Who Can be a Lich?
Core Base Classes
Barbarian -
Bard 11
Cleric 11
Druid 11
Fighter -
Monk -
Paladin 11*
Paladin 14
Ranger 11*
Ranger 14
Rogue -
Sorcerer 11
Wizard 11
Multiclassing
Fighter or Barbarian 6/Blackguard 7*
Monk or Rogue 8/Blackguard 7*
Monk or Rogue or Fighter or Barbarian 5/Assassin 7*
Wizard 3/Cleric 3/Mystic Theurge 8
Wizard 3/Cleric 3/Mystic Theurge 5* **
*with Practiced Spellcaster
**it would seem like W 3/C 3/MT 4 would qualify for the CL 11, but Practiced Spellcaster only allows a maximum caster level equal to your HD.
Notes: For Assassins, Blackguards, Mystic Theurges, and PrCs that a melee character could achieve to get spellcasting levels, the Practiced Spellcaster feat (Complete Arcane) will come in handy. This is also important to PrCs with unique spellcasting lists like Assassin or Blackguard.
Relative Phylactery Sizes
Due to the size difference between various species who partake in lichdom, a phylactery is usually build two size categories smaller than its creator (to a minimum of Fine). A Colossal+ creature would thus have a Gargantuan phylactery.
Phlactery Empathy
A lich can automatically sense if its phlactery is being attacked or has been destroyed. When a phlactery is destroyed, the lich feels a sensation of pain which stuns it for 1d4 rounds. As long as a phlactery does not move from where the lich put it, a lich can automatically sense exactly where it is (even if memory is altered or it somehow forgets). The lich receives +2 bonus to the CL and DC of divination spells centered on its phylactery.
Defense of the Soul
See the last sections of Complete Arcane: most of these defenses for your spellbook can be put to use on your phylactery (DM approval for some effects). A trapped phylactery isn't triggered by its creator and they get always get a saving throw (even for ones that don't allow for it; default to Fort or Will depending on the type of effect) with +4 bonus.
A phylactery can use the Will save of its creator, even if not within the vicinity of the lich. (It contains his/her soul, after all)
Symbols of spells and glyphwardsare good defenses, and are not triggered by the creator upon his/her respawn.
Destruction of a Phylactery
When you destroy a phylactery, you destroy the soul of the lich who crafted it. Without a soul, it cannot be brought back to life nor can it reform. A phylactery that is destroyed while it contains a soul is vaporized by the action of the soul being dispersed from it. Nothing can bring it back or fix it. If it is an inert phylactery that hasn't been occupied yet, it only breaks as per the effect set upon it and can be repaired by a make whole spell of a CL equal to or greater than the CL of the crafter at the time it was made (unless it was destroyed beyond mundane means, such as a disintegrate spell, or left in a state where it make whole cannot fix it).
Unless it gets the Feat Spirit Cyst.
Feats:
Spirit Cyst
The ability to inhabit bodies instead of relying on a simple phylactery to continue their existence.When a Liches body is destroyed they immediately assume a spirit form that is undetectable except with the use of a true seeing spell. In this form the lich may move with a perfect fly speed of 60ft. but cannot manipulate physical objects or use any abilities or spells unless they are require no components. As a standard action the Lich may attempt to invade the body and soul of an intelligent living creature whose square is adjacent to the lich’s own. The Lich may remain in this form for a number of minutes equal to their class level after which if they haven’t occupied an intelligent being they are destroyed. The target receives a will save DC (10 + ½ levels + Int mod), whether they save or fail they are unaware of the results. Good clerics, paladins, knights and other similar classes receive a +2 divine bonus on their will saves against this invasion. If the target succeeds their will save the lich may not attempt to enter that creature again until they lose another physical body but if the target fails the lich’s soul takes residence within the targets in something akin to a cyst.
In this cyst form a lich regenerates or can remain dormant for an indefinite amount of time. The lich may only passively observe the outside world through the senses of their host, can read surface thoughts and may communicate telepathically with the host if they wish. However, communicating or trying to delve deeper into the hosts mind runs the risk of the host becoming aware of their presence. While in this cyst form the Lich may not leave the host voluntarily nor may they be forced out except by an exorcism performed by a cleric whose caster level is equal to or greater than the Lich’s own or upon the death of the host where a Lich is freed once more to seek a new host and restart their regeneration cycle.
After the allotted amount of time has passed a Lich may regenerate within 30ft. of the host at any time they wish.
When the Lich does choose to manifest in physical form again they have two choices on how to do so. The first choice is to simply reform within 30ft. and damage the former host as the negative energy pulls your soul from its body. They host takes 10d6 negative energy damage and 2d4 Wisdom damage but receives a fortitude save DC (10 + ½ levels + Int mod) for half damage and to negate the wisdom damage. The second choice is for the Lich to try and reform while still with the host thus killing them instantly. This path can only be used if the host has HD less than or equal to the Lich and they still receive a Will save DC (10 + ½ levels + Int mod) to force the Lich of souls to form in an adjacent square but still take 5d6 points of negative energy damage.
Influence
The Lich can directly take control of a few actions of its host and force them to take actions that they normally would not.
Prereq- Spirit Cyst
A number of times per day equal to their intelligence modifier a Lich may attempt to force their will on the host and control their body for a short time. Before the start of the host’s turn they receive a will save DC (10 + ½ levels + Int mod), a save gives a vague feeling of uneasiness to the host but a failed attempt allows the Lich to control the actions of their host for the round and can use their own abilities, such as spells (as long as they have any required material components), but not their paralyzing touch ability which is part of their lich body. The host is aware of the actions being taken by their body but are not automatically aware that a lich within them is controlling them, though it should be a clue that something is wrong. If the Lich attempts to carry out a suicidal action such as jumping off a cliff the host receives a second will save immediately to retake control. This ability must be used while the host is conscious.
Dead Empathy
As a druid or ranger is in tune with the ways of animals, you may interact with undead.
Prerequisite: Empathy (Wild or otherwise) class ability, must have spoken with an undead creature and passed a successful Diplomacy check, Diplomacy 5 ranks, capable of casting a necromancy spell
Special:
You can improve the attitude of an intelligent Undead creature. This ability functions just like a Diplomacy check to improve the attitude of a person. You roll 1d20 and adds the class level of whichever class gave you the Empathy ability and your Charisma modifier to determine the dead empathy check result. The typical Undead creature has a starting attitude of hostile.
To use dead empathy, you and the Undead must be within 30 feet of one another under normal visibility conditions. Generally, influencing an Undead creature in this way takes 1 minute, but, as with influencing people, it might take more or less time.
You can also use this ability to influence an unintelligence Undead, but you take a 50% (minimum of 10) penalty on the check (reduce the outcome by 50%).
You receive a +4 circumstance bonus if you are Undead as well.
Deny Exception [Undead]
You are capable of warding off the additional effects of spells and abilities that are more effective against Undead a few times each day.
Prerequisite: Cha 13+, any amount of positive energy resistance
Special: You may be treated as a non-Undead creature for the purpose of spells that deal extra damage or effects specifically against undead (such as sunbeam and its destruction effect, or sunburst which normally deals 1d6 damage per caster level rather than the basic 6d6 damage). Positive energy, such as that of healing spells, still do damage (for example: heal will act as if you weren't Undead, which performs healing but it will do positive damage thus hurting you still). This effect is instantaneous and can be used against a number of spells per day (automatically, at your choice) equal to your Charisma modifier. Spells that deal extra damage or apply different effects over a period of time are affected for the duration of the spell. This feat may also apply against a single use of a magical item working in the way previously described.
Dread Lord
Even the stoutest of creatures may fall victim to your fear inducing spells.
Prerequisite: Capable of casting/using three fear-inducing spells or abilities, caster level 13
Special: You can instill fear in the most fearless of creatures. When your fear-inducing spells or abilities are put against a creature immune to fear, they receive a +4 bonus to their saving throws. If the attempt succeeds, the creature suffers the fear effect but at one category lower (to a minimum of shaken). Creatures immune to fear as per their type traits or with Intelligence less than 2 are effected as normal (or with more HD than the spell allows to effect).
Normal: You cannot instill fear in a creature immune to fear.
Dread Lord of Legend [Epic]
Your fear spells can afflict more powerful creatures.
Prerequisite: Capable of casting/using ten fear-inducing spells or abilities, caster level 21, Dread Lord
Special: Double the maximum HD of creatures your fear spells/abilities can effect. Cause fear now effects creatures with 12 HD or less, rather than the normal 6 HD. You gain a +4 insight bonus to your spells' DC.
Legion of Undeath
Through your training with necromancy, you can command even greater hordes of the undead.
Prerequisite: Charisma 18+, can cast animate dead, CL 11+
Special: You control 6 HD of undead per caster level with animate undead or spells that use this limit. (Or add +2 to your Charisma bonus for Dread Necromancers with Undead Mastery)
Normal: You control 4 HD of undead per caster level.
Improved Negative Healing [Undead]
Your connection to the Negative Energy Plane has allowed you to open a greater connection to the plane through negative energy attacks and channel even more healing than normal.
Prerequisite: Undead, Heals from negative energy, Improved Toughness
Special: You heal 150% from negative energy.
Normal: You heal 100% from negative energy.
Death Song [Undead]
As a performer of the dead, you know how to play specifically for your audience.
Prerequisite: Undead, Bardic Music ability
Special: Your bardic music abilities affect undead creatures for their full duration but affect living creatures for half that duration. If you have Requiem, you may choose to have either one take effect when you begin a bardic music effect.
Know Thyself
Prerequisite: Knowledge(see below) 5 ranks
Special: You gain a +4 circumstance bonus to Knowledge checks related to your type.
Type -> specific Knowledge skill
Constructs, dragons, magical beasts -> Arcana
Aberrations, oozes -> Dungeoneering
Humanoids -> Local
Animals, fey, giants, monstrous humanoids, plants -> Nature
Undead -> Religion
Outsiders, elementals -> The Planes
Dread Cavalier
You do not suffer the normal ride penalty (-2) for riding an undead creature.
Prerequisite: Ride 8 ranks, Mounted Combat
Special: You do no take the normal -2 penalty to Ride checks with an undead creature. Instead, your training gives you a +2 bonus instead and your flying mount's maneuverability increases by one category (unless it is already average or better). If it is not a flying mount, add 10 feet to its fastest movement speed. (Mount refers to any creature you ride, specifically undead for this feat)
Greater Dread Cavalier
Your skill atop an undead mount continues to increase.
Prerequisite: Ride 11 ranks, Dread Cavalier
Special: Your flying mount's maneuverability increases by another category (unless it is already good or better). If it is a ground mount, its fastest speed increases by 10 ft again.
Deadly Touch [Undead]
Getting in touch with your undead lich brethren, you may also make a evil-charged touch attack.
Prerequiste: Undead, Natural weapon
Special: When you successfully hit a living creature with your natural weapons, they must make a Will save (DC 12+Charisma modifier). If failed, half the damage becomes negative energy and all of the damage is treated as evil for the purpose of bypassing DR. This ability is optional.
Purveyor of Death [Undead]
Prequisite: Undead, Smite class ability
Special: Your smite ability becomes Smite Living, taking effect on creatures that are not undead, constructs, or oozes. You gain an extra use per day.
Undead Toughness [Undead]
Your unholy power has granted you dark vigor.
Prerequisite: Undead
Special: You gain an additional number of hitpoints equal to your Charisma modifier (minimum of 1) times your HD. Grants your Cha Modifier at the gaining of each new HD.
Core Base Classes
Barbarian -
Bard 11
Cleric 11
Druid 11
Fighter -
Monk -
Paladin 11*
Paladin 14
Ranger 11*
Ranger 14
Rogue -
Sorcerer 11
Wizard 11
Multiclassing
Fighter or Barbarian 6/Blackguard 7*
Monk or Rogue 8/Blackguard 7*
Monk or Rogue or Fighter or Barbarian 5/Assassin 7*
Wizard 3/Cleric 3/Mystic Theurge 8
Wizard 3/Cleric 3/Mystic Theurge 5* **
*with Practiced Spellcaster
**it would seem like W 3/C 3/MT 4 would qualify for the CL 11, but Practiced Spellcaster only allows a maximum caster level equal to your HD.
Notes: For Assassins, Blackguards, Mystic Theurges, and PrCs that a melee character could achieve to get spellcasting levels, the Practiced Spellcaster feat (Complete Arcane) will come in handy. This is also important to PrCs with unique spellcasting lists like Assassin or Blackguard.
Relative Phylactery Sizes
Due to the size difference between various species who partake in lichdom, a phylactery is usually build two size categories smaller than its creator (to a minimum of Fine). A Colossal+ creature would thus have a Gargantuan phylactery.
Phlactery Empathy
A lich can automatically sense if its phlactery is being attacked or has been destroyed. When a phlactery is destroyed, the lich feels a sensation of pain which stuns it for 1d4 rounds. As long as a phlactery does not move from where the lich put it, a lich can automatically sense exactly where it is (even if memory is altered or it somehow forgets). The lich receives +2 bonus to the CL and DC of divination spells centered on its phylactery.
Defense of the Soul
See the last sections of Complete Arcane: most of these defenses for your spellbook can be put to use on your phylactery (DM approval for some effects). A trapped phylactery isn't triggered by its creator and they get always get a saving throw (even for ones that don't allow for it; default to Fort or Will depending on the type of effect) with +4 bonus.
A phylactery can use the Will save of its creator, even if not within the vicinity of the lich. (It contains his/her soul, after all)
Symbols of spells and glyphwardsare good defenses, and are not triggered by the creator upon his/her respawn.
Destruction of a Phylactery
When you destroy a phylactery, you destroy the soul of the lich who crafted it. Without a soul, it cannot be brought back to life nor can it reform. A phylactery that is destroyed while it contains a soul is vaporized by the action of the soul being dispersed from it. Nothing can bring it back or fix it. If it is an inert phylactery that hasn't been occupied yet, it only breaks as per the effect set upon it and can be repaired by a make whole spell of a CL equal to or greater than the CL of the crafter at the time it was made (unless it was destroyed beyond mundane means, such as a disintegrate spell, or left in a state where it make whole cannot fix it).
Unless it gets the Feat Spirit Cyst.
Feats:
Spirit Cyst
The ability to inhabit bodies instead of relying on a simple phylactery to continue their existence.When a Liches body is destroyed they immediately assume a spirit form that is undetectable except with the use of a true seeing spell. In this form the lich may move with a perfect fly speed of 60ft. but cannot manipulate physical objects or use any abilities or spells unless they are require no components. As a standard action the Lich may attempt to invade the body and soul of an intelligent living creature whose square is adjacent to the lich’s own. The Lich may remain in this form for a number of minutes equal to their class level after which if they haven’t occupied an intelligent being they are destroyed. The target receives a will save DC (10 + ½ levels + Int mod), whether they save or fail they are unaware of the results. Good clerics, paladins, knights and other similar classes receive a +2 divine bonus on their will saves against this invasion. If the target succeeds their will save the lich may not attempt to enter that creature again until they lose another physical body but if the target fails the lich’s soul takes residence within the targets in something akin to a cyst.
In this cyst form a lich regenerates or can remain dormant for an indefinite amount of time. The lich may only passively observe the outside world through the senses of their host, can read surface thoughts and may communicate telepathically with the host if they wish. However, communicating or trying to delve deeper into the hosts mind runs the risk of the host becoming aware of their presence. While in this cyst form the Lich may not leave the host voluntarily nor may they be forced out except by an exorcism performed by a cleric whose caster level is equal to or greater than the Lich’s own or upon the death of the host where a Lich is freed once more to seek a new host and restart their regeneration cycle.
After the allotted amount of time has passed a Lich may regenerate within 30ft. of the host at any time they wish.
When the Lich does choose to manifest in physical form again they have two choices on how to do so. The first choice is to simply reform within 30ft. and damage the former host as the negative energy pulls your soul from its body. They host takes 10d6 negative energy damage and 2d4 Wisdom damage but receives a fortitude save DC (10 + ½ levels + Int mod) for half damage and to negate the wisdom damage. The second choice is for the Lich to try and reform while still with the host thus killing them instantly. This path can only be used if the host has HD less than or equal to the Lich and they still receive a Will save DC (10 + ½ levels + Int mod) to force the Lich of souls to form in an adjacent square but still take 5d6 points of negative energy damage.
Influence
The Lich can directly take control of a few actions of its host and force them to take actions that they normally would not.
Prereq- Spirit Cyst
A number of times per day equal to their intelligence modifier a Lich may attempt to force their will on the host and control their body for a short time. Before the start of the host’s turn they receive a will save DC (10 + ½ levels + Int mod), a save gives a vague feeling of uneasiness to the host but a failed attempt allows the Lich to control the actions of their host for the round and can use their own abilities, such as spells (as long as they have any required material components), but not their paralyzing touch ability which is part of their lich body. The host is aware of the actions being taken by their body but are not automatically aware that a lich within them is controlling them, though it should be a clue that something is wrong. If the Lich attempts to carry out a suicidal action such as jumping off a cliff the host receives a second will save immediately to retake control. This ability must be used while the host is conscious.
Dead Empathy
As a druid or ranger is in tune with the ways of animals, you may interact with undead.
Prerequisite: Empathy (Wild or otherwise) class ability, must have spoken with an undead creature and passed a successful Diplomacy check, Diplomacy 5 ranks, capable of casting a necromancy spell
Special:
You can improve the attitude of an intelligent Undead creature. This ability functions just like a Diplomacy check to improve the attitude of a person. You roll 1d20 and adds the class level of whichever class gave you the Empathy ability and your Charisma modifier to determine the dead empathy check result. The typical Undead creature has a starting attitude of hostile.
To use dead empathy, you and the Undead must be within 30 feet of one another under normal visibility conditions. Generally, influencing an Undead creature in this way takes 1 minute, but, as with influencing people, it might take more or less time.
You can also use this ability to influence an unintelligence Undead, but you take a 50% (minimum of 10) penalty on the check (reduce the outcome by 50%).
You receive a +4 circumstance bonus if you are Undead as well.
Deny Exception [Undead]
You are capable of warding off the additional effects of spells and abilities that are more effective against Undead a few times each day.
Prerequisite: Cha 13+, any amount of positive energy resistance
Special: You may be treated as a non-Undead creature for the purpose of spells that deal extra damage or effects specifically against undead (such as sunbeam and its destruction effect, or sunburst which normally deals 1d6 damage per caster level rather than the basic 6d6 damage). Positive energy, such as that of healing spells, still do damage (for example: heal will act as if you weren't Undead, which performs healing but it will do positive damage thus hurting you still). This effect is instantaneous and can be used against a number of spells per day (automatically, at your choice) equal to your Charisma modifier. Spells that deal extra damage or apply different effects over a period of time are affected for the duration of the spell. This feat may also apply against a single use of a magical item working in the way previously described.
Dread Lord
Even the stoutest of creatures may fall victim to your fear inducing spells.
Prerequisite: Capable of casting/using three fear-inducing spells or abilities, caster level 13
Special: You can instill fear in the most fearless of creatures. When your fear-inducing spells or abilities are put against a creature immune to fear, they receive a +4 bonus to their saving throws. If the attempt succeeds, the creature suffers the fear effect but at one category lower (to a minimum of shaken). Creatures immune to fear as per their type traits or with Intelligence less than 2 are effected as normal (or with more HD than the spell allows to effect).
Normal: You cannot instill fear in a creature immune to fear.
Dread Lord of Legend [Epic]
Your fear spells can afflict more powerful creatures.
Prerequisite: Capable of casting/using ten fear-inducing spells or abilities, caster level 21, Dread Lord
Special: Double the maximum HD of creatures your fear spells/abilities can effect. Cause fear now effects creatures with 12 HD or less, rather than the normal 6 HD. You gain a +4 insight bonus to your spells' DC.
Legion of Undeath
Through your training with necromancy, you can command even greater hordes of the undead.
Prerequisite: Charisma 18+, can cast animate dead, CL 11+
Special: You control 6 HD of undead per caster level with animate undead or spells that use this limit. (Or add +2 to your Charisma bonus for Dread Necromancers with Undead Mastery)
Normal: You control 4 HD of undead per caster level.
Improved Negative Healing [Undead]
Your connection to the Negative Energy Plane has allowed you to open a greater connection to the plane through negative energy attacks and channel even more healing than normal.
Prerequisite: Undead, Heals from negative energy, Improved Toughness
Special: You heal 150% from negative energy.
Normal: You heal 100% from negative energy.
Death Song [Undead]
As a performer of the dead, you know how to play specifically for your audience.
Prerequisite: Undead, Bardic Music ability
Special: Your bardic music abilities affect undead creatures for their full duration but affect living creatures for half that duration. If you have Requiem, you may choose to have either one take effect when you begin a bardic music effect.
Know Thyself
Prerequisite: Knowledge(see below) 5 ranks
Special: You gain a +4 circumstance bonus to Knowledge checks related to your type.
Type -> specific Knowledge skill
Constructs, dragons, magical beasts -> Arcana
Aberrations, oozes -> Dungeoneering
Humanoids -> Local
Animals, fey, giants, monstrous humanoids, plants -> Nature
Undead -> Religion
Outsiders, elementals -> The Planes
Dread Cavalier
You do not suffer the normal ride penalty (-2) for riding an undead creature.
Prerequisite: Ride 8 ranks, Mounted Combat
Special: You do no take the normal -2 penalty to Ride checks with an undead creature. Instead, your training gives you a +2 bonus instead and your flying mount's maneuverability increases by one category (unless it is already average or better). If it is not a flying mount, add 10 feet to its fastest movement speed. (Mount refers to any creature you ride, specifically undead for this feat)
Greater Dread Cavalier
Your skill atop an undead mount continues to increase.
Prerequisite: Ride 11 ranks, Dread Cavalier
Special: Your flying mount's maneuverability increases by another category (unless it is already good or better). If it is a ground mount, its fastest speed increases by 10 ft again.
Deadly Touch [Undead]
Getting in touch with your undead lich brethren, you may also make a evil-charged touch attack.
Prerequiste: Undead, Natural weapon
Special: When you successfully hit a living creature with your natural weapons, they must make a Will save (DC 12+Charisma modifier). If failed, half the damage becomes negative energy and all of the damage is treated as evil for the purpose of bypassing DR. This ability is optional.
Purveyor of Death [Undead]
Prequisite: Undead, Smite class ability
Special: Your smite ability becomes Smite Living, taking effect on creatures that are not undead, constructs, or oozes. You gain an extra use per day.
Undead Toughness [Undead]
Your unholy power has granted you dark vigor.
Prerequisite: Undead
Special: You gain an additional number of hitpoints equal to your Charisma modifier (minimum of 1) times your HD. Grants your Cha Modifier at the gaining of each new HD.
