Undead Feats

Become the Swarm
You may transform into a seething living swarm of
small creatures.
Prerequisites: True Vampirism
Benefits: You gain a new supernatural ability – form
of the swarm.

Form of the Swarm
As a standard action, a vampire
with this ability can change into a bat swarm, centipede
swarm, rat swarm, or spider swarm. The swarm
has a number of hit points equal to the vampire, and
any damage done to the swarm affects the vampire’s hit
point total. While in swarm form, a vampire cannot use
any of its natural or special attacks, although it gains the
movement, natural weapons, and extraordinary special
abilities of the swarm into which it has transformed.
The vampire also retains all of its usual special qualities.
While in swarm form the vampire is still considered to
be an undead creature. A vampire can remain in swarm
form until it assumes another form or retakes it original
form (a standard action), or until the next sunrise.
Blood of the Deep
Though you are a vampire, somewhere in your history
there is a powerful connection to the sea. Running water
is no threat to you.
Prerequisites: A vampire (the Risen or later)
Benefits: You are not harmed by running water as
most vampires are. Further, you can “fly” through the water.
You have a swim speed equal to your normal movement

Creature of Darkness
You are particularly well attuned to conditions of utter
darkness. Even the greatest of magical darkness does not
hamper your ability to hunt.
Prerequisites: Darkvision 60 ft., Undead
Benefits: Your darkvision increases to 120 ft. You can
also see perfectly in any darkness even that created by
deeper darkness.
Dark Flight
You are able to fly without first transforming into a
dire bat.
Prerequisites: True Vampirism
Benefits: You gain a fly speed 40 ft. (good).

Hasty Rebirth
So powerfully bound are you to your phylactery that
you do not long linger before you are rejuvenated.
Prerequisites: lich
Normal: A lich takes 1d10 days to rejuvenate.
Benefits: You always rejuvenate in one day.
Lingering Spirit
The connection of your spirit to your physical form is
particularly strong.
Prerequisites: A vampire (the Risen or later) or a lich
Normal: As a vampire or a lich you are immediately
destroyed (or forced into gaseous form) at zero hit points.
Benefits: Instead of instantly being destroyed or
forced into gaseous form at zero hit points, you instead
remain intact until you are reduced to your negative Charisma
score. Though you fall seemingly dead, you can be
restored by negative energy (or blood in the case of vampires)
as normal. However if you have not been healed
after minutes equal to your level have passed, then you
suffer the normal consequences of being reduced to zero
hit points.

Master Vampire
You are truly a lord of the undead. You can create far
more spawn than usual and use them as your puppets.
Prerequisites: True Vampirism
Benefits: Vampires with this ability can have a number
of enslaved spawn totaling four times its total Hit Dice.
When this feat is taken, the vampire chooses one of
the following three abilities: clairaudience, clairvoyance,
or telepathy. Depending on the ability chosen, the vampire
can hear what its spawn hears, see what it sees, or
communicate telepathically with it. The vampire may exercise
or end its use of this ability as a standard action
and maintain its connection to its spawn for as long as
it wishes. A vampire may only use this ability with one
spawn at a time. The vampire and vampire spawn must
be on the same plane for this ability to function. While
using this ability, the vampire enters a catatonic state
similar to its daily rest and is treated as helpless, though it
is alerted to any jarring noises, the presence of any visible
creature within 5 feet, or any damage that befalls its body.
transform you into an undead monstrousity.

Mortal Visage
The ritual of lichdom that you undertook did not
transform you into an undead monstrousity. Instead, you
appear much like a normal human and have mastered
moving amongst the living. Only the closest of examination
(for example, you have no heart beat) will reveal you
for what you truly are.
Prerequisites: Lich
Benefits: You do not appear to be an undead. You gain
a +10 bonus to Disguise skill checks to appear mortal and
Bluff and Disguise are always class skills for you.
You can temporarily drop the disguise as a swift action
and reveal your true nature. Only then does your
fear aura special attack become active. Restoring the illusion
of normality is a full-round action.

Red Feast

Blood is the life for all vampires, but you find it particularly
invigorating and devour it greedily when given
the chance.
Prerequisites: True Vampirism
Normal: A vampire does 1d4 Constitution damage
and gains 5 hit points or 5 temporary hit points from
their blood drain special attack.
Benefits: You do 1d6 Constitution damage and gain
10 hit points or 10 temporary hit points from your blood
drain special attack.

Sunlight Resistance
The sun, though still your nemesis, is not as instantly
destructive to you as it is to other vampires. You still feel
its sting, but you may actually function briefly in the light
of day.
Prerequisites: A vampire (the Risen or later)
Normal: Exposing any vampire to direct sunlight
staggers it on the first round of exposure and destroys it
utterly on the second consecutive round of exposure if it
does not escape.
Benefits: For a number of rounds equal to your Charisma
modifier you are only staggered in direct sunlight.
After that period of grace is over, you remain staggered
and on the next round take one third of your hit points in
damage. No damage reduction can reduce this. The next
you are utterly destroyed.
If you ever make it back to cover from the sun for one
full round, your “count” of rounds of resistance resets.

Undead Overlord
Your arisen spirit is particularly potent. Other undead
find you impressive and awe inspiring. Mortals rightly
tremble before you. You have always had this potential
within you but at last, you mastered your state of undeath
enough to exploit its power.
Prerequisites: Lich, 15th level
Benefits: You gain a +2 bonus to all Diplomacy checks
when dealing with the undead. Your channel resistance
increases to +6 and your Fear Aura DC is increased by

Unnatural Armor
Your undead flesh is astonishingly durable and almost
as hard as plate mail.
Prerequisites: lich
Benefits: The natural armor bonus granted by the lich
template is increased to +8.
Vampiric Nobility
You were sired by a vampire of a noble and exalted
bloodline and at last you have claimed that heritage. Your
blood is more powerful and resilient than others of your
kind. Other undead can sense your ancient blood and respect
you for it, even if grudgingly.
Prerequisites: True Vampirism, 15th level
Benefits: You gain a +2 bonus to all Diplomacy checks
when dealing with the undead. Your channel resistance
increases to +6 and your Dominate DC is increased by

Withering Touch
Most liches rarely use their touch attack, instead preferring
to rely upon their powerful spells. Not so for you.
You have honed your touch into a fearsome weapon.Your
touch attack channels negative energy with amazing efficiency,
destroying life and restoring the undead.
Prerequisites: Lich
Normal: A lich’s touch attack uses negative energy to
deal 1d8 points of damage to living creatures + 1 point of
damage per 2 Hit Dice possessed by the lich.
Benefits: Your touch attack deals 2d8 points of negative
energy damage +1 point of damage per Hit Dice of
the lich.
If you use your touch attack to heal any undead (includng
yourself) heals at this improved rate.

Undead Feats

The Way of the Wicked Macgreine Macgreine