Name | Prerequisite | Description |
---|---|---|
Bonus Feat (Ex) | - | The grim knight may select a single combat, martial, or magic feat that he qualifies for as a bonus feat. The grim knight may select this dark gift multiple times each time selecting a new feat. |
Devour Dead (Su) | Animate Dead | The Grim Knight may touch one of his animated dead as a 3 AP action and absorb the undead into himself. Doing so destroys the undead but heals him for 1d6 hit points per 4 hit dice the undead possessed (minimum 1d6) and adds 3 points to his ki pool to a maximum of his ki pool capacity. The undead devoured must have at least half your hit dice. |
Expanded Arsenal (Ex) | Grim Knight 4th | The Grim Knight may use his class features with a single other melee weapon of his choice besides a Sickle or Scythe. This does not change the Grim Knight’s implements. |
Expanded Specialization (Ex) | - | The Grim Knight may select a second specialization from the list of specializations of Death Affinity. He gains the listed spell and stance feat. |
Greater Bone Shield (Su) | Bone Shield Spell, Grim Knight 4th | When casting Bone Shield the grim knight may spend 1 point from his ki pool to add half his class level to the amount of HP each bone possesses before it is destroyed. In addition when empowered in this way the spell gains one additional bone per cast. |
Greater Disruptive Touch (Su) | Grim Touch, Litch specialization | The grim knight may choose to apply the effects of the disruptive touch spell. Doing so causes the grim touch to make a Resilience save attack in addition to the touch attack. If the save attack fails the target takes half damage from the grim touch, and the additional effect is not applied. In addition you may apply a single disruptive type talent of the disruptive touch spell of his choice to it, but you must pay an additional spell point cost. |
Grim Channeling (Su) | Grim Touch | The Grim Knight may spend an additional 2 points from his ki pool as a 3 AP action to allow his grim touch to target all creatures within a 30 foot radius centered on the grim knight. The grim knight must choose if he is using the ability to heal undead or harm the living before use and cannot do both at the same time. The Grim Knight may exclude a number of creatures equal to his casting ability modifier when using this ability and may always exclude himself from the effect. |
Shadow Magic (Su) | Grim Knight 6th, Void (Air-Anima) Affinity | The grim knight gains Alter Light with the Darkness light type talent as a bonus spell and talent. In addition the grim knight may treat his BCB as equal to his levels in grim knight for the purposes of casting this spell. |
Skin of Undeath (Su) | Unlife Transformation, Grim Knight 18th | The grim knight gains immunity to poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, and energy drain while under the effects of his unlife transformation. |
Transfer Control (Su) | Necromancer specialization | As a 3 AP action the grim knight may transfer control of his undead to a different willing caster with the ability to control undead, in addition he may also use this ability to take control from another willing caster. The grim knight or creature receiving control must have enough available hit dice to control the undead they are receiving or risk losing control of the newly acquired undead. |
Zombie Blight (Su) | Plague Doctor specialization, Animate Dead | All undead the Grim Knight controls automatically become carriers of the Zombie Plague, infecting creatures they strike with their natural weapons (Save attack of 1d20 + ½ the Undead’s Hit dice plus their Psyche Modifier). Anytime the Grim Knight, or one of his undead, successfully infect a creature with the zombie plague they become marked by the Grim Knight. If the creature is risen as a Zombie due to this disease the Grim Knight may choose to automatically take control of that creature under their Animate Dead if the creature would be within range of this. |