Kayerloth |
Not sure how much npc wealth is so no imma say no
Edit: I don't know which one is higher npc wealth or pc wealth.
These should be made with the higher...
And either way no cost should be deducted for the phylactery
Haven't looked to confirm but I'm 99.99% sure PC wealth is considerably higher at any given level.
And here's those numbers, so yes PC WBL is considerably higher
20th level PC 880,000gp
20th level NPC Basic Level 123,000gp (so yeah almost have to NOT count the phylactery or they have 3000gp left)
20th level NPC Heroic Level 159,000gp
Count Coltello |
Count Coltello wrote:Not sure how much npc wealth is so no imma say no
Edit: I don't know which one is higher npc wealth or pc wealth.
These should be made with the higher...
And either way no cost should be deducted for the phylacteryHaven't looked to confirm but I'm 99.99% sure PC wealth is considerably higher at any given level.
And here's those numbers, so yes PC WBL is considerably higher
20th level PC 880,000gp
20th level NPC Basic Level 123,000gp (so yeah almost have to NOT count the phylactery or they have 3000gp left)
20th level NPC Heroic Level 159,000gp
So either pc lvl or about halfway between so about 500k?
Does wbl account for alot of build?
Would players be able to beat a lich with pc wbl
Vritra |
PCs can beat a Lich with PC WBL, and if you decide to take the cost of the phylactery into account then it becomes paramount to have PC wealth.
Overall, a Lich has to be able to guard its phylactery, and operate fairly well in combat.
The favored class normally for a Lich would be some sort of spellcasting class, given the necessary requirements to become one, but that is not the only way.
I can think of things like Antipaladin, Monk, or any other class that relies heavily on one of those mental scores. As well, giving a Lich some form of melee can create quite the surprise for a party.
Falcar |
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This was a 25 point build, 500,000 Gold wealth, two traits, level 20 master summoner. I think everything is correct but some numbers may be off. Please let me know if they are. Any of the shortened terms I use are hopefully easy to understand (LLV low light vision)
(Warning large spoiler)
Gelgizit The Gateway CE HD: 20D8+FC 11+280 (383) Speed: 30
Class: Master Summoner Race: Drow Lich Senses: Dark Vision 60, LLV
Initiative: 14 AC: 38 (10+4 DEX +5 NA +9 Armor +5 Deflection +5 Bark skin)
STR: 7 (-2) TOUCH: 10 FF: 10
CON: 0 (0) FORT: 25
DEX: 18 (4) REF: 15 (Evasion)
INT: 12 (1) WILL: 17
WIS: 10 (0) BAB: 15
CHA: 38 (14) CMB: 19 CMD: 27
ATTACK: (Touch) +19 (1D8+10)
SPECIAL: VS Touch, Paralyze DC: 36
• Feats: 10 +1 Bonus
o Augmented Summoning, Improved Initiative, Spell Focus Arcana, Eldritch Heritage Arcane (Scorpion), Superior Summoning, Weapon Finesse, Ability Focus (Paralyze Touch), Flyby Attack, Demonic Obedience (Mazmezz), Extra Evolution, Extra Summons
• GEAR:
o +6 charisma Headband, +5 tome of charisma, Book of Extended Summoning Greater (Evil), +5 Chain Shirt (Glammered), Ring of Protection +5, Cloak of resistance +5, Ring of Evasion, Rod of Quicken (Normal), Robe of the Gates, Rod of Empower (Normal), 27,250 Gold extra (This can be used for anything else but generally for a last resort Gate spell)
• RACIAL
o FC: HP 11, Reduce eidolon to 1 Round
o Surface Drow (LLV), Blasphemous Covens, SR: 26, Elf Immunities, SLA: Dancing Lights, Darkness, Faerie fire 1/Day
o TRAITS: Diabolical Dabbler, Reactionary
o LICH (Undead)
• DV: 60, +5 NA, Channel Resist: +4, DR: 15/Bludgeoning and Magic, Rejuvenate, Touch: 1D8+10 (Paralyze DC: 36), Fear Aura: 60 FT: DC: 34 or frightened if 5 HD or less, Shaken if +5 HD 20 rounds, +8 Perception, sense motive, and stealth. Climb, Disguise, fly, intimidate, arcana, religion, perception, sense motive, spellcraft, and stealth class skills, and Phylactery
• CLASS
o Cantrips, Spells, Eidolon (Lesser), Summoning Mastery Summon Monster IX or Gate 20/Day, Augmented Summoning, Makers Call, Transposition, Aspect, Greater Shield Ally, Life Bond, Merge Forms, Greater Aspect, Twin Eidolon
• Obedience: Mazmezz
o Web 2/Day
o Poison and Vermin Shape 1/Day
o Temporal Stasis 1/day (Wrapped in webs, can have no more than three at a time) DC: 10+9+14 (33)
Spells: CL: 20, Concentration +38, DC: 24+Spell Level
0) 6 Known: At Will: Acid Splash, Arcane Mark, Mending, Mage hand, Detect Magic, Read Magic
1) 6 Known: 9/Day: Ant Haul, Grease, Enlarge Person, Alarm, Feather Fall, Unseen servant
2) 6 Known: 9/Day: Alter Self, Haste, Slow, Barkskin, Blur, Glitter Dust
3) 6 Known: 8/Day: Non Detection, Black Tentacles, Dimensional Door, Control Summoned Monster, Mad Monkeys, Charm Monster,
4) 6 Known: 8/Day: Baleful Polymorph, Overland Flight, Magic Jar, Wall of Stone, Transmogrify, Greater Evolution Surge
5) 5 Known: 7/Day: Banishment, Ethereal Jaunt, Plane Shift, Spell Turning, Greater Teleport,
6) 5 Known: 7/Day: Mass Charm Monster, Incendiary Cloud, Greater Planar Binding, Teleportation Circle, Discern Location
SKILLS: 3/LVL (60)
-
- Fly 8 (+14 if overland Flight)
- Knowledge (Planes) 12
- Knowledge (Arcana) 24
- Knowledge (Religion) 24
- Perception 31 (alertness)
- Spellcraft 18
- Stealth 12
- Use Magic Device 19
Eidolon: Rezzik CE HD: 8D10+32 (76) Speed: 40 (Fly 140)
Race: Outsider Senses: Dark Vision 60, LLV
Initiative: 3 AC: 24 (10+4 DEX +10 NA)
STR: 26 (8) TOUCH: 14 FF: 20
CON: 18 (4) FORT: 10
DEX: 16 (3) REF: 9
INT: 8 (-1) WILL: 2 (+4 Devotion)
WIS: 10 (0) BAB: 8
CHA: 11 (0) CMB: 17 CMD: 30
ATTACK: (Bite and Claws) +15/15/15 (3D6+8/1D6+8/1D6+8)
FEATS: Flyby, Stealthy, Night Stalker, Improved Natural Attack
EVOLUTION POOL: 15 points
• Quadruped: Bite, Limbs X2, Flight 2 (+5), Large 4, Claws 1, Skilled: Perception 1, Pounce 1, Skilled: Stealth 1, Improved Damage Bite 1
Skills: 5/LVL (40)
• Perception 19
• Stealth 25
• Acrobatics 14
• Fly 14
• UMD 11
Familiar CE HD: 20HD (191) Speed: 30
Class: Master Summoner Race: Drow Lich Senses: Dark Vision 60, LLV
Initiative: 3 AC: 28 (10 +4 DEX +12 NA +2 Size)
STR: 3 (-3) TOUCH: 10 FF: 10
CON: 10 (0) FORT: 6
DEX: 16 (3) REF: 14 Improved Evasion
INT: 14 (2) WILL: 12
WIS: 10 (0) BAB: 15
CHA: 2 (-4) CMB: 19 CMD: 27
Sting: +20 (1D4-4) Poison DC: 20 Sickened 1 Round
Feats: Weapon Finesse
SQ: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with master, speak with animals of kind, SR: 25, Scry on familiar
Skills: As master
Gelgizit was once a powerful summoner to the drow, though as his time grew long and his body frail he feared death. A few meeting with some demons later he knew he had to extend his life indefinitely though Lichdom. This was easy for him with his already arcane body and connections with outer realms he tore his soul out and placed it in the dagger he took his own life with. This dagger is now kept in a lead box covered in moon rock rock on the moon. This was placed there through a scroll of interplanetary teleport and he keeps three more scrolls near it.
Now that his life is never ending and his soul kept safe he spends his time pulling creatures from other realms out to do his bidding, he attacks towns by summoning the Daughters of Urgathoa generally (1D4+2 per summon.) His unbeatable force of personality has fueled his necrotic body and lets him wade into battle without fear to strike a foe with his horrid touch.
SmiloDan RPG Superstar 2012 Top 32 |
Falcar |
Just thought of something: Liches need Craft Wondrous Item to make their phylactery, so they can get all Wondrous Items at half price (just the construction cost).
I completely forgot about that. I guess Gelgizit would trade out extra summons or extra evolution to pick it up, and now he has a lot more money (rough guess would be he has about +50,000 more gear because a tome does not have a price reduction by much as each one still costs a wish per bonus) This would probably go to a few scrolls, maybe an Energy drain scroll as you cannot go wrong with one of them.
Count Coltello |
SmiloDan wrote:Just thought of something: Liches need Craft Wondrous Item to make their phylactery, so they can get all Wondrous Items at half price (just the construction cost).I completely forgot about that. I guess Gelgizit would trade out extra summons or extra evolution to pick it up, and now he has a lot more money (rough guess would be he has about +50,000 more gear because a tome does not have a price reduction by much as each one still costs a wish per bonus) This would probably go to a few scrolls, maybe an Energy drain scroll as you cannot go wrong with one of them.
I like the char but where did lich familiar come from? I'm a little confuzzled
Sarcasmancer |
Following this thread with interest, I regret that I'm not up to the challenge of making a full stat block.
Note that unless I'm reading the requirements incorrectly, you can have a lich that is also a Worm that Walks.
Creatures from PFSRD that make interesting liches and have natural spellcasting: Aranea, Couatl, Drider, Lamia Matriarch, Naga (Dark or Spirit), Neh-Thalggu, Rakshasa.
Mi-Go don't have natural spellcasting, but they could create phylacteries through their Item Creation (ex).
Marthkus |
Anyone built a commoner lich yet? ;)
10str 14dex 14con 10int 10wis 18cha
(favored class bonus to health)
Skills(2+int+1race=3): Craft(alchemy),Perception,UMD
1|Additional talents(dangerously curious, Eyes and Ears of the City), Skill focus(UMD)
2|
3|Magical Aptitude
4|
5|Master Craftsman(alchemy)
6|
7|Craft Wondrous item
8|Skill focus(alchemy)
9|Master Alchemist
10|
11|Craft Arms and Armor
12|
13|Craft Construct
14|
15|Armor Proficiency, Light
16|Skill focus(perception)
17|Armor Proficiency, Medium
18|
19|Armor Proficiency, Heavy
20|
Strategy: Use craft alchemy to raise money and to make acid. Once you have enough resources go adventuring!
Use your share of the loot to buy more alchemical weapons until about level 4-5. Work in using wands with UMD once you can. By lvl 3 you have a +13 bonus or 70% chance to activate a wands. At mid levels you use magic crafting to outfit yourself and party with cheap magic items.
At 13 you retire from adventuring and use your alchemy to make more money while you craft your phylactery and turn into a lich. (be sure you can make the phylactery before dying of old age, also make a hat of disguise beforehand)
Now with your unlimited time make a golem army. (Note: once per decade go adventuring pretending to be a "bad touch" cleric to prevent the on set of demilichdom).
Now with your golem army concur the world!
By level 20 you can wear fullplate and pretend to be Sauron without the ring weakness.
Rules wise, you have to assume becoming a lich involves only using craft wondrous item to make a phylactery.
Sarcasmancer |
Makarion wrote:Anyone built a commoner lich yet? ;)** spoiler omitted **
Rules wise, you have to assume becoming a lich involves only using craft wondrous item to make a phylactery.
(This assumption is necessary because the template specifies that you "must be able to cast spells.")
Marthkus |
Marthkus wrote:Makarion wrote:Anyone built a commoner lich yet? ;)** spoiler omitted **
Rules wise, you have to assume becoming a lich involves only using craft wondrous item to make a phylactery.
(This assumption is necessary because the template specifies that you "must be able to cast spells.")
It's a magic item, so per crafting rules the DC just goes up a little bit for not meeting them.
Also in a recent PF book where they go into more detail about the undead, I believe they touch on divine liches and even one lich who was just a fighter.
Sarcasmancer |
Sarcasmancer wrote:Marthkus wrote:Makarion wrote:Anyone built a commoner lich yet? ;)** spoiler omitted **
Rules wise, you have to assume becoming a lich involves only using craft wondrous item to make a phylactery.
(This assumption is necessary because the template specifies that you "must be able to cast spells.")
It's a magic item, so per crafting rules the DC just goes up a little bit for not meeting them.
Also in a recent PF book where they go into more detail about the undead, I believe they touch on divine liches and even one lich who was just a fighter.
Oh I think I get you, you are using Master Craftsman to make the phylactery and raising the DC to eliminate the requirement "able to cast spells"?
Falcar |
This is the Mythic Theurge I have made as a lich now. He is never without his infernal companion Juxuz who depending on the version may be a Lich himself. Karthu is always under an Alter self spell or otherwise disguised. He enjoys bringing political systems to their knees with his silver tongue and vast knowledge of the world.
I enjoy making these so if there are any other suggestions just post them.
Karthu The All Knowing LE HD: 16D6+4D8+280 (357) Speed: 30
Class: Sorc 4/Oracle 4/MT 10/Diabolist 2 Race: Tiefling Senses: DV: 60
Initiative: 18 AC: 47 (10+14 CHA+5 NA +5 Def +8 BoA +5 AoNA)
STR: 8 (-1) TOUCH: 29 FF: 33
CON: 0 (0) FORT: 19
DEX: 7 (-2) REF: 19
INT: 16 (3) WILL: 15
WIS: 12 (1) BAB: 10
CHA: 38 (14) CMB: 9 CMD: 17
ATTACK: (Touch) +9 (1D8+10)
SPECIAL: Negative
• Feats: 10 +2 Bonus*
o Craft Wondrous Items, Eschew Materials*, Silent Spell (No cost)*, Noble Scion (War), Improved Initiative, Fiendish Heritage (Demon Spawn), Empower Spell, Quicken spell, Craft rod, Craft arms and armor, Craft construct, Boon companion
• Equipment:
o Ring of Protection +5, Bracers of Armor +8, Headband of alluring charisma +5, tome of charisma +5, Amulet of natural armor +5, Orange Ioun Stone, robes of arcane heritage, Two iron Golems, stone golem, 8,564 Gold
• RACIAL
o Demon Spawn (+2 STR/CHA, -2 INT) +2 Perception, Disable Device, Shatter 1/day, Treat CHA as +2 for sorcerer abilities, DV: 60, Resist Cold Electric, Fire 10. TRAITS: Reactionary, Hedge mage
• CLASS
o Sorcerer: Infernal (+2 CHA for all abilities) +2 DC of charm, Corrupting Touch 18/Day,
o Oracle: Dual Cursed Legalistic/Deaf (Always Silent Spell, No deaf penalty, +3 perception, Scent) Lore (Sidestep secret, Misfortune*)
o Theurge: Combine Spells (1st-5th), Spell Synthesis
o Diabolist: Damned, Imp Companion, Infernal Charisma
o Lich: +5 NA, +4 Channel Resist, DR 15/Blunt Magic, Fear Aura, Paralyze, Rejuvenate,
Spells:
Oracle: CL: 14, Concentration 28, DC: 10+14+SL (24+SL) +2 on Charm
0) Known: 9: Detect magic, Create water, spark, virtue, guidance, enhanced diplomacy, purify food and drink, light, detect poison
1) Known: 5: 10/Day: Ill Omen*, Inflict Light Wounds, Curse water, Restore corpse, Bane, Ant Haul
2) Known: 5: 10/Day: Oracles Burden*, Undetectable Alignment, Desecrate, Find Traps, Grace, Zone of Truth
3) Known: 4: 9/Day: Animate Dead, Bestow Curse, Stone Shape, Protection from energy
4) Known: 4: 9/Day: Air Walk, Dimensional anchor, Inflict Critical Wounds, Dismissal
5) Known: 3: 9/Day: Plane Shift, Unhallow, Fickle Winds
6) Known: 2: 8/Day: Create Undead, Harm
7) Known: 1: 5/Day: Ethereal Jaunt
Sorcerer: CL: 16, Concentration 30, DC: 10+15+SL (25+SL) +2 on Charm
0) Known: 9: At Will: Read Magic, Ghost Sound, Bleed, Disrupt Undead, Mending, Jolt, Message, Arcane Mark, Prestidigitation
1) Known: 5: 10/Day: Protection from Good*, Ray of Enfeeblement, Magic Missile, Charm Person, Grease, Alarm
2) Known: 5: 10/Day: Alter Self, Blindness, Darkness, Unnatural Lust, Web,
3) Known: 5: 9/Day: Fireball, Dispel Magic, Explosive Runes, Haste, Stinking Cloud,
4) Known: 5: 9/Day: Dimensional Door, Enervate, Greater Invisibility, Lesser Simulacrum, Emergency Force Sphere
5) Known: 4: 9/Day: Mages Private Sanctum, Dominate Person, Teleport, Nightmare, transmute mud to rock (Page of spell knowledge)
6) Known: 3: 9/Day: Contingency (See Text), Flesh To Stone, Contagious Flames
7) Known: 2: 7/Day: Spell Turning, Prismatic Spray
8) Known: 1: 5/Day: Mass Charm Monster
SKILLS (108)
- Acrobatics
- Appraise
- Bluff
- Climb
- Craft (alchemy)
- Diplomacy 37
- Disable Device
- Disguise
- Escape Artist
- Fly
- Handle Animal
- Heal
- Intimidate 37
- Knowledge (Arcana) 37
- Knowledge (Religion) 37
- Knowledge (Planes) 37
- Knowledge ( )
- Knowledge ( )
- Knowledge ( )
- Knowledge ( )
- Knowledge ( )
- Linguistics
- Perception
- Preform
- Profession
- Ride
- Sense Motive
- Sleight of Hand
- Spellcraft 15
- Stealth
- Survival
- Swim
- Use Magic Device 15
Juxuz The Vile Align: LE HD: 16D10+32 (120) Speed: 20 Fly 50
Class: Animal Companion Race: Imp Senses: DV: 60
Initiative: AC: 47 (10+12 NA +6 DEX)
STR: 20 (5) TOUCH: 29 FF: 33
CON: 14 (2) FORT: 7
DEX: 23 (6) REF: 16 (Improved Evasion)
INT: 13 (1) WILL: 11
WIS: 12 (1) BAB: 16
CHA: 14 (2) CMB: 19 CMD: 35
ATTACK: (Sting) +25/20 (1D4+5)
SPECIAL: Poison DC: 22 (1D2 Dex 1/Round for 5 Minutes or rounds)
FEATS: 8
Ability Focus Poison, Weapon Finesse, Craft Wondrous Items, Master Craftsman, Quicken Spell Like Ability (Invisibility), Quicken Spell Like Ability (Invisibility), Flyby Attack
Gear: Belt of Strength +4
SQ:
Change Shape: Young Giant Spider
Link, Share Spells, Evasion, Improved Evasion, Devotion, Multi-attack,
Constant Detect Good/ Magic, Telepathy 50,
At Will: Invisibility (CL 6), ghost sound, deathwatch
1/day: Suggestion (CL 12), Curse water, silent image, identify, floating disk
1/Week: Commune (CL 12)
SKILLS: 112 Points
Acrobatics 25
Craft (Painting) 20
Fly 33
Arcana 20
Perception 20
Spellcraft 20
Stealth 33
Juxuz The Unliving LE HD: 16D10+80 (168) DR 15/Blunt Magic Speed: 20 Fly 50
Class: Animal Companion Race: Imp Lich Senses: DV: 60
Initiative: 6 AC: 33 (10+17 NA +6 DEX)
STR: 20 (5) TOUCH: 29 FF: 33
CON: 0 (0) FORT: 10
DEX: 23 (6) REF: 16 (Improved Evasion)
INT: 15 (2) WILL: 12
WIS: 14 (2) BAB: 16
CHA: 20 (5) CMB: 19 CMD: 35
ATTACK: (Sting) +25/20 (1D8+8)
SPECIAL: Poison DC: 25 (1D2 Dex 1/R 5 R), Paralyze (DC: 25)
FEATS: 8
Ability Focus Poison, Ability Focus Paralyze, Weapon Finesse, Craft Wondrous Items, Quicken Spell Like Ability (Invisibility), Quicken Spell Like Ability (Invisibility), Improved Initiative, Flyby Attack
Gear: Belt of Strength +4
SQ:
Link, Share Spells, Evasion, Improved Evasion, Devotion, Multi-attack,
Constant Detect Good/ Magic, Telepathy 50
At Will: Invisibility (CL 6), ghost sound, deathwatch
1/day: Suggestion (CL 12), Curse water, silent image, identify, floating disk
6/Day: Quickened Invisibility (CL 6)
1/Week: Commune (CL 12)
SKILLS: 112 Points
Acrobatics 25
Craft (Painting) 20
Fly 33
Arcana 20
Perception 29
Spellcraft 20
Stealth 41
Lich: Juxuz has completed the same method of eternal life as his master, This was done through the use of master craftsmen and his phylactery is a painting of an angelic scene with Asmodeus hidden within (DC: 30 perception, The DC used is 10+craft skill) If the cost of the phylactery must come from the master remove an iron golem and the stone golem. He has all qualities of a lich and the standard DC of his powers is 10+5+8 or 23.
Silent Saturn |
Just so we're clear, we're building a lv20 character, any class we want, and then applying the Lich template to it, right? Do we have to include the rituals for lichdom or the process in any way, or is it just "here's a Lich with 20 levels of a PC class, roll initiative"?
And the purpose is to create the hardest encounter, or the most memorable endgame villain for a campaign? How important is the backstory and motivation compared to the stats? It seems t me like the goals and agenda of a Lich are just as important as a stat sheet, since like a ghost they're pretty much impossible to defeat through standard means-- you have to either find their phylactery, or figure out their plan and foil that.
Falcar |
The way I made mine I built a concept and made my NPC to that. Gelgizit is an ancient drow who has his his phylactery on the moon wrapped in lead so he cannot be destroyed. I like having a personality for them so that they are not a pre thought character but have motives. Karthu was a twisted creature at birth, noble parents who scorned him for his fiendish blood which erupted later in life as sorcerous powers. Lastly fate left him deaf but ever seeking knowledge.
CWheezy |
I made an antipaladin lich!
Lichadin CR 21
XP 409600
Male Human Lich Antipaladin 20
CE Medium undead (humanoid, human)
Init +10; Senses all-around vision, darkvision 120 ft.; Perception +53
Aura fear aura (DC 33)
--------------------
Defense
--------------------
AC 46, touch 24, flat-footed 46 (+12 armor, +6 Dex, +10 natural, +5 deflection, +1 insight)
hp 424 (20d10+300)
Fort +46, Ref +33, Will +39; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4, rejuvenation; DR 10/good, 15/bludgeoning, 15/magic, unholy champion; Immune aura of depravity, cold, electricity, polymorph, undead traits
--------------------
Offense
--------------------
Speed 20 ft.
Melee +5 unholy glaive +30/+25/+20/+15 (1d10+36/×3+2d6 vs. Good)
Ranged +2 adaptive composite longbow +32/+27/+22/+17 (1d8+14/×3)
Special Attacks Channel Energy 10d6, aura of sin, paralyzing touch, smite good, unholy champion
Spell-Like Abilities
At will—detect good
Antipaladin Spells Prepared (CL 17th; concentration +30):
4th (6/day)—fear (DC 27), greater invisibility, slay living (DC 27), slay living (DC 27), inflict serious wounds (DC 27), litany of vengeance
3rd (6/day)—dispel magic, magic circle against good, greater magic weapon, deeper darkness, burst of speed, deadly juggernaut
2nd (7/day)—invisibility, silence (DC 25), enemy's heart, litany of defense, litany of defense, vestment of the champion, vestment of the champion
1st (8/day)—death knell (DC 24), protection from good, protection from good, disguise self, disguise self, ironbeard, litany of sloth, litany of sloth
--------------------
Statistics
--------------------
Str 28, Dex 22, Con —, Int 21, Wis 23, Cha 37
Base Atk +20; CMB +27; CMD 54
Feats Combat Reflexes, Cornugon Smash, Craft Wondrous Item, Dazzling Display, Improved Initiative, Power Attack, Quick Channel, Shatter Defenses, Toughness, Weapon Focus (glaive)
Traits armor expert, fate's favored
Skills Acrobatics +8 (+4 jump), Appraise +8, Bluff +29, Climb +11, Diplomacy +16, Disguise +29, Escape Artist +8, Fly +8, Heal +9, Intimidate +39, Knowledge (arcana) +31, Knowledge (planes) +28, Knowledge (religion) +16, Perception +53, Ride +8, Sense Motive +34, Spellcraft +31, Stealth +16, Survival +9 (+11 to avoid becoming lost, +11 to avoid becoming lost, +11 to avoid becoming lost, +11 to avoid becoming lost), Swim +11; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Celestial, Common, Draconic, Elven
SQ aura of cowardice, aura of despair, aura of evil, aura of vengeance, channel negative energy, cruelties (cursed [dc 33], dazed [dc 33], fatigued [dc 33], paralyzed [dc 33], staggered [dc 33], stunned [dc 33]), fiendish boons (weapon [4/day]), touch of corruption, unholy resilience
Combat Gear Extend metamagic rod (3/day), Jingasa of the fortunate soldier (1/day), Wand of Inflict Light Wounds (x2); Other Gear Celestial plate armor, +2 Adaptive Composite longbow (Str +0), +5 Unholy Glaive, Amulet of natural armor +5, Belt of physical might (Str & Dex +6), Blood reservoir of physical prowess (4Charges), Boots of speed (10 rounds/day), Broom of flying (9 hours/day), Cloak of resistance +5, Handy haversack (empty), Headband of mental superiority +6 (Spellcraft, Kno, Ioun stone (dark blue rhomboid), Ioun stone (dusty rose prism), Ioun stone (lavender and green ellipsoid) (50Spell, Ioun stone (pale green prism) (2/day), Manual of gainful exercise +4, Manual of quickness of action +4, Ring of continuation, Ring of protection +5, Robe of eyes, Stone of good luck (Luckstone), Tome of leadership and influence +4, Wayfinder (1 @ 0 lbs), Wayfinder (1 @ 0 lbs), Wayfinder (1 @ 0 lbs), Wayfinder (1 @ 0 lbs), 97392 GP
--------------------
Special Abilities
--------------------
All-Around Vision You can see in all directions and cannot be flanked.
Antipaladin Channel Negative Energy 10d6 (11/day) (DC 33) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Armor Expert -1 Armor check penalty.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Depravity (Su) You gain DR 5/good. Enemies within 10' suffer a -4 penalty to saves vs. compulsion effects.
Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Sin (Su) Your weapons, and attacks against enemies within 10' of you are considered evil-aligned for the purpose of overcoming damage reduction.
Aura of Vengeance (Su) You may expend two uses of your Smite Good ability to allow your allies within 10' to Smite Good, using your bonuses.
Blood reservoir of physical prowess (4Charges) Use 1 to physical ability dam or use all for 2x charges bonus to ability score for 1 rd.
Boots of speed (10 rounds/day) Affected by haste
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Cruelty (Cursed) (DC 33) (Su) When you use your touch of corruption ability, the target is cursed, as if you had cast bestow curse, using your antipaladin level as the caster level.
You may only apply a single Cruelty ability to each use of touch of corruption, chosen w
Cruelty (Dazed) (1 rd) (DC 33) (Su) When you use your Touch of Corruption ability, you may also make your target dazed for 1r.
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Fatigued) (DC 33) (Su) When you use your Touch of Corruption ability, you may also make your target fatigued.
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Paralyzed) (1 rd) (DC 33) (Su) When you use your Touch of Corruption ability, you may also paralyze your target for 1 rd.
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Staggered) (10 rds) (DC 33) (Su) When you use your touch of corruption ability, you may also make your target staggered for 1 rd per 2 Antipaladin levels
You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used.
Cruelty (Stunned) (5 rds) (DC 33) (Su) When you use your Touch of Corruption ability, you may also make your target stunned for 1 rd/4 Antipaladin levels.
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Dazzling Display (Glaive) Intimidate check to demoralize can affect those within 30' who see you.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Extend metamagic rod (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 extended as though using the Extend Spell feat. Normal metamagic rods can be used with spells of 6th level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 5,500 gp
Fate's Favored Increase luck bonuses by 1.
Fear Aura (DC 33) Foes in 60 ft are frightened (below 5 HD) or shaken for 20 rds (Will neg).
Fiendish Boon (Weapon +6) (20 minutes) (4/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
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.
Ioun stone (lavender and green ellipsoid) (50SpellLevel) Absorbs spells of 8th level or lower.
Ioun stone (pale green prism) (2/day) This stone grants the bearer a +1 competence bonus on attack rolls, saves, skill checks, and ability checks.
A Prism is usually faceted, with a long shape where top and bottom have the same number of sides. Normally the width and angle of all sides are uniform.
These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape.
Resonant Power:
Twice per day as a free action the bearer may remove the fatigued condition from himself as a free action (or reduce the exhausted condition to fatigued).
Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 15,000 gp
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Paralyzing Touch 1d8+10 (DC 33) 1d8+10 damage, plus Fort save or be paralyzed.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Quick Channel Channel energy faster by expending more uses
Rejuvenation (Su) Liches can return after a few days.
Ring of continuation Personal ranged spell duration becomes 24 hrs or until cast another Personal spell.
Robe of eyes Can see invisible or ethereal objects, can't avert from gaze, and can be blinded by daylight, light or continual flame spell.
Smite Good (7/day) (Su) +13 to hit, +20 to damage, +13 deflection bonus to AC when used.
Touch of Corruption (10d6) (23/day) (Su) You can inflict 10d6 damage, 23/day
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Unholy Champion (Su) DR 10/Good, Smite Good banishes good outsiders, channeling is Maximized.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Wand of Inflict Light Wounds (x2) Add this item to create a wand of a chosen spell.
Wayfinder x 4
He is pretty badass and stuff, although the save dcs on his cruelties are pretty bad
EDIT: Forgot to add aging and tome bonuses
Count Coltello |
Count Coltello wrote:I might try starting out a bard in next hour anyone have thought on race?Catfolk.
Alright went with catfolk might go with the dirge archetype since it fits but it replaces all the bardic stuff (versatile performance, well versed, lore master, jack of all trades) i'm sure these don't matter much for a lich but I don't know
Count Coltello |
blackbloodtroll wrote:Alright went with catfolk might go with the dirge archetype since it fits but it replaces all the bardic stuff (versatile performance, well versed, lore master, jack of all trades) i'm sure these don't matter much for a lich but I don't knowCount Coltello wrote:I might try starting out a bard in next hour anyone have thought on race?Catfolk.
Started the bardic lich but someone cast lullaby then sleep so now *yawn* I will sleep *yawn* but when I wake I will finish the bardic lich *snores*
Count Coltello |
Count Coltello wrote:Started the bardic lich but someone cast lullaby then sleep so now *yawn* I will sleep *yawn* but when I wake I will finish the bardic lich *snores*blackbloodtroll wrote:Alright went with catfolk might go with the dirge archetype since it fits but it replaces all the bardic stuff (versatile performance, well versed, lore master, jack of all trades) i'm sure these don't matter much for a lich but I don't knowCount Coltello wrote:I might try starting out a bard in next hour anyone have thought on race?Catfolk.
Alright I didn't do as well as I thought I could I didn't get feats or equipment or spells yet :( harder to do this on a phone than I thought
Bab 15/10/5 d8+15
Spells known 6/6/6/6/6/5/5
Spells per day 9/9/9/8/8/8
Favored class bonus +10 to knowledge = +20 knowledge checks via bardic knowledge
Lvl 20 catfolk lich dirge bard
Equipment I got so far:
Circlet of persuasion +3 cha cost 4500
Headband alluring charisma +6 cost 18000
Robe of bones cost 2400
Green sphere ioun stone +2 cha cost 8000
I was wanting to go with a stand in the back maybe shooting or just forcing his minions to fight while he plays a organ not sure if anyone can fix/finish this build