TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Lich Master
  A well-known, if poorly-understood, route to immortality, 
  the profane ritual used to transform into a lich is not for 
  everyone, and not all such rituals are the same, nor are all 
  liches quite identical in their abilities. One particular path to 
  lichdom, though it requires great dedication and extensive 
  training, can provide rewards far greater than those afforded 
  to “common” liches. Those who successfully undertake this 
  transformation are known as lich masters.
   
  Spellcasters of all kinds can benefit from becoming 
  lich masters, and the mastery that these individuals gain over 
  death, the undead, and even souls themselves is staggering, 
  in addition to the potent and famous phylacteries that can 
  preserve them—potentially—forever.
  Role: A lich master gains numerous defensive abilities, as 
  well as offensive melee abilities, and so makes a better melee 
  combatant than most spellcasting classes, but they are still 
  primarily spellcasters, and will fulfill largely the same role 
  that they filled before entering the class.
  Alignment: All lich masters are evil, as one effect of the 
  ritual to become a lich is that it indelibly blackens the soul 
  of the one who performs it. While it is all but unheard of, 
  and certainly beyond the reach of mortal magic, such as 
  atonement, whispered rumors of lich masters who have 
  managed to atone in some fashion for their sins do persist, 
  and it is possible that true contrition, followed by acts great 
  enough to warrant divine intervention, or alternatively the 
  passage of centuries, may be sufficient for a lich master to 
  cease being evil (at the GM’s discretion). Should this occur, it 
  has no effect on any of the lich master’s class features, nor is 
  he prohibited from continuing to gain levels in the class.
  Requirements
  To qualify to become a lich master, a character must fulfill all 
  of the following criteria.
  Alignment: Any evil.
  Skills: Knowledge (arcana) 4 ranks, Knowledge (religion) 4 
  ranks, Spellcraft 4 ranks.
  Spells: Ability to cast lesser astral projectionUM, magic jar, or 
  possessionOA.
  Special: The character must complete a profane ritual to 
  transfer his soul into a specially-prepared phylactery, which 
  can take any form he likes, but must be between 1 cubic 
  inch and 2 cubic feet in volume, must be worth at least 1,000 
  gp, and must be in his possession at the time the ritual is 
  performed. Though the ritual to become a lich master is easy 
  to perform, it is difficult to learn, and a successful DC 30 
  Knowledge (arcana) and DC 30 Knowledge (religion) check 
  is required to learn it. Manuscripts describing this ritual can 
  sometimes be found selling for around 5,000 gp.
  Class Skills
  The lich master’s class skills (and the key ability for each skill) 
  are Intimidate (Cha), Knowledge (arcana) (Int), Knowledge 
  (religion) (Int), and Spellcraft (Int).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the lich master.
  Weapon and Armor Proficiency: Lich masters gain no 
  proficiency with any weapon or armor.
  Darkvision (Ex): At 1st level, a lich master gains darkvision 
  60 feet. If he already possessed darkvision, its range increases 
  by 60 feet, instead.
  Touch of the Grave (Su): At 1st level, a lich master gains the 
  ability to channel negative energy through his touch. This 
  is treated as a primary natural weapon, and a melee touch 
  attack is required to successfully touch an opponent. Each 
  touch inflicts an amount of damage equal to 1d8 + 1 point per 
  class level to living creatures. The touch can also be used to 
  heal undead creatures, but the lich master cannot use this 
  ability to heal himself, even once he becomes undead.
  Defenses of the Damned: At 2nd level, a lich master begins 
  to gain some of the potent defensive abilities of the lich. He 
  may choose to gain one of the following: damage reduction, 
  energy resistance, natural armor, or spell resistance. At 
  4th level, and every two levels thereafter, the lich master 
  can choose to either enhance a previously chosen defense 
  gained in this way, or to gain another defense from the list. 
  The different defenses, and the benefits of choosing them 
  multiple times, are outlined below.
   Damage Reduction (Ex): The first time that this defense 
  is chosen, the lich master gains DR 5/magic. The second 
  time, it becomes DR 10/magic. The third time it is 
  chosen, it becomes DR 10/bludgeoning and magic. The 
  fourth time, it becomes DR 15/bludgeoning and magic. 
  The fifth time, it becomes DR 15/bludgeoning, good and 
  magic.
  Energy Resistance (Ex): The first time that this defense 
  is chosen, the lich master chooses one of the following 
  energy types: acid, cold, electricity, fire, or positive 
  energy (such as that used in cure light wounds, or a good 
  cleric’s channel energy class feature). He gains resist 10 
  for the chosen energy type. Each subsequent time that 
  this defense is chosen, the lich master can either choose 
  a new energy type that he has not chosen previously, or 
  increase his resistance to a previously chosen energy type 
  by 10. If this would increase the lich master’s resistance 
  to a given energy type to 30, he instead becomes immune 
  to that energy type.
  Natural Armor (Ex): The first time that this defense is 
  chosen, the lich master’s natural armor bonus to AC 
  increases by +2. For each time that it is chosen after that, 
  the lich master’s natural armor bonus to AC increases by 
  a further +1.
  
  3
  Spell Resistance (Su): The first time that this defense is 
  chosen, the lich master gains spell resistance equal to 5 
  + his class level. For each time that it is chosen after that, 
  the spell resistance increases by 5, to a maximum of 20 + 
  his class level.
  Corpselike (Ex): At 3rd level, a lich master’s skin becomes 
  pale and waxen, and he takes on a corpselike appearance. He 
  gains a +4 racial bonus on saving throws made to resist ability 
  damage, ability drain, bleed effects, death effects, disease, 
  energy drain effects, exhaustion, fatigue, paralysis, poison, 
  sleep effects, and stunning.
  Lesser Phylactery (Su): At 3rd level, a lich master learns to 
  harness the power of his phylactery, which contains a portion 
  of his soul. If the lich master dies (or, after 5th level, when 
  the lich master becomes undead, if he is destroyed) the lesser 
  phylactery can be used to restore him to life (or undeath). In 
  order to function, the lesser phylactery must be held by the 
  lich master, or worn on his person, but it need not be in his 
  possession at the time of his death, provided that he has a 
  trusted servant or ally who can be counted on to place it in 
  his possession while he is incapacitated. The rejuvenation 
  process takes 1d10 days. If the lich master’s body is not further 
  damaged during this time, and the lesser phylactery is not 
  removed from his possession, he is restored to full hit points. 
  If he had any prepared spells or unused spell slots at the time 
  that he died, there is a 50% chance per spell or spell slot that 
  it is still usable when he is rejuvenated. Otherwise, it is lost 
  until the next time he rests and regains spells.
  Necropotence: At 4th level, a lich master gains a greater 
  mastery over necromantic energies. The exact benefit that he 
  gains depends on whether the spellcasting class that he used 
  to qualify to join this prestige class was an arcane, divine, or 
  psychic spellcasting class. Each of the potential benefits is 
  outlined below.
  Channel Negative Energy (Su): If the lich master is a 
  divine spellcaster, he gains the ability to channel negative 
  energy. If the lich master can already channel negative 
  energy from another source, the amount of damage 
  healed or inflicted by his channeled energy increases by 
  1d6 at 4th level and each class level thereafter, and his 
  lich master levels count as levels in his previous class 
  for the purposes of determining the DC of his channel 
  energy. If the lich master does not already have the 
  ability to channel energy, he gains the ability to do so. 
  This functions as the cleric class feature, except that the 
  amount of damage healed or inflicted by his channeled 
  energy is equal to 2d6, plus an additional 1d6 for every 
  class level beyond 4th, the saving throw DC is equal 
  to 10 + his class level + his primary spellcasting ability 
  modifier, and he can use this ability a number of times 
  per day equal to 1/2 his class level. The lich master’s 
  effective cleric level for this ability is equal to twice his 
  class level for the purposes of feats such as Command 
  Undead, should he choose to take them.
  Paralyzing Touch (Su): If the lich master is an arcane 
  spellcaster, then whenever he hits a living creature with 
  his touch attack, he may force that creature to succeed 
  on a Fortitude save (DC 10 + the lich master’s class 
  level + the lich master’s primary spellcasting ability 
  score modifier) or be paralyzed for 1 hour. A creature 
  paralyzed in this way appears to be dead, though a DC 20 
  Perception check or a DC 15 Heal check reveals that the 
  victim is still alive. The lich master can use this ability a 
  number of times per day equal to 1/2 his class level, and 
  he must declare that he is using this ability before the 
  attack roll is made. If the attack misses, the attempt is 
  wasted.
  Project Spirit (Sp): If the lich master is a psychic 
  spellcaster, then he gains the ability to project his soul 
  into another creature, living or dead. If the target of this 
  ability is willing, unconscious, or mindless, this functions 
  as possessionOA. Otherwise, it functions as riding 
  possessionOA. In either case, the saving throw DC is 10 + 
  the lich master’s class level + the lich master’s primary 
  spellcasting ability score modifier. The lich master can 
  use this ability a number of times per day equal to 1/2 
  his class level. By expending one use of this ability while 
  already affecting a creature, he can extend the duration 
  of the effect by an additional 1 hour per caster level. The 
  creature is entitled to a new saving throw to end the 
  effect when the lich master does this, but he does not 
  need to return to his body, even for a moment. The lich 
  master’s caster level for this effect is equal to his caster 
  level for the class he used to qualify for the lich master 
  prestige class.
  Table: The Lich Master
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Level
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +1
  Darkvision, touch of the grave
  ‐
  2nd
  +1
  +1
  +1
  +1
  Defenses of the damned
  +1 level of existing spellcasting class
  3rd
  +1
  +1
  +1
  +2
  Corpselike, lesser phylactery
  +1 level of existing spellcasting class
  4th
  +2
  +1
  +1
  +2
  Defenses of the damned, necropotence
  +1 level of existing spellcasting class
  5th
  +2
  +2
  +2
  +3
  Undead apotheosis
  ‐
  6th
  +3
  +2
  +2
  +3
  Defenses of the damned, phylactery
  +1 level of existing spellcasting class
  7th
  +3
  +2
  +2
  +4
  Lord of the undead, soul harvest
  +1 level of existing spellcasting class
  8th
  +4
  +3
  +3
  +4
  Defenses of the damned
  +1 level of existing spellcasting class
  9th
  +4
  +3
  +3
  +5
  Aura of undeath. greater phylactery
  ‐
  10th
  +5
  +3
  +3
  +5
  Defenses of the damned, soul glutton
  +1 level of existing spellcasting class
  
  4
  Undead Apotheosis (Ex): At 5th level, a lich master 
  completes the transformation to an undead creature. His 
  type changes to undead, and he gains all benefits of the 
  undead type. His Hit Dice, base attack bonus, saving throws, 
  and skill ranks remain unaltered.
  Phylactery (Su): At 6th level, the lich master’s connection 
  to his phylactery improves. If his phylactery is currently worn 
  or in his possession when he is destroyed, it functions as 
  outlined in the lesser phylactery class feature, except that it 
  takes only 1d4 days for him to be rejuvenated, and he retains 
  all unused spell slots and prepared spells. If the phylactery is 
  not currently worn or in his possession when he is destroyed, 
  it creates a new body for him at whatever location it is 
  currently in. This process takes 1d10 days. If the new body 
  is destroyed before that time passes, the phylactery merely 
  starts the process anew. After this time passes, the lich master 
  wakens fully healed (albeit without any gear it left behind on 
  its old body). Finally, the lich master becomes immune to any 
  effect which specifically affects a creature’s soul (such as trap 
  the soul, or the abilities of certain monsters).
  Lord of the Undead (Su): Beginning at 7th level, a lich 
  master is able to influence undead just as easily as he can 
  influence the living. His mind-affecting spells can affect 
  undead creatures as though they were not immune to mind-
  affecting effects. Additionally, the number of Hit Dice of 
  undead creatures that he can control with animate dead at 
  any given time is doubled, as does the number of Hit Dice of 
  undead creatures that he can control with Command Dead, if 
  he possesses that feat.
  Soul Harvest (Su): Beginning at 7th level, a lich master can 
  sever the souls of others from their bodies, much in the same 
  way that he has placed his own soul in a phylactery, although 
  the fates of those he victimizes in this way are much less 
  kind. Whenever the lich master kills a living creature with 
  a spell with the death descriptor, or by inflicting negative 
  energy damage (including negative energy damage from 
  the touch of the grave or channel negative energy abilities), 
  he may absorb the soul of that creature as a move action. 
  He must do so within 1 minute of the creature’s death. This 
  otherwise functions as the spell soul bind, except that instead 
  of storing the soul in a gem, it is absorbed by the lich master, 
  and the saving throw DC is equal to 10 + the lich master’s 
  class level + the lich master’s primary spellcasting ability 
  score modifier. 
   
  The lich master gains 1 soul point for every 5 Hit 
  Dice the creature possessed, and can have a total number 
  of soul points at any one time equal to his class level. As an 
  immediate action, the lich master can expend one soul point 
  in order to accomplish any of the following: gain 5 temporary 
  hit points, increase the caster level of a spell he is casting by 
  2, or grant himself a +1 profane bonus on attack and damage 
  rolls for 1 minute. 
   
  Creatures whose souls are consumed by this ability 
  cannot be resurrected by any means as long as at least 1 
  soul point that they contributed to the lich master remains 
  in his soul point pool. Once all of these soul points are 
  consumed, the creature’s soul can be restored with a wish or 
  miracle spell, at which point the creature can be resurrected 
  normally. If the lich master would gain soul points in excess 
  of the maximum amount that he can store, the new soul is 
  not absorbed, and the creature can be resurrected normally. 
  Soul points are consumed in the order in which they were 
  gained. If the lich is destroyed while it still has soul points, 
  those soul points are lost, and the souls are freed (allowing 
  the creatures to which they belonged to be resurrected).
  Aura of Undeath: At 9th level, a lich master gains the ability 
  to project a fearsome aura, which demonstrates his dark 
  power and mastery over life and death. This aura can take 
  different forms. The lich master must choose which type of 
  aura he will project when he gains this ability. It cannot later 
  be changed. The different options are listed below. The saving 
  throw DCs for these abilities is equal to 10 + the lich master’s 
  class level + the lich master’s primary spellcasting ability 
  score modifier.
  Aura of Hopelessness (Su): The lich master’s mere 
  presence causes his foes to despair, and want to give up. 
  Creatures within 60 feet must succeed on a Will save or 
  suffer a –2 morale penalty on attack rolls, saving throws, 
  ability checks, skill checks, and weapon damage rolls for 
  as long as they remain within 60 feet of the lich master, 
  and for 1d4 rounds thereafter.
  Fear Aura (Su): The lich master’s terrible majesty strikes 
  fear into the hearts of those who behold him. Creatures 
  within 60 feet with at least 5 fewer Hit Dice than the 
  lich master must succeed on a Will save or cower for as 
  long as they remain within 60 feet of the lich master, 
  and for 1d10 minutes thereafter, and even if they succeed 
  on their saving throw, they are shaken. Creatures within 
  60 feet with 1–4 fewer Hit Dice than the lich master 
  must succeed on a Will save or become frightened if 
  they fail their Will save, instead, but are not shaken on 
  a successful save. Creatures within 60 feet whose Hit 
  Dice are equal to or greater than the lich master’s Hit 
  Dice must succeed on a Will save or be shaken for as 
  long as they remain within 60 feet of the lich master. 
  The lich master can use this ability or a total number of 
  minutes per day equal to his primary spellcasting ability 
  score modifier, and this time must be spent in 1-minute 
  increments.
  Necromantic Aura (Sp): The lich master is constantly 
  surrounded by a desecrate effect, which is centered on 
  him and moves with him. Unlike a normal desecrate, the 
  range of this effect is 60 feet. The lich master counts as 
  an altar, shrine, or other fixture devoted to his deity or 
  aligned higher power, and so the modifiers granted by 
  the spell are doubled. The lich master himself does not 
  gain the profane bonus on attack rolls, damage rolls, and 
  saving throws, nor does he gain bonus hit points, but 
  the DC to resist his channeled negative energy (if any) 
  increases by +6, as normal.
  Greater Phylactery (Su): Beginning at 9th level, the lich 
  master’s connection to his phylactery becomes superb. If his 
  phylactery is currently worn or in his possession when he is 
  destroyed, it functions as outlined in the lesser phylactery 
  class feature, except that it takes only 8 hours for him to be 
  rejuvenated. If a new body is created for him, instead, it takes 
  only 1d4 days for his body to be created, and as soon as the 
  lich master awakens, he can immediately teleport to himself 
  each item that he had in his possession the last time his body 
  was destroyed. This functions as though those objects had 
  
  5
  been affected by instant summons, although no arcane mark 
  or expensive material component is required. The lich master 
  may choose not to affect some or all of these items in this 
  way.
  Soul Glutton (Su): Beginning at 10th level, the lich master 
  can have up to 20 soul points at any one time. Additionally, 
  whenever he spends soul points, he can spend twice the 
  normal amount in order to do so as a free action that can be 
  made even during another creature’s turn, rather than doing 
  so as an immediate action.
  Feats
  The following feats are presented in alphabetical order.
  Expanded Aura of Undeath
  You can project multiple auras of undeath.
  Prerequisite: Lich master level 9.
  Benefit: Choose one of the two abilities listed for the aura 
  of undeath class feature that you did not gain. You gain that 
  ability. At any given time, you can only project one of these 
  auras. You can switch between different auras as a swift 
  action.
  Expanded Necropotence
  You have mastered an additional secret of lichdom.
  Prerequisite: Lich master level 6.
  Benefit: Choose one of the two abilities listed for the 
  necropotence class feature that you did not gain. You gain 
  that ability, in addition to the necropotence ability you 
  already possess.
  Extra Defense of the Damned
  You gain additional defenses from being a lich.
  Prerequisite: Lich master level 3.
  Benefit: Choose one of the benefits listed for the defenses 
  of the damned class feature. You gain that benefit, as though 
  you had selected it as part of your normal class features.
  Special: You can take this feat up to three times. See the 
  defenses of the damned class feature to learn the benefits of 
  selecting the same benefit multiple times. 
  Improved Touch of the Grave
  Your touch drains life more quickly.
  Prerequisite: Lich master level 5.
  Benefit: The touch attack granted by your touch of the grave 
  class feature deals 3d8 points of damage + 1 point per class 
  level, instead of the normal amount.
  Soul Specialist
  You can gain more benefit from souls you consume.
  Prerequisite: Lich master level 7.
  Benefit: Whenever you spend a soul point to gain temporary 
  hit points, you gain 10 hit points instead of 5. Whenever you 
  spend a soul point to increase the caster level of a spell by 2, 
  you also increase the spell’s saving throw DC by 1. Whenever 
  you spend a soul point to gain a profane bonus to attack and 
  damage rolls, that bonus increases to +2.
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
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  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
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  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
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  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
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  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
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  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
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  Pathfinder Player Companion: Knights of the Inner Sea © 2012, Paizo Publishing, LLC; Authors: 
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  Weekly Wonders: The Lich Master Copyright 2015, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  For nearly as long as liches have existed in tabletop roleplaying games, players have wanted 
  to have the chance to be one. The Pathfinder Roleplaying Game Bestiary has a template for 
  liches, but it isn’t designed with players in mind, and so many GMs are forced to tackle 
  questions like: what do I need to do to become a lich? Is a CR +2 adjustment the same as 
  two levels? Does that mean I have to skip leveling up and “save up” an extra level, or do I 
  have to lose levels to become a lich? Even if the GM has the answer to all of these questions, 
  he or she may be hesitant to allow players to take a template that lets them heal 
  themselves infinitely, and which can permanently paralyze foes all day long, and while these 
  themselves infinitely, and which can permanently paralyze foes all day long, and while these 
  abilities are powerful, they’re not very fun at the table.
  This book presents the lich master prestige class, a ten level prestige class that not only 
  makes being a lich more accessible, by presenting it in prestige class form, but also provides 
  abilities that are more player oriented. Far more than just divvying up the abilities in the 
  template, this prestige class greatly expands the idea of what a lich can do, and makes liches 
  more customizable. Not only do lich masters gain phylacteries, potent defenses, and deliver 
  negative energy with a touch, they can also channel negative energy or project their soul 
  into other creatures, easily control undead minions, sever the souls of his victims from their 
  bodies and use them for his own dark ends, and far more. Finally, the book includes five feats 
  bodies and use them for his own dark ends, and far more. Finally, the book includes five feats 
  intended for members of the class, which allows players to even further customize their lich.
  Whether you are a player who’s always dreamed of playing a lich, or a GM who wants a 
  way to make a lich character more exciting and dynamic, this book brings these undead 
  spellcasters to unlife in a whole new way.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - The Lich Master.pdf