New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 2 12 LastLast
Results 1 to 30 of 32
  1. - Top - End - #1
    Dwarf in the Playground
     
    Kobold

    Join Date
    Aug 2009
    Gender
    Male

    Default Lichdom, Fast and Easy! [3.5]

    So, what are the ways to become a Lich? As far as I know, there's the regular, expensive way, and the level-intensive ways.

    • Cafting a Phylactery for 120,000gp and performing the rituals necessary.

    • Walker of the Wastes culminating in becoming a Dry Lich after 10 Levels.

    • Dread Necromancer culminating in becoming a Lich after 20 Levels.


    So are there other ways that anyone knows of? Mainly ways that would be admissable in a setting-specific game and are open to divine casters...
    DM: The lake's surface ripples, sending a flock of ducks flying away as a pair of horns emerge from the water. Twin lances connect to a massive, skull-like head, jaws fairly dripping with acid. A long, sinewy neck descends beneath the water, cloudy and murky, hiding it's depth. "I've been waiting for someone to come looking after those pesky lancers..." The dragon grinned, sniffing the air. "And I hope you--"

    Cleric: "OMG DUCKIES!"

  2. - Top - End - #2
    Bugbear in the Playground
     
    Beholder

    Join Date
    Jun 2010
    Location
    in the playground.
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by SartheKobold View Post
    So, what are the ways to become a Lich? As far as I know, there's the regular, expensive way, and the level-intensive ways.

    • Cafting a Phylactery for 120,000gp and performing the rituals necessary.

    • Walker of the Wastes culminating in becoming a Dry Lich after 10 Levels.

    • Dread Necromancer culminating in becoming a Lich after 20 Levels.


    So are there other ways that anyone knows of? Mainly ways that would be admissable in a setting-specific game and are open to divine casters...
    The Kaisharga of Dark Sun. I can check real quick to see what you need to become one.

    Edit: Nevermind, it takes 101 days of tending to a plant and eating the poisonous fruit.
    Last edited by Lhurgyof; 2011-04-07 at 03:13 PM.
    Quote Originally Posted by Hans
    Not again...

  3. - Top - End - #3
    Ogre in the Playground
     
    flabort's Avatar

    Join Date
    Aug 2009
    Location
    Canada
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    I remember there being ways to temporarily increase your caster level, so you can use the "craft a phylactery" method faster, and someone making a villian who abused all of them to become a lich at, what was it, 3rd level? Or even 1st? Still had to pay a price way beyond her WBL, though.

    But that's not what you're looking for. You're looking for a way to become a lich without too many levels or price tags. and I can't deliver.
    Demilich avatar by Smuchmuch. Thank you VERY much!

    Old Extended Signature, last updated in 2012
    Awright, Supagoof, that's just awesome. Thanks!
    Spoiler
    Show

    Infernal avatar by Savana. Thanks!

    Nude version by SmuchMuch.

  4. - Top - End - #4
    Ettin in the Playground
     
    DruidGuy

    Join Date
    Jun 2009
    Location
    Atlanta, Georgia
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by SartheKobold View Post
    So, what are the ways to become a Lich? As far as I know, there's the regular, expensive way, and the level-intensive ways.

    • Cafting a Phylactery for 120,000gp and performing the rituals necessary.

    • Walker of the Wastes culminating in becoming a Dry Lich after 10 Levels.

    • Dread Necromancer culminating in becoming a Lich after 20 Levels.


    So are there other ways that anyone knows of? Mainly ways that would be admissable in a setting-specific game and are open to divine casters...
    Is it specifically Lichdom? I mean Dry Liches are pretty different from regular Liches. I mean by far the easiest way to become an intelligent undead caster is Necropolitan. Not Lichy enough?

  5. - Top - End - #5
    Dwarf in the Playground
     
    Kobold

    Join Date
    Aug 2009
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by Gnaeus View Post
    Is it specifically Lichdom? I mean Dry Liches are pretty different from regular Liches. I mean by far the easiest way to become an intelligent undead caster is Necropolitan. Not Lichy enough?
    Dry Liches still gain bonuses over just being undead. We already have a Necropolitan in the party, and he took a pretty big hit for it by losing a level. I'd like to avoid that, as I'm the party's other primary caster, and if IIRC becoming undead shuts the door for later Lichdom.

    The Price isn't as bad as levels since I'm playing a Druid and am fairly gear independent already. I'm just trying to compile all of the options available to the undead-friendly party.
    DM: The lake's surface ripples, sending a flock of ducks flying away as a pair of horns emerge from the water. Twin lances connect to a massive, skull-like head, jaws fairly dripping with acid. A long, sinewy neck descends beneath the water, cloudy and murky, hiding it's depth. "I've been waiting for someone to come looking after those pesky lancers..." The dragon grinned, sniffing the air. "And I hope you--"

    Cleric: "OMG DUCKIES!"

  6. - Top - End - #6
    Dwarf in the Playground
     
    Kobold

    Join Date
    Aug 2009
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by Lhurgyof View Post
    The Kaisharga of Dark Sun. I can check real quick to see what you need to become one.

    Edit: Nevermind, it takes 101 days of tending to a plant and eating the poisonous fruit.
    That's still an option, since as a Druid I'll gain Poison Immunity. Not viable for the Wizard, though.
    DM: The lake's surface ripples, sending a flock of ducks flying away as a pair of horns emerge from the water. Twin lances connect to a massive, skull-like head, jaws fairly dripping with acid. A long, sinewy neck descends beneath the water, cloudy and murky, hiding it's depth. "I've been waiting for someone to come looking after those pesky lancers..." The dragon grinned, sniffing the air. "And I hope you--"

    Cleric: "OMG DUCKIES!"

  7. - Top - End - #7
    Bugbear in the Playground
     
    Beholder

    Join Date
    Jun 2010
    Location
    in the playground.
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by SartheKobold View Post
    That's still an option, since as a Druid I'll gain Poison Immunity. Not viable for the Wizard, though.

    Okay, well here is a wall of text on how it's done.

    Spoiler
    Show
    BECOMING A KAISHARGA
    To become a kaisharga, one must simply eat a fruit. It sounds easy,
    but the fruit must come from a tree of death that has been specially
    tended for this purpose. To become a kaisharga, a character must
    be 15th level, and a wizard must complete the following
    transformation ritual.
    When a wizard transforms another character into a kaisharga,
    the wizard controls the undead unconditionally—there is no
    chance to resist on the kaisharga’s part. The Dragon used this
    process to create his kaishargas.

    PREPARATION
    For a tree of death to bear fruit, it must meet special requirements.
    The tree must be no more than three days old when the wizard
    begins preparing it, and the wizard should take care to protect the
    tree from extraneous spellcasting, for it is vulnerable to defiling.
    The tree must receive eight hours of sunlight per day, so the
    wizard’s chamber must permit the sun’s rays to enter. Finally, the
    tree must be tended for 101 days and watered with a special
    mixture.
    The mixture contains the prospective kaisharga’s blood, water
    from the central fountain in Bodach, a flawless obsidian orb
    crushed into powder, and the ashes of a preserver of at least 15th
    level. (One preserver’s ashes and one orb are enough for 101 days.
    The orb costs 1,000 Cp.)

    THE TRANSFORMATION
    After 101 days, the wizard tending the tree of death may conduct
    the transformation ritual. The wizard must cast open the Gray gate
    to open a portal overlapping the tree. A permanency spell anchors
    the gate to the tree and prevents it from moving randomly about.
    The gate provides the tree a steady supply of negative energy to
    draw upon for the creation of a single fruit.
    After 1d4 minutes, a single, beautiful jet-black fruit grows from
    the tree. While the pear-shaped fruit looks and smells very
    appetizing before its skin has been broken, it is beyond terrible in
    taste and smell once bitten into.
    When the fruit is plucked from the tree, the gate to the Gray is
    rent open, flooding the area with a tremendous amount of
    negative energy visible as tendrils of gray fog whipping about in a
    tempestuous sirocco. The act of picking the fruit tears open the
    portal to the Gray and dispels any abjurations cast on the portal,
    such as dimensional lock. The possibility again exists that spirits
    from the Gray will seek to use it to enter the Material Plane. A
    prudent wizard will cast dimensional lock to protect himself a
    second time.
    When the prospective kaisharga eats the fruit, he becomes the
    focus of this energy, drawing in such power as to nearly defy the
    mind. He must make a Fortitude save (DC 20) or be killed, his
    dying body eradicated by the incredible forces coursing it. The
    caster of open the Gray gate must concentrate to will the energy into
    the transforming character over a period of 1 minute. If he breaks
    concentration during this time, he may attempt the ritual again,
    but the subject must save again.
    After the character absorbs the negative energy, he becomes a
    kaisharga, but is extremely weakened by the transformation. The
    kaisharga’s current hit points total 1 per Hit Die, but it regains hit
    points normally.
    The gate closes when open the Gray gate ends, irrevocably
    slaying the tree of death.

    HAZARDS
    When casting open the Gray gate, the wizard is advised to secure it
    with the dimensional lock spell. Otherwise, while the tree still draws
    energy through the portal and grows the fruit as required, the
    wizard has no assurance that entities from the Gray will not use
    the portal to enter Athas. Also, the spell has its normal effect on
    corpses within its area.
    Consuming even a piece of the tree of death’s fruit not watered
    by one’s own blood likely proves deadly to most creatures, for it is
    deadly poison to all but the prospective kaisharga. However, if
    another humanoid survives eating the fruit and the other
    complications of the ritual, it can become a kaisharga, despite the
    fruit being intended for another. See Chapter 5: Monsters for
    details on the tree of death.


    And this is what you get for becoming a Kaisharga:

    Spoiler
    Show
    CREATING A KAISHARGA
    “Kaisharga” is an acquired template that can be added to any
    humanoid of at least 15th level (referred to hereafter as the
    base creature), provided it can complete the transformation.
    See Chapter 4: Paths to Eternal Undeath for details of the
    kaisharga transformation process.
    A kaisharga speaks all of the languages it knew in life,
    and it has all the base creature’s statistics and special
    abilities, except as noted here.
    Size and Type: The creature’s type changes to undead
    and it gains the augmented subtype. Do not recalculate base
    attack bonus, saves or skill points. The creature gains the
    augmented and psionic subtypes. Size is unchanged.
    Hit Dice: All current and future Hit Dice become d12s.
    Armor Class: A kaisharga’s natural armor bonus improves by
    +5.
    Attack: A kaisharga has a touch attack that it can use once per
    round. If the base creature can use weapons, the kaisharga retains
    this ability. A creature with natural weapons retains those natural
    weapons. A kaisharga fighting without weapons uses either its
    touch attack or its primary natural weapon (if it has any). A
    kaisharga armed with a weapon uses its touch or a weapon, as it
    desires.
    Full Attack: A kaisharga fighting without weapons uses either
    its touch attack (see above) or its natural weapons (if it has any). If
    armed with a weapon, it usually uses the weapon as its primary
    attack along with a touch as a natural secondary attack, provided it
    has a way to make that attack (either a free hand or a natural
    weapon that it can use as a secondary attack).
    Damage: A kaisharga without natural weapons has a touch
    attack that uses energy from the Gray to deal 1d10 points of cold
    damage to its target. A kaisharga with natural weapons can use its
    touch attack or its natural weaponry, as it prefers. If it chooses the
    latter, it deals an additional 1d10 points of cold damage with one
    natural weapon attack.
    Special Attacks: A kaisharga retains all the special attacks of
    the base creature and gains those described below. Saves have a
    DC of 10 + 1/2 kaisharga’s HD + kaisharga’s Cha modifier unless
    noted otherwise.
    Fear Aura (Su): The kaisharga’s connection to the Gray
    generates a powerful aura of fear. Creatures of less than 8 HD
    within 60 ft. who view the kaisharga must make a Will save or be
    frightened for 5d4 rounds. A creature that successfully saves
    cannot be affected again by the same kaisharga’s aura for 24 hours.
    Creatures with 8 HD or more are immune to the kaisharga’s aura.
    Paralyzing Touch (Su): Any living creature a kaisharga hits with
    its touch attack must succeed on a Fortitude save or be paralyzed
    for 2d4 minutes. Remove paralysis or any spell that can remove a
    curse can free the victim (see the bestow curse spell description).
    The effect cannot be dispelled. Anyone paralyzed by a kaisharga
    seems dead, though a DC 20 Spot check or a DC 15 Heal check
    reveals that the victim is still alive.
    Psi-Like Abilities: At will—aversion (16 hours, +4 DC*), conceal
    thoughts, control air (up to 60 mph*), control object, detect psionics,
    dimension slide (move action*), mass missive (range 1,040 ft., +4 DC*),
    mindlink (12 willing or 8 unwilling targets*), psionic dimension door,
    psionic dimensional anchor, psionic levitate, psionic teleport, telekinetic
    force (425 lb.*); 3/day—control body (Huge or smaller*), dispel psionics
    (+20 bonus*), matter manipulation, psionic dominate (any target, +2
    DC*), psionic mind blank, psychic crush (4d6*). Manifester level 12th.
    The save DCs are Charisma-based.
    *Includes augmentation for the kaisharga’s manifester level.
    Special Qualities: A kaisharga retains all the base creature’s
    special qualities and gains those described below.
    Damage Reduction (Su): A kaisharga’s undead nature gives it
    damage reduction of 15/magic. Its natural weapons are treated as
    magic weapons for the purpose of overcoming damage reduction.
    Gray Toughness 2 (Ex): A kaisharga has a strong tie to the Gray.
    It gains 2 bonus hit points per HD.
    Immunity to Cold and Electricity (Ex): Kaishargas are immune to
    cold and electricity.
    Master’s Voice (Su): A kaisharga created by another wizard is
    vulnerable to mental control by its creator. The creating wizard can
    mentally control the kaisharga as an undead commands its spawn.
    Spell Resistance (Ex): A kaisharga has spell resistance equal to its
    Hit Dice + 5.
    Abilities: Increase from the base creature as follows: Str +6, Dex
    +6, Int +4, Wis +4, Cha +4. Being undead, a kaisharga has no
    Constitution score.
    Skills: Kaishargas receive a +10 racial bonus on Listen, Search,
    Sense Motive, and Spot checks.
    Environment: Any
    Organization: Solitary
    Challenge Rating: Same as character +4.
    Treasure: Standard coins, double goods, double items.
    Alignment: Always evil (any).
    Advancement: By character class.
    Level Adjustment: Same as the base creature +6.


    I hope that helps.
    Last edited by Lhurgyof; 2011-04-07 at 09:01 PM.
    Quote Originally Posted by Hans
    Not again...

  8. - Top - End - #8
    Dwarf in the Playground
     
    SamuraiGirl

    Join Date
    Aug 2010

    Default Re: Lichdom, Fast and Easy! [3.5]

    Death master becomes lich on 20th level.

  9. - Top - End - #9
    Ogre in the Playground
     
    Tokuhara's Avatar

    Join Date
    Aug 2010
    Location
    Chicago, IL
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Ok, so as a proud supporter of it, I second Walker.

    On a side note: Let's say we have an Epic Dry Lich. Can he become a demilich?
    Current Avatar:
    Captain Roy Valiant by Lord Fullbladder

    Former Avatars:
    Deepwyrm Drow Warblade by gurgleflep
    Kakashi Avatar by Dispozition
    Draenei Spellbreaker by KaptainKrutch
    Quote Originally Posted by Anecronwashere View Post
    Cleric: Right, I cast Infict Serious Wounds on that guy.
    DM: Sorry, you kissed too many babies this week, you heal him instead
    Cleric: Quick! Someone find me a dog to kick

  10. - Top - End - #10
    Dwarf in the Playground
     
    Kobold

    Join Date
    Aug 2009
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by Tokuhara View Post
    Ok, so as a proud supporter of it, I second Walker.

    On a side note: Let's say we have an Epic Dry Lich. Can he become a demilich?
    SRD“Demilich” is a template that can be added to any lich. It uses all the lich’s statistics and special abilities except as noted here. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
    The entry says any Lich, not A Lich. I would argue that a Dry Lich is a variant of a Lich, and thus a Lich itself. By my reading, yes: A Dry Lich can become a Demilich.
    DM: The lake's surface ripples, sending a flock of ducks flying away as a pair of horns emerge from the water. Twin lances connect to a massive, skull-like head, jaws fairly dripping with acid. A long, sinewy neck descends beneath the water, cloudy and murky, hiding it's depth. "I've been waiting for someone to come looking after those pesky lancers..." The dragon grinned, sniffing the air. "And I hope you--"

    Cleric: "OMG DUCKIES!"

  11. - Top - End - #11
    Dwarf in the Playground
     
    Kobold

    Join Date
    Aug 2009
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by Lhurgyof View Post
    Okay, well here is a wall of text on how it's done.

    Spoiler
    Show
    BECOMING A KAISHARGA
    To become a kaisharga, one must simply eat a fruit. It sounds easy,
    but the fruit must come from a tree of death that has been specially
    tended for this purpose. To become a kaisharga, a character must
    be 15th level, and a wizard must complete the following
    transformation ritual.
    When a wizard transforms another character into a kaisharga,
    the wizard controls the undead unconditionally—there is no
    chance to resist on the kaisharga’s part. The Dragon used this
    process to create his kaishargas.

    PREPARATION
    For a tree of death to bear fruit, it must meet special requirements.
    The tree must be no more than three days old when the wizard
    begins preparing it, and the wizard should take care to protect the
    tree from extraneous spellcasting, for it is vulnerable to defiling.
    The tree must receive eight hours of sunlight per day, so the
    wizard’s chamber must permit the sun’s rays to enter. Finally, the
    tree must be tended for 101 days and watered with a special
    mixture.
    The mixture contains the prospective kaisharga’s blood, water
    from the central fountain in Bodach, a flawless obsidian orb
    crushed into powder, and the ashes of a preserver of at least 15th
    level. (One preserver’s ashes and one orb are enough for 101 days.
    The orb costs 1,000 Cp.)

    THE TRANSFORMATION
    After 101 days, the wizard tending the tree of death may conduct
    the transformation ritual. The wizard must cast open the Gray gate
    to open a portal overlapping the tree. A permanency spell anchors
    the gate to the tree and prevents it from moving randomly about.
    The gate provides the tree a steady supply of negative energy to
    draw upon for the creation of a single fruit.
    After 1d4 minutes, a single, beautiful jet-black fruit grows from
    the tree. While the pear-shaped fruit looks and smells very
    appetizing before its skin has been broken, it is beyond terrible in
    taste and smell once bitten into.
    When the fruit is plucked from the tree, the gate to the Gray is
    rent open, flooding the area with a tremendous amount of
    negative energy visible as tendrils of gray fog whipping about in a
    tempestuous sirocco. The act of picking the fruit tears open the
    portal to the Gray and dispels any abjurations cast on the portal,
    such as dimensional lock. The possibility again exists that spirits
    from the Gray will seek to use it to enter the Material Plane. A
    prudent wizard will cast dimensional lock to protect himself a
    second time.
    When the prospective kaisharga eats the fruit, he becomes the
    focus of this energy, drawing in such power as to nearly defy the
    mind. He must make a Fortitude save (DC 20) or be killed, his
    dying body eradicated by the incredible forces coursing it. The
    caster of open the Gray gate must concentrate to will the energy into
    the transforming character over a period of 1 minute. If he breaks
    concentration during this time, he may attempt the ritual again,
    but the subject must save again.
    After the character absorbs the negative energy, he becomes a
    kaisharga, but is extremely weakened by the transformation. The
    kaisharga’s current hit points total 1 per Hit Die, but it regains hit
    points normally.
    The gate closes when open the Gray gate ends, irrevocably
    slaying the tree of death.

    HAZARDS
    When casting open the Gray gate, the wizard is advised to secure it
    with the dimensional lock spell. Otherwise, while the tree still draws
    energy through the portal and grows the fruit as required, the
    wizard has no assurance that entities from the Gray will not use
    the portal to enter Athas. Also, the spell has its normal effect on
    corpses within its area.
    Consuming even a piece of the tree of death’s fruit not watered
    by one’s own blood likely proves deadly to most creatures, for it is
    deadly poison to all but the prospective kaisharga. However, if
    another humanoid survives eating the fruit and the other
    complications of the ritual, it can become a kaisharga, despite the
    fruit being intended for another. See Chapter 5: Monsters for
    details on the tree of death.


    And this is what you get for becoming a Kaisharga:

    Spoiler
    Show
    CREATING A KAISHARGA
    “Kaisharga” is an acquired template that can be added to any
    humanoid of at least 15th level (referred to hereafter as the
    base creature), provided it can complete the transformation.
    See Chapter 4: Paths to Eternal Undeath for details of the
    kaisharga transformation process.
    A kaisharga speaks all of the languages it knew in life,
    and it has all the base creature’s statistics and special
    abilities, except as noted here.
    Size and Type: The creature’s type changes to undead
    and it gains the augmented subtype. Do not recalculate base
    attack bonus, saves or skill points. The creature gains the
    augmented and psionic subtypes. Size is unchanged.
    Hit Dice: All current and future Hit Dice become d12s.
    Armor Class: A kaisharga’s natural armor bonus improves by
    +5.
    Attack: A kaisharga has a touch attack that it can use once per
    round. If the base creature can use weapons, the kaisharga retains
    this ability. A creature with natural weapons retains those natural
    weapons. A kaisharga fighting without weapons uses either its
    touch attack or its primary natural weapon (if it has any). A
    kaisharga armed with a weapon uses its touch or a weapon, as it
    desires.
    Full Attack: A kaisharga fighting without weapons uses either
    its touch attack (see above) or its natural weapons (if it has any). If
    armed with a weapon, it usually uses the weapon as its primary
    attack along with a touch as a natural secondary attack, provided it
    has a way to make that attack (either a free hand or a natural
    weapon that it can use as a secondary attack).
    Damage: A kaisharga without natural weapons has a touch
    attack that uses energy from the Gray to deal 1d10 points of cold
    damage to its target. A kaisharga with natural weapons can use its
    touch attack or its natural weaponry, as it prefers. If it chooses the
    latter, it deals an additional 1d10 points of cold damage with one
    natural weapon attack.
    Special Attacks: A kaisharga retains all the special attacks of
    the base creature and gains those described below. Saves have a
    DC of 10 + 1/2 kaisharga’s HD + kaisharga’s Cha modifier unless
    noted otherwise.
    Fear Aura (Su): The kaisharga’s connection to the Gray
    generates a powerful aura of fear. Creatures of less than 8 HD
    within 60 ft. who view the kaisharga must make a Will save or be
    frightened for 5d4 rounds. A creature that successfully saves
    cannot be affected again by the same kaisharga’s aura for 24 hours.
    Creatures with 8 HD or more are immune to the kaisharga’s aura.
    Paralyzing Touch (Su): Any living creature a kaisharga hits with
    its touch attack must succeed on a Fortitude save or be paralyzed
    for 2d4 minutes. Remove paralysis or any spell that can remove a
    curse can free the victim (see the bestow curse spell description).
    The effect cannot be dispelled. Anyone paralyzed by a kaisharga
    seems dead, though a DC 20 Spot check or a DC 15 Heal check
    reveals that the victim is still alive.
    Psi-Like Abilities: At will—aversion (16 hours, +4 DC*), conceal
    thoughts, control air (up to 60 mph*), control object, detect psionics,
    dimension slide (move action*), mass missive (range 1,040 ft., +4 DC*),
    mindlink (12 willing or 8 unwilling targets*), psionic dimension door,
    psionic dimensional anchor, psionic levitate, psionic teleport, telekinetic
    force (425 lb.*); 3/day—control body (Huge or smaller*), dispel psionics
    (+20 bonus*), matter manipulation, psionic dominate (any target, +2
    DC*), psionic mind blank, psychic crush (4d6*). Manifester level 12th.
    The save DCs are Charisma-based.
    *Includes augmentation for the kaisharga’s manifester level.
    Special Qualities: A kaisharga retains all the base creature’s
    special qualities and gains those described below.
    Damage Reduction (Su): A kaisharga’s undead nature gives it
    damage reduction of 15/magic. Its natural weapons are treated as
    magic weapons for the purpose of overcoming damage reduction.
    Gray Toughness 2 (Ex): A kaisharga has a strong tie to the Gray.
    It gains 2 bonus hit points per HD.
    Immunity to Cold and Electricity (Ex): Kaishargas are immune to
    cold and electricity.
    Master’s Voice (Su): A kaisharga created by another wizard is
    vulnerable to mental control by its creator. The creating wizard can
    mentally control the kaisharga as an undead commands its spawn.
    Spell Resistance (Ex): A kaisharga has spell resistance equal to its
    Hit Dice + 5.
    Abilities: Increase from the base creature as follows: Str +6, Dex
    +6, Int +4, Wis +4, Cha +4. Being undead, a kaisharga has no
    Constitution score.
    Skills: Kaishargas receive a +10 racial bonus on Listen, Search,
    Sense Motive, and Spot checks.
    Environment: Any
    Organization: Solitary
    Challenge Rating: Same as character +4.
    Treasure: Standard coins, double goods, double items.
    Alignment: Always evil (any).
    Advancement: By character class.
    Level Adjustment: Same as the base creature +6.


    I hope that helps.
    So is it deadly fruit poison that can strike the character dead, or is it negative energy coursing through my body that can strike me dead? As a Druid, I naturally have a high Fort Save, and I can wildshape into something with a huge Con to buff it even higher, so I'm fairly certain I can hit DC20, but if it's poison I won't need to make the check at all...
    DM: The lake's surface ripples, sending a flock of ducks flying away as a pair of horns emerge from the water. Twin lances connect to a massive, skull-like head, jaws fairly dripping with acid. A long, sinewy neck descends beneath the water, cloudy and murky, hiding it's depth. "I've been waiting for someone to come looking after those pesky lancers..." The dragon grinned, sniffing the air. "And I hope you--"

    Cleric: "OMG DUCKIES!"

  12. - Top - End - #12
    Bugbear in the Playground
     
    Alleran's Avatar

    Join Date
    Apr 2010

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by Tokuhara View Post
    On a side note: Let's say we have an Epic Dry Lich. Can he become a demilich?
    I don't see why not, as long as he meets the requirements to become a demilich.
    Quote Originally Posted by Slipperychicken View Post
    I guess this forum is some kind of mystical afterlife for dnd nerds who die during internet discussions? All the greatest internet heroes argue here every day about physics and dnd, rise again when slain, and enjoy a dining hall which serves them unlimited quantities of heavenly food like ramen, soda, alcohol, and birthday cake.
    Quote Originally Posted by Emperor Tippy View Post
    Yes, the underwear of my epic wizards are more than capable of conquering your average world on their own.

  13. - Top - End - #13
    Ogre in the Playground
     
    Tokuhara's Avatar

    Join Date
    Aug 2010
    Location
    Chicago, IL
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Thanks, because this has been a serious arguement in my group. We have an epic game where our Archivist took Walker and became a dry lich. Our resident rules lawyer said that since a dry lich doesnt feed on life energy, he cannot become a demilich. I disagreed, saying that in fact, my buddy is a stronger kind of lich (purely by CR) and thus qualifies, being a lich afterall. Our rules lawyer then argued he should not get the soul steal ability and should get instead a different ability. That just bugged me. I mean, he's already gotten flack for being the resident bookworm, and NOW we're gonna penalize him? What sort of garbage is this?
    Current Avatar:
    Captain Roy Valiant by Lord Fullbladder

    Former Avatars:
    Deepwyrm Drow Warblade by gurgleflep
    Kakashi Avatar by Dispozition
    Draenei Spellbreaker by KaptainKrutch
    Quote Originally Posted by Anecronwashere View Post
    Cleric: Right, I cast Infict Serious Wounds on that guy.
    DM: Sorry, you kissed too many babies this week, you heal him instead
    Cleric: Quick! Someone find me a dog to kick

  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Jun 2009

    Default Re: Lichdom, Fast and Easy! [3.5]

    There is one benefit of demilichdom that a dry lich won't receive. Trap the Soul works just fine, and in fact those gems are critical to being a demilich, but a dry lich has no phylactery and so gains no benefit from Phylactery Transference.

  15. - Top - End - #15
    Bugbear in the Playground
    Join Date
    May 2005
    Location

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by Tokuhara View Post
    Thanks, because this has been a serious arguement in my group. We have an epic game where our Archivist took Walker and became a dry lich. Our resident rules lawyer said that since a dry lich doesnt feed on life energy, he cannot become a demilich. I disagreed, saying that in fact, my buddy is a stronger kind of lich (purely by CR) and thus qualifies, being a lich afterall. Our rules lawyer then argued he should not get the soul steal ability and should get instead a different ability. That just bugged me. I mean, he's already gotten flack for being the resident bookworm, and NOW we're gonna penalize him? What sort of garbage is this?
    It's kind of funny how your rules lawyer apparently has little regard for the actual rules, as opposed to fluff.

  16. - Top - End - #16
    Bugbear in the Playground
    Join Date
    Mar 2006
    Location

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by Tokuhara View Post
    Our resident rules lawyer said that since a dry lich doesnt feed on life energy, he cannot become a demilich.

    But a regular lich doesn't feed on life-energy...
    If a tree falls in the forest and the PCs aren't around to hear it... what do I roll to see how loud it is?

    Is 3.5 a fried-egg, chili-chutney sandwich?

  17. - Top - End - #17
    Bugbear in the Playground
     
    Beholder

    Join Date
    Jun 2010
    Location
    in the playground.
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by SartheKobold View Post
    So is it deadly fruit poison that can strike the character dead, or is it negative energy coursing through my body that can strike me dead? As a Druid, I naturally have a high Fort Save, and I can wildshape into something with a huge Con to buff it even higher, so I'm fairly certain I can hit DC20, but if it's poison I won't need to make the check at all...
    I'm pretty sure the save that it grants you to not die isn't poison.

    It says you become destroyed by the great power you receive if you fail.

    The fruit is toxic though, it has initial and secondary damage of 4d6 con damage and the save DC is like 24.
    Quote Originally Posted by Hans
    Not again...

  18. - Top - End - #18
    Bugbear in the Playground
     
    PaladinGuy

    Join Date
    Dec 2010

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by Cog View Post
    There is one benefit of demilichdom that a dry lich won't receive. Trap the Soul works just fine, and in fact those gems are critical to being a demilich, but a dry lich has no phylactery and so gains no benefit from Phylactery Transference.
    While this is technically true, a case could easily be made that the Canopic Jars associated with the Sere Rite qualify as phylacteries. They fulfill the same basic purpose...that being said, that's strictly how I'd interpret the situation.

    Regardless, Demiliches can create Soul Gems. Per the SRD, "Demiliches also have eight soul gems, each of which acts like a phylactery in its own right...Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. "

    Given that, even if a Dry Lich-Demilich has no phylactery, as soon as they create their first soul gem, they gain the benefits of phylactery transference, because a Soul Gem is, for all intents and purposes, a phylactery. They also, by RAW, regenerate in 1d10 days, instead of the Dry Lich's standard 1d6 weeks.
    Last edited by Gullintanni; 2011-04-08 at 07:55 AM.

  19. - Top - End - #19
    Ogre in the Playground
    Join Date
    Jun 2009

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by Gullintanni View Post
    Given that, even if a Dry Lich-Demilich has no phylactery, as soon as they create their first soul gem, they gain the benefits of phylactery transference, because a Soul Gem is, for all intents and purposes, a phylactery. They also, by RAW, regenerate in 1d10 days, instead of the Dry Lich's standard 1d6 weeks.
    Ah, so they do. This is of lesser utility than the original ability, though - while a demlilich's true phylactery can be hidden away somewhere, the soul gems are part of its body(part), and so any magic items it would want to use would have to be kept on itself.

    This is assuming you don't go for the canopic jars thing, of course.

  20. - Top - End - #20
    Bugbear in the Playground
     
    PaladinGuy

    Join Date
    Dec 2010

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by Cog View Post
    Ah, so they do. This is of lesser utility than the original ability, though - while a demlilich's true phylactery can be hidden away somewhere, the soul gems are part of its body(part), and so any magic items it would want to use would have to be kept on itself.

    This is assuming you don't go for the canopic jars thing, of course.
    Hmm...the wording on Phylactery Transference demands "close association" with the Phylactery, so the items need not necessarily be in contact with the soul gems. I would read this as meaning "nearby" but...YMMV. There's an argument to be made there, though, that will grant at least some degree of utility. Vague RAW strikes again. *sigh*

    Still...in general, I agree. It does mean no stashing your phylactery in a locker 1000 miles below sea-level with all your epic magic gear.
    Last edited by Gullintanni; 2011-04-08 at 10:25 AM.

  21. - Top - End - #21
    Dwarf in the Playground
     
    Kobold

    Join Date
    Aug 2009
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    My searching hasn't turned anything else up for Liches, which disappoints me. The Dark Sun option apparently requires a CL15, and requires that my DM puts a Grey Gate Keeper in his campaign for me to utilize.

    It seems the good (evil) old fashioned way is the most efficient. The planned route now is Druid 8, Planar Shepard 4 (Ghenna) into a Lich. Does anyone remember what book had options for Undead creatures gaining abilities they no longer qualified for such as Lich?
    DM: The lake's surface ripples, sending a flock of ducks flying away as a pair of horns emerge from the water. Twin lances connect to a massive, skull-like head, jaws fairly dripping with acid. A long, sinewy neck descends beneath the water, cloudy and murky, hiding it's depth. "I've been waiting for someone to come looking after those pesky lancers..." The dragon grinned, sniffing the air. "And I hope you--"

    Cleric: "OMG DUCKIES!"

  22. - Top - End - #22
    Ogre in the Playground
    Join Date
    Jun 2009

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by Gullintanni View Post
    Still...in general, I agree. It does mean no stashing your phylactery in a locker 1000 miles below sea-level with all your epic magic gear.
    Yeah, "close association" is vague. I just realized, though, that since a Demilich gets Astral Projection at will, you can stash yourself in a locker 1000 miles etc. and not be inconvenienced one bit.

  23. - Top - End - #23
    Ogre in the Playground
     
    Anxe's Avatar

    Join Date
    Jul 2005
    Location
    Davis, California
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    I think Monsters of Faerun's Good Lich Template can be accessed at low levels. That's mostly because it is a template applied to an unwilling target. The character who applies the template still must be 11th level, but the target of the template can be any level. I might be misinterpreting or misremembering that though.

  24. - Top - End - #24
    Ogre in the Playground
    Join Date
    Jun 2009

    Default Re: Lichdom, Fast and Easy! [3.5]

    Presumably, an unwilling good lich is one who was forced to undergo the rituals by means of a Domination effect or similar. The alternate rules don't provide any exceptions for the requirements of becoming a lich, merely alternate powers that such a lich would have.

  25. - Top - End - #25
    Ogre in the Playground
     
    flabort's Avatar

    Join Date
    Aug 2009
    Location
    Canada
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Well, if you're going for a route similar to a lich, I've got another level intensive one. One of the GitP PrC contests yielded the Dead Wood, a class focused on "natural" undead, but since you'll almost always be level 19-21 by the time you finish...

    I can't think of many other ways, though. And pretty much all those ways have been listed, now.
    Demilich avatar by Smuchmuch. Thank you VERY much!

    Old Extended Signature, last updated in 2012
    Awright, Supagoof, that's just awesome. Thanks!
    Spoiler
    Show

    Infernal avatar by Savana. Thanks!

    Nude version by SmuchMuch.

  26. - Top - End - #26
    Titan in the Playground
     
    Jack_Simth's Avatar

    Join Date
    May 2006

    Default Re: Lichdom, Fast and Easy! [3.5]

    You might try being a Ghost, although it's a tad inconvenient (although a few feats from Libris Mortis solves that issue, for the most part).
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  27. - Top - End - #27
    Ogre in the Playground
     
    flabort's Avatar

    Join Date
    Aug 2009
    Location
    Canada
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Here, I got you a Link to the Deadwood PrC.
    Considering it's a 10 level drag, though, and requires you to have caster level 10th, you'll not get to fit in many other PrCs, and will be 20th before you finish, bar shenanigans.
    Demilich avatar by Smuchmuch. Thank you VERY much!

    Old Extended Signature, last updated in 2012
    Awright, Supagoof, that's just awesome. Thanks!
    Spoiler
    Show

    Infernal avatar by Savana. Thanks!

    Nude version by SmuchMuch.

  28. - Top - End - #28
    Ogre in the Playground
     
    Darth Stabber's Avatar

    Join Date
    Dec 2008
    Gender
    Male

    Default Re: Lichdom, Fast and Easy! [3.5]

    Your rules lawyer is a terrible rules lawyer (seriously rule fluff arguements re the path to madness even if you have your fluff right). Liches feed on nothing, except the slow trickle of negative energy through their connection to that plane. If you are a dry lich you basically got more power, at the cost of a longer time out if you get smashed. Personally I would rule that the canoptic jar counts as a phylactery for the purposes of phylactery transference, since is just a really sucky phylactery. Also since they have astral projection at will, there is very little reason for him to be out and about in the first place.
    My homebrew
    Official spokesman of the totemist class for gestalt (and proud supporter of parenthetical asides (especially nested ones)). Author of a gestalt handbook
    Quote Originally Posted by The Glyphstone View Post
    Quote Originally Posted by Nerd-o-rama View Post
    Did you just put a gear shift on a lightsaber?
    Redneck laser swords only work in manual.

  29. - Top - End - #29
    Bugbear in the Playground
     
    BlueWizardGirl

    Join Date
    May 2007
    Gender
    Female

    Default Re: Lichdom, Fast and Easy! [3.5]

    Here is an alternate form of lichdom. It comes online about the same level as Lich (11).
    Now if you don't mind, I am somewhat preoccupied telling the laws of physics to shut up and sit down.
    I cast irresistable phantasmal killer as a 4th level spell. No save, just die.

  30. - Top - End - #30
    Titan in the Playground
     
    Greenish's Avatar

    Join Date
    Feb 2010
    Location
    Finland

    Default Re: Lichdom, Fast and Easy! [3.5]

    Quote Originally Posted by RelentlessImp View Post
    Here is an alternate form of lichdom. It comes online about the same level as Lich (11).
    Ah, Dandwiki delivers yet again: Su Magic Jar at will with no duration limit. That's the balance we know and love. Enjoy your Tarrasque.
    Quotes:
    Spoiler
    Show
    Quote Originally Posted by Claudius Maximus View Post
    Also fixed the money issue by sacrificing a goat.
    Quote Originally Posted by subject42 View Post
    This board needs a "you're technically right but I still want to crawl into the fetal position and cry" emoticon.
    Quote Originally Posted by Yukitsu View Post
    I define [optimization] as "the process by which one attains a build meeting all mechanical and characterization goals set out by the creator prior to its creation."
    Praise for avatar may be directed to Derjuin.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •