, the path to life as the living dead. Superior to any zombie or skeleton, liches transcend death, defying it even after open defeat.</p><p></p><p><strong>Becoming to Lichbound</strong></p><p></p><p>People seek undeath for many purposes, but rarely just to be undead. Instead undeath is a means to an end. The nights without feeling warmth and the joy of others company, the years passing with your friends turning to dust about you ... people do not become undead for this. Only a strong desire to extend your life beyond the time of the stars could drive men to such acts.</p><p></p><p><strong>Hit Die</strong>: d8.</p><p><strong>Requirements</strong></p><p></p><p>To qualify to become a Lichbound, a character must fulfill all of the following criteria.</p><p></p><p><strong>Alignment:</strong> Any non-good.</p><p></p><p><strong>Race: </strong>Any corporeal living creature.</p><p></p><p><strong>Skills:</strong> Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks, Spellcraft 10 ranks.</p><p></p><p><strong>Feats:</strong> Craft Wondrous Item.</p><p></p><p><strong>Spellcasting: </strong>Caster Level 10th.</p><p></p><p><strong>Special:</strong> The character must complete a ritual to prepare his soul for the path that will lead her to be transfered into a phylactery. Though the ritual to become a Lichbound is easy to perform, it is difficult to learn, and a successful DC 15 Knowledge (arcana) and DC 15 Knowledge (religion) check is required to learn it. Manuscripts describing this ritual can sometimes be found selling for around 5,000 gp</p><p></p><p><strong>Class Skills</strong></p><p>The Lichbound’s class skills are <a href="https://www.d20pfsrd.com/skills/climb" target="_blank"><u>Climb</u></a> (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-" target="_blank"><u>Str</u></a>), <u><a href="https://www.d20pfsrd.com/skills/disguise" target="_blank">Disguise</a></u> (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-" target="_blank"><u>Cha</u></a>), <a href="https://www.d20pfsrd.com/skills/fly" target="_blank"><u>Fly</u></a> (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-" target="_blank"><u>Dex</u></a>), <a href="https://www.d20pfsrd.com/skills/intimidate" target="_blank"><u>Intimidate</u></a> (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-" target="_blank"><u>Cha</u></a>), <a href="https://www.d20pfsrd.com/skills/knowledge" target="_blank"><u>Knowledge</u></a> (arcane) (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" target="_blank"><u>Int</u></a>), <a href="https://www.d20pfsrd.com/skills/knowledge" target="_blank"><u>Knowledge</u></a> (religion) (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" target="_blank"><u>Int</u></a>), <a href="https://www.d20pfsrd.com/skills/perception" target="_blank"><u>Perception</u></a> (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-" target="_blank"><u>Wis</u></a>), <u><a href="https://www.d20pfsrd.com/skills/sense-motive" target="_blank">Sense Motive</a></u> (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-" target="_blank"><u>Wis</u></a>), <a href="https://www.d20pfsrd.com/skills/spellcraft" target="_blank"><u>Spellcraft</u></a> (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" target="_blank"><u>Int</u></a>) and <u><a href="https://www.d20pfsrd.com/skills/stealth" target="_blank">Stealth</a></u> (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-" target="_blank"><u>Dex</u></a>).</p><p></p><p><strong>Skill Ranks per Level</strong>: 4+ <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" target="_blank"><u>Int</u></a> modifier.</p><p></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Level</strong></p> </td><td><p style="text-align: center"><strong>Base Attack<br /> Bonus</strong></p> </td><td><p style="text-align: center"><strong>Fort Save</strong></p> </td><td><p style="text-align: center"><strong>Ref Save</strong></p> </td><td><p style="text-align: center"><strong>Will Save</strong></p> </td><td><p style="text-align: center"><strong>Special</strong></p> </td><td><p style="text-align: center"><strong>Spells per Day</strong></p> </td></tr><tr><td><p style="text-align: center">1st</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: left">Phylactery 1, Int +2, Natural Armor +1, Lich Skills +2, Damaging Touch 1d6 + 2, Resistances (Cold / Electricity 5)</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: left">Phylactery 2, Natural Armor +2, Lich Skills +4, DR 5 / Bludgeoning and Magic, Damaging Touch (1d8 + 5), Fear Aura (10-ft), Fortification (Light), Paralyzing Touch (1d4 rounds), Resistances (Cold / Electricity 10)</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: left">Phylactery 3, Wis +2, Natural Armor +3, Lich Skills +6, DR 10 / Bludgeoning and Magic, Fear Aura (30-ft), Fortification (Moderate), Paralyzing Touch (1d4 minutes), Resistances (Cold / Electricity 15 )</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: left">Phylactery 4, Natural Armor +4, Lich Skills +8, DR 15/Bludgeoning and Magic, Fear Aura (60-ft), Paralyzing Touch (1d4 hours), Resistances (Cold/Electricity 20)</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">5th</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: left">Phylactery 5, Lichdom, Lich Lord Abilities, Natural Armor +5, Cha +2, Paralyzing Touch (Permanent)</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">6th</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: left">Control Over Undead, Lich Familiar, Lich Lord Abilities, Lich Spell Preparation</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">7th</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: left">Lich Lord Abilities</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">8th</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: left">Lich Lord Abilities</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">9th</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: left">Lich Lord Abilities</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">10th</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: left">Demilich Transformation, Lich Lord Abilities, Sail Unfettered</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr></table><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the Lichbound.</p><p></p><p><strong>Spellcasting</strong></p><p>At each level, you gain new spells per day and an increase in caster level (and spells known for class like sorcerer, wizard, witch etc.) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Lichbound, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</p><p></p><p><strong>Phylactery</strong></p><p>The key part to lichdom is the creation of a phylactery. This powerful magic item is crafted with the Craft Wondrous Item feat, over the course of 5 levels. In order to continue leveling in lichbound, you must complete your phylactery by certain points.</p><p></p><p>At level 1st you must first get the basic framework of your phylactery prepared, spending at least 4.000 gp on its construction. Every level after, you spend that amount again, improving the phylactery until you have completed the entire 20.000 gp value at 5th level. Until you construct the required amount, you cannot benefit from the abilities of the lichbound class at that level or beyond. You may, however, complete the phylactery ahead of time if you so see fit, so long as when it is completed it has a caster level minimum of 11th. Due to the unique nature of your phylactery, you don't spend 1 day of work for every 1,000 gp of cost but instead complete all construction (also of multiple levels, if you have not completed the creation of the previous levels or have obtained multiple levels at once via the retraining rule or other methods) in just 8 hours as long as you have the materials available. At 5th level, you have the additional requirement to make the cerimony to gain the benefits of lichdom, the final process (see Lichdom below). For the purpose of determining item saving throws, the phylactery has a caster level equal to your at the time you completed the most recent stage of work (For example, if a human wizard 10/lichbound 3 crafts the third stage of her phylactery, it is caster level 13th). When the lichbound finally becomes a lich, their phylactery will store their soul and allow them to rejuvenate in 1d10 days. The most common physical form for a phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is a Tiny object with 40 hit points, hardness 20, and a break DC of 40. Other kinds of phylacteries can also exist, such as rings, amulets, or similar items. If the completed phylactery is destroyed while you are still active in a body, your soul automatically joins that body. You takes no penalties of any kind for that joining (with the exception you lose the immunity to effects which specifically affects a creature’s soul), but without a phylactery, you cannot rejuvenate if your body is subsequently destroyed. You may create a new phylactery to replace a lost one with 8 hours of work and 10.000 gp of materials.</p><p></p><p><strong>Damaging Touch (Su)</strong></p><p>Your body begins to link with the negative energy plane, and you channel destructive energy through your touch. At 1st level you deal 1d6+5 negative energy damage on a touch attack. At level 2 the damage rises to 1d8+5 negative energy damage. At 3rd level the damage rises to 1d10+5. At the 4th level the damage rises to 1d12+5. At 5th level the damage rises to 1d20+5. When you become a true Lich you can use the touch attack for heal yourself as a full-round action.</p><p></p><p><strong>Resistances (Ex)</strong></p><p>The cold chill of death has begun to seep into your body. At level 1 you gain energy resistance to cold and electricity 5. Every level after it rises to by +5 to resistance 10 at 2nd, resistance 15 at 3rd, and resistance 20 at 4th. The process of lichdom eventually overwrites these resistances with immunities at 5th level.</p><p></p><p><strong>Natural Armor (Ex)</strong></p><p>A mild rigor mortis, combined with the hardening of the flesh, causes the natural armor of the lichbound to rise. Every level afterward, your natural armor rises by 1, for a total of a +5 natural armor bonus at 5th level. This stack with any inherent natural armor. Once per day, when you may take damage that would kill you, as a immediate action, you can instead absorb it and lose the next turn.</p><p></p><p><strong>Paralyzing Touch (Su)</strong></p><p>Your negative energy touch attack comes with a paralyzing effect at level 2 and beyond. Any living creature a lichbound hits with its touch attack must succeed on a Fortitude save or be paralyzed for 1d4 rounds. Remove Paralysis or any spell which removes a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by the lichbound seems dead, thought a DC 20 Perception check or DC 15 Heal check reveals the victim is still alive.</p><p></p><p>At 3rd level the duration of the paralysis rises to 1d4 minutes. At 4th level it rises again, becoming 1d4 hours, and finally 5th level where the lichdom process makes the duration permanent. The save DC are equal to 10 + 1/2 lichbound’s character level + lichbound’s Cha modifier.</p><p></p><p><strong>Lich Skills</strong></p><p>Lichbound gain a racial bonus to their abilities as they grow, starting at level 1. Lichbound receive a +2 bonus to <a href="https://www.d20pfsrd.com/skills/perception" target="_blank"><u>Perception</u></a>, <a href="https://www.d20pfsrd.com/skills/sense-motive" target="_blank"><u>Sense Motive</u></a>, and <a href="https://www.d20pfsrd.com/skills/stealth" target="_blank"><u>Stealth</u></a> checks and the bonus increases by 2 for every level up to a maximum of +8 at 4th level.</p><p></p><p><strong>Ability Score Bonuses</strong></p><p>Lichbound gain ability score increases as they level. At 1st level the studies into the lichdom process has granted them insight into the dark works of magic and greater knowledge. They gain a +2 Int bonus. At 3rd level, their body becomes aware of the sinking void that is being born within them, granting them a +2 Wis bonus. Finally as the lichdom ceremony is completed at 5th level, the lichbound surges with confidence and power gaining +2 Cha.</p><p></p><p><strong>Damage Reduction (Ex)</strong></p><p>At 2nd level a lichbound becomes more and more supernaturally tough. They gain damage reduction 5/bludgeoning and magic. At 3rd level this damage reduction rises to 10/bludgeoning and magic, and at 4th level it becomes damage reduction 15/bludgeoning and magic.</p><p></p><p><strong>Fortification (Ex)</strong></p><p>At 2nd level, the vital organs of the lichbound begin to shut down and die. You gain light fortification, providing a 25% chance to avoid a critical hit or precision base damage. At 3rd level, more organs fail, providing 75% protection. At 5th level you become absolutely immune to critical hits and precision base damage.</p><p></p><p><strong>Fear Aura (Su)</strong></p><p>Lichbound are surrounded by a dreadful aura of death after their 2nd level. Creatures of less than 5 HD in 10 ft. of the lichbound must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will" target="_blank"><u>Will</u></a> save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken" target="_blank"><u>shaken</u></a> for a number of rounds equal to the lich’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-" target="_blank"><u>Hit Dice</u></a>. A creature which successfully saves against the aura cannot be affected by the same aura again for 24 hours. At 3rd level, the aura expands to 30 ft. Finally at 4th level the aura expands again to its full 60 ft.. This is a mind-effecting fear effect and the save DC are equal to 10+ 1/2 lich’s HD + lich’s Cha modifier.</p><p></p><p><strong>Lichdom</strong></p><p>After 5 levels the lichbound is finally ready to perform the lichdom process. In a ceremony, the lich binds himself to death and dies, only to rise moments later as an undead. The lichbound become a true Lich, an undead with +4 channel resistance, immune to unwilling polymorphing and with all undead immunities and weaknesses plus the rejuvenation of the Lich template and the immunity to any effect which specifically affects a creature’s soul (such as trap the soul, or the abilities of certain monsters). You do not gain the template's CR increase, as you have paid for it taking the Lichbound class.</p><p></p><p><strong>Lich Lord Abilities (Su)</strong></p><p>At 5th level and every level thereafter, the lichbound may gain a supernatural ability from the following list. These abilities are at will unless stated otherwise. All saving throws are equal to 10 + the highest level of spells the lichbound can cast.</p><p></p><p><strong>Animate dead by touch</strong></p><p>As a standard action, the lichbound can touch a dead creature and animate it as a skeleton or zombie, as if using animate dead. He can expend a spell slot of at least 4th level when using this ability to animate the body as a different type of undead, as if using greater create undead. The lichbound treats his total character level as his caster level for these effects. Undead created in this way are automatically under his control. The lichbound does not need to expend any material components when using this ability.</p><p></p><p><strong>Blackfire</strong></p><p>The lichbound is able to produce a negative energy fire so cold that it inflicts 3d10 points of negative energy damage upon anything it touches. The lich may produce the Blackfire as glowing, blue-green flame that can be thrown as a ranged touch attack with a range of 60 ft. and no range increment, or it can place the fire inside any skull making it work like a flashlight. Flames placed within a skull last for 30 days. The skull can be touched without suffer damage.</p><p></p><p><strong>Bone command</strong></p><p>The lichbound is able animate bone and shape it at will. With this ability, the lichbound can call up splinters of bones from anywhere bones are present and animate them into a protective barrier similar to the spell blade barrier with a caster level equal to the lichbound caster level. The lichbound may also form bones into any structure it desires the only limit being the amount of bones available. Structures created in this manner are only as strong as the bones used, though some creatures may have very strong bones. The Dungeon Master should determine the structure integrity based on the campaign and scenario, the type and amount of bones available, and the resistance the bones offer. Inflicting 25 points of damage is enough to create a human-sized hole. Any structure - huts, arches, bridges, and so forth - can be created. The structure stands until it is destroyed or the lich commands it to disintegrate into its component parts. Structures created in this way cannot be dispelled magically, as the bones are actually melded into one another to make a solid mass.</p><p></p><p><strong>Chilling wind</strong></p><p>The lichbound is able to blow a freezing blast of wind in a line 100 feet long and 30 feet wide. The wind is short, lasting for only one round, but during that round a howling, screeching wail accompanies it that requires a Will save for anyone within of area to avoid being stunned for 1 round per caster level of the lich. At the end of his turn, a creature can repeat the saving throw, removing the stun with a succees. Creatures within the area of effect of silence or similar spells do not need to save. This is a sonic effect. The wind also freezes standing liquids and chills bottled liquids. Anyone caught within the line of chilling wind suffers 1d10 points of cold damage. Any magical item designed to warm or otherwise protect a creature from cold (magical or otherwise) negates this damage. This ability can be used once every 1d6 rounds.</p><p></p><p><strong>Creeping Paralysis</strong></p><p>A creature that strikes a lichbound with a natural weapon, unarmed strike, or non-reach manufactured weapon, or otherwise touches the lichbound must save or be affected by the lich’s paralyzing touch ability. This triggers only once per round per creature.</p><p></p><p><strong>Dream manipulation</strong></p><p>The lichbound, if it knows the exact location of a living person, can infiltrate that person's mind and manipulate his dreams, turning them into nightmares of the her design if the person fails a Will save. Pervading the dream is the face and gaze of the lichbound. The receiver of the dream manipulation is aware that his dreams were tampered with. This is a mind-affecting effect and creatures who don’t sleep or dream are immune to this effect. Sleepers affected by dream manipulation awaken having suffered any damage incurred during the nightmare (Dungeon Masters may roleplay a nightmare or simply assess 3d10 points of damage). Furthermore, the affected creature must make a Will save upon awakening to avoid being confused for a number of rounds equal to the lichbound’s level. Furthermore, the creature is unable to sleep peacefully for 1d4 nights afterward. During this period of insomnia, no hit points are restored and can not memorize any 3rd-level or higher spell. Dream manipulation is not possible if the intended target is sleeping in holy ground such as a church or consecrated graveyard. The range of this ability equals to the lichbound’s prime requisite score in miles. This ability can be used once per day.</p><p></p><p><strong>Fool's feast</strong></p><p>By merely passing within 3 feet of openly displayed food, the lichbound can taint the edibles with a deadly, mystical poison. A creature that eats the food must roll a Fortitude save or be staggered until she succeed the save and will die within a number of rounds equal to her Constitution score, the save can be rerolled every round until the victim succeed the save or die. This is a death, necromancy and poison effect. The food gives off a magical aura if a detect magic spell is cast, and the effects of the mystical taint can be negated with a dispel magic or purify food and water spell. The food to be tainted must be out in the open, such as a vegetable stand or a buffet. A poisoned victim can be cured if she is healed by a cleric, if a neutralize poison or heal spell is cast, or an appropriate curative potion is used.</p><p></p><p><strong>Grasp of death</strong></p><p>If the lichbound makes a successful touch attack, the victim takes 10 damage per lichbound caster level. A successful Fortitude save reduce the damage to 1d6 per 3 caster level of the lichbound. When the grasp of death is active, a nimbus of coruscating black flame surrounds the Lich Lord hands. This ability can be used once per day per 3 lichbound level.</p><p></p><p><strong>Grasp of enfeeblement</strong></p><p>When the lichbound makes a successful touch attack, the victim must make a Will save or suffer the equivalent effects of the spells feeblemind and insanity. This ability can be used once per day per 3 lichbound level.</p><p></p><p><strong>Imitation</strong></p><p>The lichbound is able to harness the spell energies expended by other casters and recreate the effect under its control. Any spell within 100 ft. of the lichbound may be recast by the lichbound in the round immediately following, he still has to spend a spell slot of an appropriate level (plus any material or focus component). For example, a 7th level wizard casts fireball against a lichbound of 15th. The lichbound makes its normal saving throw and suffers damage accordingly, but also captures the magical energy, reshapes it into another fireball (at a caster level 15th), and sends it back at the attacking party consuming a slot of 3rd level. The lichbound can imitate spell of any list and if the spell is in his opposition schools he can cast it without needing to expend an additional spell slot. The lichbound must perform the imitation in the round immediately following the spell effect, or the magical energies dissipate and are lost. This ability can be used once per day per lichbound level.</p><p></p><p><strong>Improved spellcasting</strong></p><p>The lichbound is able to cast double the amount of 1st- through 3rd-level spells normally available to it. She has access to quadruple the usual amount of cantrips.</p><p></p><p><strong>Perfect necromancer</strong></p><p>The lichbound can prepare spells from his opposition schools without needing to expend an additional spell slot. He can have any number of undead under his control, and he is not limited by the total Hit Dice of those undead.</p><p></p><p><strong>Regeneration</strong></p><p>The lichbound regenerates 5 hit points per round, regardless of circumstances or surroundings. Only the utter destruction of the lichbound’s body (such as via disintegrate, or by reducing the lichbound to a negative hit point total equal to 10 × his Charisma score) causes the regeneration to end. After his destruction, the phylactery start to recreate a corpse for the lichbound as normal.</p><p></p><p><strong>Skull Scry</strong></p><p>The lichbound can see and hear activity through any skull. The skull must not be part of a living being or attached to a skeletal spine, nor can the skull be animated. The lichbound is able to see through skulls that are up to the lichbound’s spell casting ability modifier in miles away.</p><p></p><p><strong>Sustained by Magic</strong></p><p>Each time a lichbound casts a necromancy spell it regains hit points equal to two times the level of the spell slot used to cast the spell.</p><p></p><p><strong>Vortex of Evil</strong></p><p>The lichbound is able, once a week, to summon any and all evil creatures to its side. This summons isn't overriding, but rather instills a sense of greed and curiosity that is difficult to ignore. The range of the vortex of evil is equal to the lichbound’s spell casting ability modifier in miles. Those within this radius are drawn to the same location of the lichbound, though they are not sure why. They cannot state the reason for the attraction, but if asked, they will respond with a statement similar to: "I feel a great opportunity waiting for me". The summons can be ignored if they make a successful Will saving throw. Evil undead are vulnerable to this call and must make the save even if they normally are immune to mind-affecting and compulsion effects. This is a compulsion, mind-affecting effect.</p><p></p><p><strong>Controll Over Undead (Su)</strong></p><p>Starting at 5th level, a lichbound can attempt to control any undead whose total hit dice are equal or lower of his caster level. Those with hit dice equal to or less than his caster level –8 are instantly controlled, but those with more are allowed a Will save to resist. The lichbound can control a number of HD of undead up to three times its spell casting ability score at any one time. This power has a range of 10 feet per caster level. Intelligent undead receive a new saving throw each day to escape your command. The save DC is 10 + 1/2 lichbound’s character level + it’s spell casting ability modifier.</p><p></p><p><strong>Lich Spell Preparation (Ex)</strong></p><p>Beginning at 6th level, a lichbound who prepares his spells or slot no longer requires 1 hour of uninterrupted time. Instead, lichbound prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.</p><p></p><p><strong>Lich Familiar</strong></p><p>If he wishes, a lichbound can take his familiar into undeath as well. The familiar gains one undead template of the lichbound’s choice, (like lich, vampire, skeletal champion, etc.) with a maximum of CR+2. It still grants the same benefits as it did before, but the empathetic link with the Lich is now equal to the lichbound’s caster level in miles, and intelligent Familiars can communicate telepathically with their masters within the empathetic link range. If killed, the familiar is revived in 1d10 days in the same manner as the lichbound.</p><p></p><p><strong>Demilich Transformation</strong></p><p>At 10th level the lichbound gains the Demilich template at no cost for the Soul Gems (see at the end of the class). If the phylactery and the soul gems are destroyed while you are still active in a body, your soul automatically joins that body. You takes no penalties of any kind for that joining (with the exception you lose the immunity to effects which specifically affects a creature’s soul), but without a phylactery or gems, you cannot use trap the soul, phylactery transference and rejuvenate if your body is subsequently destroyed. You may create a new phylactery and soul gems to replace destroyed ones with only 8 hours of work (8 hours of total work, regardless of whether you are repairing only 1 or all 11) and 10.000 mo of materials for every phylactery and soul gems to be recrafted.</p><p></p><p><strong>Sail Unfettered (Su)</strong></p><p>At 10th level a lichbound gains the ability to remove his spirit from his body and travel the plains. While his spirit is outside of his body, he may use plane shift at will as a supernatural ability, and is both undetectable and invulnerable in any manner, but unable to cast spells or inflict damage. He can’t enter holy ground such as a church or consecrated graveyard in this form. This ends when he returns to his body. A lichbound can chose to return to his body as a standard action. A lichbound even if not present with the spirit, automaticaly note the presence of non hidden entities within 60 ft. of his body and his body makes automatic perception checks every round for hidden entities within 60 ft. of his body, also taking advantage of his passive senses (true seeing and spiritsense).</p><p></p><p><strong>Haunted Mist</strong></p><p>At 40th level the lichbound gains the Phasmalich template. Sail Unfettered can be used to travel in an undetectable manner, and suddenly reappear to possess an undead. Given the new state of the lichbound, there is no body left behind.</p><p></p><p><strong>Lord of Bones and Shadows: Devourer of Gods</strong></p><p>At 230th level, the lichbound lost the Phasmalich template and replace it with the Akalich template.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8762731, member: 7035194"] [CENTER][B][SIZE=7]Lichbound[/SIZE][/B] “[I]Undeath is simply the next step in survival. It is as basic as eating in order to survive one more day ... " [/I][/CENTER] [RIGHT]—[I]Gendo, Kobold Wizard and Lich[/I][/RIGHT] Lichdom, the path to life as the living dead. Superior to any zombie or skeleton, liches transcend death, defying it even after open defeat. [B]Becoming to Lichbound[/B] People seek undeath for many purposes, but rarely just to be undead. Instead undeath is a means to an end. The nights without feeling warmth and the joy of others company, the years passing with your friends turning to dust about you ... people do not become undead for this. Only a strong desire to extend your life beyond the time of the stars could drive men to such acts. [B]Hit Die[/B]: d8. [B]Requirements[/B] To qualify to become a Lichbound, a character must fulfill all of the following criteria. [B]Alignment:[/B] Any non-good. [B]Race: [/B]Any corporeal living creature. [B]Skills:[/B] Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks, Spellcraft 10 ranks. [B]Feats:[/B] Craft Wondrous Item. [B]Spellcasting: [/B]Caster Level 10th. [B]Special:[/B] The character must complete a ritual to prepare his soul for the path that will lead her to be transfered into a phylactery. Though the ritual to become a Lichbound is easy to perform, it is difficult to learn, and a successful DC 15 Knowledge (arcana) and DC 15 Knowledge (religion) check is required to learn it. Manuscripts describing this ritual can sometimes be found selling for around 5,000 gp [B]Class Skills[/B] The Lichbound’s class skills are [URL='https://www.d20pfsrd.com/skills/climb'][U]Climb[/U][/URL] ([URL='https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-'][U]Str[/U][/URL]), [U][URL='https://www.d20pfsrd.com/skills/disguise']Disguise[/URL][/U] ([URL='https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-'][U]Cha[/U][/URL]), [URL='https://www.d20pfsrd.com/skills/fly'][U]Fly[/U][/URL] ([URL='https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-'][U]Dex[/U][/URL]), [URL='https://www.d20pfsrd.com/skills/intimidate'][U]Intimidate[/U][/URL] ([URL='https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-'][U]Cha[/U][/URL]), [URL='https://www.d20pfsrd.com/skills/knowledge'][U]Knowledge[/U][/URL] (arcane) ([URL='https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-'][U]Int[/U][/URL]), [URL='https://www.d20pfsrd.com/skills/knowledge'][U]Knowledge[/U][/URL] (religion) ([URL='https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-'][U]Int[/U][/URL]), [URL='https://www.d20pfsrd.com/skills/perception'][U]Perception[/U][/URL] ([URL='https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-'][U]Wis[/U][/URL]), [U][URL='https://www.d20pfsrd.com/skills/sense-motive']Sense Motive[/URL][/U] ([URL='https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-'][U]Wis[/U][/URL]), [URL='https://www.d20pfsrd.com/skills/spellcraft'][U]Spellcraft[/U][/URL] ([URL='https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-'][U]Int[/U][/URL]) and [U][URL='https://www.d20pfsrd.com/skills/stealth']Stealth[/URL][/U] ([URL='https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-'][U]Dex[/U][/URL]). [B]Skill Ranks per Level[/B]: 4+ [URL='https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-'][U]Int[/U][/URL] modifier. [TABLE] [TR] [TD][CENTER][B]Level[/B][/CENTER][/TD] [TD][CENTER][B]Base Attack Bonus[/B][/CENTER][/TD] [TD][CENTER][B]Fort Save[/B][/CENTER][/TD] [TD][CENTER][B]Ref Save[/B][/CENTER][/TD] [TD][CENTER][B]Will Save[/B][/CENTER][/TD] [TD][CENTER][B]Special[/B][/CENTER][/TD] [TD][CENTER][B]Spells per Day[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1st[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][LEFT]Phylactery 1, Int +2, Natural Armor +1, Lich Skills +2, Damaging Touch 1d6 + 2, Resistances (Cold / Electricity 5)[/LEFT][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][LEFT]Phylactery 2, Natural Armor +2, Lich Skills +4, DR 5 / Bludgeoning and Magic, Damaging Touch (1d8 + 5), Fear Aura (10-ft), Fortification (Light), Paralyzing Touch (1d4 rounds), Resistances (Cold / Electricity 10)[/LEFT][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][LEFT]Phylactery 3, Wis +2, Natural Armor +3, Lich Skills +6, DR 10 / Bludgeoning and Magic, Fear Aura (30-ft), Fortification (Moderate), Paralyzing Touch (1d4 minutes), Resistances (Cold / Electricity 15 )[/LEFT][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][LEFT]Phylactery 4, Natural Armor +4, Lich Skills +8, DR 15/Bludgeoning and Magic, Fear Aura (60-ft), Paralyzing Touch (1d4 hours), Resistances (Cold/Electricity 20)[/LEFT][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][LEFT]Phylactery 5, Lichdom, Lich Lord Abilities, Natural Armor +5, Cha +2, Paralyzing Touch (Permanent)[/LEFT][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]6th[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][LEFT]Control Over Undead, Lich Familiar, Lich Lord Abilities, Lich Spell Preparation[/LEFT][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][LEFT]Lich Lord Abilities[/LEFT][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]8th[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][LEFT]Lich Lord Abilities[/LEFT][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][LEFT]Lich Lord Abilities[/LEFT][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10th[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][LEFT]Demilich Transformation, Lich Lord Abilities, Sail Unfettered[/LEFT][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [/TABLE] [B]Class Features[/B] All of the following are class features of the Lichbound. [B]Spellcasting[/B] At each level, you gain new spells per day and an increase in caster level (and spells known for class like sorcerer, wizard, witch etc.) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Lichbound, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. [B]Phylactery[/B] The key part to lichdom is the creation of a phylactery. This powerful magic item is crafted with the Craft Wondrous Item feat, over the course of 5 levels. In order to continue leveling in lichbound, you must complete your phylactery by certain points. At level 1st you must first get the basic framework of your phylactery prepared, spending at least 4.000 gp on its construction. Every level after, you spend that amount again, improving the phylactery until you have completed the entire 20.000 gp value at 5th level. Until you construct the required amount, you cannot benefit from the abilities of the lichbound class at that level or beyond. You may, however, complete the phylactery ahead of time if you so see fit, so long as when it is completed it has a caster level minimum of 11th. Due to the unique nature of your phylactery, you don't spend 1 day of work for every 1,000 gp of cost but instead complete all construction (also of multiple levels, if you have not completed the creation of the previous levels or have obtained multiple levels at once via the retraining rule or other methods) in just 8 hours as long as you have the materials available. At 5th level, you have the additional requirement to make the cerimony to gain the benefits of lichdom, the final process (see Lichdom below). For the purpose of determining item saving throws, the phylactery has a caster level equal to your at the time you completed the most recent stage of work (For example, if a human wizard 10/lichbound 3 crafts the third stage of her phylactery, it is caster level 13th). When the lichbound finally becomes a lich, their phylactery will store their soul and allow them to rejuvenate in 1d10 days. The most common physical form for a phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is a Tiny object with 40 hit points, hardness 20, and a break DC of 40. Other kinds of phylacteries can also exist, such as rings, amulets, or similar items. If the completed phylactery is destroyed while you are still active in a body, your soul automatically joins that body. You takes no penalties of any kind for that joining (with the exception you lose the immunity to effects which specifically affects a creature’s soul), but without a phylactery, you cannot rejuvenate if your body is subsequently destroyed. You may create a new phylactery to replace a lost one with 8 hours of work and 10.000 gp of materials. [B]Damaging Touch (Su)[/B] Your body begins to link with the negative energy plane, and you channel destructive energy through your touch. At 1st level you deal 1d6+5 negative energy damage on a touch attack. At level 2 the damage rises to 1d8+5 negative energy damage. At 3rd level the damage rises to 1d10+5. At the 4th level the damage rises to 1d12+5. At 5th level the damage rises to 1d20+5. When you become a true Lich you can use the touch attack for heal yourself as a full-round action. [B]Resistances (Ex)[/B] The cold chill of death has begun to seep into your body. At level 1 you gain energy resistance to cold and electricity 5. Every level after it rises to by +5 to resistance 10 at 2nd, resistance 15 at 3rd, and resistance 20 at 4th. The process of lichdom eventually overwrites these resistances with immunities at 5th level. [B]Natural Armor (Ex)[/B] A mild rigor mortis, combined with the hardening of the flesh, causes the natural armor of the lichbound to rise. Every level afterward, your natural armor rises by 1, for a total of a +5 natural armor bonus at 5th level. This stack with any inherent natural armor. Once per day, when you may take damage that would kill you, as a immediate action, you can instead absorb it and lose the next turn. [B]Paralyzing Touch (Su)[/B] Your negative energy touch attack comes with a paralyzing effect at level 2 and beyond. Any living creature a lichbound hits with its touch attack must succeed on a Fortitude save or be paralyzed for 1d4 rounds. Remove Paralysis or any spell which removes a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by the lichbound seems dead, thought a DC 20 Perception check or DC 15 Heal check reveals the victim is still alive. At 3rd level the duration of the paralysis rises to 1d4 minutes. At 4th level it rises again, becoming 1d4 hours, and finally 5th level where the lichdom process makes the duration permanent. The save DC are equal to 10 + 1/2 lichbound’s character level + lichbound’s Cha modifier. [B]Lich Skills[/B] Lichbound gain a racial bonus to their abilities as they grow, starting at level 1. Lichbound receive a +2 bonus to [URL='https://www.d20pfsrd.com/skills/perception'][U]Perception[/U][/URL], [URL='https://www.d20pfsrd.com/skills/sense-motive'][U]Sense Motive[/U][/URL], and [URL='https://www.d20pfsrd.com/skills/stealth'][U]Stealth[/U][/URL] checks and the bonus increases by 2 for every level up to a maximum of +8 at 4th level. [B]Ability Score Bonuses[/B] Lichbound gain ability score increases as they level. At 1st level the studies into the lichdom process has granted them insight into the dark works of magic and greater knowledge. They gain a +2 Int bonus. At 3rd level, their body becomes aware of the sinking void that is being born within them, granting them a +2 Wis bonus. Finally as the lichdom ceremony is completed at 5th level, the lichbound surges with confidence and power gaining +2 Cha. [B]Damage Reduction (Ex)[/B] At 2nd level a lichbound becomes more and more supernaturally tough. They gain damage reduction 5/bludgeoning and magic. At 3rd level this damage reduction rises to 10/bludgeoning and magic, and at 4th level it becomes damage reduction 15/bludgeoning and magic. [B]Fortification (Ex)[/B] At 2nd level, the vital organs of the lichbound begin to shut down and die. You gain light fortification, providing a 25% chance to avoid a critical hit or precision base damage. At 3rd level, more organs fail, providing 75% protection. At 5th level you become absolutely immune to critical hits and precision base damage. [B]Fear Aura (Su)[/B] Lichbound are surrounded by a dreadful aura of death after their 2nd level. Creatures of less than 5 HD in 10 ft. of the lichbound must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a [URL='https://www.d20pfsrd.com/gamemastering/combat#TOC-Will'][U]Will[/U][/URL] save or be [URL='https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken'][U]shaken[/U][/URL] for a number of rounds equal to the lich’s [URL='https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-'][U]Hit Dice[/U][/URL]. A creature which successfully saves against the aura cannot be affected by the same aura again for 24 hours. At 3rd level, the aura expands to 30 ft. Finally at 4th level the aura expands again to its full 60 ft.. This is a mind-effecting fear effect and the save DC are equal to 10+ 1/2 lich’s HD + lich’s Cha modifier. [B]Lichdom[/B] After 5 levels the lichbound is finally ready to perform the lichdom process. In a ceremony, the lich binds himself to death and dies, only to rise moments later as an undead. The lichbound become a true Lich, an undead with +4 channel resistance, immune to unwilling polymorphing and with all undead immunities and weaknesses plus the rejuvenation of the Lich template and the immunity to any effect which specifically affects a creature’s soul (such as trap the soul, or the abilities of certain monsters). You do not gain the template's CR increase, as you have paid for it taking the Lichbound class. [B]Lich Lord Abilities (Su)[/B] At 5th level and every level thereafter, the lichbound may gain a supernatural ability from the following list. These abilities are at will unless stated otherwise. All saving throws are equal to 10 + the highest level of spells the lichbound can cast. [B]Animate dead by touch[/B] As a standard action, the lichbound can touch a dead creature and animate it as a skeleton or zombie, as if using animate dead. He can expend a spell slot of at least 4th level when using this ability to animate the body as a different type of undead, as if using greater create undead. The lichbound treats his total character level as his caster level for these effects. Undead created in this way are automatically under his control. The lichbound does not need to expend any material components when using this ability. [B]Blackfire[/B] The lichbound is able to produce a negative energy fire so cold that it inflicts 3d10 points of negative energy damage upon anything it touches. The lich may produce the Blackfire as glowing, blue-green flame that can be thrown as a ranged touch attack with a range of 60 ft. and no range increment, or it can place the fire inside any skull making it work like a flashlight. Flames placed within a skull last for 30 days. The skull can be touched without suffer damage. [B]Bone command[/B] The lichbound is able animate bone and shape it at will. With this ability, the lichbound can call up splinters of bones from anywhere bones are present and animate them into a protective barrier similar to the spell blade barrier with a caster level equal to the lichbound caster level. The lichbound may also form bones into any structure it desires the only limit being the amount of bones available. Structures created in this manner are only as strong as the bones used, though some creatures may have very strong bones. The Dungeon Master should determine the structure integrity based on the campaign and scenario, the type and amount of bones available, and the resistance the bones offer. Inflicting 25 points of damage is enough to create a human-sized hole. Any structure - huts, arches, bridges, and so forth - can be created. The structure stands until it is destroyed or the lich commands it to disintegrate into its component parts. Structures created in this way cannot be dispelled magically, as the bones are actually melded into one another to make a solid mass. [B]Chilling wind[/B] The lichbound is able to blow a freezing blast of wind in a line 100 feet long and 30 feet wide. The wind is short, lasting for only one round, but during that round a howling, screeching wail accompanies it that requires a Will save for anyone within of area to avoid being stunned for 1 round per caster level of the lich. At the end of his turn, a creature can repeat the saving throw, removing the stun with a succees. Creatures within the area of effect of silence or similar spells do not need to save. This is a sonic effect. The wind also freezes standing liquids and chills bottled liquids. Anyone caught within the line of chilling wind suffers 1d10 points of cold damage. Any magical item designed to warm or otherwise protect a creature from cold (magical or otherwise) negates this damage. This ability can be used once every 1d6 rounds. [B]Creeping Paralysis[/B] A creature that strikes a lichbound with a natural weapon, unarmed strike, or non-reach manufactured weapon, or otherwise touches the lichbound must save or be affected by the lich’s paralyzing touch ability. This triggers only once per round per creature. [B]Dream manipulation[/B] The lichbound, if it knows the exact location of a living person, can infiltrate that person's mind and manipulate his dreams, turning them into nightmares of the her design if the person fails a Will save. Pervading the dream is the face and gaze of the lichbound. The receiver of the dream manipulation is aware that his dreams were tampered with. This is a mind-affecting effect and creatures who don’t sleep or dream are immune to this effect. Sleepers affected by dream manipulation awaken having suffered any damage incurred during the nightmare (Dungeon Masters may roleplay a nightmare or simply assess 3d10 points of damage). Furthermore, the affected creature must make a Will save upon awakening to avoid being confused for a number of rounds equal to the lichbound’s level. Furthermore, the creature is unable to sleep peacefully for 1d4 nights afterward. During this period of insomnia, no hit points are restored and can not memorize any 3rd-level or higher spell. Dream manipulation is not possible if the intended target is sleeping in holy ground such as a church or consecrated graveyard. The range of this ability equals to the lichbound’s prime requisite score in miles. This ability can be used once per day. [B]Fool's feast[/B] By merely passing within 3 feet of openly displayed food, the lichbound can taint the edibles with a deadly, mystical poison. A creature that eats the food must roll a Fortitude save or be staggered until she succeed the save and will die within a number of rounds equal to her Constitution score, the save can be rerolled every round until the victim succeed the save or die. This is a death, necromancy and poison effect. The food gives off a magical aura if a detect magic spell is cast, and the effects of the mystical taint can be negated with a dispel magic or purify food and water spell. The food to be tainted must be out in the open, such as a vegetable stand or a buffet. A poisoned victim can be cured if she is healed by a cleric, if a neutralize poison or heal spell is cast, or an appropriate curative potion is used. [B]Grasp of death[/B] If the lichbound makes a successful touch attack, the victim takes 10 damage per lichbound caster level. A successful Fortitude save reduce the damage to 1d6 per 3 caster level of the lichbound. When the grasp of death is active, a nimbus of coruscating black flame surrounds the Lich Lord hands. This ability can be used once per day per 3 lichbound level. [B]Grasp of enfeeblement[/B] When the lichbound makes a successful touch attack, the victim must make a Will save or suffer the equivalent effects of the spells feeblemind and insanity. This ability can be used once per day per 3 lichbound level. [B]Imitation[/B] The lichbound is able to harness the spell energies expended by other casters and recreate the effect under its control. Any spell within 100 ft. of the lichbound may be recast by the lichbound in the round immediately following, he still has to spend a spell slot of an appropriate level (plus any material or focus component). For example, a 7th level wizard casts fireball against a lichbound of 15th. The lichbound makes its normal saving throw and suffers damage accordingly, but also captures the magical energy, reshapes it into another fireball (at a caster level 15th), and sends it back at the attacking party consuming a slot of 3rd level. The lichbound can imitate spell of any list and if the spell is in his opposition schools he can cast it without needing to expend an additional spell slot. The lichbound must perform the imitation in the round immediately following the spell effect, or the magical energies dissipate and are lost. This ability can be used once per day per lichbound level. [B]Improved spellcasting[/B] The lichbound is able to cast double the amount of 1st- through 3rd-level spells normally available to it. She has access to quadruple the usual amount of cantrips. [B]Perfect necromancer[/B] The lichbound can prepare spells from his opposition schools without needing to expend an additional spell slot. He can have any number of undead under his control, and he is not limited by the total Hit Dice of those undead. [B]Regeneration[/B] The lichbound regenerates 5 hit points per round, regardless of circumstances or surroundings. Only the utter destruction of the lichbound’s body (such as via disintegrate, or by reducing the lichbound to a negative hit point total equal to 10 × his Charisma score) causes the regeneration to end. After his destruction, the phylactery start to recreate a corpse for the lichbound as normal. [B]Skull Scry[/B] The lichbound can see and hear activity through any skull. The skull must not be part of a living being or attached to a skeletal spine, nor can the skull be animated. The lichbound is able to see through skulls that are up to the lichbound’s spell casting ability modifier in miles away. [B]Sustained by Magic[/B] Each time a lichbound casts a necromancy spell it regains hit points equal to two times the level of the spell slot used to cast the spell. [B]Vortex of Evil[/B] The lichbound is able, once a week, to summon any and all evil creatures to its side. This summons isn't overriding, but rather instills a sense of greed and curiosity that is difficult to ignore. The range of the vortex of evil is equal to the lichbound’s spell casting ability modifier in miles. Those within this radius are drawn to the same location of the lichbound, though they are not sure why. They cannot state the reason for the attraction, but if asked, they will respond with a statement similar to: "I feel a great opportunity waiting for me". The summons can be ignored if they make a successful Will saving throw. Evil undead are vulnerable to this call and must make the save even if they normally are immune to mind-affecting and compulsion effects. This is a compulsion, mind-affecting effect. [B]Controll Over Undead (Su)[/B] Starting at 5th level, a lichbound can attempt to control any undead whose total hit dice are equal or lower of his caster level. Those with hit dice equal to or less than his caster level –8 are instantly controlled, but those with more are allowed a Will save to resist. The lichbound can control a number of HD of undead up to three times its spell casting ability score at any one time. This power has a range of 10 feet per caster level. Intelligent undead receive a new saving throw each day to escape your command. The save DC is 10 + 1/2 lichbound’s character level + it’s spell casting ability modifier. [B]Lich Spell Preparation (Ex)[/B] Beginning at 6th level, a lichbound who prepares his spells or slot no longer requires 1 hour of uninterrupted time. Instead, lichbound prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. [B]Lich Familiar[/B] If he wishes, a lichbound can take his familiar into undeath as well. The familiar gains one undead template of the lichbound’s choice, (like lich, vampire, skeletal champion, etc.) with a maximum of CR+2. It still grants the same benefits as it did before, but the empathetic link with the Lich is now equal to the lichbound’s caster level in miles, and intelligent Familiars can communicate telepathically with their masters within the empathetic link range. If killed, the familiar is revived in 1d10 days in the same manner as the lichbound. [B]Demilich Transformation[/B] At 10th level the lichbound gains the Demilich template at no cost for the Soul Gems (see at the end of the class). If the phylactery and the soul gems are destroyed while you are still active in a body, your soul automatically joins that body. You takes no penalties of any kind for that joining (with the exception you lose the immunity to effects which specifically affects a creature’s soul), but without a phylactery or gems, you cannot use trap the soul, phylactery transference and rejuvenate if your body is subsequently destroyed. You may create a new phylactery and soul gems to replace destroyed ones with only 8 hours of work (8 hours of total work, regardless of whether you are repairing only 1 or all 11) and 10.000 mo of materials for every phylactery and soul gems to be recrafted. [B]Sail Unfettered (Su)[/B] At 10th level a lichbound gains the ability to remove his spirit from his body and travel the plains. While his spirit is outside of his body, he may use plane shift at will as a supernatural ability, and is both undetectable and invulnerable in any manner, but unable to cast spells or inflict damage. He can’t enter holy ground such as a church or consecrated graveyard in this form. This ends when he returns to his body. A lichbound can chose to return to his body as a standard action. A lichbound even if not present with the spirit, automaticaly note the presence of non hidden entities within 60 ft. of his body and his body makes automatic perception checks every round for hidden entities within 60 ft. of his body, also taking advantage of his passive senses (true seeing and spiritsense). [B]Haunted Mist[/B] At 40th level the lichbound gains the Phasmalich template. Sail Unfettered can be used to travel in an undetectable manner, and suddenly reappear to possess an undead. Given the new state of the lichbound, there is no body left behind. [B]Lord of Bones and Shadows: Devourer of Gods[/B] At 230th level, the lichbound lost the Phasmalich template and replace it with the Akalich template. [/QUOTE]
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