
Douglas Muir 406 |
1 person marked this as a favorite. |
Okay, three more encounters for Glutton Town.
One is a meladaemon. You might think it strange to find a daemon of famine in a city devoted to conspicuous consumption. But the meladaemon views this city as a ripe, fat fruit just waiting to fall into the hungry jaws of the lower planes. It is there as part of a deal struck between the Worm and a more powerful daemon lord. The city uses it as an enforcer: after all, what could be more terrifying to a city of gluttons than an incarnation of emaciation and hunger come ravening to their very door? Also, the daemon's Reduce Plants SLA is very handy for punishing peasants who don't pay their taxes. It makes their fields less productive, but only temporarily, thus ensuring that they can be sold into slavery to pay their tax debts and their lands given to people who will take the lesson and work harder to provide taxes and food for the masters. (This is "Management for Productivity", Neutral Evil style.)
A basic meladaemon is CR 11. If this isn't challenging enough, give him the Advanced template or a couple of fighter levels. He spends a lot of time polymorphed into human form, but he doesn't bother disguising his daemonic aura or the fact that he's not what he seems -- he wants people to be terrified of him, and so do the city fathers.
Two is this character, a kindly old lady who runs a potion and herb shop who is actually a souldrinking witch. Oddly, although she's NE, she's not necessarily an enemy of the PCs and could be helpful or even an ally. She came to Glutton Town because it seemed like a good place to spend a few years, but she's found the city's ambience a bit off-putting, honestly. Gluttony isn't her particular type of evil; yes, she eats bits of people sometimes, but she doesn't make a big fuss about it. And really, the taxes imposed by the city government on honest shopkeepers? Shameful, just shameful. So what with one thing and another, she's about ready to pack up and move on. And if she can sow some chaos in her wake, well, so much the less likely that she'll be followed. She doesn't know about the Worm (or vice versa) but she knows there's some deeper organizing force behind the plump aristocrats who are officially in charge.
Finally, number three is a bloatmage. There are a number of bloatmages in the city, but this one is particularly powerful and a close ally of the Worm. He's a truly vile character who delights in every form of gluttony. I'd say he's 12th or 13th level, and based on a sorceror build -- though he didn't dump Int, and is nobody's fool. Rakshasa bloodline comes to mind, though daemon could work too. He uses a simple Extended Disguise Self to appear as an older man with a cane and dark glasses, tapping his way along a bit uncertainly. The cane is to explain his low movement, and the dark glasses are a bit of misdirection -- the PCs will encounter him in the Worm's lair, where everything is always dark anyway. (In fact, he has perfectly good darkvision.) He'll explain that he's a humble worshipper of some NG deity, who some years ago was afflicted simultaneously with clouded vision and strange powers granted from the god. (This should have canny PCs immediately thinking "oracle", which is exactly what he intends.) The cruel masters of this wicked city have kept him imprisoned down here in these catacombs, hoping that he'll use his strange mystical visions in their service... are you bold adventurers here to stop them? (This is where the Rakshasa bloodline's +5 to bluff really shines, along with the SR against divination spells.) If the PCs trust him, they're setting themselves up for a world of hurt.
He specializes in illusions and transmutation spells, which might prove troublesome if the PCs have come specialized for undead. Like most high level bloatmages, he starts every day with Overland Flight so that he can bob along like Baron Harkonnen. He has various magic items, one of which will surely be a jar of fortifying leeches, just because they're great.
Thoughts?
Doug M.

Count Coltello |

Okay, three more encounters for Glutton Town.
One is a meladaemon. You might think it strange to find a daemon of famine in a city devoted to conspicuous consumption. But the meladaemon views this city as a ripe, fat fruit just waiting to fall into the hungry jaws of the lower planes. It is there as part of a deal struck between the Worm and a more powerful daemon lord. The city uses it as an enforcer: after all, what could be more terrifying to a city of gluttons than an incarnation of emaciation and hunger come ravening to their very door? Also, the daemon's Reduce Plants SLA is very handy for punishing peasants who don't pay their taxes. It makes their fields less productive, but only temporarily, thus ensuring that they can be sold into slavery to pay their tax debts and their lands given to people who will take the lesson and work harder to provide taxes and food for the masters. (This is "Management for Productivity", Neutral Evil style.)
A basic meladaemon is CR 11. If this isn't challenging enough, give him the Advanced template or a couple of fighter levels. He spends a lot of time polymorphed into human form, but he doesn't bother disguising his daemonic aura or the fact that he's not what he seems -- he wants people to be terrified of him, and so do the city fathers.
Two is this character, a kindly old lady who runs a potion and herb shop who is actually a souldrinking witch. Oddly, although she's NE, she's not necessarily an enemy of the PCs and could be helpful or even an ally. She came to Glutton Town because it seemed like a good place to spend a few years, but she's found the city's ambience a bit off-putting, honestly. Gluttony isn't her particular type of evil; yes, she eats bits of people sometimes, but she doesn't make a big fuss about it. And really, the taxes imposed by the city government on honest shopkeepers? Shameful, just shameful. So what with one thing and another,...
Thoughts? First thought love the whole town. Second thought I'm gonna use it. Third will you be my dm lol love your ideas

Bodhizen |

Some ideas for placement of Placer Kalipay (see previous page):
Imagine a tent city surrounding an oasis in the desert. It's a rather large oasis that can support a bustling trade city. The desert nomads that live there are largely merchants, and primarily trade water, desert gear, various intoxicants and, of course, women. Of course, there is no place more prized than Mawe Uasherati, the House of Ten Thousand Dreams.
The proprietor of the establishment is Madame Ugaidi, but no one is allowed to meet with her; she only sees the most valued of clients at the House of Ten Thousand Dreams; one of the few permanent structures in the city - a converted four-story fortress that was deemed unsuitable for defensive purposes by the city's ruling council. Subsequently, it was sold to Madame Ugaidi, who turned it into a whorehouse (and has fortified it under the council's collective noses, though they are completely unaware of her "improvements"). There are rumors that Madame Ugaidi remains in hiding due to either disfigurement or simply that she's just getting older and beginning to show it; her vanity is somewhat of a local legend. She can be found on the fourth floor of the House.
Madame Ugaidi keeps a half dozen ogre guards in secret cells that can be released into her office to deal with anyone foolish enough to intrude upon her, if need be, while she slips down a chute that leads to the basement of the House. From there, she can escape through the House and go to ground under the protection of Placer Kalipay.
Of course, the House has a variety of human and demihuman guards both within and guarding the fortress outside. Every once in a while, a patron gets romantic delusions about carrying off one of the courtesans that he (or she) has "fallen in love with", and the guardsmen carry out their duties.
Her majordomo, Kuaminiwa, runs the day-to-day affairs of the House and often encourages customers, particularly those that are having affairs, to seek out regular pleasures on the first three floors. Strangely enough, there has been an outbreak of syphilis in the city, but there is nothing to tie it to the House, and Kuaminiwa is very particular about her girls remaining clean and safe in the conduct of their duties. She maintains two Aghash Div servants that are used to spoil the courtesans in competing establishments, though she only rarely sends them out against the competition. They are kept on very short leashes and are never allowed near the House's courtesans.
In the sub-basement of the House are kept the House's "permanent residents". They are largely indigents that were not able to pay for the services and/or narcotics that were available at the House, or who had become completely obsessed with a particular courtesan. They are kept in small chambers that appear luxurious, but their bodies are covered in boils and pustulent sores; a breeding ground for insidious diseases that Kuaminiwa is cultivating for eventual release upon the city. Several are in the final stages of preparation for their eventual transformation into mummies. The smell of human waste and rotting flesh is strong on this level of the House. There are two lumbering Junk Golems that guard this level.
There is a secret mechanism in the sub-basement, unknown to Madame Ugaidi, that will crush all of the disease-bearing victims, their infected blood seeping into an irrigation system beneath their cells that will taint the oasis. Kuaminiwa is simply waiting for the most powerful diseases to develop before unleashing her diseases upon the city.
The Cast of Fiends:
Female Lamia Matriarch Oracle 2
CE Large monstrous humanoid (shapechanger)
Init +6; Senses oracle's curses (clouded vision), darkvision 30 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 17 (+4 Dex, -1 size, +8 natural)
hp 120 (12d10+2d8+42)
Fort +7, Ref +12, Will +14; +4 vs. hot conditions, +1 vs. fire
Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee rod of lordly might +19/+14/+9 (1d6+7/×2)
Space 10 ft.; Reach 5 ft.
Special Attacks wisdom drain
Spell-Like Abilities
. . At will—charm monster (DC 18), ventriloquism (DC 16)
. . 3/day—deep slumber (DC 17), dream, major image (DC 18), mirror image, suggestion (DC 17)
Sorcerer Spells Known (CL 6th; concentration +11):
3rd (4/day)—animate dead
2nd (6/day)—false life, alter self
1st (8/day)—bane (DC 16), mage armor, charm person (DC 16), disguise self
0 (at will)—mage hand, detect magic, mending, create water, flare (DC 15), ghost sound (DC 15), light
Oracle Spells Known (CL 2nd; concentration +7):
1st (6/day)—memory lapse (DC 16), protection from good, obscuring mist, cure light wounds
0 (at will)—purify food and drink (DC 15), mending, read magic, detect poison, sotto voce (DC 15)
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 17, Int 16, Wis 16, Cha 21
Base Atk +13; CMB +19; CMD 33 (can't be tripped)
Feats Double Slice, Extend Spell, Improved Critical (scimitar), Improved Two-weapon Fighting, Spell Focus (conjuration), Two-weapon Fighting, Weapon Focus (scimitar)
Traits desert child (desert), reactionary
Skills Acrobatics +8 (+12 jump, +12 when jumping), Bluff +21, Climb +13, Diplomacy +14, Disguise +11, Escape Artist +8, Intimidate +20, Knowledge (arcana) +18, Knowledge (Planes) +15, Perception +10, Sense Motive +10, Spellcraft +18, Survival +10, Swim +13, Use Magic Device +24; Racial Modifiers +4 Acrobatics, +4 Acrobatics when jumping, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic, Dwarven
SQ change shape, mysteries (time), revelations (temporal celerity), undersized weapons
Combat Gear Wand of magic missile; Other Gear Rod of lordly might, Ioun stone (pearly white spindle), Ring of spell turning (3/day), 35 PP, 270 GP, 33 SP, 11 CP
--------------------
Special Abilities
--------------------
Change Shape (fixed Medium humanoid form, alter self) (Su) You can change your form.
Climbing (40 feet) You have a Climb speed.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Ioun stone (pearly white spindle) Regenerate 1 point of damage per 10 minutes
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Ring of spell turning (3/day) Reflects next nine levels of spells cast on wearer.
Rod of lordly might This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. It also has several more mundane uses. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. (Pushing any of the rod's buttons is equivalent to drawing a weapon.) It weighs 10 pounds.
The following spell-like functions of the rod can each be used once per day.
• Hold person upon a touched creature, if the wielder so commands (Will DC 14 negates). The wielder must choose to use this power (a free action) and then succeed on a melee touch attack to activate the power. If the attack fails, the effect is lost.
• Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, Will DC 16 partial). Invoking this power is a standard action.
• Deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 half) and cure the wielder of the same amount of damage. The wielder must choose to use this power before attacking, as with hold person.
The following weapon functions of the rod have no limit on the number of times they can be employed.
• In its normal form, the rod can be used as a +2 light mace.
• When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself becoming the sword’s hilt. The weapon stretches to an overall length of 4 feet.
• When button 2 is pushed, the rod becomes a +4 battleaxe. A wide blade springs forth at the ball, and the whole lengthens to 4 feet.
• When button 3 is pushed, the rod becomes a +3 shortspear or +3 longspear. The spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder’s choice) for an overall length ranging from 6 feet to 15 feet. At its 15-foot length, the rod is suitable for use as a lance.
The following other functions of the rod also have no limit on the number of times they can be employed.
• Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in stone is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5.
• The ladder function can be used to force open doors. The wielder plants the rod’s base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength modifier of +12.
• When button 6 is pushed, the rod indicates magnetic north and gives the wielder knowledge of his approximate depth beneath the surface or height above it.
Construction
Requirements: Craft Magic Arms and Armor, Craft Rod, bull’s strength, fear, flame blade, hold person, inflict light wounds; Cost 35,000 gp
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Resistance (19) You have Spell Resistance.
Swimming (40 feet) You have a Swim speed.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order
Wisdom Drain (DC 21) (Su) A lamia matriarch drains 1d4 points of Wisdom each time she hits with her melee touch attack. The first time each round that she strikes a foe with a melee weapon, she also drains 1 point of Wisdom. A DC 21 Will save negates the Wisdom drain.
Madame Ugaidi is one of Placer Kalipay's three lieutenants.

Count Coltello |

Que pasa aqui? I would be interested in building some necromancer liches (Muhaha) but I'm kinda confused at what's going on now...
Well the op disseapered (probably stolen by evil leprechaun fighters) so if you got some cool liches ideas feel free to throw em out here either op can use the (when he escapes) or someone else can

Bodhizen |

Que pasa aqui? I would be interested in building some necromancer liches (Muhaha) but I'm kinda confused at what's going on now...
In the Ginoo family, there is no greater honour than to rise again after death, and Kalisang keeps a very close watch on his brood to ensure their absolute loyalty, employing a variety of magics and promises to keep his descendants both in line and fruitful. Kalisang has guided several of his descendants down the same magical paths as he took in life, using their blood and their power to further his own ambitions.
Kalisang's appetites for both power and for the blood of his scions is unmatched by any other being in the land. His agents reap a banquet of death and destruction that have cast the shadow of famine across the land; a shadow under which Kalisang's power grows. Kalisang has found a way to use the blood of his descendants to transform natural animals into monstrous half-dead creatures that he calls daman. In the bowels of the mountain, he has amassed a small army of daman to use as shock troops in his forthcoming war against the living. Those daman too weak to be of use as weapons are often released to wreak what small havoc they can against the living.
The lich-lord also keeps a sizeable slave-force of lesser undead and mortals that have been captured over the centuries. The mortals have all had their eyes removed; they do not need them to see in the dark of the mountain's depths. Most of them are the former dwarven residents of the mountain, though humans, elves, and others inhabit the darkness. They are mainly kept for labor and for food, and they are forcibly bred to not only produce more members of the family before their eyes are cut out, which are then brought into the fold, but to maintain their numbers as they inevitably live and die in complete darkness.
Kalisang is searching for the pieces of a powerful relic that will grant him total mastery over the dead. He has but a single piece of the relic so far, and if he were to gain the other five pieces, it would be within his powers to raise an entire nation of the undying to rule over as their god. He has recently learned through bargains completed for denizens of the lower planes that another piece lies somewhere in a temple to Charon, the Lord of Death, but that the Boatman of the Styx and his followers do not know the truth of the relic's purpose or origins.
Kalisang plans to use his agents to steal the piece and place blame it on the followers of Desna, who have spent more than a hundred years inadvertently fouling his plots. Thankfully, the faithful of Desna have not discerned the true mastermind behind the evils that plague them or their flock, and the goddess has not seen fit to intervene. So long as Kalisang acts only from the shadows, he remains beneath her notice, and setting the followers of Charon against the faithful of Desna will ensure that they remain ignorant of his activities.
Kalisang's three commanders are aging, and while they eagerly await the day where the lich will "promote" them, some of their offspring are not so willing to wait. Commander Makalisang's daughter, Bato, is more than willing to dispose of her father without allowing him to promote to the ranks of undeath. She would do anything to get out from under his watchful and controlling presence, including betray her clan.
Kalisang's granddaughter, Maliputon, despises those who are not her "true scions" - other family members that she has not converted to vampire status. Kalisang only permits her to turn a small number of family members into vampires, but she yearns to convert more. She eventually plans to take over in Kalisang's place, using her vampiric brood to control the rest of the clan and either enlsave or convert them. There are others that have their own grand plans for the family; some of those plans are well known to Kalisang, but others are hidden from his ken. It amuses him to watch his descendants fight amongst themselves, so long as they do not jeopardize his overall plans. Once he has the relic in hand, none of their machinations will matter any longer.
Male Jiang-Shi-Born Dhampir (Ru-shi) Mythic Lich Wizard (Cruoromancer) 17
LE Medium undead (humanoid, dhampir, mythic)
Init +7; Senses darkvision 60 ft., low-light vision, spell perception; Perception +27
Aura fear aura (DC 33)
--------------------
Defense
--------------------
AC 46, touch 20, flat-footed 41 (+5 armor, +5 Dex, +21 natural, +5 deflection)
hp 214 (17d6+156)
Fort +13, Ref +14, Will +14; +2 bonus vs. disease and mind-affecting, -1 vs sonic spells and effects, +12 bonus vs. channeled energy
Defensive Abilities channel resistance +12, creeping paralysis, formidable animation, hard to kill, negative energy affinity, rejuvenation, sustained by magic; DR 15/bludgeoning, 15/epic, 15/magic; Immune channeled energy from non-mythic sources, cold, electricity, polymorph, undead traits; Resist undead resistance; SR 40
Weakness weakness to sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee shadow's touch +9/+4 (1d4+1/17-20/×2)
Special Attacks immediate counterspell, mythic power (11/day, surge +1d6+1), mythic spells, paralyzing touch
Spell-Like Abilities
. . 3/day—erase (DC 15)
Wizard (Cruoromancer) Spells Prepared (CL 17th; concentration +27):
9th (2/day)—energy drain (DC 33), energy drain (DC 33), summon monster ix
8th (3/day)—create greater undead, summon monster viii, maze, orb of the void [M] (DC 32)
7th (4/day)—greater teleport, control undead (DC 31), control undead (DC 31), summon monster vii, finger of death [M] (DC 31)
6th (6/day)—chain lightning (x3) [M] (DC 26), circle of death (x2) [M] (DC 30), create undead, create undead
5th (6/day)—teleport, cone of cold (x2) [M] (DC 25), dominate person (DC 25), thanatopic vampiric touch (x2) [M], magic jar (DC 29)
4th (10/day)—dimension door (x2), animate dead, summon monster iv, contagion (x2) [M] (DC 28), extend animate dead (x3), greater false life (x2)
3rd (6/day)—lightning bolt (x2) (DC 23), aqueous orb (x2) (DC 25), summon monster iii, fireball (DC 23), vampiric touch [M]
2nd (7/day)—summon monster ii (x2), false life, invisibility (x2) [M], web (x2) (DC 24), darkness
1st (7/day)—shocking grasp (x5) [M], mage armor, ray of enfeeblement (DC 25), obscuring mist
0 (at will)—arcane mark, ghost sound (DC 20), prestidigitation (DC 20), light
--------------------
Statistics
--------------------
Str 8, Dex 20, Con —, Int 30, Wis 10, Cha 18
Base Atk +8; CMB +7; CMD 27
Feats Augment Summoning, Augment Summoning [M], Extend Spell, Greater Spell Focus (necromancy), Mythic Paragon [M], Mythic Spell Lore [M], Potent Surge [M], Scribe Scroll, Spell Focus (conjuration), Spell Focus [M], Spell Focus (necromancy), Spell Focus [M], Spell Perfection, Thanatopic Spell, Threnodic Spell, Turn Undead, Undead Master, Undead Master [M]
Traits magical lineage, reactionary
Skills Acrobatics +7, Appraise +29, Bluff +20, Disguise +23, Fly +24, Intimidate +23, Knowledge (arcana) +30, Knowledge (planes) +23, Knowledge (religion) +29, Perception +27, Sense Motive +27, Spellcraft +30, Stealth +32, Use Magic Device +21; Racial Modifiers +2 Acrobatics, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Orc, Undercommon, Worg
SQ dhampir wizard, augmented spellcasting, blood ability, blood command, blood desecration, blood infusion, grave touch, life sight, mythic phylactery, opposition schools (divination, transmutation), resist level drain, specialized schools (necromancy)
Combat Gear Quicken metamagic rod (greater) (3/day), Robe of the archmagi (black), Rod of absorption (50 spell levels); Other Gear Shadow's touch, Amulet of natural armor +5, Belt of incredible dexterity +4, Ring of protection +5, Ring of wizardry IV, 150 GP
--------------------
Special Abilities
--------------------
+4 caster level to Necromancy spells. Add +1/4 to the wizard’s caster level when casting spells of the necromancy school.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Augment Summoning [Mythic] Summoned creatures are considered Mythic, and any of their DR become DR/epic.
Augmented Spellcasting (Arcane Surge) (Su) You gain the chosen ability.
Blood Ability (Su) Scry through undead you created with a commanding infusion as if using arcane eye.
Blood Command (Su) Control 5 hit dice per CL when using animate dead and create hit dice equal to 3 times CL.
Blood Desecration (17 minutes) (Su) You can center a desecrate effect on a single target. Does not interact with altars shrines or other fixtures.
Blood Infusion (Su) +1 DC to necromancy spell, or creature damaged by necromancy spell is sickened for 1 round.
Channel Resistance +12 +12 bonus to save vs. Channel Energy.
Creeping Paralysis (Su) Foes touching or hitting with non-reach weapon are affected by paralyzing touch.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination You must spend 2 slots to cast spells from the Divination school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fear Aura (DC 33) Foes in 60 ft are frightened (below 5 HD) or shaken for 17 rds (Will neg).
Formidable Animation (Su) Roll twice and take higher when dispelling. Foes roll twice and take lower.
Grave Touch (13/day) (Sp) Melee touch attack, shakes then frightens target.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immediate Counterspell (Su) As an imm action, use 1 power to counterspell without readied action.
Immune to Non-Mythic Channeled Energy Immune to non-mythic channel energy (except to heal undead.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Polymorph You are immune to Polymorph effects.
Life Sight (17 rounds/day) (Su) Blindsight 10'+ to detect living and undead for wizard level rounds / day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Animate Dead) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mythic Phylactery (Su) Phylactery can't be harmed by non-mythic sources. At Rank 8+ can only be destroyed 1 way.
Mythic Power (11/day, Surge +1d6+1) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spells (2/day) (Su) Cast a Mythic spell without using any mythic power.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Paralyzing Touch 1d8+8 (DC 33) 1d8+8 damage, plus Fort save or be paralyzed.
Potent Surge [Mythic] Add 1 to the result of any surge roll.
Quicken metamagic rod (greater) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Greater metamagic rods can be used with spells of 9th level or lower.
Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 85,000 gp
Rejuvenation (Su) Liches can return after a few days.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Rod of absorption (50 spell levels) This rod absorbs spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character holding the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the time.
A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in hand when casting. For casters such as bards or sorcerers who do not prepare spells, the rod’s energy can be used to cast any spell of the appropriate level or levels that they know.
A rod of absorption absorbs a maximum of 50 spell levels and can thereafter only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod’s remaining absorbing potential and current amount of stored energy.
To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: on a result of 71–100, half the levels already absorbed by the rod are still stored within.
Construction
Requirements: Craft Rod, spell turning; Cost 25,000 gp
Shadow's touch Ignores bonuses to AC from delfection and force effects. Spend 1 power for shadow walk
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Conjuration) [Mythic] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) [Mythic] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Perception (Su) Auto know what spell is cast in 60 ft and can pinpoint the caster.
Spell Perfection (Animate Dead) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Resistance (40) You have Spell Resistance.
Surge (1d12) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Surge (1d6+1) (Su) Use 1 power to increase any d20 roll by the listed amount.
Sustained by Magic (Su) When cast a spell, heal spell level x 3 Hp.
Thanatopic Spell Spell pierces protection from death effects & can affect undead. +2 Level.
Threnodic Spell Mind affecting spell affects undead (even mindless) but not living foes. +1 Level.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Turn Undead (13/day) (DC 22) Your Channel Energy can make undead flee.
Undead Master Animate and command more undead
Undead Master [Mythic] Add your tier to CL to for number of undead animated. 3x duration for Command undead.
Undead Resistance +2 save vs. disease, mind affecting effects.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Weakness to Sonic -1 vs. sonic effects and spells.

williamoak |

Well, I'm currently working on an assassin squad, so a group of deadly liches wouldnt be so bad as well. Got a campaign starting soon where I'll need a dwarven lich (of a sort) (think sodom & gommora for dwarves, the lawful/good ones survived, and some of the chaotic/evil ones "survived"). I'm wondering wether to make it an empyreal sorcerer (oh the irony) or a wizard. Might have to make a full-cha dwarf (and cheat a bit on cha) to make it work as a lich though.
ANy templates suitable for a dwarf fond of bloody sacrifice (think stereotypical aztec) they could use to become immortal?

Cubic Prism |

You could go for a
Nightmare. If its HD is enough, its eligible for Nightmare Lord. Gains its power through terrorizing people. Would work well if the baddie is being based on an Aztec style priest.

Lerkz |

If time allows, I may stat out the Worm and expand his city and lair a little.
Did the OP ever do anything with this?
Doug M.
Hey guys I've been really busy. But I would like to say thanks for getting this thread back up and going. I'm still currently in progress for this campaign. Feel free to do what you want, get as creative as possible. I will be posting some stuff within the next few days.

Count Coltello |

Douglas Muir 406 wrote:Hey guys I've been really busy. But I would like to say thanks for getting this thread back up and going. I'm still currently in progress for this campaign. Feel free to do what you want, get as creative as possible. I will be posting some stuff within the next few days.If time allows, I may stat out the Worm and expand his city and lair a little.
Did the OP ever do anything with this?
Doug M.
Omg he escaped the leprechauns!!!
Welcome back mateEdit: could Evil leprechaun liches=greed?

Nimrodii |

Currently running campaign,just starting so a ways off from facing the sins.
Envy graveknight cleric with a little fighter or maybe warpriest
Gluttony totally stealing worm who walks wizard
Pride a delusional ghost bard who still thinks he is alive
Greed ravener
Lust nymph velta vamp probably sorceress to round it off
Sloth the lich synthesist summoner
Wrath lich bladebound magus
With a diviner behind everything using party to defeat the sins and trap their coalesced forms in an artifact that she foresees obtaining from them in an attempt to gain power.
Much has been ripped from ideas in the thread with a little of my own thrown in. I am also not 100% set on the sins as of yet but getting there.