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Deadgrim

(Magic of Eberron variant, p. 57)

The deadgrim are an elite faction with in the Red Watchers, a new organization of undead hunters within Karrnath.

Requirements

Base Attack Bonus: +5

Alignment: Any non-evil

Skills: Knowledge (religion) 4 ranks

Spells: Ability to cast 1st-level divine spells.

Special: Ability to turn undead or favored enemy (undead).

Special: Must have survived an encounter with an undead creature with a CR at least equal to his or her level.

Special: Must be a sworn member of the Red Watchers organization.


Hit die

d8

Skill points

4 + Int

Class Features

Spellcasting: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a deadgrim, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Deadened Flesh (Ex): The flesh of a deadgrim takes on a gray hue, much like that of a corpse. When attempting to pass as a living creature, you take a penalty on Disguise checks equal to twice your class level.

This deadened flesh also renders you resistant to many effects that would harm or hinder a living creature. At 2nd level, you gain a +2 bonus on saves made to resist the effects of poison, paralysis, stunning, disease, and death from massive damage. This bonus increases to +4 at 4th level.

Extra Spells: You can add the following spells to the class spell list of any one of your divine spellcasting classes:

0—disrupt undead (add to 1st-level spell list if the chosen class doesn't have 0-level spells).

1st—chill touch, detect undead, hide from undead.

2nd—command undead, ghoul touch.

3rd—halt undead, vampiric touch.

Improved Turning (Ex): Your deadgrim levels stack with other class levels that grant the turn undead class feature. For example, a 6th-level paladin/1st-level deadgrim would turn undead as a 4th-level cleric.

Voice of the Damned (Ex): Your voice becomes harsh and raspy upon entering this class, much like the whispers of the dead that echo in your mind. This effect grants you a competence bonus on Intimidate checks equal to your class level, but also applies an equal penalty on Diplomacy checks made against all creatures except undead. Against undead creatures, you instead have a competence bonus on both Diplomacy and Intimidate checks equal to your class level.

Favored Enemy (Undead) (Ex): As a deadgrim, you are trained to hunt undead prey. Beginning at 2nd level, you gain undead as a favored enemy. At 5th level, the bonus against undead increases by 2.

The bonus from this ability stacks with those from other favored enemy class features. See the ranger class feature, page 47 of the Player's Handbook.

Deadgrim Soul (Ex): A deadgrim's soul seems strangely detached from his body. At 3rd level, you gain immunity to sleep effects, death effects, and energy drain effects.

At 5th level, your soul becomes tainted by your singleminded obsession with undeath. You are still mortal, but you can now be turned or rebuked (though not commanded or destroyed) as an undead creature of your Hit Dice. (Your own turn or rebuke attempts do not affect you.) You are treated as an undead creature for the purpose of healing magic, and so are harmed by cure spells and healed by inflict spells).

If you are capable of spontaneously casting cure spells, you can choose to instead become capable of spontaneously casting inflict spells when you reach this level (though you cannot spontaneously cast both).

Undead Slayer (Ex): At 5th level, you gain the ability to deal critical damage to undead. As a free action, in response to a critical threat roll you make against an undead creature, you can give up a turn undead attempt for the day to try and deal a critical hit. You must still roll to confirm the threat, but if your roll to confirm the critical threat is successful, you deal critical hit damage to the undead creature.

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +1 +0 +0 +2 Deadened flesh, extra spells, improved turning, voice of the damned
2nd +2 +0 +0 +3 Deadened flesh +2, favored enemy (undead +2) +1 level of existing divine spellcasting class
3rd +3 +1 +1 +3 Deadgrim soul (immunities) +1 level of existing divine spellcasting class
4th +4 +1 +1 +4 Deadened flesh +4 +1 level of existing divine spellcasting class
5th +5 +1 +1 +4 Deadgrim soul (can be turned), favored enemy (undead +4), undead slayer +1 level of existing divine spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Heal WIS no no
Intimidate CHA no no
Knowledge (religion) INT yes no
Listen WIS no no
Sense Motive WIS no no
Spellcraft INT yes no
Spot WIS no no
Survival WIS no no

Spells for Deadgrim

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