Clear out experimental .35 files
Clear out experimental .35 files
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//::///////////////////////////////////////////////
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//:: Name Lich template test script
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//:: FileName tmp_t_lich
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creating A Lich
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"Lich" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base
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creature), provided it can create the required phylactery.
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A lich has all the base creature<72>s statistics and special abilities except as noted here.
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Size and Type
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The creature<72>s type changes to undead. Do not recalculate base attack bonus, saves, or skill points.
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Size is unchanged.
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Hit Dice
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Increase all current and future Hit Dice to d12s.
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Armor Class
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A lich has a +5 natural armor bonus or the base creature<72>s natural armor bonus, whichever is better.
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Attack
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A lich has a touch attack that it can use once per round. If the base creature can use weapons, the
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lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting
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without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed
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with a weapon uses its touch or a weapon, as it desires.
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Full Attack
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A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any).
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If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural
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secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it
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can use as a secondary attack).
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Damage
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A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage
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to living creatures; a Will save (DC 10 + <20> lich<63>s HD + lich<63>s Cha modifier) halves the damage. A lich with
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natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter,
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it deals 1d8+5 points of extra damage on one natural weapon attack.
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Special Attacks
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A lich retains all the base creature<72>s special attacks and gains those described below. Save DCs are equal
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to 10 + <20> lich<63>s HD + lich<63>s Cha modifier unless otherwise noted.
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Fear Aura (Su)
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Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius
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that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer
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of the lich<63>s level. A creature that successfully saves cannot be affected again by the same lich<63>s aura
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for 24 hours.
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Paralyzing Touch (Su)
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Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently
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paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse
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spell description).
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The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or
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a DC 15 Heal check reveals that the victim is still alive..
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Spells
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A lich can cast any spells it could cast while alive.
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Special Qualities
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A lich retains all the base creature<72>s special qualities and gains those described below.
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Turn Resistance (Ex)
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A lich has +4 turn resistance.
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Damage Reduction (Su)
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A lich<63>s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic.
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Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
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Immunities (Ex)
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Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on
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themselves), and mind-affecting attacks.
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Abilities
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Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no
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Constitution score.
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Skills
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Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot
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checks. Otherwise same as the base creature.
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Organization
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Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn).
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Challenge Rating
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Same as the base creature + 2.
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Treasure
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Standard coins; double goods; double items.
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Alignment
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Any evil.
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Advancement
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By character class.
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Level Adjustment
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Same as the base creature +4.
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Lich Characters
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The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.
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A lich retains all class abilities it had in life.
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The Lich<63>s Phylactery
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An integral part of becoming a lich is creating a magic phylactery in which the character stores its
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life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery.
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Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.
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Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character
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must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp
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and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
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The most common form of phylactery is a sealed metal box containing strips of parchment on which magical
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phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
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Other forms of phylacteries can exist, such as rings, amulets, or similar items.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Primogenitor
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//:: Created On: 18/04/06
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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#include "prc_inc_template"
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void main()
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{
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object oPC = OBJECT_SELF;
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string sString = "Lich template: ";
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_CONTINUE);
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int nAlignment = GetAlignmentGoodEvil(oPC);
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if(nAlignment != ALIGNMENT_EVIL && GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER) < 20)
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{
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SendMessageToPC(oPC, sString+"Not evil");
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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}
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else if(GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oPC) >= 20 && nAlignment == ALIGNMENT_GOOD)
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{
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SendMessageToPC(oPC, sString+"Can't be a good Dread Necromancer");
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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}
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int nArcCasterLevel = GetPrCAdjustedCasterLevelByType(TYPE_ARCANE, oPC, FALSE);
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int nDivCasterLevel = GetPrCAdjustedCasterLevelByType(TYPE_DIVINE, oPC, FALSE);
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if(nArcCasterLevel < 11 && nDivCasterLevel < 11)
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{
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SendMessageToPC(oPC, sString+"Arcane Caster Level = "+IntToString(nArcCasterLevel));
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SendMessageToPC(oPC, sString+"Divine Caster Level = "+IntToString(nDivCasterLevel));
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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}
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if(!GetHasFeat(FEAT_CRAFT_WONDROUS))
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{
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SendMessageToPC(oPC, sString+"No craft wondrous items");
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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}
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// Humanoid only
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int nRace = MyPRCGetRacialType(oPC);
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if(nRace == RACIAL_TYPE_ABERRATION ||
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nRace == RACIAL_TYPE_ANIMAL ||
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nRace == RACIAL_TYPE_BEAST ||
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nRace == RACIAL_TYPE_CONSTRUCT ||
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nRace == RACIAL_TYPE_DRAGON ||
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nRace == RACIAL_TYPE_ELEMENTAL ||
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nRace == RACIAL_TYPE_FEY ||
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nRace == RACIAL_TYPE_GIANT ||
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nRace == RACIAL_TYPE_MAGICAL_BEAST ||
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nRace == RACIAL_TYPE_PLANT ||
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nRace == RACIAL_TYPE_OOZE ||
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nRace == RACIAL_TYPE_OUTSIDER ||
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nRace == RACIAL_TYPE_SHAPECHANGER ||
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nRace == RACIAL_TYPE_UNDEAD ||
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nRace == RACIAL_TYPE_VERMIN)
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{
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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}
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}
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