Unliving Path

**Unliving Pact:**

**Alignment:** Any Evil

**Bonus Language:** Necril

**Bonus Skill:** Knowledge (Religion)

**Pact Sacrifice:** Body: you have sworn your soul to a being of unlife, sacrificing your vitality to taste its anathematic power. You lose two points of your Constitution score.

**Pact Boons:** At 2nd level a warlock who formed a Unliving pact is now healed by negative energy and damaged by positive energy. He also gains resistance to cold 5 and DR 5/- against nonlethal damage.

   At 6th level the resistance to cold increases to 10 and the DR increases to 10/-. He gains a +2 bonus on all saves against mind-affecting effects and on all Fortitude saves unless that effect could affect an object or is harmless. He also gains a permanent 25% fortification effect.

   At 10th level the resistance to cold increases to 15, the bonus to saves to +4, the fortification effect to 50%, and the DR to 15/-.

   At 14th level the resistance to cold increases to 20, the bonus to saves to +6, the fortification effect to 75% and the DR to 20/-.

   At 18th level the warlock gains immunity to cold, critical hits, and nonlethal damage. The bonus to saves increases to +8. Lastly, if he hasn’t already acquired it, the warlock gains Craft Wondrous Item as a bonus feat.

**Pact Apotheosis:** The warlocks path in service of the Unliving Entity grants the final secrets to lichdom. If he has crafted a phylactery, he now becomes a lich (or becomes one when he crafts a phylactery).

Least: 1st; [evil]

You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

   Furthermore, you gain a constant detect undead effect and once per day you may cast hide from undead.

**Dead March:**

Lesser: 3rd or higher; [evil]

No bones dare lie still in your presence. You can cast lesser animate dead (3rd, Ultimate Magic) at will. At 8th level this upgrades to animate dead (4th). You can choose not to expend an expensive material component when using these spells but undead animated this way crumble into dust after 1 minute per level.

   At 12th level you may cast create undead once a day, and at 16th you may also cast create greater undead once per day.

**Soul Transference:**

Greater: 5th or 7th;

Through the gifts of necromancy, you have learned to juggle your soul. Once per day, you may cast magic jar.

At 14th level, you may cast ethereal jaunt a number of times per day equal 3 + your Charisma modifier.  At 18th level, you may spend another use while ethereal to attempt to possess a creature. Once per round as a standard action, you can merge your body with a creature on the Material Plane. This ability is similar to a magic jar spell, except you do not require a receptacle. To use this ability, the you must be adjacent to the target. The target can resist the attack with a successful Will save (DC of the ethereal jaunt spell). A creature that successfully saves is immune for 24 hours. If the duration for ethereal jaunt expires while you are possessing a creature, you are shunted out, both you and the possessed creature take 1d6 damage and you physically manifested in an adjacent square.

**Utterdark Blast:**

Dark: 8th; Eldritch Essence; [evil]

Harnessing entropic force into your eldritch power, you scatter your foes before you. You may change the damage of your Eldritch Blast into negative energy, damaging the living and healing yourself and undead. Furthermore, when utilising this Eldritch Essence, you may augment it to also have it inflict 2 negative levels. Negative levels last for 24 hours, after which they must make a Fortitude save for each level lost or they become permanent. You may choose to augment the Eldritch Essence to inflict negative levels a number of times per day equal 3 + your Charisma modifier.