2026/02/19 Update

Eldritch Disciple should have Verminlord as an epic bonus feat.
Only spellcasters can use Craft (Alchemy).
Added Great Charisma and removed Great Wisdom as Force Missile Mage epic bonus feats.
Frenzied Berserker was missing Great STR 10 as an epic bonus feat.
Oozemaster had several epic bonus feats only grantable at 10th lvl.
Pyromancer's Great Charisma bonus feats were pointing at wrong or non-existent feats.
Corrected Frenzied Berserker's skill list.
Corrected Legendary Dreadnought's skill list.
Added placeholders for Combat Form feats.
Added Combat Forms masterfeats.
Fixed ASF issue with Eldritch Sculptor's 2nd blast.
Gated debug in CheckIfDeleveled().
Updated AddRacialRestrictions() for latest races.
Vow of Poverty & Forsaker work better together at level up.
Maybe fixed the mass ability buffs not hitting all targets issue.  Needs mulitplayer testing.
Updated some creature abilities to use PRC functions.
This commit is contained in:
Jaysyn904
2026-02-19 21:10:22 -05:00
parent e8e5f457b7
commit c1188ebb28
74 changed files with 3791 additions and 3606 deletions

View File

@@ -81,10 +81,30 @@ void main()
// Do token setup
SetupTokens();
}
else if(nValue == DYNCONV_EXITED)
{
if(DEBUG) DoDebug("ft_vowpoverty_ab: Running exit handler");
}
else if(nValue == DYNCONV_EXITED)
{
if(DEBUG) DoDebug("ft_vowpoverty_ab/ft: Running exit handler");
if(GetLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check")) return;
SetLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check", TRUE);
DelayCommand(3.0f, DeleteLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check"));
if (GetLevelByClass(CLASS_TYPE_FORSAKER, oPC) > 0)
{
int nForsakerLvl = GetLevelByClass(CLASS_TYPE_FORSAKER, oPC);
int nLvlCheck;
for (nLvlCheck = 1; nLvlCheck <= nForsakerLvl; nLvlCheck++)
{
if (!GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(nLvlCheck)))
{
AssignCommand(oPC, ClearAllActions(TRUE));
SetPersistantLocalInt(oPC, "ForsakerBoostCheck", nLvlCheck);
DelayCommand(3.5f, StartDynamicConversation("prc_forsake_abil", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC));
break;
}
}
}
}
else if(nValue == DYNCONV_ABORTED)
{
// This section should never be run, since aborting this conversation should

View File

@@ -30,6 +30,8 @@ const int STRREF_NO = 4753; // "No"
//////////////////////////////////////////////////
/* Function definitions */
//////////////////////////////////////////////////
void main()
{
@@ -119,11 +121,29 @@ void main()
// Do token setup
SetupTokens();
}
else if(nValue == DYNCONV_EXITED)
{
if(DEBUG) DoDebug("ft_vowpoverty_ft: Running exit handler");
DeleteLocalInt(oPC, "VoP_SelectedFeat");
}
else if(nValue == DYNCONV_EXITED)
{
if(DEBUG) DoDebug("ft_vowpoverty_ab/ft: Running exit handler");
if(GetLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check")) return;
SetLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check", TRUE);
DelayCommand(3.0f, DeleteLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check"));
if (GetLevelByClass(CLASS_TYPE_FORSAKER, oPC) > 0)
{
int nForsakerLvl = GetLevelByClass(CLASS_TYPE_FORSAKER, oPC);
int nLvlCheck;
for (nLvlCheck = 1; nLvlCheck <= nForsakerLvl; nLvlCheck++)
{
if (!GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(nLvlCheck)))
{
AssignCommand(oPC, ClearAllActions(TRUE));
SetPersistantLocalInt(oPC, "ForsakerBoostCheck", nLvlCheck);
DelayCommand(3.5f, StartDynamicConversation("prc_forsake_abil", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC));
break;
}
}
}
}
else if(nValue == DYNCONV_ABORTED)
{
// This section should never be run, since aborting this conversation should

View File

@@ -1,7 +1,7 @@
//::///////////////////////////////////////////////
//:: Example XP2 OnItemEquipped
//:: x2_mod_def_equ
//:: (c) 2003 Bioware Corp.
//:: PRC8 OnItemEquipped
//:: prc_equip
//::
//:://////////////////////////////////////////////
/*
Put into: OnEquip Event

View File

@@ -67,10 +67,37 @@ void main()
// Do token setup
SetupTokens();
}
else if(nValue == DYNCONV_EXITED)
{
if(DEBUG) DoDebug("prc_forsake_abil: Running exit handler");
}
else if(nValue == DYNCONV_EXITED)
{
if(DEBUG) DoDebug("prc_forsake_abil: Running exit handler");
if(GetLocalInt(oPC, "PRC_Forsaker_Exit_Ran_VoP_Check")) return;
SetLocalInt(oPC, "PRC_Forsaker_Exit_Ran_VoP_Check", TRUE);
DelayCommand(3.0f, DeleteLocalInt(oPC, "PRC_Forsaker_Exit_Ran_VoP_Check"));
if (GetHasFeat(FEAT_VOWOFPOVERTY, oPC))
{
int nLevel = GetHitDice(oPC) - GetPersistantLocalInt(oPC, "VoPLevel1") + 1;
int nLevelCheck;
for (nLevelCheck = 1; nLevelCheck <= nLevel; nLevelCheck++)
{
if (!GetPersistantLocalInt(oPC, "VoPBoost"+IntToString(nLevelCheck))
&& (nLevelCheck-(nLevelCheck/4)*4 == 3) && (nLevelCheck >= 7) && (nLevelCheck <= 27))
{
AssignCommand(oPC, ClearAllActions(TRUE));
SetPersistantLocalInt(oPC, "VoPBoostCheck", nLevelCheck);
DelayCommand(3.5f, StartDynamicConversation("ft_vowpoverty_ab", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC));
break;
}
if (!GetPersistantLocalInt(oPC, "VoPFeat"+IntToString(nLevelCheck)) && (nLevelCheck-(nLevelCheck/2)*2 == 0))
{
AssignCommand(oPC, ClearAllActions(TRUE));
SetPersistantLocalInt(oPC, "VoPFeatCheck", nLevelCheck);
DelayCommand(3.5f, StartDynamicConversation("ft_vowpoverty_ft", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC));
break;
}
}
}
}
else if(nValue == DYNCONV_ABORTED)
{
// This section should never be run, since aborting this conversation should

View File

@@ -127,7 +127,7 @@ void main()
jRoot = NuiCol(jRoot);
string title = "PRC Spellbook";
string title = "PRC8 Spellbook";
if (selectedClassId != CLASS_TYPE_BARBARIAN)
title = title + ": " + GetStringByStrRef(StringToInt(Get2DACache("classes", "Name", selectedClassId)));

View File

@@ -31,8 +31,8 @@ Sorcerer:
Upon reaching 4th level, and at every even-numbered sorcerer level
after that (6th, 8th, and so on), a sorcerer can choose to learn a
new spell in place of one he already knows. In effect, the
sorcerer <EFBFBD>loses<EFBFBD> the old spell in exchange for the new one.
The new spell<EFBFBD>s level must be the same as that of the spell
sorcerer loses the old spell in exchange for the new one.
The new spells level must be the same as that of the spell
being exchanged, and it must be at least two levels lower than
the highest-level sorcerer spell the sorcerer can cast. A
sorcerer may swap only a single spell at any given level, and
@@ -42,8 +42,8 @@ that he gains new spells known for the level.
Bard:
Upon reaching 5th level, and at every third bard level after that
(8th, 11th, and so on), a bard can choose to learn a new spell in
place of one he already knows. In effect, the bard <EFBFBD>loses<EFBFBD> the
old spell in exchange for the new one. The new spell<EFBFBD>s level must be
place of one he already knows. In effect, the bard loses the
old spell in exchange for the new one. The new spells level must be
the same as that of the spell being exchanged, and it must be at least
two levels lower than the highest-level bard spell the bard can cast.
A bard may swap only a single spell at any given level, and must choose
@@ -54,8 +54,8 @@ Favored Soul:
Upon reaching 4th level, and at every even-numbered
favored soul level after that (6th, 8th, and so on), a favored
soul can choose to learn a new spell in place of one she
already knows. In effect, the favored soul <EFBFBD>loses<EFBFBD> the old
spell in exchange for the new one. The new spell<EFBFBD>s level
already knows. In effect, the favored soul loses the old
spell in exchange for the new one. The new spells level
must be the same as that of the spell being exchanged, and
it must be at least two levels lower than the highest-level
favored soul spell the favored soul can cast. A favored soul
@@ -66,11 +66,11 @@ that she gains new spells known for the level.
Warmage:
When a warmage gains access to a
new level of spells, he automatically knows all the spells for
that level listed on the warmage<EFBFBD>s spell list. Essentially, his
that level listed on the warmages spell list. Essentially, his
spell list is the same as his spells known list. Warmages also
have the option of adding to their existing spell list through
their advanced learning ability as they increase in level (see
below). See page 90 for the warmage<EFBFBD>s spell list.
below). See page 90 for the warmages spell list.
Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th
level, a warmage can add a new spell to his list, representing
@@ -78,14 +78,14 @@ the result of personal study and experimentation. The spell
must be a wizard spell of the evocation school, and of a level
no higher than that of the highest-level spell the warmage
already knows. Once a new spell is selected, it is forever added
to that warmage<EFBFBD>s spell list and can be cast just like any other
spell on the warmage<EFBFBD>s list.
to that warmages spell list and can be cast just like any other
spell on the warmages list.
Hexblade:
Upon reaching 12th level, and at every third hexblade level
after that (15th and 18th), a hexblade can choose to learn a new spell in place of one he
already knows. In effect, the hexblade <EFBFBD>loses<EFBFBD> the
old spell in exchange for the new one. The new spell<EFBFBD>s
already knows. In effect, the hexblade loses the
old spell in exchange for the new one. The new spells
level must be the same as that of the spell being exchanged,
and it must be at least two levels lower than the highest-level
hexblade spell the hexblade can cast. For instance, upon
@@ -105,8 +105,8 @@ Duskblade:
Upon reaching 5th level, and at every odd-numbered
Duskblade level after that (7th, 9th, and so on), a Duskblade
can choose to learn a new spell in place of one she
already knows. In effect, the Duskblade <EFBFBD>loses<EFBFBD> the old
spell in exchange for the new one. The new spell<EFBFBD>s level
already knows. In effect, the Duskblade loses the old
spell in exchange for the new one. The new spells level
must be the same as that of the spell being exchanged, and
it must be at least two levels lower than the highest-level
Duskblade spell the Duskblade can cast. A Duskblade

View File

@@ -135,7 +135,7 @@ void GenerateNewShapePackageList(object oPC, string sFilter)
}
}
int AddNewShape(string sShapeList, object oPC, int nShape, int nShifterLevel, int nCharacterLevel, string sShapeResRefFilter, int bUseCR, int nExactMatchSL, int bShowAllShapes,int bUseCR)
int AddNewShape(string sShapeList, object oPC, int nShape, int nShifterLevel, int nCharacterLevel, string sShapeResRefFilter, int bUseCR, int nExactMatchSL, int bShowAllShapes, int bUseCR)
{
string sShapeResRef = Get2DACache(sShapeList, "ResRef", nShape);
if (DEBUG_NEW_SHAPE_LIST) DoDebug("AddNewShape, ShapeList:" + sShapeList + ", Shape: " + IntToString(nShape) + "='" + sShapeResRef + "', ShifterLevel: " + IntToString(nShifterLevel) + ", CharacterLevel: " + IntToString(nCharacterLevel) + ", UseCR: " + IntToString(bUseCR));

View File

@@ -17,8 +17,8 @@
humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to
hereafter as the base creature).
A celestial creature uses all the base creature<EFBFBD>s statistics and abilities except as noted here. Do not
recalculate the creature<EFBFBD>s Hit Dice, base attack bonus, saves, or skill points if its type changes.
A celestial creature uses all the base creature's statistics and abilities except as noted here. Do not
recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged.

View File

@@ -14,14 +14,14 @@
"Half-celestial" is an inherited template that can be added to any living, corporeal creature with an
Intelligence score of 4 or higher and nonevil alignment (referred to hereafter as the base creature).
A half-celestial uses all the base creature<EFBFBD>s statistics and special abilities except as noted here.
A half-celestial uses all the base creature's statistics and special abilities except as noted here.
Size and Type
The creature<EFBFBD>s type changes to outsider. Do not recalculate the creature<EFBFBD>s Hit Dice, base attack bonus,
The creature's type changes to outsider. Do not recalculate the creature's Hit Dice, base attack bonus,
or saves. Size is unchanged. Half-celestials are normally native outsiders.
Speed
A half-celestial has feathered wings and can fly at twice the base creature<EFBFBD>s base land speed
A half-celestial has feathered wings and can fly at twice the base creature's base land speed
(good maneuverability). If the base creature has a fly speed, use that instead.
Armor Class
@@ -54,7 +54,7 @@
A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities,
depending on its Hit Dice, as indicated on the table below. The abilities are cumulative
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature<EFBFBD>s HD, and the
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the
save DC is Charisma-based.
Special Qualities
@@ -64,16 +64,16 @@
* Immunity to disease.
* Resistance to acid 10, cold 10, and electricity 10.
* Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
* A half-celestial<EFBFBD>s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
* Spell resistance equal to creature<EFBFBD>s HD + 10 (maximum 35).
* A half-celestial's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
* Spell resistance equal to creature's HD + 10 (maximum 35).
* +4 racial bonus on Fortitude saves against poison.
Abilities
Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
Skills
A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) <EFBFBD> (HD +3).
Do not include Hit Dice from class levels in this calculation<EFBFBD>the half-celestial gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature<EFBFBD>s list as class skills, and other skills as cross-class.
A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) ' (HD +3).
Do not include Hit Dice from class levels in this calculation'the half-celestial gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, and other skills as cross-class.
Challenge Rating
HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

View File

@@ -6,18 +6,18 @@
/*
Half-Dragon
Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature<EFBFBD>scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.
Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature'scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.
Creating A Half-Dragon
"Half-dragon" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A half-dragon uses all the base creature<EFBFBD>s statistics and special abilities except as noted here.
A half-dragon uses all the base creature's statistics and special abilities except as noted here.
Size and Type
The creature<EFBFBD>s type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.
The creature's type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice
Increase base creature<EFBFBD>s racial HD by one die size, to a maximum of d12. Do not increase class HD.
Increase base creature's racial HD by one die size, to a maximum of d12. Do not increase class HD.
Speed
A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability. A half-dragon that is Medium or smaller does not have wings.
@@ -32,10 +32,10 @@ Full Attack
A half-dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage
Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature<EFBFBD>s damage values, whichever are greater.
Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature's damage values, whichever are greater.
Half-Dragon DamageSize Bite Damage Claw Damage
Fine 1 <EFBFBD>
Fine 1 '
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
@@ -46,7 +46,7 @@ Gargantuan 3d6 2d6
Colossal 4d6 3d6
Special Attacks
A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see table), usable once per day. A half-dragon<EFBFBD>s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon<EFBFBD>s racial HD + half-dragon<EFBFBD>s Con modifier) reduces damage by half.
A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see table), usable once per day. A half-dragon's breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon's racial HD + half-dragon's Con modifier) reduces damage by half.
Half-Dragon Special Attacks:
Dragon Variety Breath Weapon
@@ -81,7 +81,7 @@ Abilities
Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2.
Skills
A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) <EFBFBD> (HD + 3). Do not include Hit Dice from class levels in this calculation<EFBFBD>the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature<EFBFBD>s list as class skills, and other skills as cross-class.
A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) ' (HD + 3). Do not include Hit Dice from class levels in this calculation'the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, and other skills as cross-class.
Environment
Same as either the base creature or the dragon variety.

View File

@@ -17,12 +17,12 @@
A half-fiend uses all the base creature's statistics and special abilities except as noted here.
Size and Type
The creature<EFBFBD>s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves.
The creature's type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves.
Size is unchanged. Half-fiends are normally native outsiders.
Speed
A half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly
at the base creature<EFBFBD>s base land speed (average maneuverability).
at the base creature's base land speed (average maneuverability).
Armor Class
Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
@@ -38,11 +38,11 @@
Damage
Half-fiends have bite and claw attacks. If the base creature does not have these attack forms, use
the damage values in the table. Otherwise, use the values in the table or the base creature<EFBFBD>s damage
the damage values in the table. Otherwise, use the values in the table or the base creature's damage
values, whichever are greater.
Size Bite Damage Claw Damage
Fine 1 <EFBFBD>
Fine 1 '
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
@@ -62,7 +62,7 @@
Spell-Like Abilities
A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending
on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted,
an ability is usable once per day. Caster level equals the creature<EFBFBD>s HD, and the save DC is Charisma-based.
an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based.
HD Abilities
1-2 Darkness 3/day
@@ -83,17 +83,17 @@
* Immunity to poison.
* Resistance to acid 10, cold 10, electricity 10, and fire 10.
* Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
* A half-fiend<EFBFBD>s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
* Spell resistance equal to creature<EFBFBD>s HD + 10 (maximum 35).
* A half-fiend's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
* Spell resistance equal to creature's HD + 10 (maximum 35).
Abilities
Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2.
Skills
A half-fiend gains skill points as an outsider and has skill points equal to (8 + Int modifier) <EFBFBD> (HD + 3).
A half-fiend gains skill points as an outsider and has skill points equal to (8 + Int modifier) ' (HD + 3).
Do not include Hit Dice from class levels in this calculation the half-fiend gains outsider skill points
only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills
from the base creature<EFBFBD>s list as class skills, and other skills as cross-class.
from the base creature's list as class skills, and other skills as cross-class.
Challenge Rating
HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

View File

@@ -9,11 +9,11 @@
"Lich" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base
creature), provided it can create the required phylactery.
A lich has all the base creature<EFBFBD>s statistics and special abilities except as noted here.
A lich has all the base creature's statistics and special abilities except as noted here.
Size and Type
The creature<EFBFBD>s type changes to undead. Do not recalculate base attack bonus, saves, or skill points.
The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points.
Size is unchanged.
Hit Dice
@@ -22,7 +22,7 @@
Armor Class
A lich has a +5 natural armor bonus or the base creature<EFBFBD>s natural armor bonus, whichever is better.
A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
Attack
@@ -41,20 +41,20 @@
Damage
A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage
to living creatures; a Will save (DC 10 + <EFBFBD> lich<EFBFBD>s HD + lich<EFBFBD>s Cha modifier) halves the damage. A lich with
to living creatures; a Will save (DC 10 + ' lich's HD + lich's Cha modifier) halves the damage. A lich with
natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter,
it deals 1d8+5 points of extra damage on one natural weapon attack.
Special Attacks
A lich retains all the base creature<EFBFBD>s special attacks and gains those described below. Save DCs are equal
to 10 + <EFBFBD> lich<EFBFBD>s HD + lich<EFBFBD>s Cha modifier unless otherwise noted.
A lich retains all the base creature's special attacks and gains those described below. Save DCs are equal
to 10 + ' lich's HD + lich's Cha modifier unless otherwise noted.
Fear Aura (Su)
Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius
that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer
of the lich<EFBFBD>s level. A creature that successfully saves cannot be affected again by the same lich<EFBFBD>s aura
of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura
for 24 hours.
Paralyzing Touch (Su)
@@ -72,7 +72,7 @@
Special Qualities
A lich retains all the base creature<EFBFBD>s special qualities and gains those described below.
A lich retains all the base creature's special qualities and gains those described below.
Turn Resistance (Ex)
@@ -80,7 +80,7 @@
Damage Reduction (Su)
A lich<EFBFBD>s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic.
A lich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic.
Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex)
@@ -127,7 +127,7 @@
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.
A lich retains all class abilities it had in life.
The Lich<EFBFBD>s Phylactery
The Lich's Phylactery
An integral part of becoming a lich is creating a magic phylactery in which the character stores its
life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery.
@@ -146,8 +146,8 @@
Creating A Demilich
"Demilich" is a template that can be added to any lich. It uses all the lich<EFBFBD>s statistics and
special abilities except as noted here. A demilich<EFBFBD>s form is concentrated into a single portion
"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.
@@ -162,11 +162,11 @@
Speed
Change to fly 180 ft. (perfect). The lich<EFBFBD>s supernatural fly speed, if any, is also retained.
Change to fly 180 ft. (perfect). The lich's supernatural fly speed, if any, is also retained.
AC
The demilich retains the lich<EFBFBD>s +5 natural armor bonus and gains an insight bonus to AC equal to its Hit Dice,
The demilich retains the lich's +5 natural armor bonus and gains an insight bonus to AC equal to its Hit Dice,
as well as a probable size adjustment to AC.
Attack
@@ -176,21 +176,21 @@
Damage
The demilich gains an enhanced touch attack over that of its previous lich form (it now uses its entire
flying skull to make the touch attack), including paralyzing touch. The demilich<EFBFBD>s touch attack uses
flying skull to make the touch attack), including paralyzing touch. The demilich's touch attack uses
negative energy to deal 10d6+20 points of damage to living creatures (no saving throw). Liches with
other natural attacks lose them.
Special Attacks
The demilich retains all the lich<EFBFBD>s special attacks and also gains those described below.
The demilich retains all the lich's special attacks and also gains those described below.
Trap the Soul (Su)
A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects
any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich<EFBFBD>s
HD + demilich<EFBFBD>s Cha modifier). If the target makes its saving throw, it gains four negative levels
any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich's
HD + demilich's Cha modifier). If the target makes its saving throw, it gains four negative levels
(this does not count as a use of trap the soul). If the target fails its save, the soul of the target
is instantly drawn from its body and trapped within one of the gems incorporated into the demilich<EFBFBD>s form.
is instantly drawn from its body and trapped within one of the gems incorporated into the demilich's form.
The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses
in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices,
the demilich slowly devours the soul over 24 hours; at the end of that time the soul is completely absorbed,
@@ -203,12 +203,12 @@
Fear Aura (Su)
Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot
radius that look at the demilich must succeed at a Will save (DC 14 + demilich<EFBFBD>s Cha modifier) or be
radius that look at the demilich must succeed at a Will save (DC 14 + demilich's Cha modifier) or be
affected as though by fear as cast by a 21st-level caster.
Paralyzing Touch (Su)
Any living creature a demilich touches must succeed at a Fortitude save (DC 10 + demilich<EFBFBD>s HD + demilich<EFBFBD>s
Any living creature a demilich touches must succeed at a Fortitude save (DC 10 + demilich's HD + demilich's
Cha modifier) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free
the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful
Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
@@ -226,11 +226,11 @@
At will:alter self, astral projection, create greater undead, create undead, death knell, enervation,
greater dispel magic, harm (usually used to heal itself), summon monster I-IX, telekinesis, and weird;
2/day: greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster
level, but the save DCs are equal to 10 + the demilich<EFBFBD>s HD + the demilich<EFBFBD>s Charisma modifier.
level, but the save DCs are equal to 10 + the demilich's HD + the demilich's Charisma modifier.
Special Qualities
The demilich retains all the lich<EFBFBD>s special qualities and also has those described below.
The demilich retains all the lich's special qualities and also has those described below.
Magic Immunity (Ex)
@@ -240,7 +240,7 @@
Phylactery Transference (Su)
Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich<EFBFBD>s
Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich's
phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the
phylactery are located. The standard limits on types of items utilized simultaneously still apply.
@@ -325,7 +325,7 @@
Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches.
Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul
gems, as well as the demilich<EFBFBD>s phylactery, are not destroyed after a demilich is downed, the demilich
gems, as well as the demilich's phylactery, are not destroyed after a demilich is downed, the demilich
reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most
devastating ability, trap the soul (see above). 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.

View File

@@ -7,10 +7,10 @@
Necropolitan is an acquired template that can be added to
any humanoid or monstrous humanoid (referred to here after as the base creature).
A necropolitan speaks any languages it knew in life, and it
has all the base creature<EFBFBD>s statistics and special abilities except
has all the base creature's statistics and special abilities except
as noted here.
Size and Type: The creature<EFBFBD>s type changes to undead, and
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. Size is unchanged.