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SartheKobold
2011-04-07, 02:20 PM
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...

Lhurgyof
2011-04-07, 02:25 PM
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.

flabort
2011-04-07, 04:03 PM
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.

Gnaeus
2011-04-07, 04:16 PM
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?

SartheKobold
2011-04-07, 04:45 PM
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.

SartheKobold
2011-04-07, 04:47 PM
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.

Lhurgyof
2011-04-07, 08:40 PM
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.

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:

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.

Sdonourg
2011-04-07, 08:58 PM
Death master becomes lich on 20th level.

Tokuhara
2011-04-07, 10:25 PM
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?

SartheKobold
2011-04-07, 11:07 PM
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.

SartheKobold
2011-04-07, 11:11 PM
Okay, well here is a wall of text on how it's done.

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:

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...

Alleran
2011-04-07, 11:12 PM
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.

Tokuhara
2011-04-08, 01:03 AM
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?

Cog
2011-04-08, 01:23 AM
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.

ILM
2011-04-08, 02:40 AM
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.

hewhosaysfish
2011-04-08, 06:45 AM
Our resident rules lawyer said that since a dry lich doesnt feed on life energy, he cannot become a demilich.
:smallconfused:
But a regular lich doesn't feed on life-energy...

Lhurgyof
2011-04-08, 07:33 AM
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.

Gullintanni
2011-04-08, 07:54 AM
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.

Cog
2011-04-08, 09:07 AM
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.

Gullintanni
2011-04-08, 10:23 AM
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.

SartheKobold
2011-04-08, 03:10 PM
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?

Cog
2011-04-08, 03:19 PM
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.

Anxe
2011-04-08, 04:15 PM
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.

Cog
2011-04-08, 04:22 PM
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.

flabort
2011-04-08, 06:03 PM
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.

Jack_Simth
2011-04-08, 07:16 PM
You might try being a Ghost (http://www.wizards.com/default.asp?x=dnd/sp/20040117a), although it's a tad inconvenient (although a few feats from Libris Mortis solves that issue, for the most part).

flabort
2011-04-10, 02:33 PM
Here, I got you a Link to the Deadwood (http://www.giantitp.com/forums/showpost.php?p=9382290&postcount=1) 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.

Darth Stabber
2011-04-10, 05:50 PM
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.

RelentlessImp
2011-04-10, 07:32 PM
Here (http://www.dandwiki.com/wiki/Stranger_with_the_Burning_Eyes_(3.5e_Prestige_Clas s)) is an alternate form of lichdom. It comes online about the same level as Lich (11).

Greenish
2011-04-10, 07:39 PM
Here (http://www.dandwiki.com/wiki/Stranger_with_the_Burning_Eyes_(3.5e_Prestige_Clas s)) 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.

Ormur
2011-04-10, 07:45 PM
On a similar note are there ways to speed up the crafting of a phylactery? We've figured out a way that would eventually allow the party assassin to become a lich but the time sensetive nature of the plot means he'll hardly have three months to spare.

flabort
2011-04-10, 08:49 PM
And the 10th level cap-stone... :smalleek:
If your hosts are all destroyed, and your token still, you still reform later :smalleek:.