Death Pact Curse (Apath)
Unofficial rules compendium | |
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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. A challenge issued against your group also triggers a death pact. 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 unconscious, dead, or destroyed. You can be in any number of simultaneous death pacts.
Death pact makes you famous, opponents can make a Knowledge check DC 15 (local, religion, or nobility) to know about you, if they do they always know about the curse.
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 initiate a death pact a number of times per day equal to 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. You now suffer a -2 penalty to Armor Class and against a target of your death pact you gain a +2 bonus on attack rolls, damage rolls, and on the save DC of your spells.
At 10th level, the target of your death pact heals more slowly. Hit point recovery from any source is halved.
At 15th level, the bonuses and penalties of your death pact increase. You suffer a -4 penalty to Armor Class and against a target of your death pact you gain a +4 bonus on attack rolls, damage rolls, and on the save DC of your spells.
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