Oasys makes a monster...
Asrisuru
Human Lich 23rd-level Barbarian 6/ Frenzied Berserker 10/ 7 Sorceror
Size/Type: Medium/Undead Humanoid(Human)
Hit Dice: 23d12 (276 HPs)
Initiative: +7
Speed: 40ft. (8 squares)
Armor Class: 26 (15 base +3 Dex, +5 natural, X deflection, +8 armor), touch XX, flat-footed -
Base Attack/Grapple: +19/+24
Attack: ranged touch attack +24 or melee touch attack +26 or +2 tortured steel greatsword of wounding and shocking burst + 28 melee 3d6+16
Full Attack:
Space/Reach: 5ft./5ft.
Special Attacks: fear aura, paralyzing touch, spells
Special Qualities: +4 turn resistance, DR 15/bludgeoning and magic, immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Saves: Fort +14[+18] , Ref +10[+14], Will +12[+16]
Abilities: Str 21(+5), Dex 16(+3), Con -, Int 15(+2), Wis 14(+2), Cha 21(+5)[+7]
Skills: Perception +35, Persuasion +30, Athletics +30, Spellcraft +27, Knowledge (Arcana) +27, Use Magic Device +30, Search +15, Sense Motive +10, Stealth +11
Feats: Weapon Focus Path(melee touch attacks), Power Attack, Intimidating Rage, Destructive Rage, Weapon Focus, Weapon Specialization(heavy blades), Combat Reflexes, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Practiced Spellcaster
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Description
Languages
Combat
Strategy
Extraordinary Ability(Ex)
Fast Movement(Ex)
A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Spell Sense(Ex)
+2 dodge bonus to your AC against spells and spelllike abilities.
Improved Uncanny Dodge(Ex)
Retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Greater Frenzy(Ex)
Diehard
Irrelevant in Undeath
Whirling Defense
Replaces the redundant Supreme Cleave
Whenever you make a whirlwind attack, you gain a +2 dodge bonus to your armor class until the beginning of your next turn.
Deathless Frenzy(Ex)
Irrelevant in Undeath
Interference
Replaces the redundant Improved Power Attack
When not flat-footed, gains a +1 dodge bonus to Armor Class for every two opponents within 5 feet that are threatening (maximum bonus of +4 if you completely surrounded).
Inspire Frenzy(Su)
3/day, can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. Frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker’s Charisma modifier, regardless of whether they remain within 10 feet of her.
Supreme Power Attack
+2 bonus on melee damage rolls for every –1 penalty taken on melee attack rolls when using the Power Attack feat (or +4 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack.
Draconic Ray (Su)
Replaces Sorcerer's Familiar
White Dragon Draconic Heritage lets the sorceror fire a ray of cold energy as a spell-like ability with a successful ranged touch attack, dealing 1d4+7 cold damage, and a DC 18 Reflex Save against a Rime of Ice that last one round causing the victim to drop whatever its holding and fall prone.
The range is 40 ft. and the caster level for the secondary effect is 3rd.
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’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Paralyzing Touch(Su)
Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
Typical [Sorcerer] Spells Known (133 Spell Points; save DC 17 + spell level)
0th-Resistance, Touch of Fatigue, Detect Magic, Read Magic, Ghost Sound, Message, Acid Splash 1st-Ray of Enfeeblement, Shield, True Strike, Expeditious Retreat, Chill Touch 2nd-Command Undead, Web, Fog Cloud; 3rd-Ray of Exhaustion, Vampiric Touch
Possessions
+2 tortured steel longsword of wounding and shocking burst
+3 mithral tortured steel fearsome armor
charismatic cloak of resistance +4
boots of Striding and Springing
belt of giant strength, +4
gloves of dexterity, +4
Skills
+8 racial bonus on Stealth, Perception, Search, and Sense Motive checks.
*The Base AC of 10 is now modified by the halved and permanent, scaling-by-level and class, Defense Bonus.
**Skills have been combined to create newer, streamlined replacements.
House Rules
Human Lich 23rd-level Barbarian 6/ Frenzied Berserker 10/ 7 Sorceror
Size/Type: Medium/Undead Humanoid(Human)
Hit Dice: 23d12 (276 HPs)
Initiative: +7
Speed: 40ft. (8 squares)
Armor Class: 26 (15 base +3 Dex, +5 natural, X deflection, +8 armor), touch XX, flat-footed -
Base Attack/Grapple: +19/+24
Attack: ranged touch attack +24 or melee touch attack +26 or +2 tortured steel greatsword of wounding and shocking burst + 28 melee 3d6+16
Full Attack:
Space/Reach: 5ft./5ft.
Special Attacks: fear aura, paralyzing touch, spells
Special Qualities: +4 turn resistance, DR 15/bludgeoning and magic, immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Saves: Fort +14[+18] , Ref +10[+14], Will +12[+16]
Abilities: Str 21(+5), Dex 16(+3), Con -, Int 15(+2), Wis 14(+2), Cha 21(+5)[+7]
Skills: Perception +35, Persuasion +30, Athletics +30, Spellcraft +27, Knowledge (Arcana) +27, Use Magic Device +30, Search +15, Sense Motive +10, Stealth +11
Feats: Weapon Focus Path(melee touch attacks), Power Attack, Intimidating Rage, Destructive Rage, Weapon Focus, Weapon Specialization(heavy blades), Combat Reflexes, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Practiced Spellcaster
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Description
Languages
Combat
Strategy
Extraordinary Ability(Ex)
Fast Movement(Ex)
A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Spell Sense(Ex)
+2 dodge bonus to your AC against spells and spelllike abilities.
Improved Uncanny Dodge(Ex)
Retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Greater Frenzy(Ex)
- 5/day
- +14 to Strength
- +1 attack on a full-round action
- -4 AC and 2 non-lethal damage/round
- +2 dodge bonus to Armor Class and on Reflex saves.
- Last 3+Cha modifier rounds
- DC 20 Free Action Will Save to End
- DC 10+Damage to avoid entering rage.
- No Cha, Dex or Int Skills, the Concentration Skills, spell casting, magic item use-pretty much can only attack. No Combat Expertise
Diehard
Irrelevant in Undeath
Whirling Defense
Replaces the redundant Supreme Cleave
Whenever you make a whirlwind attack, you gain a +2 dodge bonus to your armor class until the beginning of your next turn.
Deathless Frenzy(Ex)
Irrelevant in Undeath
Interference
Replaces the redundant Improved Power Attack
When not flat-footed, gains a +1 dodge bonus to Armor Class for every two opponents within 5 feet that are threatening (maximum bonus of +4 if you completely surrounded).
Inspire Frenzy(Su)
3/day, can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. Frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker’s Charisma modifier, regardless of whether they remain within 10 feet of her.
Supreme Power Attack
+2 bonus on melee damage rolls for every –1 penalty taken on melee attack rolls when using the Power Attack feat (or +4 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack.
Draconic Ray (Su)
Replaces Sorcerer's Familiar
White Dragon Draconic Heritage lets the sorceror fire a ray of cold energy as a spell-like ability with a successful ranged touch attack, dealing 1d4+7 cold damage, and a DC 18 Reflex Save against a Rime of Ice that last one round causing the victim to drop whatever its holding and fall prone.
The range is 40 ft. and the caster level for the secondary effect is 3rd.
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’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Paralyzing Touch(Su)
Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
Typical [Sorcerer] Spells Known (133 Spell Points; save DC 17 + spell level)
0th-Resistance, Touch of Fatigue, Detect Magic, Read Magic, Ghost Sound, Message, Acid Splash 1st-Ray of Enfeeblement, Shield, True Strike, Expeditious Retreat, Chill Touch 2nd-Command Undead, Web, Fog Cloud; 3rd-Ray of Exhaustion, Vampiric Touch
Possessions
+2 tortured steel longsword of wounding and shocking burst
+3 mithral tortured steel fearsome armor
charismatic cloak of resistance +4
boots of Striding and Springing
belt of giant strength, +4
gloves of dexterity, +4
Skills
+8 racial bonus on Stealth, Perception, Search, and Sense Motive checks.
*The Base AC of 10 is now modified by the halved and permanent, scaling-by-level and class, Defense Bonus.
**Skills have been combined to create newer, streamlined replacements.
House Rules



