Xefas
2009-06-18, 06:50 AM
I admit that, in my mortal life, I was filled with fear. It was all that drove me, and the more I feared, the more I hated. I was driven by fear to commit horrible acts; acts that would damn my very soul. In my final years, such was my fear of death's judgment that I turned to the prospect of lichdom. In a way, it felt even more terrifying than death; being torn from all that made me a person. But in a way, I thought it would be a relief. I would feel no more pain, no more fear; I would be immortal!
I was wrong, of course. After rising again in undeath, I continued to feel. I gazed upon the living, and was scared of my own foolishness. What had I done? What could I do? I hated them, as they enjoyed the pleasures of life that would be forever denied to me. I no longer felt the blood pumping in my veins, but I yearned for it; my shadow of a heart ached. The bitterness consumed me, and so I secluded myself, alone, in madness.
It was not until my aimless wandering brought me to the Gray Wastes of Hades that I was truly enlightened. It was there I found what I was truly searching for all along; the existence that could not be given even by removing every shred of my humanity and embracing the empty grasp of undeath. My decrepit, imperfect form was united with some strange substance native to the plane and became so much more...and less.
Now I feel nothing. I am not alive. I am not dead. I am not undead. I feel neither hate nor fear. It is as a peaceful unconsciousness, but I am awake to experience the void in perfect clarity. Mortal lives revolve around happiness and tragedy, Gods bicker amongst themselves, Vestiges cling to mortal hosts in desperation, even the unfathomable horrors that lurk in the Far Realm beyond all reality consider aberrant emotions alien to mortal minds but still existing. So what am I? If there is nothing that I am, then I must be Nothing.
Allow me to show you True Peace.
~Alethius, the First Liberated
Alethium is a special alloy created by the mixture of Shadesteel (Monster Manual 3) and Bloodiron (Planar Handbook). Shadesteel is itself made from iron mined and forged on the Plane of Shadow. Bloodiron is a substance found exclusively on the Lower Planes. After eons of fighting in the Blood War, the blood of Demons and Devils mix and seep into metal deposits, fusing with it over a long period of time and becoming Bloodiron.
The Shadesteel and Bloodiron must then be brought to the Gray Wastes of Hades and forged together in an extended process that forms Alethium. It takes about 10,000gp worth of Shadesteel and 10,000gp worth of Bloodiron to make enough Alethium for a Medium Sized creation, such as a golem or lich.
Creating an Alethium Lich
"Alethium Lich" is an acquired template that can be applied to a pre-existing Lich still in possession of their phylactery. The process of becoming one involves meditating in the Gray Wastes with a properly sized portion of Alethium nearby for several days. During this time, the Lich's soul is moved from its phylactery into the metal, along with its consciousness torn from the Lich's undead form. The Lich's phylactery is destroyed in the process.
Size and Type
The base creature's type changes to Construct and it loses all alignment subtypes. Do not recalculate base attack bonus, saves, or skill points. Size changes to the size of the Alethium body infused with the base creature's soul.
Hit Dice
Decrease all current and future hit dice to d10s. However, the base creature receives bonus hit points based on their size for being a Construct (see the Monster Manual).
Damage
The Negative Energy damage dealt by the Lich's touch increases to 2d8+10
Special Attacks
The Lich loses its Fear Aura and Paralyzing Touch abilities and gains the following ability.
Touch of True Peace (Su)
Any creature hit by the Alethium Lich's touch attack must make a Will save (DC 10 + 1/2 the Alethium Lich's hit dice + their Intelligence of Wisdom modifier; whichever is higher) or be dealt Charisma Drain (http://www.d20srd.org/srd/specialAbilities.htm#abilityDrain) equal to their current Charisma score and Charisma Burn (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#abilityBurn) equal to their current Charisma minus one as all sense of their existence is stripped from them. The Alethium Lich gains no temporary hit points from the ability drain.
Special Qualities
The base creatures loses the Turn Resistance and Damage Reduction granted by the Lich template and gains immunity to Negative Energy damage in addition to the following.
Empty (Ex)
An Alethium Lich is nothing but a soul and a shell, with the two having been inexorably bound into one. It does not have an alignment at all, nor is it effected by things that require the target to have a soul.
Damage Reduction (Ex)
Alethium is resilient, granting the Lich damage reduction 15/adamantine
Immortality (Ex)
Alethium Lichs have Regeneration 1 which is not bypassed by any specific substance. Unlike normal Constructs, they may also sustain Nonlethal damage, though only if it would be Lethal damage converted by their Regeneration. Bits broken off of them invariably crawl, dissolve and reform, or otherwise reattach themselves to the largest surviving piece.
Abilities
An Alethium Lich's Charisma is permanently set to 1 and cannot be raised or lowered by any means.
Challenge Rating
Same as base creature +1
Level Adjustment
Same as base creature
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Alethium Equipment
Any weapons or armor composed of Alethium regain 1 hit point per round if they are damaged, and if they are completely sundered or otherwise destroyed, they may automatically reform if all of their pieces are fit back together, as any small fractures regenerate.
Only weapons or armor that can be primarily composed of metal can be made from Alethium.
Extended contact with Alethium is unhealthy, sapping the user's self awareness. For every 16 hours a creature holds an unsheathed Alethium weapon, they take 1 Charisma Drain. For armor, the amount of contact is greater, taking only 6 hours of being worn to deal 1 point of Charisma Drain.
Weapons
The malicious nature of Alethium's two component metals make it perfect for fashioning into a killing implement. It is naturally corrosive to living matter, and any blow dealt with it confers an additional 1d8+5 negative energy damage. A weapon made of Alethium costs 10,000gp more than one of a more traditional metal.
Armor
Creatures that wear Alethium armor become more like empty vessels than real people. After at least 4 continuous hours of being worn, the wearer gains resistance 10 to negative energy. At 6 hours, the wearer is considered of no alignment for all spells and effects that depend on alignment. After 8 hours, they become immune to fear effects and effects related to emotions, such as a Rage or Calm Emotions spell. After 16 hours of continuous use, the wearer no longer needs to sleep, and does not suffer from fatigue or exhaustion. After 36 hours, the wearer becomes immune to negative energy damage.
A suit of armor made of Alethium costs 20,000gp more than one made of a traditional metal.
Alethium Holy Symbol
A holy symbol created from Alethium is a blot on the divine process wherein deities hold sway in the mortal realm by means of granting spells to their followers in exchange for service. By meditating on the truly empty meaning of the symbol, a cleric can sever their tie to the divine process.
A cleric so severed no longer has a patron deity. Their spells are willed into existence from Nothingness, and consequently, they no longer gain domain spells or have domain spell slots. If they previously could Turn Undead, they can no longer do so, and instead Rebuke Undead. Their number of Rebuke Undead attempts and the strength of those attempts is now determined by Wisdom instead of Charisma. Additionally, the cleric gains Spell Resistance against divine spells equal to their cleric level + 15.
An Alethium Holy Symbol requires 1,000gp of Alethium to create and must be anointed with a flask of Nihilistic Water before it can be used for meditation.
An Atonement spell can reverse the effects of an Alethium Holy Symbol, though most deities are slow to forgive such a blasphemy and may penalize the atoning cleric (at the DM's discretion). Common penalties include a period of time in which the cleric must not wear equipment, using only their spellcasting abilities to survive, a mandatory tithe, experience loss, or time spent on the deity's home plane of existence being lectured, scourged, or some equally unpleasant punishment.
Nihilistic Water
Invented by a Cleric turned Alethium Lich, Nihilistic Water is created from powdered Alethium magically infused in water. A flask of Nihilistic Water can be thrown as a splash weapon just like a flask of Holy Water. Those struck take 2d4 negative energy damage and are incapable of using spells, spell-like abilities, or martial maneuvers with an alignment subtype for 1 minute as their connection with the cosmological concept of alignment is deadened.
Efface Water
Transmutation
Level: Clr 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with Alethium, turning it into Nihilistic Water.
Material Component
Powdered Alethium worth 200gp
Alethium Material Components
Augury
By substituting a 150gp Alethium talisman in place of the normal focus, the caster becomes more aware of the various shades of 'nothing' one can experience. When they get a result of 'nothing' for their augury, they are aware whether it was because of the failure of the spell or because their question actually came up with a 'nothing' answer.
Stoneskin
By substituting 400gp worth of powdered Alethium in place of the normal material components, the Stoneskin spell also infuses the target with necrotic energy. Anyone successfully striking the target takes 5 points of negative energy damage.
Other Alethium Creatures
Often, the holy forces of the Upper Planes get involved in the Blood War for one reason or another. On rare occasions, a powerful good-aligned dragon will be part of the forces sent to the Lower Planes. Should its corpse fall in the Gray Wastes of Hades, it has a chance of rising as an Alethium Dragon; a metallic dragon whose heritage has been tainted in a process similar to the creation of Alethium. The blood of Demons and Devils must flow on its fallen body, drying on its hide, and it must then be present for a powerful display of negative energy before its flesh has completely decayed.
Its scales then turn the color of Alethium, and it rises again as a new kind of dragon altogether.
Creating an Alethium Dragon
"Alethium Dragon" is an acquired template that can be applied to any living metallic dragon.
Size and Type
The base creature's type changes to Undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Change all current and future hit dice to d12s.
Damage
All of the Alethium Dragon's natural weapons deal an additional 1d8+5 negative energy damage.
Special Attacks
An Alethium Dragon loses its Frightful Presence ability and one of its breath weapons (of the DM's choice) and gains the following abilities in their place.
Vacant Presence (Su)
Creatures that enter within a radius of 30 feet x the Alethium Dragon's age category are filled with an overwhelming feeling of emptiness. They must succeed on a Will save (DC equals 10 + 1/2 the dragon's hit dice + the dragon's charisma modifier) or forget that they exist, becoming dazed for 1d6 rounds. A creature that succeeds on their save is immune to its effects for 24 hours. Other Alethium Dragons are immune.
Flaying Breath (Ex)
The most terrifying ability of the Alethium Dragon is its ability to release a brilliant beam of green energy from its mouth that rips the very fabric of those struck by it from reality. This is considered one of the dragon's two breath weapons. Its range is based off of a Line breath weapon of the dragon's size. The target must make a Fortitude save (DC equals 10 + 1/2 the dragon's hit dice + the dragon's charisma modifier). On a success, the target takes 1d6 damage per age category of the dragon. On a failure, it takes 2d8 damage per age category of the dragon, and that damage can not be healed in any way until the target has been treated with a Regeneration spell, as some of the matter that previously composed it simply no longer exists to be healed.
Special Qualities
An Alethium Dragon retains all special qualities of the base creature and gains the following.
Turn Resistance (Ex)
An Alethium Dragon has +4 Turn Resistance
Abilities
As an undead creature, an Alethium Dragon has no Constitution score
Alignment
Most Alethium Dragons rise as Neutral Evil creatures, though many are tainted by some Demonic or Diabolical corruption and turn to Chaotic Evil or Lawful Evil. A rare few retain the goodness of their metallic heritage and do not change their alignment, becoming powerful (if rather awkward) champions of righteousness in the Outer Planes.
Challenge Rating
Same as the base creature +3
Level Adjustment
Same as the base creature +3
I was wrong, of course. After rising again in undeath, I continued to feel. I gazed upon the living, and was scared of my own foolishness. What had I done? What could I do? I hated them, as they enjoyed the pleasures of life that would be forever denied to me. I no longer felt the blood pumping in my veins, but I yearned for it; my shadow of a heart ached. The bitterness consumed me, and so I secluded myself, alone, in madness.
It was not until my aimless wandering brought me to the Gray Wastes of Hades that I was truly enlightened. It was there I found what I was truly searching for all along; the existence that could not be given even by removing every shred of my humanity and embracing the empty grasp of undeath. My decrepit, imperfect form was united with some strange substance native to the plane and became so much more...and less.
Now I feel nothing. I am not alive. I am not dead. I am not undead. I feel neither hate nor fear. It is as a peaceful unconsciousness, but I am awake to experience the void in perfect clarity. Mortal lives revolve around happiness and tragedy, Gods bicker amongst themselves, Vestiges cling to mortal hosts in desperation, even the unfathomable horrors that lurk in the Far Realm beyond all reality consider aberrant emotions alien to mortal minds but still existing. So what am I? If there is nothing that I am, then I must be Nothing.
Allow me to show you True Peace.
~Alethius, the First Liberated
Alethium is a special alloy created by the mixture of Shadesteel (Monster Manual 3) and Bloodiron (Planar Handbook). Shadesteel is itself made from iron mined and forged on the Plane of Shadow. Bloodiron is a substance found exclusively on the Lower Planes. After eons of fighting in the Blood War, the blood of Demons and Devils mix and seep into metal deposits, fusing with it over a long period of time and becoming Bloodiron.
The Shadesteel and Bloodiron must then be brought to the Gray Wastes of Hades and forged together in an extended process that forms Alethium. It takes about 10,000gp worth of Shadesteel and 10,000gp worth of Bloodiron to make enough Alethium for a Medium Sized creation, such as a golem or lich.
Creating an Alethium Lich
"Alethium Lich" is an acquired template that can be applied to a pre-existing Lich still in possession of their phylactery. The process of becoming one involves meditating in the Gray Wastes with a properly sized portion of Alethium nearby for several days. During this time, the Lich's soul is moved from its phylactery into the metal, along with its consciousness torn from the Lich's undead form. The Lich's phylactery is destroyed in the process.
Size and Type
The base creature's type changes to Construct and it loses all alignment subtypes. Do not recalculate base attack bonus, saves, or skill points. Size changes to the size of the Alethium body infused with the base creature's soul.
Hit Dice
Decrease all current and future hit dice to d10s. However, the base creature receives bonus hit points based on their size for being a Construct (see the Monster Manual).
Damage
The Negative Energy damage dealt by the Lich's touch increases to 2d8+10
Special Attacks
The Lich loses its Fear Aura and Paralyzing Touch abilities and gains the following ability.
Touch of True Peace (Su)
Any creature hit by the Alethium Lich's touch attack must make a Will save (DC 10 + 1/2 the Alethium Lich's hit dice + their Intelligence of Wisdom modifier; whichever is higher) or be dealt Charisma Drain (http://www.d20srd.org/srd/specialAbilities.htm#abilityDrain) equal to their current Charisma score and Charisma Burn (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#abilityBurn) equal to their current Charisma minus one as all sense of their existence is stripped from them. The Alethium Lich gains no temporary hit points from the ability drain.
Special Qualities
The base creatures loses the Turn Resistance and Damage Reduction granted by the Lich template and gains immunity to Negative Energy damage in addition to the following.
Empty (Ex)
An Alethium Lich is nothing but a soul and a shell, with the two having been inexorably bound into one. It does not have an alignment at all, nor is it effected by things that require the target to have a soul.
Damage Reduction (Ex)
Alethium is resilient, granting the Lich damage reduction 15/adamantine
Immortality (Ex)
Alethium Lichs have Regeneration 1 which is not bypassed by any specific substance. Unlike normal Constructs, they may also sustain Nonlethal damage, though only if it would be Lethal damage converted by their Regeneration. Bits broken off of them invariably crawl, dissolve and reform, or otherwise reattach themselves to the largest surviving piece.
Abilities
An Alethium Lich's Charisma is permanently set to 1 and cannot be raised or lowered by any means.
Challenge Rating
Same as base creature +1
Level Adjustment
Same as base creature
http://i925.photobucket.com/albums/ad91/bluejanus/NecronLord.jpg
Alethium Equipment
Any weapons or armor composed of Alethium regain 1 hit point per round if they are damaged, and if they are completely sundered or otherwise destroyed, they may automatically reform if all of their pieces are fit back together, as any small fractures regenerate.
Only weapons or armor that can be primarily composed of metal can be made from Alethium.
Extended contact with Alethium is unhealthy, sapping the user's self awareness. For every 16 hours a creature holds an unsheathed Alethium weapon, they take 1 Charisma Drain. For armor, the amount of contact is greater, taking only 6 hours of being worn to deal 1 point of Charisma Drain.
Weapons
The malicious nature of Alethium's two component metals make it perfect for fashioning into a killing implement. It is naturally corrosive to living matter, and any blow dealt with it confers an additional 1d8+5 negative energy damage. A weapon made of Alethium costs 10,000gp more than one of a more traditional metal.
Armor
Creatures that wear Alethium armor become more like empty vessels than real people. After at least 4 continuous hours of being worn, the wearer gains resistance 10 to negative energy. At 6 hours, the wearer is considered of no alignment for all spells and effects that depend on alignment. After 8 hours, they become immune to fear effects and effects related to emotions, such as a Rage or Calm Emotions spell. After 16 hours of continuous use, the wearer no longer needs to sleep, and does not suffer from fatigue or exhaustion. After 36 hours, the wearer becomes immune to negative energy damage.
A suit of armor made of Alethium costs 20,000gp more than one made of a traditional metal.
Alethium Holy Symbol
A holy symbol created from Alethium is a blot on the divine process wherein deities hold sway in the mortal realm by means of granting spells to their followers in exchange for service. By meditating on the truly empty meaning of the symbol, a cleric can sever their tie to the divine process.
A cleric so severed no longer has a patron deity. Their spells are willed into existence from Nothingness, and consequently, they no longer gain domain spells or have domain spell slots. If they previously could Turn Undead, they can no longer do so, and instead Rebuke Undead. Their number of Rebuke Undead attempts and the strength of those attempts is now determined by Wisdom instead of Charisma. Additionally, the cleric gains Spell Resistance against divine spells equal to their cleric level + 15.
An Alethium Holy Symbol requires 1,000gp of Alethium to create and must be anointed with a flask of Nihilistic Water before it can be used for meditation.
An Atonement spell can reverse the effects of an Alethium Holy Symbol, though most deities are slow to forgive such a blasphemy and may penalize the atoning cleric (at the DM's discretion). Common penalties include a period of time in which the cleric must not wear equipment, using only their spellcasting abilities to survive, a mandatory tithe, experience loss, or time spent on the deity's home plane of existence being lectured, scourged, or some equally unpleasant punishment.
Nihilistic Water
Invented by a Cleric turned Alethium Lich, Nihilistic Water is created from powdered Alethium magically infused in water. A flask of Nihilistic Water can be thrown as a splash weapon just like a flask of Holy Water. Those struck take 2d4 negative energy damage and are incapable of using spells, spell-like abilities, or martial maneuvers with an alignment subtype for 1 minute as their connection with the cosmological concept of alignment is deadened.
Efface Water
Transmutation
Level: Clr 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with Alethium, turning it into Nihilistic Water.
Material Component
Powdered Alethium worth 200gp
Alethium Material Components
Augury
By substituting a 150gp Alethium talisman in place of the normal focus, the caster becomes more aware of the various shades of 'nothing' one can experience. When they get a result of 'nothing' for their augury, they are aware whether it was because of the failure of the spell or because their question actually came up with a 'nothing' answer.
Stoneskin
By substituting 400gp worth of powdered Alethium in place of the normal material components, the Stoneskin spell also infuses the target with necrotic energy. Anyone successfully striking the target takes 5 points of negative energy damage.
Other Alethium Creatures
Often, the holy forces of the Upper Planes get involved in the Blood War for one reason or another. On rare occasions, a powerful good-aligned dragon will be part of the forces sent to the Lower Planes. Should its corpse fall in the Gray Wastes of Hades, it has a chance of rising as an Alethium Dragon; a metallic dragon whose heritage has been tainted in a process similar to the creation of Alethium. The blood of Demons and Devils must flow on its fallen body, drying on its hide, and it must then be present for a powerful display of negative energy before its flesh has completely decayed.
Its scales then turn the color of Alethium, and it rises again as a new kind of dragon altogether.
Creating an Alethium Dragon
"Alethium Dragon" is an acquired template that can be applied to any living metallic dragon.
Size and Type
The base creature's type changes to Undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Change all current and future hit dice to d12s.
Damage
All of the Alethium Dragon's natural weapons deal an additional 1d8+5 negative energy damage.
Special Attacks
An Alethium Dragon loses its Frightful Presence ability and one of its breath weapons (of the DM's choice) and gains the following abilities in their place.
Vacant Presence (Su)
Creatures that enter within a radius of 30 feet x the Alethium Dragon's age category are filled with an overwhelming feeling of emptiness. They must succeed on a Will save (DC equals 10 + 1/2 the dragon's hit dice + the dragon's charisma modifier) or forget that they exist, becoming dazed for 1d6 rounds. A creature that succeeds on their save is immune to its effects for 24 hours. Other Alethium Dragons are immune.
Flaying Breath (Ex)
The most terrifying ability of the Alethium Dragon is its ability to release a brilliant beam of green energy from its mouth that rips the very fabric of those struck by it from reality. This is considered one of the dragon's two breath weapons. Its range is based off of a Line breath weapon of the dragon's size. The target must make a Fortitude save (DC equals 10 + 1/2 the dragon's hit dice + the dragon's charisma modifier). On a success, the target takes 1d6 damage per age category of the dragon. On a failure, it takes 2d8 damage per age category of the dragon, and that damage can not be healed in any way until the target has been treated with a Regeneration spell, as some of the matter that previously composed it simply no longer exists to be healed.
Special Qualities
An Alethium Dragon retains all special qualities of the base creature and gains the following.
Turn Resistance (Ex)
An Alethium Dragon has +4 Turn Resistance
Abilities
As an undead creature, an Alethium Dragon has no Constitution score
Alignment
Most Alethium Dragons rise as Neutral Evil creatures, though many are tainted by some Demonic or Diabolical corruption and turn to Chaotic Evil or Lawful Evil. A rare few retain the goodness of their metallic heritage and do not change their alignment, becoming powerful (if rather awkward) champions of righteousness in the Outer Planes.
Challenge Rating
Same as the base creature +3
Level Adjustment
Same as the base creature +3