Psion-Psycho
|
This is a summoner i made a while back. Just add the lich template and remove a few of the Eidolon immunities that lich gains natural for more claw attacks or what have you. Also Sub out the levels of paladin for anti-paladin.
-Race / Class-
Half - Elf / Summoner (Synthesist), Paladin 2, Monk 1
-Stats with out Eidolon (25 point buy)-
STR 07 (+6 item)(-6 age) = 07
DEX 07 (+6 item)(-6 age) = 07
CON 10 (-6 age) = 04
INT 13 (+3 age) = 16
WIS 17 (+6 item)(+3 age) = 26
CHA 18 (+2 racial)(+3 age)(+5 leveling)(+6 item) = 34
-Saves with out Eidolon-
Fort = 28
Reflex = 25
Will = 40
AC = 36
Touch = 23
Flat - Foot = 28
-Stats with Eidolon-
STR 29
DEX 28
CON 13
INT 16
WIS 26
CHA 34
-Saves with Eidolon-
Fort = 32
Reflex = 37
Will = 44
AC = 72 (76 with combat expertise)
Touch = 31
Flat - Foot = 58
-Eidolon Abilities-
Base - Darkvision, Evasion, Improved Evasion, Devotion, Multiattack
Form - Biped - claws, limbs (arms), limbs (legs)
Claws (x2)
limbs (arms) (x2)
Immunity (acid, cold, electricity, fire, and sonic)
Spell Resistance (28)
Flight Su (30ft)
Improved Natural Armor (8)
Improved Damage (claws)
-Class / Feat Progression-
M 01 Dodge, Skill Focus Perception, Toughness
P O2
P 03 Combat Expertise
S 04
S 05 Extra Evolution
S 06
S 07 Combat Reflexes
S 08
S 09 Extra Evolution
S 10
S 11 Vigilant Eidolon
S 12
S 13 Extra Evolution
S 14
S 15 (insert feat here)
S 16
S 17 (insert feat here)
S 18
S 19 Extra Evolution
S 20
-Gear-
Bracers of Armor
Ring of Protection
Ring of Forcefangs
Cloak of Resistance
Amulet of Natural Armor
Headband of Mental Prowess (wis and cha)
Belt of Physical Might (str and dex)
High saves, immunities to all spell damage but positive / negative and force, and spell resistance.
Silent Saturn
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Building a level 20 character, from scratch, calculating all its stats and abilities, and deciding on how to spend 180,000 gp all at once is just too much work for a forum game for me. But I did think of some cool ideas for liches, so I'll share those and maybe someone will build something out of them.
Born into slavery, this poor halfling never really had a proper name, or a truly happy moment in his life. The closest he ever found was the day when his hopeless prayers were finally answered... by Norgorber, grantin him the power of an antipaladin. Since then, he has been a one-man scourge on any society he finds himself in. In life, he spent years at a time in various towns and cities, living under an alias (ANY name he gives for himself is an alias, to a degree) as he schemes to bring ruin to the town. As a lich, his use of Disguise Self allows him to employ a similar tactic for a few days as he learns a settlement's weaknesses, but he finds catharsis and sadistic glee in simply marching into town, undead servants in tow, and murdering as many people as he can before his body is destroyed.
His phylactery is an adamatine +3 keen conductive bastard sword, with magical phrases inscribed on the leather that makes up the hilt, sized for a Medium creature. (He doesn't normally wield it himself, but when necessary he wields it two-handed as a Medium one-handed weapon, with the -2 penalty.) His reasoning is that in his life's adventures, magical weapons are among the most indestructible items he's encountered. He also wanted to make sure that when his body is destroyed, he will at least have a weapon upon rejuvenation. He also reasoned that anyone who found the sword would be A) unlikely to regocnize it as his phylactery, and B) unwilling to destroy a treasure they no doubt would rather claim for themselves. He leaves it in an old tomb he long ago plundered, surrounded by undead creatures he animated but no longer bothers to exert control over. Eleven years ago, however, the sword was discovered and claimed by a cavalier, who has wielded it as his own ever since. The lich has been laying low ever since, following the cavalier's movements. He occasionally makes attempts to kill the cavalier and reclaim the sword, but he also recognizes that the sword is "safe" in the cavalier's possession, and too many failed attempts at reclaiming it could cause the cavalier to realize what the sword is and choose to destroy it.
Silent Saturn
|
Here's another idea.
The deeper Lucerien got into his alchemical studies, the more he began to see living creatures as complex alchemical reactions-- reactions he needed to understand, to master. The transformation to lichdom was simply another experiment to him, and the triumph of distilling his own life and death into a mithril flask emboldened his experiments.
He's spent the last few centuries experimenting on any living creature he can get his hands on, hoping to one day concoct his own form of life, his own species, his own ecosystem. He cares not who or what he kills in the process-- indeed, by now he has killed hundreds of people in failed experiments, and harvested hundreds more for parts. His base of operations is a crypt-turned-laboratory in the sewers of a major city, which he regularly plunders for raw materials-- living and otherwise. He has been able to carry on relatively undisturbed due to most of his kidnapping being wrongfully attributed to mundane murderers, his preference for preying on the homeless and disenfranchised, and his tendency to go years or even decades ignoring the citizens of his home city, focusing instead on oozes, rats, and the occasional Underdark aberration. When the local law does get wise to his actions, he releases some of his more feral experiments into the sewers-- if they don't kill his pursuers, their death convinces the citizens that they've caught and vanquished the monster responsible. Occasionally he will be discovered by a paladin or inquisitor-- they always make the mistake of preparing for a fight against hordes of undead and are never prepared for his underground labyrinth of oozes and aberrations. If caught above ground, he simply puts up a token fight and allows himself to be destroyed, confident that his enemy will believe itself victorious and quit pursuit, while he wakes up 1d10 days later back in his laboratory.
His phylactery, the flask which holds his life essence, is on a shelf in his supply vault, surrounded by hundreds of other flasks. The contents of some of these flasks would easily kill anyone who broke them with fumes alone. His phylactery isn't even the only mithril one-- it's only distinguishing feature is that its stopper is welded shut.
| Count Coltello |
I like those I thought of (a wizard) lich using his arcane bond but didn't know if the phalactery would regen never said it wouldn't... Lol
But iirc arcanebond can be changed as to what item you chose from (not original choice of familiar or item but choosing different items) so after you create phalactery you could make it into a arcane bonded item then hide it (dc shouldn't be that hard at higher lvls) then if you due you pop up like normal but if it does it pops back up (probably wouldn't work but it's a thought)
Oh and has anyone heard of a paranoid lich making multiple phalacteries
Falcar
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Samasar was always a bully to weaker people. he was quick and cruel to others always knowing what to say to scare them or belittle a larger foe. He pushed one man too far and was left bleeding on the ground with a new sword safely tucked away in his thigh muscles. A brief glimpse of death lead him to seek an alternative to being killed as he tune out to be q coward when it came to blows, A bit of magic and a soul ripping ritual later with a fiend or two and he was back on his feet with the powers of undeath at his finger tips. He picked up his blades and made a stop to visit the one who tried to kill him before. Samasar killed him in his sleep and painted the walls with his blood. The phylactery he uses is kept in the hands of an Ice Devil who helped with the ritual, Samasar believes the phylactery is kept in his pocket as the golden amulet. This Devil is holding on to it for safe keeping and leverage should it ever come to it.
Class: Ninja 16/Antipaladin 4 Race: Fetchling (Lich) Senses: DV: 60, LLV
Initiative: AC: 32 (10+5 +10 +7)
STR: 9 (-1) TOUCH: 10 FF: 10
CON: 0 (0) FORT: 31
DEX: 30 (10) REF: 31
INT: 12 (1) WILL: 21
WIS: 12 (1) BAB: 16
CHA: 32 (11) CMB: 15/27 CMD: 36
ATTACK: (Wakazashi TWF) +25/+25/+20/+20/+15/+15/+10 (1D6+15)
SPECIAL: +5 Agile (SA 8D6) (15-20 Critical X2, +4 on confirmation)
ATTACK: (Wakazashi) +27 (1D6+15)
SPECIAL: SA: 8D6 Assassinate Dc: 30
ATTACK: (Longbow) +27 (1D8+5+1D6 Shock)
SPECIAL: SA: 8D6, +1 shocking, +5 arrows X20,
• Feats: 10
o Weapon Finesse
o Piranha Strike (-5, +10)
o Weapon Focus
o Two Weapon Fighting
o Improved Two Weapon Fighting
o Greater Two Weapon Fighting
o Improved Critical Wakazashi
o Shadow Strike
o Double Slice
o Critical Focus
• Spells:
o Disguise Self X3
• SPECIAL Abilities/Equipment:
o Headband of Charisma +6, Tome of Charisma +4, Belt of Dexterity +6, Tome of Dexterity +4, Bracers of Armor +7, 2 +5 Agile wakazashi, smoke sticks X20, handy haversack, spring wrist sheaths (smoke sticks), +1 shocking longbow, +5 arrows X20, thieves tools +3, Disguise kit.
• RACIAL
o Shadow Blending (50%), Resist 5 cold, SLA: Disguise Self, Plane shift, shadow walk 1/Day
• CLASS (NINJA DC: 28, ANTIPALADIN DC: 22
o Ki (18 Points), Poison Use, Sneak Attack 8D6, No Trace +5, Uncanny Dodge, Improved Uncanny Dodge, Light Steps, Aura of Evil, Detect Good, Smite Good 2/Day, Touch of Corruption, Unholy Resilience, Aura of Cowardice, Cruelty Shaken, Plague Bringer, Channel Energy, Ninja Tricks (4 Normal/4 Master: Vanish, Slow Reactions, Underhand RT, Assassinate DC 30, Evasion, Invisible Blade, Hide in Plain Sight ART: Urban Terrain)
SKILLS (156)
- Acrobatics 33
- Appraise
- Bluff
- Climb
- Craft (alchemy)
- Diplomacy
- Disable Device
- Disguise
- Escape Artist
- Fly
- Handle Animal
- Heal
- Intimidate 34
- Knowledge (Religion) 24
- Knowledge (Nobility)
- Knowledge (Local) 24
- Linguistics
- Perception 19
- Preform
- Profession
- Ride
- Sense Motive
- Sleight of Hand
- Spellcraft 24
- Stealth 43
- Survival
- Swim
- Use Magic Device 34
| Arlandor |
Ok here is my Lich, hope you like it...
Dorn "The Ravager"-Dorn was born from torture and cruelty, coming into this world never knowing love or softness. He hailed from a tribe of Orcs, Humans, and half breeds who worshipped the Great Destroyer, Rovagug. Life in the tribe was brutal and usually short. Dorn was chosen to be an Apprentice at the age of 5. By age 10 he had made his first kill and was considered a harbinger of the Great Destroyers will. Dorn quickly earned the right to lead a warband and set about raining destruction and ruin across the country side. Due to the success of his raids and his prowess on the battlefield Dorn surpassed his masters and soon became the most powerful priest in his tribe. As the years passed and the weight of time began bearing down on Dorn he began to contemplate his future. He knew he must act quickly before one or several of his many apprentices granted him the same shameful death that he had granted his masters. He knew he must not let that happen, for he had seen the visions in his childhood. Visions of himself standing before the Great Destroyer as he finally breaks free from the prison he has been bound to since the beginning of time.
Dorn still doesn’t know the source of the ritual that came to him that night. But he was sure it was the answer to his prayers. That very night he started by sacrificing all of his apprentices. And then with the blessing from the Great Destroyer he called down a pillar of unholy fire to rend the temple that his tribe had gathered and worshipped at for almost 100 years. It burned for 3 days and 3 nights, and the whole time it burned Dorn feed the unholy pillar of fire every man, woman, and child from his tribe. And before the final flame went out Dorn cut from his chest his own beating heart and cast it into the flame. When Dorn awoke he knew not how long he had been dead but the rock upon which his tribes temple had been built was a molten pool of lava. And by his head was a flawless cut diamond resembling a human heart. When held close he could almost feel the thrumming of his life force held inside.
Dorn likes to let merchants find his phylactery from time to time. And then burn the merchants city to the ground while retrieving it. At times he has arranged for it to be given to kings or queens for safe keeping without them knowing just what they have accepted. Only to show up 10 or 20 years down the road looking to retrieve his most precious possession. Dorn destroyed much in his 2 decades of life, and he has brought even more ruin in his first century of undeath. He is absolutely certain he will witness the coming of the Great Destroyer, and will help usher in the end times. But he just doesn’t know if he is the key or the doorway.
C/E Medium Undead (augmented, human, orc)
Init: +10; Senses: True Seeing 120ft (Googles), Darkvision 60ft; Perception +29
Aura: Fear (60-ft radius, DC 26)
Languages Common, Orc, Abyssal, Giant, Draconic, Necil, Goblin
DEFENSE
AC 34, touch 13, flat-footed 31 (+11 armor, +3 dex, +10 nat); +2 nat armor (Righteous Might), +5 def (Shield of Faith)
HP: 193 (20 HD) Current: 193; Temp HP: +20 (Divine Power)
Fort: +13, Ref: +12, Will: +21; +5 all saves (Wrathful Mantle)
Defensive Abilities: Channel Resistance +4, Rejuvenation, DR 15/bludgeoning and magic, DR 2/-, DR 10/Good (Righteous Might), Freedom of Movement (ring); Immune: cold, electricity, undead traits
OFFENSE
Speed 30 ft. (6 squares), Armor 20 ft. (4 squares), Fly 60 ft. (good), Armor 40 ft. (good)
Melee: +5 Unholy Great Axe of Speed +28/+28/+23/+18 (1d12+15/x3), or +5 Unholy Great Axe of Speed w/ Divine Favor +31/+31/+26/+21 (1d12+18/x3), or +5 Unholy Great Axe of Speed w/ Divine Power +34/+34/+29/+24 (1d12+21/x3), or +5 Unholy Great Axe of Speed w/ Righteous Might +29/+29/+24+/+19 (3d6+18/x3), or +5 Unholy Great Axe of Speed w/ Righteous Might & Divine Power +35/+35/+30/+25 (3d6+24/x3), or Touch +22 (1d8+10+ Paralysis)
Special Attacks: Negative Energy 11/day (DC 28, 10d6), Paralyzing Touch (DC 26), Lightning Lord (20 bolts/day), Deadly Weather (20rds/day, 100ft radius)
Spell-Like Abilities (CL 20th; Concentration +28)
8/day- Storm Burst +19 (1d6+10 nonlethal plus a -2 on attacks for 1 rd), Destructive Smite (+12 damage to 1 attack)
3/day- Teleport (Helm, CL 9th)
10min/day- Ethereal Jaunt
Spells Prepared (CL 20th; Concentration +30) Save DC: 18 + spell level
Orisons (1/rd)- Bleed, Create Water, Detect Magic, Guidance
1st- True Strike*, Divine Favor 2, Shield of Faith 2, Bane, Sanctuary
2nd- Fog Cloud*, Effortless Armor, Hold Person, Spiritual Weapon 2, Desecrate, Augury
3rd- Call Lightning*, Blindness/Deafness, Prayer, Protection from Energy, Wrathful Mantle, Meld into Stone, Dispel Magic
4th- Inflict Critical Wounds*, Spiritual Ally, Unholy Blight, Summon Monster IV, Chaos Hammer, Divination, Divine Power
5th- Ice Storm*, Greater Command, Quicken True Strike, Righteous Might, Wall of Stone, Extended Divine Power
6th- Harm*, Greater Dispel Magic, Blade Barrier, Plague Storm, Extended Righteous Might, Hellfire Ray
7th- Control Weather*, Destruction, Blasphemy, Quicken Inflict Serious Wounds, Maximized Inflict Critical Wounds, Summon Monster VII
8th- Earthquake*, Discern Location, Orb of the Void, Stormbolts, Quicken Inflict Critical Wounds, Quicken Summon Monster IV
9th- Storm of Vengeance*, Energy Drain, Implosion, Summon Monster IX, Miracle
Domains:* Destruction (Catastrophe) & Weather
STATISTICS
Abilities Str 24 (+7), Dex 18 (+4), Con - (-), Int 20 (+5), Wis 26 (+8), Cha 22 (+6)
Base Atk +15/+10/+5; CMB +22; CMD 36 (auto succeed on Grapple or pin check from Freedom of Movement)
Feats: Toughness (1), Improved Initiative (3), Improved Channel (5), Extend Spell (7), Craft Wondrous Item (9), Extra Channel (11), Weapon Focus (Great Axe) (13), Command Undead (15), Maximize Spell (17), Quicken Spell(19)
Skills: Fly +24 (+28 boots), Intimidate +12, Know (Arcana) +28, Know(Religion) +28, Know (History) +12, Know (Planes) +28, Linguistics +13, Perception +29, Sense Motive +16, Spellcraft +28, Stealth +32; Racial Bonuses: +2 Intimidate, +8 Perception, Sense Motive, & Stealth
SQ: Traits: Focused Mind & Reactionary, Intimidating, Darkvision, Weapon Familiarity, Sacred Tattoo, Channel Energy, Domains
Combat Gear: +5 Unholy Great Axe of Speed, +5 Spell Storing (Bestow Curse), Warding Adamantine Breastplate, Material Component (Orb of the Void x10), Pearl of Power (2-1st, 2-2nd, 2-3rd, 1-4th, & 1-5th); Other Gear: Belt of Physical Might +6 (Str & Dex), Headband of Mental Superiority +6 (Know [Planes], Stealth, & Fly), Bracers of the Avenging Knight, Helm of Teleportation, Amulet of Natural Armor +5, Winged Boots, Cloak of Etherealness, Prophets Pectoral, Truesight Googles, Ring of Spell Storing (Harm), Ring of Freedom of Movement, Silver Unholy Symbol of Rovagug (500gp), Misc Adventuring Gear, Tender (750g, 50s)
SPECIAL ABILITIES
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with great axes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.
Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. This is a mind-affecting fear effect.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich's save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Spontaneous Casting: An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Deadly Weather (Su): At 8th level, you can unleash a furious call to the heavens, summoning forth an ever-changing storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (–4 on all Perception checks and ranged attack rolls), howling winds (–8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning). Other effects depending on the weather might also apply (at the GM’s discretion). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive.
Falcar
|
This is my version of the Dark Lord Voldemort. He is highly focused on the spell Finger of death and tends to scream out the verb component "Avada Kedabra" when casting. I used the fey (Sylvan) bloodline to gain Nagini the snake and increase his dominate DC, the flight is reskinned to be his black mist he uses. The tactics of the Dark Lord are that he will always preplan his attack and never be afraid to go full power right from the start and he will leave with a teleport if the fight is going poorly but that often never happens due to his careful preparation with the contingency spell on him, should he ever be damaged too greatly (less than half his health) it will activate a Harm spell on his body to heal the wounds. His bracers make sure any would be attackers are drained of life and used to fuel his own. The main key to his success is that he avoids conflict with those who could pose a challenge, casting counter spells and hit and run tactics to be sure he stays safe. Often times he spends his days striking terror into the mortals of the world by going on mass murder sprees then leaving without a trace. He greatly wishes to kill all non-spellcasters and anyone not of a magical bloodline such as wizards and clerics as they are taking magic that rightfully belongs to the pure bloods of the world. He keeps his human looks through his ring of Gentle Repose and a spare ring in a secure location.
Tom Marvolo Riddle Align: NE HD: 20D6+280 (352) Speed: 30
Class: Sorcerer Race: Human Senses: DV: 60
Initiative: 18 AC: 32 (10+5 +5 +5 +1 +7)
STR: 8 (-1) TOUCH: 16 FF: 33
CON: 0 (0) FORT: 20
DEX: 12 (1) REF: 7
INT: 14 (2) WILL: 13
WIS: 12 (1) BAB: 10
CHA: 38 (14) CMB: 9 CMD: 20
ATTACK: (Ray) +11
SPECIAL: Touch
ATTACK: (Wand of Enervate) +11 (1D4 Negative Levels)
SPECIAL: Touch
• Feats: 10 +4
o Eschew Materials
o Quicken Spell
o Improved Initiative
o Heighten Spell
o Boon companion
o Nobel Scion (War)
o Racial Heritage: Aasimar
o Celestial servant (Evil*)
o Persistent Spell
o Thanatopic Spell
o Spell Perfection (Finger of Death)
o Spell Focus Necromancy
o Greater Spell Focus Necromancy
o Spell Specialization (Finger of Death)
o Spell Penetration
• SPECIAL Abilities/Equipment:
o +6 Headband of Charisma, +5 tome of charisma, +5 Ring of protection, Amulet of Natural Armor +5, Bracers of Armor +7 spell storing: Vampiric Touch CL 20, Wand of Enervate, A ring that constantly generates a Gentle Repose effect on his body, if removed the effects stay for 5 days until it wears away.
• RACIAL
o Human: +1 Feat, +1 Skill Point
o Lich: +5 NA, +4 Channel Resist, DR 15/Blunt Magic, Fear Aura, Paralyze, Rejuvenate, DC: 34
• CLASS
o +2 DC of compulsion spells, Animal Companion (Nagini), Woodland Stride, Fleeting Glance, Fey Wings, Fey Soul,
• NOTES: To better-fit Voldemort these alterations have been made to the class abilities these some are non-mechanical while others change them greatly. First the wings gained are altered to be a cloud of dark mist that encompasses the lower half of his body. (Making him a small creature still) Celestial Servant alters Nagini to be a fiendish creature not a celestial. Thomas has a special phylactery called a Horcrux, this version is split into seven parts each holding a portion of his soul, these Horcruxes are as follows; Riddle Family Ring, his former Diary, a gem on an amulet, a Diadem, a golden chalice, Nagini, and an infant child. Each of these must be destroyed before Tom can be fully killed. Should any of these Horcrux be destroyed Voldemort is wracked with pain and is stunned for 1D4 Rounds and staggered for 2D6 rounds, during this time he loses his undead immunities (he does keep all other benefits however such as charisma to HP and Darkvision) as his humanity floods back into him.
Spells: CL 20, Concentration: 34, DC: 10+14+SL (+2 Necro, +4 Finger of Death)
0) 9 Known: At Will: Acid Splash, Detect Magic, Read Magic, Mage Hand, Mending, Prestidigitation, Ghost Sound, Message, Bleed
1) 5 Known: 10/Day: Entangle, Magic Missile, Ray of Enfeeblement, Sculpt Corpse, Charm Person, Enlarge Person
2) 5 Known: 10/Day: Hideous Laughter, Scorching Rays, Limp Lash, False Life, Blindness, Certain Grip
3) 4 Known: 9/Day: Deep Slumber, Fireball, Elemental Aura, Clairvoyance, Dispel
4) 4 Known: 10/Day: Poison, Enervate, Scrying, Charm Monster, Fear
5) 4 Known: 9/Day: Tree Stride, Teleport, Magic Jar, Nightmare, Wall of Force, Feeblemind
6) 3 Known: 9/Day: Mislead, Unwilling Shield, Contingency, Flesh to Stone
7) 3 Known: 8/Day: Phase Door, Finger of Death*, Waves of Exhaustion, Simulacrum
8) 3 Known: 8/Day: Irresistible Dance, Trap The Soul, Incendiary Cloud, Demand
9) 3 Known: 8/Day: Energy Drain, Dominate Monster, Shape Change, Time Stop
SKILLS (100)
- Bluff 37
- Fly 24
- Intimidate 37
- Knowledge (Arcana) 15
- Spellcraft 15
- Use Magic Device 37
Nagini Align: NE HD: 16D10+64 (152) Speed: 20, Climb, Swim 20
Class: Companion Race: Constrictor Senses: LLV, Scent
Initiative: 5 AC: 30 (10+15 +5) DR: 10/Good
STR: 32 (11) TOUCH: 15 FF: 15
CON: 18 (4) FORT: 14
DEX: 21 (5) REF: 15
INT: 3 (-3) WILL: 6 (+4 Devotion)
WIS: 12 (1) BAB: 16
CHA: 2 (-4) CMB: 28 (34 Grapple) CMD: 43
ATTACK: (Bite) +27/22 (1D6+16)
SPECIAL: PA: -5, +15, and Grab +34
FEATS: 8
• Power Attack
• Furious Focus
• Improved Grapple
• Greater Grapple
• Improved Unarmed Strike
• Rapid Grapple
• Sleeper Hold (DC: 29)
• Lunge
Resist: 15 Cold and Fire, Smite Good 1/Day (+16 on DMG rolls), SR: 21, Evasion, Improved Evasion, Multi-attack, Devotion, Link, and Share Spells
SKILLS:
Perception: 20
Stealth: 20
| Count Coltello |
Lol awesome! That one definitely make it in an eventual game :) now to get someone to stat out dumbledore then players can choose which side to further (different than original sorry I know but evil chars need story Too) lol
Then ministry if magic most likely paladins and clerics that worship (enter custom deity)
Not sure bout muggles
| SmiloDan RPG Superstar 2012 Top 32 |
Ok here is my Lich, hope you like it...
Dorn "The Ravager"-Dorn was born from torture and cruelty, coming into this world never knowing love or softness. He hailed from a tribe of Orcs, Humans, and half breeds who worshipped the Great Destroyer, Rovagug. Life in the tribe was brutal and usually short. Dorn was chosen to be an Apprentice at the age of 5. By age 10 he had made his first kill and was considered a harbinger of the Great Destroyers will. Dorn quickly earned the right to lead a warband and set about raining destruction and ruin across the country side. Due to the success of his raids and his prowess on the battlefield Dorn surpassed his masters and soon became the most powerful priest in his tribe. As the years passed and the weight of time began bearing down on Dorn he began to contemplate his future. He knew he must act quickly before one or several of his many apprentices granted him the same shameful death that he had granted his masters. He knew he must not let that happen, for he had seen the visions in his childhood. Visions of himself standing before the Great Destroyer as he finally breaks free from the prison he has been bound to since the beginning of time.
Dorn still doesn’t know the source of the ritual that came to him that night. But he was sure it was the answer to his prayers. That very night he started by sacrificing all of his apprentices. And then with the blessing from the Great Destroyer he called down a pillar of unholy fire to rend the temple that his tribe had gathered and worshipped at for almost 100 years. It burned for 3 days and 3 nights, and the whole time it burned Dorn feed the unholy pillar of fire every man, woman, and child from his tribe. And before the final flame went out Dorn cut from his chest his own beating heart and cast it into the flame. When Dorn awoke he knew not how long he had been dead but the rock upon which his tribes temple had been built was a molten pool of lava. And by his head was a flawless cut diamond resembling a human heart. When...
What traits did Dorn pick? Fates Favored increases luck bonuses by +1, such as Sacred Tattoo, divine favor, etc.
Silent Saturn
|
Here's an idea for a fighter lich-- and how a fighter would come to be a lich.
Marskym was a warrior without peer-- a fiend with a blade, and also a fiend. Iiasha was a sorceress as powerful as she was beautiful, and almost as beautiful as she was wicked. Together, the two found kinship in their disdain for petty morality, and each lusted after the other's power and virility. They were a force to be feared, but they'd be even more feared if they had ambition beyond the bedroom.
When age began to creep into Marskym's bones while Iiasha's elven form remained as nubile as ever, the two of them finally realized that their whirlwind romance couldn't last forever. Iiasha couldn't stand to have her favorite succumb to something as banal as time, and Marskym wasn't about to accept his fate, so when Iiasha suggested lichdom as an alternative, Marskym took it.
That was a century ago, and the two of them are still a blight on the landscape. Marskym's love of violence has only been magnified by spite: as an undead creature, Iiasha's carnal delights are forever denied him. Iiasha has since found religion: the temple of Calistria has fueled her spitefulness and malice, and temple prostitutes now fulfill the needs that Marskym's rotted form no longer can.
Marskym's phylactery is a ring that never leaves Iiasha's finger, guarded by a permanent nondetection and all of Iiasha's own various magical defenses. Iiasha playfully calls it her "wedding ring", and to her Marskym is still her favorite, but Marskym himself has come to see it as a symbol of his shackles to a woman he is bound to forever in ways he didn't expect.
As for builds? I'd say Marskym should have a few grapple feats to exploit the lich's paralyzing touch, even if it isn't his Plan A. Plan A is probably a greatsword or falchion, Power Attack, and whatever feats tickle your fancy.
Iiasha, meanwhile, is an elf sorcerer built for necromancy with a little evocation sprinkled in, plus whatever defensive spells she needs to protect herself and Marskym's phylactery from the legions of enemies they've no doubt made. Perhaps also Brew Potion so she can load him up with potions of this and that and let him off the leash for an afternoon.
| Mysterious Stranger |
Try an antipaladin 2/oracle of bones 18 for some interesting abilities. He wears full plate and wields a Bastard’s Sting. His saving throws are insane and he can smite good on the paladin. The bonus damage is insignificant, but getting to add his CHA to hit and AC is going to come as a nasty shock to the paladin of the group. Because he can wear heavy armor his AC will be pretty good, but can still cast 9th level spells.
| Bobo D |
Ok, lich with Cacaodaemon familiar via imp familiar. Abducts a commonor per day for a couple thousand years. Spends these soul gems on PoP 1's (CL17) that are intelligent and serve him and have animate dead 1/day. Fun times, fun times. That is how to build a horde my friends, easy as that. Also summon monster three is really strong because just randomly getting a couple hundred lantern archons whenever you want them is pretty nice. if party has bad touch AC thats an easy tpk
Master of Shadows
|
Ok Here's Mine:
Kazmek the Destroyer: This Synthesist summoner Delights in doing his own dirty work and has single handedly leveled (down not up!) entire cities. He glories in walking where most undead would tremble to tread knowing that his Phylactery is well and truly hidden. You will never fight this lich in his true form as he will feed all his HP into sustaining the Eidolon form knowing that he will simply reform if destroyed, additionally He uses Dimensional anchor on himself to protect his Eidolon from banishment or dismissal if he believes he will fight a caster capable of them. if he lacks the time, he will simply teleport away and return when his eidolon is back, having protected himself in advance this time.
Kazmek is unusual for a lich in that he is focused on Two weapon fighting and is a single class caster He is a 25 point build with wealth as a 20th level PC Not including Phylactery per the OP.This is my first attempt at a summoner, and as I am building him as practice for a character i will soon play, any build critique would be most welcome:
Merged Form Synthesist: CE, HD:20d8+300; HP 390 + 213Temp (603), Speed: 60'Fly (Perfect); 40' Land, Size: Huge
Race: Human Lich Senses: 60' Dark Vision, Low-light Vision
Initiative: +7, AC: 55; Touch:20; Flatfooted 48 (+8 Armor, +7 Dex, Natural 23, Shield 4, Deflection 5, Size -2); CMD: 52
Strength 46 (+18)
Dexterity 24 (+7)
Constitution 28 (+9) (only applied to Eidolon HP)
Intelligence 17 (+3)
Wisdom 18 (+4)
Charisma 38 (+14)
Fort: 29; Ref: 22; Will: 25; Improved Evasion; Spell Resistance 31
Attack Bonus + 31; CMB 35
Attack: 15' Reach +36 Crit 19+ x2 Damage 3d8+1d6 Electric +1d6 Acid +32
Full Attack:
Primary Hand: 15' reach +30/+30/+25/+20 Crit 17+ x2 Damage 3d8+1d6 Electric +1d6 Acid +23
Off Hand: 15' reach +30/+30/+25/+20 Crit 17+ x2 Damage 3d8+1d6 Electric +1d6 Acid +23
Bite: +29 Crit 20+ x 2, Damage: 2d6+1d8 + 42 Fort DC 34 or Paralized (I think with Multi Attack and 2 weapon fighting it gets this iterative attack, I could be wrong)
Ranged: Arcane Blast Ranged Touch 30' +22, Damage 2d6+1d6/Spell level of the slot expended
Special: Fear Aura 5or less HD will DC 34 or be shaken for 20 rounds
Maker's Jump: as per Dimension Door CL 20th 3/day (can be Quickened, See Feats List)
Channel Resistance +4; DR 15/Bludgeoning and Magic; Immune to Acid, Cold, Electricity, and Fire; Undead Traits
Skills:
Perception: 35
Spellcraft: 26
Stealth: 25
Spells per Day: 1st: 9; 2nd: 9; 3rd: 8; 4th 8; 5th: 8; 6th: 8
Spells Known:
0: Acid SPlash, Arcane Mark, Detect Magic, Read Magic, Light, Magehand
1: Featherfall, Mage Armor, Shield, Rejuvanate Eidolon (lesser), Jump, Expeditious Retreat
2: Invisibility, See Invisibility, Haste, Evolution Surge, Blur, Detect Thoughts
3: Rejuvanate Eidolon, Invisibility (greater), Dimensional Anchor, Magic Circle Against Good, Displacement, Black Tentacles
4: Baleful Polymorph, Hold Monster, Teleport, Transmogrify, Magic Jar, Wall of Stone
5: Rejuvanate Eidolon (greater), True Seeing, Dispel Magic, Creeping Doom, Life Conduit (greater)
6: Dominate Monster, Walk through Space, Protection from spells, Antipathy, Sympathy
Feats:
Exotic Proficiency Bastard Sword
Two Weapon Fighting
Toughness
Craft Wondrous Item
Double Slice
Improved Two weapon fighting
Arcane Blast
Improved Crit Bastard Sword
Greater Two Weapon Fighting
Two Weapon Rend
Quicken Spell Like Ability (Makers Jump)
Evolutions:
Huge
Immunity x 2 (Fire and Acid)
Limbs (hands)
Pounce
Flight
Spell Resistance
Equipment:
2 x +5 Huge Shocking Corrosive Bastard swords of Speed
Belt of Physical Perfection +6
Headband of Mental Superiority +6
Cloak of resistance +5
Ring of Protection +5
Ring Of Freedom of Movement
Amulet of Natural Armor +5
Tome of Leadership and influence +3
Lavender and Green Ellipsoid
Vibrant Purple prism
Bracers of Armor +8
Helm of Teleportation
Silent Saturn
|
Dwarf Wizard Lich
In the dwarven hold of Granite Peak Keep, deep beneath the mountain, there lies the Granite Peak Library. The dwarves there have amassed one of the largest collections of books in the world, with some volumes going all the way back to the Second Era, and Kharazh Lore-Hoard has been the keeper of the library for as long as anyone can remember. Some joke that he's as old as some of his books. They don't know that they're right.
Kharazh had spent nearly all of his original lifespan hoarding books and learning from them, and couldn't bear the thought that his collection had long since surpassed the point where he'd live to read them all. When an adventurer brought in a tome describing the profane rituals of lichdom, Kharazh never had a second thought. His devotion to his library had paid off, and now he would have centuries and centuries to curate it.
Kharazh uses a daily disguise self, coupled with a strong incense and a false beard made from his original beard, to maintain his appearance as it was when he was alive. No longer requiring sleep, he spends all night reading and re-scribing copies of more popular works. He also sells spellcasting services, and uses the money to commission the Pathfinder Society to bring back any old tomes they discover during their travels. Occasionally a Pathfinder notices that Kharazh has an aura of evil, but since he rarely leaves his library, he never commits any evil acts, and most travelers have come to expect dwarves to be surly to outsiders anyway. Kharazh values books more than people and would gladly kill to obtain new books, but has never needed to.
Kharazh's phylactery is a book he keeps in a display case in the back of the library. If asked, he will say the pages are fragile and it can no longer be handled. He will offer the curious a "second edition copy", and then give them a random book. Kharazh is equally protective of every other book in the library, and nobody even suspects he HAS a phylactery, so no further security has been needed.
| AndIMustMask |
It seems I'm posting this everywhere of late, but here you go:
MYSTIC THEURGE - NECROMANCER EDITION (now with 100% more calcium!)
*levels go: clr 1/wiz 5/MT 10/wiz 1/clr 3*
stats (20pb):
str 16 (-2+2r), dex 18 (5-2r), con --, int 32 (5+2r), wis 28 (7), cha 22 (5)
wis/int/int/int/int (level), +6 all (gear), +4 int/wis (book/wish) +2 int/wis/cha (lichdom)
traits: signature spell (animate dead) / gifted adept (animate dead)
feats:
1 - spell focus (necromancy)
2 - scribe scroll*, command undead*
3 - varisian tattoo (necromancy, 'touch of fatigue' 3/day)
5 - bloatmage initiate (necromancy, constant medium load)
7 - craft wondrous item
9 - spell specialization (animate dead)
11 - persistent spell
13 - greater spell focus (necromancy)
15 - quicken spell
17 - dazing spell
19 - spell perfection (animate dead)
.
SPELLS: animate dead, command undead, (greater-) death knell (-aura), and desecrate are important, but unneeded after you break the animate dead HD limit (detailed below)
WIZARD
0 (infinite), 1th (7+2/day), 2th (7+2/day), 3th (6+2/day), 4th (6+2/day), 5th (6+2/day), 6th (6+2/day), 7th (4+2/day), 8th (3+2/day), 9th (2+2/day)
CLERIC
0 (infinite), 1th (6+1/day), 2th (6+1/day), 3th (6+1/day), 4th (6+1/day), 5th (6+1/day), 6th (6+1/day), 7th (4+1/day), 8th (3+1/day), 9th (2+1/day)
.
MISC:
??? familiar
favored class (wizard)
esoteric training (35 fame [+3 cleric, +1 wizard])
strand of prayer beads ('standard' without healing/smiting, 18,000g)
\__>bead of karma: 1/day, +4 CL for 10 minutes (!!!)
moon circlet (CL +1 waxing, +2 full, -1 waning, -2 new)
'reliquary' +5 medium fort | spell storing mithral buckler (acts as permanent alter for desecrate)
CL 17/17 wizard/cleric
CL (animate dead) 40-43 (wiz/clr) (17 base, +4 focus, +4 spec, +2 trait, +2 tattoo, +2 bloatmage, +1 FCB, +1 stone, +(-1-+2) wayfinder, +4 bead, +2 circlet +1 death knell, +1 arcane beacon)
CL 30-33 (control undead) (17 base, +2 focus, +1 tattoo, +1 bloatmage, +1 FCB, +1 stone, +(-1-+2) wayfinder, +4 bead, +2 circlet, +1 death knell, +1 arcane beacon)
.
LICHDOM ADDITIONS:
+5 natural armor, +4 channel resistance, undead immunities, darkvision (60ft), rejuvenation, fear aura (DC 26), paralyzing touch (DC 26)
.
UNDEAD BUCKETS (not counting wayfinder variance):
animate (wizard) - 205 HD (blood command), 246 HD/cast (commanding infusion + desecrate)
animate (cleric) - 205 HD (blood command), 246 HD/cast (commanding infusion + desecrate)
feat - 6 HD
control undead - [one creature], 33 days/cast (refreshed every full moon)
.
ADVICE:
-if you don't want to worship urgathoa for some reason, go with separatist cleric (any deity with the magic domain) for the fate inquisition.
-notice that your HD created is more than your bucket limit--animate dead lets you indefinitely keep anything you animate with that one casting--any 'overflow' is taken out of PREVIOUS castings of animate dead, so you can actually surpass your 410HD total animate limit (to a whopping 498 HD barring wayfinder variance) as long as you don't cast any more animate deads from either bucket afterwards.
currently not mythic, though i'd likely go dual-path archmage+hierophant for sick bonuses.
can you add the venerable age mods to undead?
(also looking for ways to squeeze more out of this)
| Onyxlion |
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Any mythic lich should take his phylactery as a legendary object the whole 3 times in order to make it a mostly indestructible artifact.
Edit: Actually my build would be a Dhampir Shaman w/ Improved Familiar (Homunculus) -> Nature spirit for a combined Animal Companion. Use the combined magic item rules and make the homunculus into the phylactery. If going mythic add both improved familiar(mythic) and make your homunculus your legendary item x 3 so the little guy is immune to damage.
This gives you as much HD as you're willing to buy + the AC benefits + improved familiar stuff.
| AndIMustMask |
Any mythic lich should take his phylactery as a legendary object the whole 3 times in order to make it a mostly indestructible artifact.
Edit: Actually my build would be a Dhampir Shaman w/ Improved Familiar (Homunculus) -> Nature spirit for a combined Animal Companion. Use the combined magic item rules and make the homunculus into the phylactery. If going mythic add both improved familiar(mythic) and make your homunculus your legendary item x 3 so the little guy is immune to damage.
This gives you as much HD as you're willing to buy + the AC benefits + improved familiar stuff.
that sounds delicious
Falcar
|
Alright, this took a while but I made my mythic Lich. he is a level 20 Lore Oracle with 10 tiers of Mythic Lich.
(fair notice the spoilers hold two walls of text)
Tactics: Thyan is very specialized in casting Dictum to ravage the chaos in the worlds. Before casting he will attempt to get his caster level as high as possible, this may include casting death knell or using prayer beads if give notice. He will use Greater Scrying to locate his target then his Prophets Pectoral to travel to random spot in the astral plane. Once there he using Mythic Plane shift to simulate the “Scry and fry” tactics of arcane casters. If fully prepared with a death knell sacrifice, prayer beads his caster level is (20 level+10 mythic+4 beads +1 death knell+1 Ioun stone +4 spell specialization/spell perfection (40) this allows him to instantly kill most any creature that is not mythic (30 HD and lower. A mythic creature must have at least 21 HD to not be outright slain. He uses Mythic Widened spell (magical linage to reduce the cost to a 9th) to affect everything within 120 feet of him. The Dc of this spell is 10 + 21 CHA + 7 Spell level + (((1 Spell focus +1 greater spell focus) X2 Mythic spell focus) X2 Spell perfection) 46 will save or become affected. If he starts to lose somehow he leaves so his gear is no lost but knows Asmodeus will replenish it should he be destroyed. He never willingly destroys a book and will offer services in exchange for new information, should he already know the information he will slay the one who made the deal on the spot.
Master Thyan Align: LE HD: 20D8+500 (593) Speed: 20 (Fly: 60 Average)
Class: Oracle (Lore) Race: Aasimar (Muse) Senses: DV: 60
Initiative: 23 AC: 55 (10+20 NA +4 DEF +21 CHA)
STR: 7 (-2) TOUCH: 35 FF: 34
CON: 0 (0) FORT: 51
DEX: 9 (-1) REF: 46
INT: 23 (6) WILL: 36
WIS: 16 (3) BAB: 15
CHA: 52 (21) CMB: 13 CMD: 38
• Feats:
o Noble Scion (War)
o Divine protection
o Spell Focus (Evocation)
o Greater Spell Focus (Evocation)
o Spell Perfection (Dictum)
o Craft Wondrous Items
o Widen Spell
o Quicken Spell
o Spell Specialization (Dictum)
o Leadership
o MYTHIC FEATS:
• B: Mythic Spell lore
• Craft Wondrous Items (Mythic)
• Mythic Widen Spell
• Mythic Quicken Spell
• Mythic Leadership
• Mythic Spell Focus (Evocation)
• Spells: DC: 10+21+Spell Level (Necromancy +4) (Dictum +8)
o 0: KNOW: 9: At Will: Mending, Create Water, Detect Magic, Enhanced Diplomacy, Guidance, Read Magic, Resistance, Bleed
o 1: KNOW: 5: 12/Day: Identify, Murderous Command (Mythic), Burning Disarm, Ant Haul, Fairness, Forbid Action,
o 2: KNOW: 5: 11/Day: Tongues, Entropic Shield (Mythic), Silence (Mythic), Make Whole, Gentle repose, Book Ward
o 3: KNOW: 4: 11/Day: Locate Object, Dispel Magic (Mythic), Sands of time (Mythic), Greater Stunning Barrier, Protection from Energy
o 4: KNOW: 4: 11/Day: Legend lore, Flesh-worm infestation, Inflict critical Wounds, Restoration, Terrible Remorse
o 5: KNOW: 4: 11/Day: Contact other Plane, Plane Shift (Mythic), Flame Strike, Greater Command, Fickle Winds
o 6: KNOW: 3: 10/Day: Mass Owls Wisdom, Borrowed Time (Mythic), Antilife Shell, Harm (Mythic), Blade Barrier
o 7: KNOW: 3: 10/Day: Vision, Dictum (Mythic), Greater scrying, Jolting portent
o 8: KNOW: 3: 10/Day: Moment of Prescience, Dimensional lock, Earthquake (Mythic), Summon Monster VIII
o 9: KNOW: 3: 10/Day: Time Stop (Mythic), Energy Drain, Soul Bind, Overwhelming presence
• SPECIAL Abilities/Equipment:
o {Charisma Increases: 18 Base +4 Racial +6 item +10 Mythic +5 Tome +2 Lich + 2 Profane (succubus) +5 Level = (52)}
o Bracers of Armor (Warding, Heavy Fortification Total +6), Amulet of Natural Armor +5, Ring of Freedom of Movement, Ring of Evasion, +5 Dagger of Defending, Robes of the Stars, Prophets Pectoral, Mask of Stony demeanor, Headband of Charisma +6, Wings of Flying, Orange Prism Ioun Stone, Two Prayer Beads (only Karma 20,000 GP Each), Lyre of Building, Cauldron of the Dead, 5,000 PP worth of Sapphires, 200 PP worth of Rubies, 1000 PP worth of Diamonds, 1000 PP worth library (hidden away and protected)
• RACIAL
o Aasimar: Musetouched: +2 DEX/CHA, +2 Diplomacy/Preform, Trade SLA for 90 on chart (+2 CHA), Scion of Humanity
o FCB: +1/2 LVL for one revelation (Brain Drain)
o Traits: Magical Lineage (Dictum), Reactionary
• CLASS
o Dual Cursed (Lame) Wrecker
• Speed never reduced by Encumbrance, -10 Base land speed
• Items always Broken while held. Disable Traps With touch
• Reduce hardness by 20 When touched, Ignore Construct DR except Epic, Weapons make reflex save (41) or become dust when struck, magic saves twice
o Lore Mystery: DC: 10 +10 +21 (41)
• 3: Side Step Secret
• 5: Lore Keeper
• 7: Mental Acuity (+5)
• 11: Arcane Archivist
• 13: Think on It
• 15: Automatic Writing (90% +1D6)
• 19: Brain Drain: DC: 10+15+21 (46) 30D4
o Final revelation: Wish 1/day (See mystery), Take 20 Knowledge
• Mythic:
o Mythic Lich: +80 HP, Surge Die 1D12, Mythic Power 10/day
o +10 Charisma
o Channel immunity
o Creeping paralysis: Paralyze through non-reach weapon
o Mythic phylactery: Minor Artifact
o Mythic Potency DC: 10 +10 +10 +21 (51)
o Mythic Spells: 10 Spells: Earthquake, Harm, Entropic Shield, Time Stop, Murderous Command, Sands of Time, Plane shift, Silence, Dictum, Dispel Magic
o Spell resistance: SR: 11+22+10 (43)
o Augmented casting: Inspired Spell
o Spell perception: Know any spell within 60 Ft
o Immediate Counter Spell: Counter spell as Immediate action
o Enhanced Spellcasting
o Sustained By Magic
o Formidable Animation
SKILLS: 10/LVL (200)
- Acrobatics
- Appraise
- Bluff 51
- Climb
- Craft (alchemy)
- Diplomacy 44
- Disable Device
- Disguise
- Escape Artist
- Fly 20
- Handle Animal
- Heal
- Intimidate
- Knowledge (Arcana) 44
- Knowledge (Religion) 44
- Knowledge (Planes) 44
- Knowledge (Local) 34
- Knowledge (History) 44
- Knowledge (Nature) 34
- Knowledge (Dungeoneering) 34
- Knowledge (Architecture and Engineering) 34
- Linguistics
- Perception
- Preform
- Profession
- Ride
- Sense Motive
- Sleight of Hand
- Spellcraft 29
- Stealth
- Survival
- Swim
- Use Magic Device 41
Everything on this SHOULD be correct but it is quite a bit of stuff so it is possible I missed some things in math errors or failure to double check everything.