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Unhallowed

HD: d12

Skills: Climb, Disguies, Escape Artist, Hide, Listen, Intimidate, Jump, Knowledge(Religion), Move Silently, Sense Motive, Slieght of Hand, Spot, Swim, Use Rope
4 + INT per level

Armor Proficiency: Light and Medium armors

Weapon Proficiency: Simple and Martial Weapons



Level 

Base Attack 

Fortitude 

Reflex 

Will 

Special Abilities 

Points 

1 +1 +0 +0 +2 Unhallowed Pact I, Phantasmal Strike 1d6 10
2 +2 +0 +0 +3 Smite Mortal/Undead 10
3 +3 +1 +1 +3 15
4 +4 +1 +1 +4 Phantasmal Strike 2d6 15
5 +5 +1 +1 +4 Turn/Rebuke Undead 20
6 +6/+1 +2 +2 +5 20
7 +7/+2 +2 +2 +5 Phantasmal Strike 3d6 25
8 +8/+3 +2 +2 +6 Undead Fortitude 25
9 +9/+4 +3 +3 +6 30
10 +10/+5 +3 +3 +7 Phantasmal Strike 4d6 30
11 +11/+6/+1 +3 +3 +7 Unhallowed Pact II 40
12 +12/+7/+2 +4 +4 +8 Undead Immunity 40
13 +13/+8/+3 +4 +4 +8 Phantasmal Strike 5d6 50
14 +14/+9/+4 +4 +4 +9 50
15 +15/+10/+5 +5 +5 +9 Undead Immunity 60
16 +16/+11/+6/+1 +5 +5 +10 Phantasmal Strike 6d6 60
17 +17/+12/+7/+2 +5 +5 +10 70
18 +18/+13/+8/+3 +6 +6 +11 Undead Immunity 70
19 +19/+14/+9/+4 +6 +6 +11 Phantasmal Strike 7d6 80
20 +20/+15/+10/+5 +6 +6 +12 Unhallowed Pact III 80

Unhallowed Pact (Su)
At 1st level you choose which incorporeal undead you wish to bind your soul with: Shadow, Wraith, Spectre, Banshee, Allip, or Vestige. For each encounter, you get to use a certain number of points that can be used for your abilities. At level 11 and 20, you gain access to another undead to make a pact with, increasing the amount of ability damage you deal while using this ability. You can use Unhallowed Pact once per day per level and it last for a number of rounds equal to 5 + your Charisma modifier

You activate Unhallowed Pact as a swift action and you may end it early at will or if you are knocked unconcious. The saving throw for all of your abilities are 10 + 1/2 class lv + CHA mod. Any weapon that you weild is treated as ghost touch weapon. You slightly heal instead of taking damage from negative energy. If the negative energy targets undead, you heal hit points just like undead but only 1/2 as much.


Phantasmal Strike (Ex)
It works like the rogue ability, Sneak attack. On an attack you deal extra damage if opponent is denied their DEX modifier or if they have taken ability damage that round. At Level ll, this abilty becomes effective on other undead.

Smite Mortal/Undead (Ex)
You may attempt to smite a creature with one normal melee attack. You add your CHA mod (if any) to the attack roll and deal 1 extra point of damage per level. A good Unhallowed may only use smite on undead while an evil Unhallowed may only smite living creatures. If you accidentally smite a creature that does not apply to your alignment choice, the smite has no effect, but the ability is still used up for that day. If you kill a creature with this attack, you can restore all of the points you have used for that encounter. You may use this ability a number of times per day equal to your CHA mod
Turn/Rebuke Undead (Su)
Regardless of alignment, an Unhallowed has the power to affect undead creatures by channeling the power of the undead bound to their soul. A good Unhallowed can turn or destroy undead creatures. An evil Unhallowed instead rebukes or commands such creatures. A neutral Unhallowed must choose whether his turning ability functions as that of a good or evil Unhallowed. Once this choice is made, it cannot be reversed. An Unhallowed may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier
Undead Fortitude (Ex)
While using Unhallowed Pact, if damage would reduce you to 0 hp, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is divine or from a critical hit. On a successful save, you drop to 1 hp instead.
Spectral Immunity (Ex)
At 12th level and every three levels afterwards, you may choose one of the following abilities below. Undead Immunity only works while you are using Unhallowed Pact:
Unhallowed Pacts

Shadow: As a Shadow, you gain a +2 bonus on Hide checks.

Wraith: As a Wraith, you gain a +2 bonus on Move Silently checks; you also have a terrible weakness to sunlight. If you are caught in sunlight, you take a -4 to all attack rolls


Spectre As a Spectre you gain a +2 bonus on Listen and Spot Checks; you also have a terrible weakness to sunlight. If you are caught in sunlight, you take a -4 to all attack rolls


Banshee A Banshee has a +2 bonus on Intimidate checks; you also have a terrible weakness to silence. If you are caught by a silence spell or something that is similar, you take a -4 to all attack rolls

Allip- An Allip gains a +2 bonus to Sense Motive checks

Vestige: A vestige gains a +2 bonus to a Knowledge check