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The following is a guide to the differences between vampires and liches in Pathfinder. Identical abilities are not listed, and similar abilities are compared. Drawbacks to being a vampire or lich instead of human are compared. Being able to be killed by a stake through the heart and having your head cut off is not a drawback for instance, since that kills a human too. In fact, being able to survive a stake to the heart would make it on the vampire abilities list if it weren't shared by the lich. My intent is to show that the vampire and lich are actually comparable in terms of survivability, but the vampire has an edge in quality of unlife. All of this information is accurate and thoroughly checked.
V(ampire): can be any class, 5 HD or more
L(ich): must be spellcaster, CL 11 or more
Natural Armor
V: add +6
L: 5, or base creature's if higher
Damage Reduction
V: 10/magic and silver
L: 15/magic and bludgeoning
Resistances
V: Resist Cold and Electricity 10
L: Immune to Cold and Electricity
Personal Healing
V: automatic fast healing 5
L: full round action to heal 1d8+(HD/2)
Special melee attack
V: Slam deals natural weapon damage & 1/round, 2 negative levels
L: Touch deals 1d8+(HD/2) negative energy damage & paralyzes on a failed fortitude save
Skill bonuses
V: +8 racial bonus to bluff
L: (skill bonuses that the vampire gets as well)
Abilities
V: Str +6, Dex +4, Cha +4
L: Cha +2
If destroyed...
V: Travel to coffin somewhere within 9 miles. You bring all your worn gear with you. Remain 1 hour in coffin, then fast healing starts again and you awaken.
L: Regenerate at phylactery, anywhere. You lose all your worn gear and those that killed you take it, so you have to buy and store an extra set of gear near your phylactery every time you are killed. You take 1d10 days to return to unlife.
V(ampire): can be any class, 5 HD or more
L(ich): must be spellcaster, CL 11 or more
Natural Armor
V: add +6
L: 5, or base creature's if higher
Damage Reduction
V: 10/magic and silver
L: 15/magic and bludgeoning
Resistances
V: Resist Cold and Electricity 10
L: Immune to Cold and Electricity
Personal Healing
V: automatic fast healing 5
L: full round action to heal 1d8+(HD/2)
Special melee attack
V: Slam deals natural weapon damage & 1/round, 2 negative levels
L: Touch deals 1d8+(HD/2) negative energy damage & paralyzes on a failed fortitude save
Skill bonuses
V: +8 racial bonus to bluff
L: (skill bonuses that the vampire gets as well)
Abilities
V: Str +6, Dex +4, Cha +4
L: Cha +2
If destroyed...
V: Travel to coffin somewhere within 9 miles. You bring all your worn gear with you. Remain 1 hour in coffin, then fast healing starts again and you awaken.
L: Regenerate at phylactery, anywhere. You lose all your worn gear and those that killed you take it, so you have to buy and store an extra set of gear near your phylactery every time you are killed. You take 1d10 days to return to unlife.