Death Pact Curse (Apath)

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Unofficial rules compendium

Death Pact

You are bound by your curse challenged by an enemy. When an enemy within 100 ft. you can see or hear issues a challenge, taunts you about your abilities, or swears to defeat you, the two of you enter a death pact. If a challenge to the death is issued against your group you must accept that challenge. While in a death pact, you gain a +2 bonus on attack rolls against the death pact enemy but take a -2 penalty to Armor class against all attacks. This challenge lasts for one hour or until one of you is dead or destroyed. You can be in any number of simultaneous death pacts.

The fame of your curse quickly spreads, opponents can make a Knowledge check DC 15 (religion or nobility) to have heard of it.

At 5th level you can challenge a creature within 100 ft. to a death pact as a swift action, with effect as above. If you have the paladin's smite, the cavalier's challenge, the doom warrior's defiance, or a similar ability that is used as a swift action, you can activate both abilities at once taking no additional time to do so; all benefits and penalties stack. You can cannot use this ability if it would make your number of death pacts greater than your Charisma bonus (minimum 1). You also gain a +2 bonus on damage rolls and on the save DC of your spells against a target of your death pact.

At 10th level, You ignore any damage reduction, hardness, or energy resistance a target of your death pact has.

At 15th level, when attacking a target of your death pact, your attacks bypass all kinds of resistance, temporary hit points, incorporealness, etherealness, or other damage preventing or damage redirecting ability. Any regeneration the target has instead functions as fast healing against damage you inflict.

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