So, after about an hour of work, this is what i've come up with as a base idea for a Lich template as a race. there are a few issues that i will note at the bottom but this is more of a working idea that anything.
the simplest way to figure the RP cost of a lich is to look at the cost of its Phylactery. which is 1,200 BP (120,000)
1,200 x 10 =12,000
the square root of 12,000 is 109.545 to the lich is roughly a 110 RP race. (110RP equates to 1,210 BP so we'll go with that)
However, i know arkrim is looking for more exact measures so we'll get as in depth as we possibly can.
Lich as a race, as determined by the Advanced Race Guide race building tools: http://www.d20pfsrd.com/gamema.../creating-new-races/
Abilities
Flexible (2 RP)
Modifiers: Members of this race gain a +2 bonus to any two ability scores.
+2 Int, +Wis
Advanced Charisma (4 RP)
Benefit: Members of this race receive a +2 racial bonus to Charisma.
Skills
Skill Bonus x12 (24 RP)
Perception +8, Stealth +8, Sense motive +8
Skill Training x5 (5 RP)
Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth are treated as class skills
Race Elements
Undead - 16 RP
Natural Armor - 2 RP
- 1 Point of Natural Armor
Improved Natural Armor x4 - 4 RP
- 4 Extra points of Natural armor
Channel Resistance x2 - 2 RP (using Illusion resistance as a base)
- +4 to saving throws vs all Channel Energy effects
Skeletal Damage Reduction (2 RP)
- DR 5/bludgeoning.
Damage Reduction (4 RP)
DR 5/magic.
Elemental Immunity x2 (8 RP)
Electricity and Cold
Attacks
Natural attack (1 RP)
Touch
As it stands, the Lich, as a race costs 74 RP which, by itself, costs 547 BP to play.
The big issues i've run across are thus:
the Lich's rejuvenation ability, while effectively useless in the arena, as matches never last for 1d10 days, has no equivalent in the custom races list.
Granted, this is also an ability tied directly to the Lich's Phylactery. And perhaps it's utter uselessness in an arena setting garner it a net worth of a 0 RP value.
The other, more pressing, problems present themselves in the forms of the Lich's paralyzing touch ability and the Lich's fear aura ability.
The Fear aura ability, can be finagled by looking at the Frightful Gaze (6 RP) and Stench Aura (4 RP) ability.
Replace Paralysis with frightened or shaken dependent on a creatures HD in frightful gaze and you have a partially functioning Lich fear aura
Add in Stench Aura's "Creatures that succeed at the saving throw cannot be sickened by the same creature’s stench aura for 24 hours" and special text that says you can take the ability twice you double the range and increase the duration and its just about equal to a Lich's fear aura.
The one hang up is that the Lich;s fear aura causes a fear effect that last a number of rounds equal to a lich's HD so thats a problem
Call this roughly a 16 RP ability and we're sitting pretty. (8 RP for the base 30 feet fear aura fora duration of half HD then and extra 8 RP to double the range and double the duration. )
The touch attack damage and the paralyzing touch are more difficult
for the touch attack damage, we're looking at Elemental Weapons (6 RP) and Slapping Tail (3 RP)
Elemental Weapons gives us an Energy Based form of attack and slapping tail gives us a 1d8 form of damage.
The problem is Elemental weapons is limited to fire, cold, Electricity, and acid and slapping tail is limited to AoOs. more over, there's nothing that gives us a bonus to damage equal to 1 for every 2 HD the creature possesses. So let's just call this a 14 RP ability to tie in with the touch attack natural weapon to round it off at 15 RP total.
With paralyzing touch, we're back to Frightful Gaze for a base form of paralysis. The biggest problem here is that the lich's Paralyzing touch causes permanent Paralysis that can only be removed by remove curse or remove paralysis.
I'd personally say call this a 10 RP ability, because even though it only happens on a touch attack, it's still permanent paralysis. Even if arena immunities get out out of it 1 round later if you're above half health.
If we factor in these last, very experimental, very not exactly exact RP values for the abilities, we do come out with a RP cost of 114 which comes to a BP cost of 1299. only 99 BP above the cost of the Lich's phylactery.
alternatively, we just say the abilities i couldn't figure cost 36 BP over the 74 and call it a day
(note: i calculated and approximated the RP cost of the Lich's abilities before figuring the RP cost of the lich based on the price of it''s phylactery so the fact that i was able to come within 4 RP of the phylactery is actually pretty good on me if i do say so myself.)
That's what i've got for the Lich. If anyone wants to throw input my way, that'd be appreciated.
This message was last edited by the player at 23:18, Tue 02 Jan 2018.