| Post/Author/DateTime | Post |
|---|---|
| #1johnthedm7000Feb 03, 2009 22:19:00 | Death will not be the end of my power...but rather the beginning Prerequisites: Arcane or Shadow Power source, Ritual caster feat and mastery of the Enchant Magic item ritual. Mortals, from the most skilled Eladrin warrior birthed in an mithril tower to an ignorant and brutish Orc all age, wither and die. Even those who have brought the forces of magic under their command, wielding it as a tool and weapon are doomed to this fate-or so it might seem. There are ways of avoiding it...ways that might seem unsavory to those less dedicated towards whatever goals they hold dear to their hearts-or who cherish having beating hearts. A Lich is a powerful spell caster who has utilized their understanding of the Arcane or Shadowy arts to transform into an immortal undead creature, with their identities and (perhaps more importantly to those unhinged enough to consider it) their powers intact. It is a dangerous road to tread-earning the hatred of those who know you for one who has committed herself to dark arts, coping with the thought that those who you know and love will not only be repulsed by you, but will wither and die while you persist, unchanging until true death finally claims you. But for those few brave, skilled and less than principled souls a path exists-undeath and ultimate power awaits. Lich Path Features Of The Grave: (11th level) You gain the undead subtype, immunity to disease and poison, vulnerable 10 radiant, and resistance to necrotic equal to 5+1/2 your level as your body gradually decays and becomes a skeletal travesty of your previous form (unless of course you take steps to preserve it, such as by casting Gentle Repose). You no longer need to eat, drink, breath, or sleep (although you still need at least 6 hours of rest to regain healing surges and this does not render you immune to any powers). Additionally, you gain the ability to craft a phylactery, even if you would normally be unable to do so due to your level. Necromaster's Action: (11th level)When you use an action point to take an extra action and use that action to use a damage dealing power you may change that power's damage type to necrotic. Spell Master (16th level): Once per day, when you inflict a critical hit on a living creature with a spell or mystery (assuming that's what shadow power source powers are called) you regain an expended encounter spell or mystery with the necrotic keyword. Lich Spells Mantle of Deathly Terror Lich Attack 11 Drawing on the baleful powers of undeath you wrap yourself in necrotic energy, that seethes with your enemies worst fears. Encounter, Shadow, Fear, Necrotic, Zone Standard Action CloseBurst 1 Effect: This burst creates a zone of necrotic energy and incredible terror that lasts until the end of your next turn that's centered on you and that moves with you. Enemies that start their turns within the zone take 1d6+Intelligence, Charisma, or Constitution modifier necrotic damage and take a -2 penalty to attack rolls and skill checks until the end of it's next turn. Sustain Minor: The zone persists. Special:When you choose this power, choose Intelligence, Charisma, or Constitution as the ability score you use when making damage rolls with this power. This choice remains the same throughout your character's unlife and does not change the power's other effects. Resilience of the Grave Lich Utility 12 You watch with grim satisfaction as your undead body knits itself back together, displaying the power of your magic for all to see. Daily, Shadow Immediate Reaction Personal Trigger:You become bloodied Effect:You gain regeneration 10 until you are no longer bloodied. Death's Hand Lich Attack 20 With but a touch of your withered hand flesh blackens and your foe seizes up, paralyzed by the touch of death itself. Daily, Shadow, Necrotic Standard Action Melee 1 Attack: Intelligence, Charisma, or Constitution+4 (increases to +6 at 21st level) vs. Reflex. Hit:3d10+Intelligence, Charisma, or Constitution modifier necrotic damage and the creature is stunned (save ends). Miss:Half Damage, and the creature is dazed (save ends) Special:When you gain this power, choose Intelligence, Charisma, or Constitution as the ability score you use when making attack rolls with this power. This same ability score's modifier is added to damage. This choice remains the same throughout your character's unlife and does not change the power's other effects. ------------------------------------------------------------------------- Phylactery Level 17 65,000 gp A small, innocuous item upon which are written arcane glyphs that if necessary can hide a Lich's soul. Prerequisites:To craft or use a phylactery, you must possess the Lich Paragon Path. Power (Daily):Immediate Reaction. When you die your spirit is transported to your phylactery, so long as it is on the same plane as you were when you died and there is space in the area around the phylactery for a medium creature. Once your spirit arrives you can see, hear and speak as if you were standing wherever your phylactery is but may take no physical actions, including using physical skills and using any sort of power. After six days, if the phylactery is not destroyed you reform adjacent to the phylactery with a -3 death penalty that decreases by 1 for every milestone completed and HP equal to your bloodied value. If the phylactery is destroyed before the six days are over, your character is dead, but may be raised as normal if there is some part of his body left. A phylactery has 40 hit points and resist 20 to all damage, despite what it may appear to be and is always a portable object of some sort. What I'm attempting to do with this PP is allow for PC Liches that are balanced with other Paragon paths and that possess some of their "iconic" 3.5 abilities (like an aura of fear and a paralyzing touch). Please feel free to use it, or suggest changes to it-if you do so you'll get a cookie with little chunks of awesome inside. |
| #2rikijiFeb 04, 2009 11:15:20 | Of the top of my head, the encounter power for Paragon paths is gained at level 11, not 16. Also, shouldn't Of the Grave give you the undead subtype? Mantle of Deathly Terror should be close burst 1. You left the word 'damage' out of the effect (although I'm guessing you want to use 'necrotic damage'). And for clarity I'd modify the penatly to 'take a -2 penalty to attack rolls and skill checks until the end of their next turn.' (Which doesn't change the effect, but normalizes the language for clarity). Death's Hand looks fine, except I think you mean for it to do 'necrotic damage'. Both Mantle of Deathly Terror and Death's Hand need the Special line for attribute choice (refer to the Dragonborn or Drow racial powers for format). Overall, it looks fairly balanced - it just needs some tweaks for clairty and a little bit of proofreading for omissions. |
| #3johnthedm7000Feb 04, 2009 18:19:06 | Thank you for your feedback-this is my first paragon path that I've posted on the wizards boards, and so I've made a few mistakes. I've made the requisite changes to clarify things and make the entire affair more readable. Here's your cookie filled with awesome. awesome awesome Further commentary would be great-if anyone has any . Especially if any of you think the class (and the item) are good enough to see inclusion in your game! |
| #4axleleftFeb 04, 2009 22:37:57 | Especially if any of you think the class (and the item) are good enough to see inclusion in your game! I like it though Of the Grave is very powerful. Perhaps Split it up so you gain the Radiant and Necrotic stuff at 11 and the rest with the 16 passive - available by making Spell Mastery into a more Necro-centered skill: spend an action point to refresh a power with the Necrotic keyword. |
| #5johnthedm7000Feb 04, 2009 23:31:46 | The 11th level path feature is powerful-but it is certainly a mixed blessing. Firstly, NPC clerics, paladins, and Invokers (particularly clerics and paladins) will make short work of an unprepared Lich. Take an NPC cleric's turn undead-a push effect that immobilizes and deals substantial damage-an effect that PCs are normally immune to-and that a Lich suffers big time from (that's 3d10+wisdom mod+10 at 11th level). Assuming an 11th Lich who was a staff dwarf staff wizard with 19 constitution( constitution being increased every opportunity) and toughness/durable he should have 76 HP and 12 healing surges. Given average rolls and a wisdom score of 19 (non-wisdom boosting race and 3 ability score increases) that comes to 29 points of damage with an encounter power+pushing and immobilizing with no save. Not bad, especially considering that's not all the pain that a Cleric can dish out to a Lich-let alone what can happen if the Lich gets into combat with a paladin NPC (try 16+charisma modifier points of damage every time the Lich attacks someone other than the paladin). So it's certainly got some weaknesses to balance out it's strengths-including the fact that all of the damage a Lich deals using it's paragon path powers is necrotic (the most resisted damage type in the MM). The way I see it, the Lich has always been a trade-off between offense and defense-you lose versatility (whether like in 3.5 and 3.0 by losing caster levels or with my PP by only gaining necrotic powers) and gain a vulnerability (the radiant weakness), in exchange for increased durability (in the form of immunity to disease and poison and resistance to necrotic). I'll certainly have to run some test combats though, against both regular monsters and monsters utilizing radiant energy (whether naturally or through a class) and see if I need to make any further changes. Thank you very much for your commentary though-I really appreciate it and will take it into consideration. Here's a cookie filled with awesome for you as well: awesome cookie |
| #6johnthedm7000Feb 05, 2009 18:22:47 | Decided to restrict the power of the 16th level passive a bit (and make it more thematic) by restricting it to necrotic powers. Thank you all for your feedback! |