Eldritch Dedications - Lich
Eldritch Dedications - Lich
Eldritch Dedications - Lich
In this, you are granted the option early to take the You rip your soul from your own body,
easy path, the evil path. However, we encourage performing a vile sacrifice to anchor your
any GM to allow for characters that object to the existence. As you do you form a link between your
vile acts they learn of to, through story, discovery, body and soul, now stored in your phylactery as
and roleplay, discover alternate means of fulfilling negative energy fills your body, automatically
the next step of their apotheosis. killing you. Your vile sacrifice dies at this time as
well.
Please note that many of these feats are derived and
extrapolated from the information found in the Lich monster
entry from the Pathfinder Second Edition Bestiary (Pg. 220)
You gain the following benefits upon reanimation: Hand of the Lich Feat 11
• The UNDEAD trait. ARCHETYPE
Archetype: Lich
• Darkvision, if you did not already have it.
Prerequisites: Lich Dedication
• Negative healing
You gain a hand unarmed attack that deals 1d8
• Immunities: death effects, disease, paralyzed, points of negative damage for every three levels
poison, unconscious you have. This attack has the finesse and magical
• Resistances: cold 10, physical 5 (except traits.
magic bludgeoning)
• You gain the following ability: PARALYZING TOUCH FEAT 15
• Rejuvenation (arcane, necromancy) When ARCHETYPE CURSE INCAPACITATION NECROMANCY
you are reduced to 0 HP, Your soul Archetype: Lich
immediately transfers to your phylactery
and you can take no actions. You can be Prerequisites: Hand of the Lich [feat]
permanently destroyed only if your When you damage a creature with your hand
phylactery is found and destroyed. After Strike they must succeed at a Fortitude DC equal
one week, if your phylactery is intact, you to your spellcasting DC– 4. The creature becomes
reform in the nearest available space. If paralyzed for one round on a failure. On a critical
there is a corpse similar enough to your failure, the creature is paralyzed permanently, falls
original body within 10 feet per level you prone, and seems dead. A DC 25 Medicine check
reform in 24 hours and the corpse is reveals the victim is alive. This ability has a trait
consumed in the process. You may choose that matches your spellcasting tradition.
to not consume a corpse and wait to reform
instead. You may delay your reformation
as long as you wish. If someone casts harm {note for players and GMs, this effect can be
at 4th level or higher and your phylactery counteracted with remove paralysis or dispel
is affected, you reform immediately. magic!}
Critical Success: You immediately rise and gain
the benefits upon finishing the ritual; your body
still appears living until the first time you are DRAIN PHYLACTERY FEAT 11
reformed from your phylactery. ARCHETYPE
Archetype: Lich
Success: You rise as and gain the benefits 24
hours after completing the ritual. As long as your Prerequisites:
body remains relatively intact, it can decay or be Frequency: once per day
preserved as a normal corpse.
Failure: You rise and gain the benefits 24 hours You tap into your phylactery’s power to cast any
after completing the ritual. Your body becomes spell from your tradition up to the highest level
quite skeletal and you are obviously undead. you can cast, even if the spell being cast is not one
of your known or prepared spells. Your phylactery
Critical Failure: You die. doesn’t need to be present for you to use this
Special :You cannot select another dedication feat ability.
until you have gained two other feats from the lich
archetype.
LICH’S FRIGHTFUL PRESENCE FEAT 11 FREEZING TOUCH FEAT 13
ARCHETYPE AURA EMOTION FEAR MENTAL
ARCHETYPE CURSE INCAPACITATION NECROMANCY
Archetype: Lich Archetype: Lich
Prerequisites: Prerequisites: Frigid Grasp [feat]
Range: 30 feet
When you damage a creature with your grasp
A creature that first enters within range of you Strike they must succeed at a Fortitude DC equal
must attempt a Will save against your spellcasting to your spellcasting DC– 4. The creature becomes
DC– 4. Regardless of the result of the saving slowed 2 for one round on a failure. On a critical
throw, the creature is temporarily immune to your failure, the creature is slowed 2 permanently. This
Frightful Presence for 1 minute. ability has a trait that matches your spellcasting
tradition.
Critical Success: The creature is unaffected by
the presence.
Success: The creature is frightened 1. {note for players and GMs, this effect can be
counteracted with dispel magic!}
Failure: The creature is frightened 2.
Critical Failure: The creature is frightened 4.
SIPHON LIFE FEAT 11
ARCHETYPE
BLASPHEMING WHISPERS FEAT 11
Archetype: Lich
ARCHETYPE AURA ENCHANTMENT MENTAL
Prerequisites: Frigid Grasp [feat] or Hand of the
Archetype: Lich Lich [feat]
Prerequisites:
Trigger :You deal damage with you hand Strike or
Range: 10 feet grasp Strike
You are accompanied by a constant echo of You regain Hit Points equal to half the damage
blasphemous murmurs and tainted whispers. A dealt.
creature in the aura takes a –2 circumstance
penalty to saves against mental effects and can’t
take actions that have the concentrate trait unless GREATER LICH RESISTANCES FEAT 11
they succeed at a DC 10 flat check. Failing this ARCHETYPE
check wastes the action.
Archetype: Lich
Prerequisites:
FRIGID GRASP FEAT 11
You gain a +1 status bonus on saves vs.
ARCHETYPE positive, your resistance to cold
Archetype: Lich becomes 20, and your resistance
Prerequisites: to physical becomes 15 (except
magic bludgeoning)
You gain a grasp unarmed attack that deals 1d8
points of cold damage for every three levels you
have. This attack has the finesse and magical
traits.
VOID AURA FEAT 11
ARCHETYPE AURA ENCHANTMENT MENTAL
Archetype: Lich
Prerequisites: