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Necroknight

Necroknights are necromantic warriors who wield martial skill supplemented by the withering touch of deathly magic.

Where the common man sees only wicked magic, the necroknight sees only a tool which can be used for good or ill, and which lacks malice beyond the aims of the wielder. From the seasoned warrior seeking that crucial edge in battle to the cunning scholar seeking a martial application to their studies, the path of the necroknight attracts many adventurers.

The story of every necroknight is a bit different but all have some level of martial training (often as soldiers, guards, bandits, or even street toughs) but something sends them spiraling out of their comfort zone and into the cold embrace of dark magic.

Rare necroknights begin their journey as wicked magic users who forsake the further study of their art (partially or fully) in order to pursue a martial endeavor.

In either case the most common motivations for a necroknight to begin their study of this hybrid art are things like a run-in with the undead, a response to a family curse taking hold, or even a fateful battle against a seasoned necromancer. Regardless of how they are introduced to the dark art, the necroknight sees necromancy as a means to an end and employs necromantic magics in a practical (rather than an academic) fashion. Some view it as a clear way to gain an advantage against their enemies, by means fair or foul, while others seek to better combat necromancy by understanding the dark art. Still other studious souls embrace the dark art as a means to combat the spread of undead or other vile creatures.

Necroknights in Fantasy

While it would be easy to pigeonhole necroknights into the role of the fearsome death knights or as heavily armored undead warriors, that speaks more to the general fear and distrust of necromancy. Indeed, necroknights are just as likely to be trained in necromancy as a form of self-defense against amoral dark wizards. Equally common is the mercenary warrior-necromancer who uses dark magic to survive when their sword arm fails. Sadly, given the popular perception of necromancy, many necroknights choose to downplay their specific training, presenting themselves as magi or warrior-wizards.

How is a Necroknight Different from an Antipaladin?

In the simplest terms: a necroknight is a non-divine martial character who augments their abilities with necromantic magic and an antipaladin is a martial servant of a dark god. A necroknight is closer to a specialized magus/spellblade than an antipaladin.

Necroknights in Science Fiction

With a softening of views towards necromancy as time has marched on, necroknights are more open about their training. In the cold of space, they are the immortal soldiers – warriors able to survive mortal doom by using necromancy to stay alive. They still remain wary of superstitious or extremely traditionalist cultures which may cling to what necroknights see as outdated views.

Necroknights have an interesting relationship with body augmentation; some say that since the body is but a vessel for the soul that it can be changed as one wishes, while others cite a need from harmony between vessel and soul that excessive augmentation disrupts.

Necroknight Culture/Organizations

While they only flourish in regions with an open mind towards necromancy, necroknight academies do exist. Normally attached to necromancer guilds or governing bodies, these academies train students with a mix of arcane and martial studies. The academies can vary from ivory-tower-Introduction style scholarly colleges to spartan military schools.

Upon graduation, students are hired by military groups, brought on as guards, or integrated into the academy’s attached organization. Necroknights who have received such formal training look down upon the self-taught or tutored, holding themselves up as “better”.

Many necroknights are also proponents of “grey necromancy”, a philosophical movement that seeks to view necromancy in a more neutral light. They understand the ethical concerns of necromancy but seek to employ it in an ethical way. This includes but is not limited to the consensual use of corpses, healing via necromancy, speaking to the dead to help others heal their trauma, the use of ethically sourced undead to do farm labor and dangerous manual labor, and more. This stems from their “practical” view of necromancy and their lack of enshrinement in core necromantic traditions or organizations.

Surprisingly, most necroknights take a lighthearted view of their art; since they know just how fragile life can be, they feel it is important to enjoy the time they have. As a result, necroknights prefer to live in the moment, claiming that tomorrow isn’t a given. This generally manifests as a dark sense of gallows humor. A common “game” among necroknights and necromancers is to try and guess how many ways one of them could die within the next few minutes, with the winner being whoever can give the highest number.

Role Necroknights are front-line fighters that can bolster their own vitality with stolen lifeforce, allowing them to fight on through mortal injury. Intelligence is vitally important to necroknights, as it determines the size of their necrosis pool and powers all of their abilities. Strength and Constitution are always important to a front-line fighter, while Dexterity can allow for a ranged or dual-wielding necroknight.

Necroknights rely on their necrotic abilities to hold their own in a fight, and all these abilities rely on necrosis – the eldritch result of living and unliving energies clashing.

While many people assume necromancers are automatically evil, necroknights see the dark art as a means to an end. Good-aligned necroknights often serve as undead hunters and military specialists, putting their knowledge of the dark art to good use in the fight against evil.

Neutral necroknights steer more towards mercenary companies or wandering scholars, selling their swordarm to the highest bidder or seeking further knowledge to expand their own schooling. Evil necroknights, for all their disdain of the comparison, tend to act remarkably similar to antipaladins, spreading swaths of death and terror in their wake.

The religious and fearful may equate necroknights to demonic soldiers and antipaladins. Necroknights scoff at the comparison. They see antipaladins as fools unwilling to put effort into learning, turning instead to demons and fell gods for power. Necroknights cite long hours of study and numerous drills as the source of their talents, not some deal with an evil entity.

Necroknights feel most at home with other scholarly classes, such as the magus and wizard.

Wizards often see necroknights as a sort of magical dropout; they have some degree of knowledge, but nowhere near true mastery (still, it beats trying to talk to the barbarian). Necroknights are generally understanding of the perception, claiming to prefer martial application over stodgy theory. Both agree that knowledge is a great thing to bring to the battlefield. Necroknights and magi regard each other as kindred spirits, with the combat magic of the magus being mirrored in the necromantic specialization of the necroknight. Necroknights often have the biggest problem with heavily religious classes, such as clerics and paladins. These classes don’t always make the distinction between a well-meaning necroknight and heretical scum.

Necroknights return the disdain by pointing out how stupid it is to go off fighting something without properly understanding it first.

Alignment: Any

Hit Dice: d8.

Sidebar: d8 Hit Dice & Full BAB?

A necroknight belongs on the front line but why do they have the same hit points as a legendary cleric or rogue? The answer lies in the necrosis pool class feature. This effectively gives them a second pool of hit points that they can draw from. In terms of how this affects the story: a necroknight themselves may look weaker or withered from their use of necromancy but they draw on powerful reserves of dark power to sustain their life force.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The necroknight’s class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str) and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table 1-1: The Necroknight
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Necroblade +1d6, necromantic focus
2nd +2 +3 +0 +3 Necrosis pool, necrosis shroud
3rd +3 +3 +1 +3 Bonus feat
4th +4 +4 +1 +4 Necroburst, resistance training
5th +5 +4 +1 +4 Arcane squire, necroblade +2d6
6th +6/+1 +5 +2 +5 Deathly pallor, focus power
7th +7/+2 +5 +2 +5 Bonus feat, necromantic weapons
8th +8/+3 +6 +2 +6 Soul of necromancy
9th +9/+4 +6 +3 +6 Necroblade +3d6, unlifeline
10th +10/+5 +7 +3 +7 Deathly pallor
11th +11/+6/+1 +7 +3 +7 Bonus feat, focus power, necrotic reserve
12th +12/+7/+2 +8 +4 +8 Necromantic aegis, reclaim necrosis (4:1)
13th +13/+8/+3 +8 +4 +8 Necroblade +4d6
14th +14/+9/+4 +9 +4 +9 Deathly pallor
15th +15/+10/+5 +9 +5 +9 Bonus feat, lengthy necrosis
16th +16/+11/+6/+1 +10 +5 +10 Focus power
17th +17/+12/+7/+2 +10 +5 +10 Necroblade +5d6
18th +18/+13/+8/+3 +11 +6 +11 Deathly pallor
19th +19/+14/+9/+4 +11 +6 +11 Bonus feat
20th +20/+15/+10/+5 +12 +6 +12 Reclaim necrosis (2:1), Focus power, necroblade +6d6

Class Features

The following are the class features of the necroknight.

Weapon and Armor Proficiency

The necroknight is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (excluding tower shields).

Necrosis Pool (Su)

At 1st level, the necroknight gains a pool of energy that they may use to power their class abilities or to bolster their health that is referred to as a “necrosis pool”. The necrosis pool can hold a number of necrosis points equal to the necroknight’s class level times their Intelligence modifier (minimum of their class level). The necrosis pool resets after 8 hours of rest and the necroknight begins each day with a number of necrosis points equal to their necroknight level. (Example: A 5th-level necroknight with a +2 Intelligence modifier would have a maximum necrosis pool size of 10 points.)

The necroknight can add points to the necrosis pool in the following ways:

  • Dealing negative energy damage. For every 2 points of negative energy damage the necroknight deals to an enemy creature, they gain 1 necrosis point.
  • Killing a creature. Whenever a creature dies within 30 ft. of the necroknight, they gain a number of necrosis points equal to 1/2 the creature’s HD. Only creatures with a Constitution score count for this ability. The necroknight must have been an active participant in the creature’s death to receive necrosis points (the GM is the final arbiter of this).

In order to qualify for gaining necrosis, creatures must have at least 1/2 the necroknight’s level in HD and pose a reasonable threat. Creatures with less HD than required do not provide the necroknight with necrosis.

Necrosis Shroud

As a move action, the necroknight may empty their necrosis pool, converting all necrosis points in the pool into temporary hit points. These temporary hit points last 1 minute and can bring them over their normal maximum hit points (though they do not stack with other sources of temporary hit points). Be aware that certain class features rely on the necroknight having these particular temporary hit points. The necroknight may not gain additional temporary hit points via their necrosis pool while they still have temporary hit points gained in this fashion.

Necroblade (Su)

The first trick a necroknight learns to do is sheathe their weapons in necrotic energies, lending fell power to their blows. At 1st level, the necroknight may spend a necrosis point as a swift action to add +1d6 negative energy damage to their next attack with a weapon. At 4th level, and 4 levels thereafter, the necroknight deals an additional 1d6 damage, to a maximum of +6d6 at 20th level. This damage is not multiplied on a critical hit. Creatures with the undead type are healed by this extra damage, and other creatures without a Constitution score (such as constructs) are immune to this extra damage. If the attack misses the effect is wasted.

Necromantic Focus (Su)

All necroknights draw power from the dark arts, but the exact nature of their martial necromancy has its basis in the aspect of their focus. At 1st level, the necroknight chooses which “domain” of necromancy they wish to focus their attention on. Once chosen, the choice cannot be changed.

A complete list of necromantic focuses can be found at the end of the class listing.

Bonus Feat

At 2nd level, and every 4 levels thereafter, the necroknight gains a bonus feat, in addition to the feats gained from normal character progression.

These feats must be taken from the list of combat feats, and the necroknight must meet all the prerequisites for the feat as normal.

Necroburst (Su)

All the might in the world won’t help if you can’t hit your target, so necroknights learn to cripple their enemies with enervating energies. At 3rd level, the necroknight may spend a necrosis point as a swift action to curse all creatures within 10 feet of them to take a -1 penalty to AC for a number of rounds equal to the necroknight’s Intelligence modifier.

This does not affect the necroknight themselves or creatures without a Constitution score. Creatures affected by this ability can, once per turn as a swift action, make a Will save (DC 10 + 1/2 necroknight level + Intelligence modifier) to end this effect early.

At 4th level and every 4 levels thereafter the penalty increases by -1 (to a maximum of -6 at 20th level) and the necroknight may increase the range they effect by up to 10 additional feet. This is a curse effect.

Resistance Training (Ex)

Having been schooled in the dark arts, the necroknight is more prepared to defend themself against those wielding necromancy against them.

Starting at 3rd level, the necroknight adds 1/3rd their necroknight level (minimum +1) to all saves against spells and spell-like abilities from the necromancy school and against all death effects. The necroknight may make a Will save to negate the effect even if the spell or spell-like ability normally wouldn’t allow for a save. If the effect has a partial or diminished effect on a successful save, the necroknight instead takes no effect.

Arcane Squire (Sp)

Despite lacking conventional magical ability, through constant study the necroknight has attained a semblance of casting power. At 4th level, the necroknight can cast bleed, detect magic, light, read magic , and stabilize at will as spell-like abilities.

Deathly Pallor (Su)

The power of necromancy infuses the necroknight with strange and volatile might when they flood their body with their deathly magics. At 5th level, the necroknight learns a deathly pallor; a special effect they gain while they have temporary hit points granted by necrosis shroud. When the necroknight uses necrosis shroud, they gain the benefit of a single deathly pallor they know so long as they have at least 1 temporary hit point granted by necrosis shroud. Once the bonus has been chosen it cannot be changed while the necroknight still has temporary hit points from necrosis shroud.

At 9th level, and every 4 levels after that, the necroknight learns another deathly pallor.

At 5th level, the necroknight may choose from the following deathly palors.

  • Command Undead: Cast command undead as a spell-like ability, targeting an undead creature within 30 feet.
  • Darkblade: Convert the necroknight’s weapon damage type to negative energy damage.
  • Deathly Chill: Enemies that end their turn adjacent to the necroknight take 1d6 points of nonlethal cold damage.
  • Detect Undead: The necroknight gains a constant detect undead spell effect.
  • Ghost Touch: The necroknight’s weapons gain the ghost touch magic weapon quality.
  • Lifesense: The necroknight gains lifesense with a range of 30 feet.

At 9th level, the necroknight adds the following deathly pallors to the list of those they can select:

  • Curseguard: The necroknight gains immunity to curse effects. Ongoing curses are suspended until the effect ends. This allows the necroknight to discard cursed items with a caster level equal to or lower than their necroknight level.
  • Frightful Presence: The necroknight gains a frightful presence (DC 10 + 1/2 necroknight level + Intelligence modifier) with a range of 30 feet. Creatures that fail their save become shaken for 3d6 rounds. Creatures with HD greater than the necroknight’s class level aren’t affected by the frightful presence.
  • Grim Scream: The necroknight gains the ability to create a 30-foot cone of necrotic energies as a standard action. Creatures within the cone take the necroknight’s necroblade damage. A Will save (DC 10 + 1/2 necroknight level + Intelligence modifier) halves the damage.
  • Unliving Rage: Cast unliving rage , targeting and affecting the necroknight regardless of their creature type, as a spell-like ability.

At 13th level, the necroknight adds the following deathly pallors to the list of those they can select:

At 17th level, the necroknight adds the following deathly pallors to the list of those they can select:

  • Gone Forever: Creatures the necroknight kills require a caster level check (DC 20 + 1/2 necroknight level + Intelligence modifier) to resurrect.
  • Pull of the Grave: Creatures that end their turn adjacent to the necroknight or move through a square adjacent to them take the necroknight’s necroblade damage. A creature can only be affected by this effect once per turn, no matter how many times they would trigger it.
  • Symbol of Death: Create a symbol of death at the necroknight’s current position.

If the bonus involves casting a spell-like ability, it is cast as a free action as part of gaining the temporary hit points. For such spells use the necroknight’s Intelligence modifier as the casting modifier. The necroknight cannot delay the casting of a spell-like ability granted by this class feature.

Necromantic Weapons (Su)

As they advance in power, the necroknight learns to maintain the deadly force from one swipe of necromantic energy into the next. At 6th level, the necroknight can spend 2 points of necrosis as a free action to have all their attacks this round deal their necroblade damage (rather than just the first attack) in addition to normal damage. Any ability that modifies necroblade must be paid for separately for each attack the necroknight wishes to modify. Additionally, they can use necroblade as an immediate action as part of an attack of opportunity (they must pay for the ability as normal).

Soul of Necromancy (Su)

At 7th level, the necroknight gains a necromantic boon, taking the form of one of two abilities. Once the choice is made, it cannot be changed.

The first form is the ability to create a burst of negative energy. The necroknight gains the ability to channel negative energy as an evil cleric, using their necroknight level as their legendary cleric level. The necroknight does not require a divine symbol to use this ability. The Will DC to resist the necroknight’s channel energy is 10 + 1/2 necroknight level + the necroknight’s Intelligence modifier. The necroknight can channel energy a number of times per day equal to 3 + their Intelligence modifier.

The second form is the ability to call upon an undead companion to fight alongside the necroknight. This functions like a druid’s animal companion, using the necroknight’s level as their effective druid level.

The companion’s creature type is changed to undead, and gains either the skeleton or the zombie template (the necroknight’s choice) instead of its normal 4th or 7th level advancement. If the undead companion is destroyed, the necroknight may obtain a new one by performing a special ritual that takes 24 hours to perform.

Unlifeline (Su)

The necroknight learns to escape danger through the use of necromantic energies, quickly supplementing their own life energies with accumulated necrosis. At 8th level, the necroknight may use necrosis shroud as an immediate action, rather than a move action.

Necrotic Reserve (Su)

Through mystic tutelage and calculated effort the necroknight learns to merely sip the power of their necrosis pool instead of flooding themself. At 10th level, whenever they use necrosis shroud, they may pay any number of necrosis points (minimum of 1) instead of emptying the pool entirely.

Necromantic Aegis (Su)

For a sufficiently powerful necroknight, a lethal blow is nothing to fear; their powers shall sustain them even through death! At 11th level, if the necroknight would be reduced below 0 hit points while they have points in their necrosis pool, they may empty their necrosis pool as an immediate action to reduce the damage dealt by 2 points per necrosis point lost. If this would keep their hit point total above 0, they don’t fall prone and begin dying; instead they continue to act normally.

Reclaim Necrosis (Su)

By studying the connections between life and death, the necroknight can better convert the vital energies in their necrotic energy reserve. At 11th level, the necroknight may convert temporary hit points gained from their necrosis shroud class feature back into necrosis points as a swift action. For every 4 temporary hit points the necroknight spends, they gain 1 necrosis point.

At 19th level, the necroknight can spend 2 temporary hit points to regain 1 necrosis point.

Lengthy Necrosis (Su)

Constant usage of necrotic energies has trained the necroknight on how to better sync their own life energies to that of their necrosis pool. Starting at 14th level, temporary hit points granted by their necrosis shroud class feature now last a number of minutes equal to the necroknight’s Intelligence modifier (rather than a number of rounds).

Necroknight Alternate Favored Class Bonuses

  • Human: Gain +1/6 of a bonus combat feat.
  • Elf: Gain a +1/3 bonus on Use Magic Device checks.
  • Half-orc: +1 hit point to the necroknight’s undead companion.
  • Dhampir: Whenever the dhampir gains a necrosis point, they gain an extra +1/4 of additional necrosis point. Please note that Pathfinder only recognizes full values; 3.75 necrosis points is still only 3 necrosis points.
  • Tiefling: Increase the maximum value of the tiefling’s necrosis pool by 1/2 a point.
  • Ratfolk: Necroblade deals +1/2 damage to creatures denied their Dexterity bonus to AC (regardless if they normally have a Dexterity bonus to AC).
  • Dragoul: +1/3 to saves against spells from the enchantment school.
  • Cuil: Gain an extra +1/4 of a temporary hit point when the cuil use necrosis points to gain temporary hit points.*

*Please note that Pathfinder only recognizes full values; 3.75 temporary hit points is still only 3 temporary hit points.

Necromantic Focuses

The following entries detail the possible necromantic focuses of the necroknight.

Certain abilities are marked with a *; these abilities modify necroblade, and only one such ability can be used with necroblade at a time.

Dread

The focus of choice for necroknights looking to end fights through intimidation rather than overt violence, the dread focus aims to send foes running for the hills instead of putting more bodies in the ground.

Fearsome Blade*

At 1st level, whenever the necroknight uses their necroblade ability, they may spend an additional necrosis point. If they do, then any creature that is dealt damage by necroblade must make a Will save (DC 10 + 1/2 necroknight level + Intelligence modifier) or become shaken for a number of rounds equal to the necroknight’s Intelligence modifier. This ability cannot cause a creature who is already shaken to become frightened.

This is a fear effect.

Paranoid Attention (Ex)

At 5th level, the necroknight adds 1/3rd their necroknight level (minimum +1) to initiative rolls and Perception checks.

Aura of Encroaching Dread

At 10th level, while the necroknight has temporary hit points granted by necrosis shroud they gain an aura of dread. Any enemy within this aura must make a Will save (DC 10 + 1/2 necroknight level + Intelligence modifier) at the end of their turn or have their level of fear increase by 1 state (shaken, frightened, panicked, then cowering). A creature that makes their save only negates the effect for that round; they must make another save the following round. This is a fear effect.

Dark Reputation (Ex)

At 15th level, the necroknight adds 1/3rd their necroknight level (minimum +1) to Intimidate checks. Additionally, they may spend 2 necrosis points to make a single Intimidate attempt as a standard action against all creatures within 30 feet; roll once and compare the result against the DC for each creature.

Deepest Fears (Su/Sp)

At 20th level, when the necroknight uses its necroburst class feature it also makes creatures vulnerable to fear effects. Any creature who fail their save against the necroburst take a penalty on saves equal to the penalty to AC and any creature immune to fear effects loses that immunity. This effect lasts until a creature gets 8 hours of rest. In addition, the necroknight may cast wail of the banshee 3 times per day as a spell-like ability.

Grave Warden

Favored by good-aligned necroknights, the grave warden focus aims to contain the undead threat through knowledge and careful application of appropriate necromancy.

Anathema Blade*

At 1st level, a necroknight can convert the negative energy dealt by their necroblade into disruptive positive energy. This positive energy cannot heal creatures. It can only be used to damage undead and creatures with negative energy affinity. In addition, damage dealt in this fashion counts as negative energy damage in regards to gaining necrosis points.

Undead Hunter (Sp)

At 5th level, the necroknight may cast detect undead at will as a spell-like ability. In addition, they add their resistance training bonus to all saves made against special attacks made by undead creatures.

Funeral Veils

At 10th level, while the necroknight has temporary hit points granted by necrosis shroud, creatures within 30 feet gain the effect of a hide from undead spell. If a creature breaks the effect, they become visible, but other creatures remain concealed. If the necroknight attacks, they may reapply the effect as a move action.

Return to Dust

At 15th level, the necroknight may spend 3 necrosis points as a swift action to infuse their weapon with the disruption magical weapon special ability, but with a DC of 10 + 1/2 necroknight level + Intelligence modifier. Only weapons that deal bludgeoning damage gain this benefit. This effect lasts a number of rounds equal to the necroknight’s Intelligence modifier.

Dust to Dust (Sp)

At 20th level, the necroknight may spend 5 necrosis points to cast undeath to death as a spell-like ability, except it affects undead of any HD. In addition, allies within 30 feet of the necroknight gain their resistance training bonus against special attacks made by undead creatures.

Lifeblood

A favorite of necroknights seeking to dodge the reaper, the lifeblood focus aims to bolster vital energies with necrotic transfusions while outlasting their bleeding foes.

Sustaining Blood

At 1st level, the necroknight gains Diehard as a bonus feat, even if they don’t meet the prerequisites. In addition, when the necroknight performs a standard action or a strenuous action while below 0 hit points but not dead, they may spend 1 necrosis point instead of taking 1 point of damage. (Normally taking such actions causes the character to take 1 damage and begin dying.)

Bloody Blade*

At 5th level, whenever the necroknight uses their necroblade ability they may spend an additional necrosis point. If they do then necroblade additionally deals 2 point of bleed damage for every d6 of damage it deals instead of dealing the normal negative energy damage.

Vampire Blade*

At 10th level, whenever the necroknight uses their necroblade ability, they may spend 1 additional necrosis point. If they do they regain 1 hit point for every d6 of damage dealt with necroblade. A necroknight cannot heal themselves more than once per turn with this class feature. This can only be used on enemy creatures who present a reasonable threat to the necroknight.

Blood Drinker Aura

At 15th level, while the necroknight has temporary hit points granted by necrosis shroud they drain life energy from bleeding foes. At the start of their turn, the necroknight is healed for an amount equal to the highest bleed damage suffered by enemy creatures within 30 feet of them.

Life Unending (Sp)

At 20th level, if the necroknight is killed, they return to life as if by a true resurrection spell after 24 hours as long as they had at least 5 necrosis points when they died. Alternatively, if they had at least 10 necrosis points they return to life after 1 round. Upon their resurrection they always have 0 necrosis points.

Plague

Favored by wicked necroknights, the plague focus aims to debilitate enemies under a barrage of bile and illness, slowly corrupting the body of their foes until only rotting husks remain.

Deadly Toxins (Ex)

At 1st level, the necroknight is trained in the use of poison and never risks accidentally poisoning themself when applying poison to a weapon.

Aura of Illness

At 5th level, while the necroknight has temporary hit points granted by necrosis shroud, the necroknight gains a 30-foot aura of sickening malaise. Enemies within the aura must make a Fortitude save (DC 10 + 1/2 necroknight level + Intelligence modifier), or become sickened if they end their turn in the aura. Creatures that make their save are immune to the necroknight’s aura of fatigue for 24 hours.

Plague Carrier

At 10th level, the necroknight does not suffer any penalties or ability damage for being diseased. They still count as being diseased, but are otherwise immune to their effects.

Bile Breath

At 15th level, the necroknight may spend 6 necrosis points as a standard action to cough up a vomitous cloud of necrotic bile in a 45-foot cone. Creatures caught in the cloud must make a Fortitude save (DC 10 + 1/2 necroknight level + Intelligence modifier) or become nauseated for a number of rounds equal to the necroknight’s Intelligence modifier. Creatures that make their save are immune to the necroknight’s bile breath for 24 hours.

Third Horseman (Su/Sp)

At 20th level, whenever the necroknight strikes an enemy with their necroblade ability they may force the target to save against a single disease they currently suffer from. This also occurs if the necroknight is struck with a non-reach weapon or natural weapon. The disease takes hold immediately with no onset time. In addition, once per day the necroknight may spend 10 necrosis points to cast cursed earth as a spell-like ability.

Ravager

Ravagers focus on pure death magic. After all, why would you want to weaken your enemy when you could just kill them outright? This is a popular choice for the depraved necroknight seeking to emulate the raw destructive power of necromancy and death itself.

Devouring Blade*

At 1st level, whenever the necroknight uses their necroblade ability they may spend an additional necrosis point to drain the Constitution of their opponent instead of dealing extra damage. If they do then necroblade deals 1 point of Constitution damage per 1d6 of negative energy damage they would normally cause instead of that negative energy damage. A Fortitude save (DC 10 + 1/2 necroknight level + Intelligence modifier) prevents this ability damage. This effect cannot cause the target’s Constitution score to drop below 1.

Execute (Sp)

At 5th level, the necroknight can cast death knell as a spell-like ability 3 times per day. The necroknight may use this ability as a move action.

Sadism (Ex)

At 10th level, the necroknight adds 1/3rd their necroknight level (minimum +1) to saves against pain effects. In addition, any time they deal at least 10 damage in a round, they add 1/3rd their necroknight level (minimum +1) to attack rolls the following round as a morale bonus.

Aura of the Void

At 15th level, while the necroknight has temporary hit points granted by necrosis shroud, they gain an aura of life-draining necrotic energy. Enemies that end their turn within 30 feet of the necroknight must make a Fortitude save (DC 10 + 1/2 necroknight level + Intelligence modifier) or gain 1d4 temporary negative levels.

Creatures that save against the effect only resist the effect for that round and must save against the effect again next turn.

Reaper Blade*

At 20th level, whenever the necroknight uses their necroblade ability, they may spend an additional 3 necrosis points. Doing so means the creature must make a Fortitude save (DC 10 + 1/2 necroknight level + Intelligence modifier) or die. A successful Fortitude save resists this effect, but not the additional damage. Regardless of whether or not the creature makes the save, the creature is immune to the necroknight’s reaper blade for 24 hours. This is a death effect.

Vitae

The path of vitae is for the necroknight looking to take on the role of a battlefield medic. This path focus deals less with harming others and more with saving them by manipulating their life forces with grey necromantic principles.

Infuse Vitae

At 1st level, the necroknight may touch another creature and fill it with unliving vigor.

As a standard action, the necroknight can spend 1 necrosis point and roll their necroblade damage and the creature gains the total damage as temporary hit points. These hit points last 1 round per Intelligence modifier.

Necromedic (Sp)

At 5th level, the necroknight can touch a creature as a swift action and heal them for 2d6 hit points by expending 3 necrosis points.

This improves by +1d6 points of healing for every 2 necroknight class levels they have past 5th level. This can be done a number of times per day equal to 3 + the necroknight’s Intelligence modifier. This can also be used to heal undead and such creatures are healed for +1d6 extra hit points by this class feature (as they are more receptive to the energies involved).

Shared Resistance

At 10th level, the necroknight grants their resistance training bonus to all allies within 30 feet.

Aura of the Healer

At 15th level, while the necroknight has temporary hit points granted by necrosis shroud they may use their necromedic class feature on all allied creatures within 30 feet as a move action.

Beyond Death

At 20th level, the necroknight can resurrect a creature via necromantic rituals.

They may spend 2 necrosis points per HD of the target creature to return the creature to life, as per true resurrection . A given creature can only be targeted by this ability once per week. In addition, the necroknight and allies within 30 ft are immune to death effects.

Weakness

A classical choice for many necroknights, the weakness focus aims to prevent the enemy from being able to lift their sword, much less fight back.

Wearying Blade*

At 1st level, whenever the necroknight uses their necroblade ability, they may spend an additional necrosis point. If they do any creature that is dealt damage by their necroblade must make a Fortitude save (DC 10 + 1/2 necroknight level + Intelligence modifier) or become fatigued for a number of rounds equal to the necroknight’s Intelligence modifier. This ability cannot cause a creature who is already fatigued to become exhausted. Creatures that make their save are immune to the effects of the necroknight’s wearying blade for 24 hours.

Iron Vigil

At 5th level, the necroknight becomes immune to fatigue and may spend 3 necrosis points to remove exhaustion from themself as an immediate action.

The Dark Art (Sp)

At 10th level, the necroknight can cast bestow curse as a spell-like ability a number of times per day equal to their Intelligence modifier. At 20th level, they may instead cast major curse as a spell-like ability.

Aura of Lethargy

At 15th level, while the necroknight has temporary hit points granted by necrosis shroud, they gain a 30 foot aura of exhaustion. Creatures that fail a Fortitude save (DC 10 + 1/2 necroknight level + Intelligence modifier) become exhausted if they end their turn in the aura. Creatures that make their save are immune to the necroknight’s aura of lethargy for 24 hours.

Aura of Aging

At 20th level, the necroknight gains an aura that quickly advances the years for those who oppose them. Enemies within 30 feet that fail a Fortitude save (DC 10 + 1/2 necroknight level + Intelligence 18 modifier) receive the penalties for advancing one age category while they remain in the area, as though they had been targeted by a sands of time spell.

After being affected by the aura a creature cannot be affected by it again for 1d6 rounds. The effects of failing the save against the aura multiple times stack; each time an enemy fails the save they advance to the next age category. This cannot cause an enemy to die of old age.

Section 15: Copyright Notice

Necroknight Compendium © 2020, Little Red Goblin Games LLC; Author: Scott Gladstein, Ian Sisson.