The 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). Enemies 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 doesnít stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the targetís Hit Dice + the targetís 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.
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.
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 creatureís 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:
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.
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