Undead Bane

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Undead Bane by Shadowknight

This feat represents someone who suffered or someone in their family suffered from an Undead Attack sometimes it's recent past, sometimes this is a family curse or profession that been passed down for dozen of generations. Whether it's recent or something that happened centuries ago, the people with this feat has trained, studied and has benefited from this ability to send undead back to their graves. They usually train for yrs by distant relatives and they 're tested for weakness that may allow them to succumb to Undead wiles, threats or bribes. The washout rate is over 75% due to hardship of the training, dying during the training and simply not having the make up and discipline to continue past human breaking point.
The training is part physical, part mental, part spiritual. Since Undead will attack wherever your weak at. Nevertheless for those who finish the training can consider themselves among the Elites of the Elites. Imagine Seal, or Marine Recon training except this one last 4-6yrs straight. Here some of the bonus you receive after 4 yrs, +3 to P.S, P.E, M.A, M.E, also +10 to P.P.E. You need these benefits specially the P.P.E since it the P.P.E that feeds your special abilities.

Special Abilities

Damage Undead = cost 5 P.P.E every other round-with this ability you can punch, kick or strike an undead and cause damage even if the undead was normally immune to said attack I.E (The hero White Knight s Physical training hero is fighting a Master Vampire with a High Quality Long Sword, while normally it would do no damage but because WK channeled 5 PPE into the sword it does damage as if WK is fighting him with a silver long sword). So every other rd you need to channel another 5 PPE if someone already has a weapon that can damage undead the channeling does double damage on every hit.
Undead stays Dead = cost 10 P.P.E- The major problem with Undead is their ability to regenerate, when you channel this ability you temporarily slow down or stop their regenerative ability for 1 round per level. Which should give you & your team mates enough time to kill them, should they be killed while their regeneration is temporarily stopped they stay dead. It cost 10 PPE for each undead you want to temporarily stop its regenerative ability. The undead gets a saving throw of a natural 16 or higher. Should he make his save he regenerate damage done to him at half his or her normal rate. You must physically touch an undead with your hands or a weapon for this ability to manifest and it takes half your attacks that round.
Strength of the Living = cost 8 P.P.E - Another problem with some undead is their STR, which is usually considerably stronger than their opponents. This ability channels Mother nature strength into your body. Your P.S increases by 10 points which last 5rds and is considered Supernatural anywhere their an abundance of nature like parks, zoo, beach, flowing river, ranch, etc. Your P.S increase by 5 points which last 5 rounds in a city environment and is considered supernatural. Your P.S increases by only 2 points which last 5 rounds this strength is considered Enhance Strength where dead resides like morgue, cemetery, caves, etc. Point out to your players that after using this ability you're exhausted you have only half your normal attacks and your strength is half it's normal non enhance stat, this weakness last for at least 5 hours if a meal is eaten right afterward and you have a chance to meditate or sleep. If unable due to the seriousness of the situation you are in the weakness will last 1 day. It must be pointed out this ability can only be used when fighting Undead, it minions, Vampire Intelligences & Necromancers.
Faith of the Pure = cost 20 P.P.E-One of the most terrifying things about undead is they attack in masses. As long as you are protecting at least 1 innocent from an undead you can bring forth from your own life force a white light that affects undead like sunlight. ALL undead within a 10 radius per lvl must make a natural saving throw of 16 or higher or flee for 1 round per level of the person who create the FOP light burst. 75% of the undead will not come back that day to attack no matter what that day. Should they make their sv throw they take 5d6 Hit point damage and lose half their attacks for 5 rounds.

Bonus: Characters with this feat can never be turned into Undead or be controlled by undead whether it's magical or psionic. Anyone with this feat also receives +4 to save vs H.F but only when fighting undead or Vampire Intelligences. If you already have the Sense Undead feat, the Undead Bane feat cost only 2 feats.
Prerequisite: Trained by a Master, P.P.E of 30 or higher, Demon & Monster lore, Undead Lore, P.S, P.E, M.A & M.E of 20 or higher
Limitations: This feat can't be taken by Robotics, Cyborgs, Eugenics, Super Soldiers or people that stress Science over faith like Analytical Hardware or Natural Genius. This feat is usually taken by Physical Training or ST characters, with Magical class & Demon Slayer from the Armageddon Unlimited making most of

I had planned on adding more abilities, but I realize it would be better to create an Undead Slayer character class. So sometime in July I plan on creating it and incorporating all the abilities listed here, a few more and give a larger background story on how this class came to be.