Pathfinder Wrath of the Righteous Lich Mythic Path Guide

Pathfinder Wrath of the Righteous Lich Mythic Path Guide

The Lich is an immortal creature, commanding their own army of undead. Even the mightiest adversaries the Lich defeats can be raised as slaves under the Lich’s command. Eventually, this master of undeath and necromancy can even replace their mortal companions with powerful undead minions they create. They master the art of magic – especially necromancy – and wield an armament of unique and especially powerful spells like death realm.

Other Pathfinder Wrath of the Righteous Guides:

Lich Mythic Path Guide

  • Unlock: Lost Chapel underground, you need to return the wand you found in Leper’s Smile to the lich.
  • You can have some special undead companions (Staunton Vhane, Ciar, Kestoglyr, Queen Galfrey)
  • Lich path add +100% to cost of mercenary armies and -50% penalty to all army growth. However, after each battle you can raise some undeads to strengthen your army.
  • Also, Seelah disapprove the lich path.
  • Lich Features: Special undead companions and Lich spellbooks

Lich Mythic Spells

NameEffectsLevel
Corrupted BloodYou are nauseated. Additionally, if you die, you deal 6d6 damage to all creatures in 15 feet radius and apply Corrupted Blood to them.3
Mastery of FleshYou know how to deal with both mortal and immortal flesh. When used against an enemy, this spell deals 4d8 + caster level damage to living targets and 2d8 + caster level to undead targets. When used on an ally, it instead heals undead targets for 4d8 + caster level and living targets for 2d8 + caster level.3
Power from DeathYou know how to gain strength from fallen allies and enemies alike. You gain +1 to attack rolls, saving throws and damage rolls for every dead creature in 30 feet radius up to maximum of 3 + 1 per five caster levels. If the bonus is +3 or higher you additionally gain effects of the haste spell.3
Consume UndeadYou siphon the power of unlife from the target undead creature. If it’s an enemy, it is dealt 1d8 damage per caster level, and you are healed for the same amount. If it’s an ally, the damage is maximized to 8 damage per caster level.4
Vampiric BladeYou weapon becomes bloodthirsty. It deals 1d6 + caster level additional damage, healing the wielder for the same amount.4
Eyes of the BodakYour eyes become filled with unthinkable horrors. For 1 round per caster level, you gain a gaze, giving your enemies in 30 feet a negative level each round.4
Bone ExplosionTarget’s bones explode in the body. If the target fails a Fortitude saving throw, it receives 6 damage per caster level, and all creatures in a 20 feet radius receive 1d6 damage per caster level (Reflex save halves). If the Fortitude saving throw is successful, the target receives 1d6 damage per caster level, and all creatures in a 20 feet radius receive 1 damage per caster level instead (Reflex save halves).5
Deny DeathYou place a ward, guarding the target from death. For the next 10 minutes per level if the target dies, it is instead saved, but paralyzed until the end of battle.5
ExsanguinateYou force the target’s blood to overflow in its body. The target receives 1d6 damage per caster level, and makes a Fortitude saving throw. If it fails, the target receives 1d6 Strength damage and 2d6 bleed damage.5
RepurposeYou mark a target with a curse of servitude. For 1 round per two caster levels, the target is dealt 1d6 damage per round. If the target dies during the effect, it is revived after death as an undead creature under your command.5
Bone ShieldYou gain +6 shield bonus to AC and immunity to critical hits.6
False GraceThis spell acts like False life, but affects all allies in 30 feet radius and grants 3d10 + caster level temporary hit points.6
Siphon LifeThis spell works as vampiric touch, expect it’s a ranged touch attack in medium range and the amount of damage is 1d6 per caster level.\nVampiric touch: You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. The temporary hit points disappear 1 hour later.6
Siphon TimeYou steal enemies speed and vitality. Enemies in 30 feet radius are affected by the effect of the slow spell, and allies are affected by Haste.6
Feast of BloodThis spell acts as Exsanguinate, except it affects all enemies in 20 feet radius and grants the caster temporary hit points equal to the maximum damage dealt.\nExsanguinate: You force the target’s blood to overflow in its body. The target receives 1d6 damage per caster level, and makes a Fortitude saving throw. If it fails, the target receives 1d6 Strength damage and 2d6 bleed damage.7
Restore UndeadThis spell fully heals all allied undead creatures.7
Blessing of UndeadYou gain undead immunities, negative energy affinity and DR 5/bludgeoning.7
Domain of the Hungry FleshYou create a terrible abomination in an area. It attacks everything inside, trying to trip (using caster’s level instead of BAB and spellcasting ability score instead of Strength), dealing 2d6 plus caster level damage, entangling and dealing 1d4 damage to a random physical ability score. The area lasts for 1 round per caster level.8
Embrace of DeathYou fall into a coma and start receiving 1d6 Constitution drain every round. You can attempt new saving throws every round, and a successful save leaves you staggered for 1 more round and makes you suffer 1d6 Constitution drain.8
Corrupt MagicYou gain -1 penalty to attack and damage rolls, saving throws and AC for every effect dispelled with Corrupt Magic.9
Negative EruptionThis spell acts as harm spell, but affects all creatures in 30 feet radius. Additionally, all affected undead creatures gain +2 bonus to attack rolls, damage rolls, Will saving throws and twice the caster level temporary hit points.\nHarm: Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount.\nIf used on an undead creature, harm acts like heal.9
Flay for PurposeEvery creature has a purpose in life — and that is to serve you. The target is affected by Repurpose, except the damage is 2d6 per round. After that, the target makes a Fortitude save. If fails, the target takes 10 damage per caster level.\nRepurpose: You mark a target with a curse of servitude. For 1 round per two caster levels, the target is dealt 1d6 damage per round. If the target dies during the effect, it is revived after death as an undead creature under your command.9

Lich Progression

LevelAbilities
3Lich Powers, Skeletal Champion, Mythic Ability, Summon Fallen
4Mythic Feat, Lord Beyond the Grave, Summon Plague Beast Mastodon
5Mythic Ability, Dark Rites, Lord of Death, Summon Plague Beast Mastodons
6Mythic Feat, Lich Powers, Summon Ecorche
7Mythic Ability, Summon Nightshade Nightcrawler
8Mythic Feat, Summon Nightshade Nightcrawler and Ecorche
9Mythic Ability, Lich Powers, Summon Ravener Dragon
10Mythic Feat

Lich Abilities

Skeletal Champion
You get a powerful undead minion — a skeletal champion. It will become more powerful as you gain new mythic ranks. Just like your companions, this skeletal champion can use any items and also has all the weapon proficiencies. Being undead, it is also subject to all the bonuses undead get being under the command of the Mythic Lich.

Summon Fallen
This ability summons a Fallen for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Lord Beyond the Grave
You can use command undead at will. All undead under your command within 50 feet of you gain a bonus to their Strength, Dexterity, and Charisma equal to half your mythic rank plus 1. Their attacks now ignore damage reduction except N/-.

Summon Plague Beast Mastodon
This ability summons a Plague beast Mastodon for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Dark Rites
Lich, and all his companions in a 30-feet radius, cast spells as if their caster level was 2 levels higher.

Lord of Death (Lady of Death)
Leader of a small cult of undead, created by his/her own hands, {name} became famous as the indomitable commander of the Fifth Mendevian Crusade against the Worldwound. Determined to destroy the forces of the Abyss at any cost, s/he ventured on the path of the Lord/lady of Death. For millennia, powerful necromancers have dreamed of a power that could rival the divine. They have created cults in their own names, and attracted many followers. Thanks to his/her legendary powers, {name} has managed to achieve much greater success than the others: s/he has acquired a talent to bestow divine spells upon his/her followers. From that moment, the undead created by him/her needed no other deities to cast spells.

Domains: Death, Evil, Strength, War.

Summon Ecorche
This ability summons an Ecorche for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Summon Nightshade Nightcrawler
This ability summons a Nightshade Nightcrawler for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Summon Ravener Dragon
This ability summons a Ravener Dragon for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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