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Alignment: Neutral Evil
Hit Die: d10
Class Skills: The unholy's class skills are are Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
Skill Points per Level: 2 + Int modifier.
Starting Wealth: 5d6 × 10 gp (average 175 gp)
Weapon and Armor Proficiency: Unholy are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Special: An Unholy who has previous levels of Cleric loses all levels of that class and gains equal levels of Unholy. (i.e. A 10th level cleric/3rd level fighter takes a level of Unholy and automatically becomes a 11th level Unholy/3rd level Fighter.) Ex-Clerics lose all Granted Powers of any Domains that they were associated with before becoming Unholy as well as any access to Domain Spells.
NOTE: The Unholy are the special warriors of The Unnamed One. Each is considered his paladins and are fanatically devoted to advancing the cause of their lord and master. Luckilly for the agents of goodness and life no more than a handful of these characters active at any one time. The riggors of undergoing the attentions of their dark master leave most hopefuls mindless undead husks.

Level Base Attack Bonus Saves Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1 +1 +2 +0 +2 Dark Mark, Detect Good, Plague Bringer, Smite Good 1/day
2 +2 +3 +0 +3 Aura of Malevolence, Frightful Gaze
3 +3 +3 +1 +3 Death's Embrace, Inflict disease
4 +4 +4 +1 +4 Channel Negative Energy, Smite Good 2/day 0
5 +5 +4 +1 +4 Dark Energy 1
6 +6/+1 +5 +2 +5 Death Touch, Inflict disease] 2/week 1
7 +7/+2 +5 +2 +5 Smite Good 3/day 1 0
8 +8/+3 +6 +2 +6 Blight 1 1
9 +9/+4 +6 +3 +6 Inflict disease 3/week 2 1
10 +10/+5 +7 +3 +7 Smite Good 4/day 2 1 0
11 +11/+6/+1 +7 +3 +7 Wasting Visage 2 1 1
12 +12/+7/+2 +8 +4 +8 Inflict disease 4/week 2 2 1
13 +13/+8/+3 +8 +4 +8 Smite Good 5/day 3 2 1 0
14 +14/+9/+4 +9 +4 +9 Exploit Weakness 3 2 1 1
15 +15/+10/+5 +9 +5 +9 Inflict disease 5/week 3 2 2 1
16 +16/+11/+6/+1 +10 +5 +10 Smite Good] 6/day 3 3 2 1
17 +17/+12/+7/+2 +10 +5 +10 Dark Mastery 4 3 2 1
18 +18/+13/+8/+3 +11 +6 +11 Inflict disease 6/week 4 3 2 2
19 +19/+14/+9/+4 +11 +6 +11 Smite Good 7/day 4 3 3 2
20 +20/+15/+10/+5 +12 +6 +12 Ascension 4 4 3 3

Dark Mark (Su): The agents of the Dark One are marked. See Dark Mark

Detect Good (Sp): At will, an unholy can use detect good, as the spell. An unholy can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the unholy does not detect good in any other object or individual within range.

Plague Bringer (Ex): The powers of darkness make an unholy a beacon of corruption and disease. An unholy does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Smite Good (Su): Once per day, an unholy can call out to the powers of evil to aid her in her struggle against good. As a swift action, the unholy chooses one target within sight to smite. If this target is good, the unholy adds her Cha bonus (if any) to her attack rolls and adds her unholy level to all damage rolls made against the target of her smite. If the target of smite good is an outsider with the good subtype or an good-aligned dragon the bonus to damage on the first successful attack increases to 2 points of damage per level the unholy possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the unholy gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the unholy targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the unholy rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the unholy may smite good one additional time per day to a maximum of seven times per day at 19th level.

Aura of Malevolence (Su) : Beginning at 2nd level, an Unholy is immune to fear (magical or otherwise). nemies within 10 feet of the Unholy must succeed at a Willpower save (DC = 10 + Unholy level) or be shaken.

Frightful Gaze (Ex): The Unholy are skilled at intimidating their foes. An unholy receives a morale bonus on all Intimidate checks equal to 1/2 her unholy level (minimum +1). As a swift action, the unholy can cause their opponents to become shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You can only threaten opponents in this way if they are within 30 feet and can clearly see and hear you.

Death's Embrace (Ex): An unholy heals damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, the unholy heals hit points just like undead in the area.

Inflict Disease (Sp): Beginning at 3rd level, an Unholy can Inflict disease, as per the spell inflict disease, once per week and an additional use per every 3 unholy levels after 3rd.

Channel Negative Energy (Su): When an Unholy reaches 4th level, she gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of her lay on hands ability. An Unholy uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. They can channel energy a number of times per day equal to 1/4 their unholy level + cha modifier.

Spells: Beginning at 4th level, an unholy gains the ability to cast a small number of divine spells which are drawn from the unholy spell list. An unholy must choose and prepare her spells in advance.

To prepare or cast a spell, an unholy must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an unholy's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, an unholy can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When the table indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

An unholy must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. An unholy may prepare and cast any spell on the unholy spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, an unholy has no caster level. At 4th level and higher, her caster level is equal to her unholy level – 3.

Weapon Properties
+1: Flaming, keen, vicious
+2: Anarchic, flaming burst, unholy, wounding
+3: Speed
+5: Vorpal

Dark Energy (Sp): Upon reaching 5th level, an unholy forms a divine bond with The Dark One allowing the unholy to enhance her weapon as a standard action by calling upon the aid of an elemental spirit from the negative energy plane for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: flaming, vicious, anarchic, flaming burst, unholy, wounding, speed, and vorpal. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The elemental spirit imparts no bonuses if the weapon is held by anyone other than the unholy but resumes giving bonuses if returned to the unholy. These bonuses apply to only one end of a double weapon. An unholy can use this ability once per day at 5th level, and one additional time per day for every three levels beyond 5th, to a total of six times per day at 20th level.

If a weapon bonded with a elemental spirit is destroyed, the unholy loses the use of this ability for one week, or until she gains a level, whichever comes first. During this week long period, the unholy takes a –1 penalty on attack and weapon damage rolls

Death Touch (Sp) : You may use a death touch once per day. Your death touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your Unholy level plus your charisma modifier. If the total at least equals the creature’s current hit points, it dies.

Blight (Su): Once per day the unholy can infect a plot of land with negative energy, causing it to wither and die. Blighting an area takes 1 round. The land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area. A unholy can affect an area with a radius equal to her class level × 10 feet. The land is considered Unhallowed and only a Hallow cast by a cleric of at least equal level to the unholy can negate the blight. Wasting Visage (Ex): Your body begins to look emaciated and the smell of decay seems to follow you.. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on Intimidate checks. You are immune to the sickened and nausiated conditions.

Exploit Weakness (Ex): At 14th level, the unholy learns to take advantage of any opportunity that presents itself. Whenever the unholy scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the unholy deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled. Dark Mastery (Sp): The Unholy has gained a supreme understanding and control of Negative Energy. Once per day the unholy can make a touch attack that gives the creature struck 2d4 temporary negative levels. The unholy gains 2d4 x 5 temporary hit points that last for 1 hour. Twenty-four hours after gaining the negative levels, the subject must make a Fortitude saving throw (DC = 10 + 1/2 unholy class levels + Cha modifier) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.

Ascension: The Unholy has transcended mortal existence and the living spark within them is replaced by a dark flicker of negative energy. He is forevermore treated as an undead rather than as a humanoid (or whatever the his creature type was) for the purpose of spells and magical effects. Additionally, the unholy gains damage reduction 10/good, which allows him to ignore the first 10 points of damage from any attack made by a non-good weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other undead, the monk can still be affected by resurrection or true resurrection as if he were a member of his previous creature type. The Unholy gains the following traits:

  • No Constitution score. Unholy use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
  • Darkvision 60 feet (or double their normal range if they already possess darkvision).
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
  • Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Not at risk of death from massive damage.
  • Not affected by raise dead and reincarnate spells or abilities.
  • Unholy no longer breathe, eat, or sleep.

Ex-Unholys: An Unholy who ceases to follow the tenants of the Dark One must immediately roll similtanious Fortitude and Willpower saves (DC = 20 + Unholy Level). Those who fail the Fortitude save are instantly slain. Not even a Wish or Miracle can bring characters back to life who have failed this save. Characters who make the Fortitude save but fail the Willpower save become completely undead. Undead characters who must make and fail this save are destroyed. Characters who make both saves lose all abilities and spells gained from the Unholy class, but they retain the Dark Mark.