Beloved Dictator [General] (from the Unholy Warrior's Handbook)
Your followers overlook your negative qualities.
Prerequisite: Charisma 13+, Leadership, evil alignment.
Benefit: You receive no penalties to your Leadership score for failure, aloofness, or cruelty, nor do you receive any penalty for killing your own cohort or followers.
Normal: A character's Leadership score decreases if the leader exhibits unsavory qualities such as failure or aloofness, cruelty, or causing the death of her followers.
Blasphemer [General] (from the Unholy Warrior's Handbook)
You are skilled at defeating other clerics' ability to channel positive energy.
Prerequisite: Ability to channel negative energy.
Benefit: Anyone within 30 feet of you who attempts to channel positive energy (such as healing magic) must succeed at a Concentration check against a DC equal to 5 + your effective turning level. A failed check causes the channeling attempt to fail.
Brimstone Death [General] (from the Unholy Warrior's Handbook)
Upon your death, a horde of fiends are summoned to avenge you.
Prerequisite: Charisma 19+, Damned, Servant of Darkness, evil alignment.
Benefit: Whenever you take damage reducing you to -10 hit points or less, your corpse erupts with a horde of screaming dretch. One dretch appears for every two Hit Dice or levels you had in life. If you are lawful evil, lemures spawn from your corpse, numbering one per Hide Die or level. These creatures attack friend or foe mindlessly until destroyed.
Special: Taking this feat prevents your returning from death by any means other than wish or miracle. If you were of neutral evil alignment, a neutral-aligned fiend of appropriate power level may be substituted.
Carrier [General] (from the Unholy Warrior's Handbook)
You are a walking contagion spreading disease and pestilence wherever you go.
Prerequisites: Your chosen disease must have infected you at one time. In addition, you must have fully recovered from the disease's effects without the benefit of magical healing.
Benefit: When you take this feat, choose a disease to which you have been exposed and from which you have recovered. You are now immune to this disease. Furthermore, you carry this disease and may infect others if you meet the infection requirement. Hence, diseases requiring contact need touching to transmit them. Likewise, injury requires a wound, and inhaled requires the victim to breathe your exhalations.
Special: This feat excludes mummy rot and other naturally incurable diseases.
Damned [General] (from the Unholy Warrior's Handbook)
Your soul is condemned to the lower planes.
Prerequisite: Evil alignment.
Benefit: When you select this feat, your subtype changes to outsider, providing you with Darkvision 60 feet. In addition, all spells you cast with the fear descriptor gain a +4 bonus to their DCs.
Special: Slain outsiders cannot be raised or resurrected, although a wish or miracle can restore them to life.
Demonic Awareness [General] (from the Unholy Warrior's Handbook)
You have an unholy knack for fighting in dim environments.
Benefit: You add 30 feet to your existing darkvision and reduce your opponent's percentage miss chance derived by concealment one degree, to a minimum of one-quarter concealment.
Special: You may take this feat multiple times, each time adding 30 feet to your darkvision and reducing an opponent's concealment by an additional step. You may never reduce concealment below one-quarter.
Evil's Champion [General] (adapted from the Unholy Warrior's Handbook)
Your allegiance to evil's cause provides you with unusual resilience against the dark arts.
Prerequisite: Servant of Darkness, evil alignment.
Benefit: You are immune to all spells with the evil descriptor. In addition, you gain a +4 competence bonus to all Charisma-based skill checks when interacting with evil NPCs.
Executioner [General] (from the Unholy Warrior's Handbook)
Your killing strokes strike fear into the hearts of your enemies.
Prerequisite: Unholy Warrior level 1st+, Intimidate 8+ ranks.
Benefit: Whenever you perform a coup de grace action, all allies within 30 feet gain a +2 morale bonus to their attack and damage rolls and saving throws. In addition, all enemies who witnessed the action must make will saves against a DC equal to 10 + ½ your unholy warrior levels + your total Intimidate bonus. A failed save results in the enemy being shaken. Opponents with more Hit Dice than you or who are immune to fear are unaffected by this feat. All benefits and penalties awarded by this feat remain for 1d4 + 1 rounds or the end of combat, whichever comes first.
Lascivious [General] (from the Unholy Warrior's Handbook)
Your unnatural physical appetites manifest as a strange animal magnetism.
Prerequisite: Must have Kivutar as your patron deity.
Benefit: This feat provides a +4 insight bonus to all Bluff, Diplomacy, and Intimidate checks whenever you attempt to entice a being with the promise of a sexual favor, provided the target is normally attracted to your character's gender. You also receive a +2 insight bonus on all Gather Information checks due to your enthralling sensuality.
Special: Once you have seduced an individual, he or she becomes more eager to fulfill your wishes, thereby providing a +2 circumstance bonus on all future checks against that individual.
Legion [General] (from the Unholy Warrior's Handbook)
Your body is home to a number of fiends.
Prerequisite: Brimstone Death, character level 6th+.
Benefit: You host a number of outsiders whose total Hit Dice do not exceed your character level. Harboring these evil entities can destroy your soul. You take an amount of ability damage equal to the sum of the individual CRs of your "guests". This damage cannot be healed as long as the fiends inhabit your body. In exchange, you may make use of their spell-like abilities as listed under each entity's description in the Monster Manual. For the purposes of caster level, use the one listed in the fiend's description or your own level (casting as a sorcerer), whichever is lower.
Special: Once a fiend inhabits your body, it is difficult to make it leave. Only dispel evil, dismissal, wish, or miracle can remove a possessing fiend. Other spells replicating these effects may remove fiends at the DM's discretion.
Infernal Patron [General] (from the Unholy Warrior's Handbook)
You are the chosen servant of a powerful evil entity.
Prerequisite: Servant of Darkness.
Benefit: When you take this feat, the DM secretly rolls 1d6 to determine the amount of usefulness points and records the result. Thereafter, you may call upon your patron to aid you in desperate moments. By spending 1 usefulness point, you may reroll an one roll of a d20 result and choose the better of the two rolls. The forces of evil are fickle; they frown upon too-frequent invocations of their names. Hence, the more you try your master, the less useful you are. If at any time your usefulness point total reaches 0, you gain the enmity of your patron. The next time you roll a natural 20 on a d20 check, you must reroll the result and take the lesser roll.
Special: You may take this feat multiple times, each time gaining a new 1d6 roll. However, if you run out of usefulness points prior to a second instance of this feat, you must sacrifice an amount of gold or items valued shillings equal to your character level times 1,000.
Quicken Granted Power [General] (from the Unholy Warrior's Handbook)
You may use a power granted from an unholy warrior domain as a free action.
Prerequisite: You must have access to an unholy warrior domain granting a power requiring a standard action to activate.
Benefit: Choose one granted power you possess that requires a standard action to activate. You may now activate that power as a free action. You cannot quicken any power that requires a full round action or more.
Rotting Touch [General] (from the Unholy Warrior's Handbook)
Your touch sloughs the skin from your foes.
Prerequisite: Damned, Carrier.
Benefit: Once per day, as one of your smite attacks, you may choose to inflict 1d6 + your Charisma modifier in Constitution damage. You must declare this attack prior to the attack roll. Targets lacking a Constitution score are immune to this ability. If the attack succeeds, all of the target's allies within 30 feet are forced to make Will saves against a DC 10 + your Charisma modifier + ½ your total Hit Dice. A failed check results in their being shaken for 1d4 rounds by the horrible liquefaction of their comrade's flesh.
Vestigial Twin [General] (from the Unholy Warrior's Handbook)
Awakening within you is a latent twin who is fully intelligent, aware, and resentful to its subordinate level within your body.
|Class I Power|
|Class II Power|
Class III Power
|Per level of the character|
|Each +1 of Intelligence bonus|
|Each +1 of Wisdom bonus|
|Each +1 of Charisma bonus|
Benefit: When you take this feat, a presence awakens from torpidity. The fiendish spirit forms of your own flesh to manifest within your body, using your cells to form its features - and possibly arms and legs, depending on the level at which you take this feat. The "twin" has an independent personality and a variety of level-dependent capabilities. Each time you take this feat, create an additional twin using the following rules.
6 - 10
Class I Power
11 - 15
Class II Power
16 - 20
|Class III Power|
Twin has Survival 10 ranks
Twin has Sense Motive 10 ranks
Host gains Combat Reflexes
Host gains Blind-Fight
Host gains Improved Initiative
Host gains Mobility
Host gains Sunder
Host gains Combat Expertise
Twin may detect good at will
Host may find traps at will
Host may detect secret doors at will
Twin may detect magic at will
Twin may cast cure light wounds on host once per day
Host gains Uncanny Dodge as a 5th-level barbarian
Host gains Evasion
Host may see invisible at will
Twin may feather fall the host once per day
Host need no longer sleep
Host need no longer breathe
Host may charm person on contact, three times per day
Host gains clairaudience/clairvoyance with a 100-foot range, for 10 rounds, three times per day
Host may cast magic missile three times per day
Host may cast shield three times per day
Host may detect thoughts three times per day
Host may levitate three times per day
Host may become invisible once per day
Host may fly three times per day
Twin may cast cat's grace on host once per day
Twin may cast bull's strength on host once per day
Twin may cast haste on host once per day
Twin may cast blindness once per day
Twin may cast confusion once per day
Twin may cast fear once per day
Twin may cat hold monster once per day
Twin confers a +2 luck bonus on all saves, a +2 deflection bonus to Armor Class, and spell resistance 15
Violating Strike [General] (from the Unholy Warrior's Handbook)
You make an attack so heinous, it destroys a piece of your victim's soul.
Prerequisite: BAB +8, evil alignment.
Benefit: As a full-round action, you may make one attack against an opponent as normal. On a successful hit, you inflict 1d4 points of Charisma damage, and you and your opponent make opposed Charisma checks. You may substitute your Intimidate skill for this roll. If you beat your opponent, he is staggered fir 1 round, and shaken for 1 minute. If your opponent wins the opposed roll, there is no additional effect beyond the Charisma damage. If you critically hit your opponent, the Charisma is drained instead of damaged, but you do not double the amount, and you receive a +4 competence bonus to the opposed check. Creatures immune to critical hits are immune to the effects of this feat.
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