TEXT: 1
  T
  he death knight is a champion of the grave, 
  serving to spread the power of death 
  throughout the lands of the living. Most 
  death knights are the chosen warriors of gods 
  of undeath and decay, evil psychopaths who 
  desire nothing more than to see the “mistake” 
  of life replaced by the glorious, unchanging 
  “blessing” of undeath. Though unquestionably 
  evil, these death knights are often confused as 
  to why anyone would wish to be alive, since life 
  is a condition that leads to hunger, exhaustion, 
  pain, and suffering. Undeath is the perfect state 
  of existence, but even normal death is obviously 
  better than struggling through a life. To these 
  death knights, they are bringing a gift to all 
  living creatures, even if they have to do it one 
  murder at a time.
  However, a very few gods of true death also 
  empower death knights specifically to preserve 
  the sanctity of the grave and oppose the forces 
  of the undead. Though the gods of repose have 
  many names in many cultures, the death knights 
  often refer to their divine sponsors as “the Grey 
  Mistress” and see her as a personification of 
  the state of death itself. To these death knights 
  death is a calm, cool mistress who eventually 
  envelops all things, and undeath is an insult to 
  her. Though such death knights have little care 
  for the living, and are not of good alignment, 
  they can sometimes serve as allies to life-loving 
  champions who must oppose a powerful 
  undead force. Though they see life as a lesser 
  state of being than death, they also see it as a 
  temporary one and know their Grey Mistress 
  will eventually enwrap all living things in her 
  pale embrace.
  Many death knights continue to serve their 
  unliving masters long after their death, becoming 
  powerful undead or outsiders with death 
  
  2
  knight levels. (Treat undead death knights 
  as vampires. Treat outsider death knights as 
  hound archons. Most such death knights have 
  at least 10 death knight class levels.)
  Note: The death knight is an alternate class 
  for the antipaladin, itself an alternate for 
  the paladin core class. Making use of and 
  altering numerous facets of the antipaladin 
  alternate class, this dread warrior can’t truly 
  be considered a new character class in its own 
  right. By the changes made here, though, the 
  details and tones of the antipaladin are shifted 
  in a completely opposite direction and capture 
  an entirely different fantasy theme, without 
  needlessly designing an entire new class. While 
  a redesign of sorts, this alternate class can be 
  used just as any of the other base classes.
  Role: Evil death knights are villains at their 
  most dangerous – cunning 
  and linked to the vast fiendish 
  and eldritch forces of undeath. 
  Though 
  they 
  ultimately 
  slay any living creature that 
  associates with them, they 
  see this as a favor rather 
  than a betrayal. Their dark, 
  powerful, brooding nature 
  often attracts the service of 
  necromancers, 
  cultists 
  of 
  death gods, and evil witches 
  with dread patrons – despite 
  the long history of such death 
  knights 
  killing 
  everyone 
  and everything. Even those 
  death knights unable to lure 
  breathing allies to their side 
  are often seen by undead 
  as worthy equals, and even 
  worthwhile masters.
  Neutral 
  death 
  knights 
  are 
  generally 
  agents 
  of 
  supernatural 
  powers 
  that need them to serve 
  as 
  guardians, 
  judges, 
  or 
  avengers. No less able as 
  champions of the grave, neutral death 
  knights see the undead as a violation of the 
  natural order, and are as opposed to them as 
  they are to tomb raiding and desecrations of 
  corpses. Neutral death knights are actually 
  less likely to build organizations of followers 
  or close allies, despite their willingness to 
  let the living come to a natural (rather than 
  untimely) demise. But when a powerful 
  enough undead threat looms, death knights 
  are often willing to submit themselves to 
  the orders of others, albeit temporarily, to 
  achieve their goals. 
  Alignment: A death knight may not be of 
  good alignment.
  Hit Die: d10.
  Starting Wealth: 5d6 × 10 gp (average 175 gp
  Class skills
  The death knight’s class skills are Bluff 
  (Cha), Craft (Int), Disguise (Cha), Handle 
  Animal (Cha), Intimidate (Cha), Knowledge 
  (religion) (Int), Profession (Wis), Ride (Dex), 
  Sense Motive (Wis), Spellcraft (Int), and 
  Stealth (Dex).
  Skill Ranks per Level: 2 + Int modifier.
  The following are all class features of the 
  death knight:
  Aura of Darkness (Su): The death energy 
  that permeates a death knight can be detected 
  as necromancy with a detect magic spell. The 
  power of a death knight’s aura of magic (see 
  the detect magic spell) is equal to his death 
  knight level. Effects that deal damage only 
  to undead, or deal extra damage to undead, 
  
  3
  3
  deal that damage to death knights. 
  However, effects that only target 
  undead without dealing damage to 
  them (such as halt undead) do not affect 
  non-undead death knights.
  A death knight may choose to 
  use his Charisma score in place of his 
  Constitution score when calculating hit 
  points, Fortitude saves, and any special 
  ability that relies on Constitution.
  Detect Undead (Su): At will, as a 
  move action, a death knight can use 
  detect undead, as the spell
  Grave Strike (Su): Once per day, the 
  death knight can imbue his attacks 
  with the call of the grave, making 
  them more effective against foes who 
  are, or once were, living. As a swift 
  action, the death knight chooses one 
  target within sight to strike. If this 
  target is either living, or a creature 
  of the undead type, the death knight 
  gains a +1 bonus to his attack rolls, 
  and deals +1d6 damage on all damage 
  rolls made against the target of his 
  strike. The bonus die of damage is not 
  multiplied on a critical hit. The grave 
  strike effect remains until the target of 
  the strike is dead (if originally living) 
  or destroyed (if originally undead) or 
  the next time the death knight rests 
  and regains his uses of this ability.
  At 4th level, and at every three levels 
  thereafter, the death knight may use his 
  grave strike one additional time per day, 
  to a maximum of seven times per day at 
  19th level. At 7th level, the bonus damage 
  of the grave strike increases to +2d6, at 13th 
  level it increases to +3d6, and at 19th level it 
  increases to +4d6.
  Touch of Corruption (Su): Beginning at 2nd 
  level, a death knight surrounds his hand with 
  a pale flame, causing terrible wounds to open 
  on those he touches. Each day he can use this 
  ability a number of times equal to 1/2 his 
  death knight level + his Charisma modifier. 
  As a touch attack, a death knight can cause 
  1d6 points of damage for every two death 
  Table: Death Knight
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1 
  +2 
  +0 
  +2 
  Aura of darkness, detect 
  undead, grave strike 1/day 
  — 
  — 
  — 
  —
  2nd 
  +2 
  +3 
  +0 
  +3 
  Touch of corruption, 
  resilience of the grave 
  — 
  — 
  — 
  —
  3rd 
  +3 
  +3 
  +1 
  +3 
  Aura of death, immunity 
  — 
  — 
  — 
  —
  4th 
  +4 
  +4 
  +1 
  +4 
  Channel negative energy, 
  grave strike 2/day 
  0 
  — 
  — 
  —
  5th 
  +5 
  +4 
  +1 
  +4 
  Deathly boon 
  1 
  — 
  — 
  —
  6th 
  +6/+1 
  +5 
  +2 
  +5 
  Immunity 
  1 
  — 
  — 
  —
  7th 
  +7/+2 
  +5 
  +2 
  +5 
  Grave strike 3/day 
  1 
  0 
  — 
  —
  8th 
  +8/+3 
  +6 
  +2 
  +6 
  Aura of despair 
  1 
  1 
  — 
  —
  9th 
  +9/+4 
  +6 
  +3 
  +6 
  Immunity 
  2 
  1 
  — 
  —
  10th 
  +10/+5 
  +7 
  +3 
  +7 
  Grave strike 4/day 
  2 
  1 
  0 
  —
  11th 
  +11/+6/+1 
  +7 
  +3 
  +7 
  Aura of murder 
  2 
  1 
  1 
  —
  12th 
  +12/+7/+2 
  +8 
  +4 
  +8 
  Immunity 
  2 
  2 
  1 
  —
  13th 
  +13/+8/+3 
  +8 
  +4 
  +8 
  Grave strike 5/day 
  3 
  2 
  1 
  0
  14th 
  +14/+9/+4 
  +9 
  +4 
  +9 
  Aura of repose 
  3 
  2 
  1 
  1
  15th 
  +15/+10/+5 
  +9 
  +5 
  +9 
  Immunity 
  3 
  2 
  2 
  1
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +10 
  Grave strike 6/day 
  3 
  3 
  2 
  1
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +10 
  Aura of deathlessness
  4 
  3 
  2 
  1
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +11 
  Immunity 
  4 
  3 
  2 
  2
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +11 
  Grave strike 7/day 
  4 
  3 
  3 
  2
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +12 
  Champion of death 
  4 
  4 
  3 
  3
  
  4
  knight levels he possesses. Using this ability 
  is a standard action that does not provoke 
  attacks of opportunity.
  to take on the immunities of the lifeless. He 
  gains one immunity from the list below at 
  3rd level, and an additional immunity at 6th 
  level and every 3 levels thereafter.
  Cold: The death knight is immune to the effects 
  of mundane cold, and gains cold resistance 10.
  Fatigued: The death knight is immune to 
  the effects of the fatigued condition. He can 
  still gain the condition, which may result in 
  him becoming exhausted if he is fatigued a 
  second time.
  Nonlethal Damage: The death knight is 
  immune to nonlethal damage.
  Sickened: The death knight is immune to the 
  effects of the sickened condition.
  Shaken: The death knight is immune to the 
  effects of the shaken condition. He can still 
  gain the condition, which may result in 
  him becoming frightened if he is shaken a 
  second time.
  At 9th level the death knight may select 
  one of these immunities:
  Deep Cold: The death knight gains cold 
  resistance 20. A death knight must have 
  selected immunity to cold before selecting 
  this immunity.
  Disease: The death knight does not take any 
  damage or penalties from diseases. A death 
  knight must select sickened immunity before 
  he can select this immunity.
  Exhaustion: The death knight is immune to 
  the exhausted and fatigued conditions. A 
  death knight must select the fatigued  before 
  he can select this immunity.
  Alternatively, a death knight can use this 
  power to heal himself or undead creatures, 
  restoring 1d6 hit points for every two levels 
  the death knight possesses. This ability is 
  modified by any feat, spell, or effect that 
  specifically works with the lay on 
  hands paladin class feature. For 
  example, the Extra Lay On Hands 
  feat grants a death knight 2 
  additional uses of the touch of 
  corruption class feature.
  Resilience of the Grave: At 
  2nd level, a death knight gains 
  a bonus equal to his Charisma 
  bonus (if any) on all saving 
  throws against ability damage, 
  ability drain, curses, death 
  effects, disease, all mind-
  affecting 
  effects 
  (charms, 
  compulsions, morale effects, 
  patterns, 
  and 
  phantasms), 
  paralysis, poison, sleep effects, 
  and stunning.
  Aura of Death (Su): At 3rd 
  level, a death knight radiates a 
  necromantic aura that causes 
  all enemies within 10 feet to 
  take a -2 penalty on saving 
  throws against necromancy 
  spells and effects. This ability 
  functions only while the death 
  knight remains conscious, not 
  if he is unconscious or dead.
  Immunity (Ex): As the death 
  knight’s links to the powers of 
  the grave strengthen, he begins 
  
  5
  5
  Fear: The death knight is immune to fear. 
  A death knight must select the shaken 
  immunity before he can select this immunity.
  Poison: The death knight does not take any 
  damage or penalties from poisons. A death 
  knight must select immunity to nonlethal 
  damage before he can select this immunity.
  At 18th level the death knight may select 
  one of these immunities.
  Ability Damage: The death knight is immune 
  to ability damage. He also need not eat or 
  drink. The death knight must select the poison 
  immunity before he can select this immunity.
  All Cold: The death knight gains immunity to 
  all cold. He also need not breathe. A death 
  knight must have selected the deep cold 
  immunity before selecting this immunity.
  Mind-Affecting Effects: The death knight is 
  immune to all mind-affecting effects (charms, 
  compulsions, morale effects, patterns, and 
  phantasms). The death knight must select the 
  fear immunity before he can select this immunity. 
  Precision Damage: The death knight has a 
  75% chance to negate any precision damage 
  (critical hits and sneak attacks), turning such 
  blows into normal attacks. The death knight 
  must select the disease immunity before he 
  can select this immunity. 
  Sleep: The death knight need not sleep. He 
  can meditate for 15 minutes to regain all his 
  uses of his spells and abilities and receive 
  one day’s worth of natural healing. This 
  meditation can be done no more than once 
  every 24 hours, and no sooner than 12 hours 
  after his last meditation. The death knight 
  must select the exhaustion immunity before 
  he can select this immunity. 
  Channel Negative Energy (Su): When a 
  death knight reaches 4th level, he gains the 
  supernatural ability to channel negative energy 
  like a cleric. Using this ability consumes two 
  uses of his touch of corruption ability. A death 
  knight uses his level as his effective cleric level 
  when channeling negative energy. This is a 
  Charisma-based ability.
  Spells: Beginning at 4th level, a death knight 
  gains the ability to cast a small number of 
  divine spells which are drawn from the 
  antipaladin spell list presented in the Advanced 
  Players Guide. A death knight must choose 
  and prepare his spells in advance. To prepare 
  or cast a spell, a death knight must have a 
  Charisma score equal to at least 10 + the spell 
  level. The Difficulty Class for a saving throw 
  against a death knight’s spell is 10 + the spell 
  level + the death knight’s Charisma modifier. 
  Like other spellcasters, a death knight can cast 
  only a certain number of spells of each spell 
  level per day. His base daily spell allotment is 
  the same as that of a paladin and is given on 
  Table: Death Knight. In addition, he receives 
  bonus spells per day if he has a high Charisma 
  score. When Table: Death Knight indicates 
  that the death knight gets 0 spells per day of 
  a given spell level, he gains only the bonus 
  spells he would be entitled to based on his 
  Charisma score for that spell level.
  A death knight must spend 1 hour each 
  day in repose, laying himself as though dead 
  (often in a coffin on a bier, though just laying 
  
  6
  himself out on the ground will do) to 
  regain his daily allotment of spells. A 
  death knight may prepare and cast 
  any spell on the antipaladin spell 
  list, provided that he can cast 
  spells of that level, but he must 
  choose which spells to prepare 
  during his daily meditation.
  Through 
  3rd 
  level, 
  a 
  death knight has no caster 
  level. At 4th level and higher, 
  his caster level is equal to his 
  death knight level –3.
  Deathly Boon (Su): Upon 
  reaching 5th level, a death 
  knight receives a boon from his 
  strong link to the powers of the 
  grave. This boon can take one of 
  two forms. Once the form is chosen, 
  it cannot be changed.
  The first type of bond allows the 
  death knight to enhance his weapon 
  for 1 minute per level as a standard 
  action by calling upon the aid of 
  a dead spirit. When called, the 
  spirit causes the weapon to shed 
  pale light as a torch. At 5th level, 
  this spirit grants the weapon 
  a +1 enhancement bonus. For 
  every three levels beyond 5th, 
  the weapon gains another +1 
  enhancement bonus, to a 
  maximum of +6 at 20th level. 
  These bonuses can be added 
  to the weapon, stacking with 
  existing weapon bonuses to a 
  maximum of +5, or they can be 
  used to add any of the following weapon 
  properties (consuming an amount of 
  bonus equal to the property’s cost): bane 
  (any humanoid, or undead), dancing, 
  disruption (even to non-bludgeoning 
  weapons), frost, ghost touch, icy burst, 
  vicious, vorpal, or wounding.
  The second type of bond allows a 
  death knight to gain the service of a lost 
  soul, which gains a second chance to 
  find its way through the Pale Road by 
  faithfully serving the death knight. This 
  lost soul takes the form of an undead 
  (but has an alignment matching the 
  death knight’s). This functions as grave 
  summoning III*, except the duration is 
  permanent and the death knight can 
  only gain the service of a single creature 
  and that creature cannot be incorporeal. 
  Once selected, the choice is set, but it 
  may be changed whenever the death 
  knight gains a level. Upon reaching 7th 
  level, and every two levels thereafter, 
  the level of the grave summoning spell 
  increases by one, to a maximum of 
  grave summoning IX at 17th level.
  Once per day, as a full-round action, 
  a death knight may magically call his 
  servant to his side. This ability is the 
  equivalent of a spell of a level equal to 
  one-third the death knight’s level. The 
  servant immediately appears adjacent 
  to the death knight. A death knight 
  can use this ability once per day at 5th 
  level, and one additional time per day 
  for every four levels thereafter, for a 
  total of four times per day at 17th level.
  
  7
  7
  At 11th level, the servant gains the 
  advanced template. At 15th level, a death 
  knight’s servant gains spell resistance equal 
  to the death knight’s level + 11.
  Should the death knight’s lost soul 
  servant be destroyed or banished, the death 
  knight may not summon another servant for 
  30 days or until he gains a death knight level, 
  whichever comes first. During this 30-day 
  period, the death knight takes a --1 penalty 
  on attack and weapon damage rolls.
  *Indicates a spell found in this product.
  Aura of Murder (Su): At 11th level, 
  a death knight can expend two uses 
  of his grave strike ability to grant 
  the ability to all allies within 10 
  feet, using his bonuses. Allies must 
  use this grave strike ability by the 
  start of the death knight’s next turn 
  and the bonuses last for 1 minute. 
  Using this ability is a free action.
  Aura of Repose (Su): At 14th level, a 
  death knight’s weapons are treated 
  as magic and silver (in addition to 
  whatever material they are actually 
  made from) for the purposes of 
  overcoming 
  damage 
  reduction. 
  This ability functions only while 
  the death knight is conscious, not if 
  he is unconscious or dead.
  Aura of Deathlessness (Su): At 17th 
  level, a death knight gains DR 5/
  silver and immunity to death effects. 
  Champion of Death (Su): At 20th 
  level, a death knight becomes 
  a conduit for the power of the 
  grave. His DR increases to 10/silver and 
  magic. Whenever he uses grave strike and 
  successfully strikes a living creature, he may 
  choose to immediately end the grave strike 
  to force the creature to make a Fortitude save 
  (DC 10 +1/2 the death knight’s level + the 
  death knight’s Cha modifier) or be stunned 
  for 1d4 rounds. Whenever he uses grave strike 
  and successfully strikes an undead creature, 
  he may choose to immediately end the grave 
  strike to force the creature to make a Will 
  save (DC 10 +1/2 the death knight’s level + the 
  death knight’s Cha modifier) or be destroyed 
  (as though by a disruption weapon).
  In addition, whenever he channels 
  negative energy or uses touch of corruption 
  to damage a creature, he deals the maximum 
  possible amount.
  Code of Conduct: Death knights have one 
  of two codes of conduct, depending on if 
  they are servants of gods of the undead, or 
  the forces of true death and repose. These 
  two kinds of death knights never knowingly 
  associate with one another.
  
  8
  Death Knights of Repose and 
  True Death: May never 
  knowingly 
  despoil, 
  rob, or damage a 
  grave or tomb or 
  allow such violations 
  to take place if it is 
  within their power 
  to stop them. They 
  cannot associate with 
  undead, or spellcasters 
  who create undead.
  Death Knights of Undeath: May 
  never knowingly promote the 
  protection of life or defend 
  living creatures other than 
  themselves. They cannot pass an 
  opportunity to aid and expand the 
  reach of undeath, and must always 
  work to kill the greatest number of thinking, 
  living creatures they possibly can. The only 
  acceptable reason to spare such a creatures 
  life, is if it expands the number of other lives 
  the death knight can claim.
  Ex-Death Knights
  A death knights who becomes 
  good, places the needs of the 
  living above the needs of the 
  dead, or violates his code of 
  conduct loses all death knight 
  spells 
  and 
  class 
  features 
  (including the deathly boon, 
  but not weapon, armor, and 
  shield proficiencies). He may 
  not 
  progress 
  any 
  further 
  in levels as a death knight. He regains his 
  abilities and advancement potential if he 
  atones for his violations (see the atonement 
  spell), as appropriate.
  If a death knight becomes an undead, 
  the resilience of the grave class feature 
  becomes the unholy resistance class feature 
  of the antipaladin, and he may exchange 
  his immunities (gained from the immunity 
  class feature) for the same number of 
  cruelties (taken from the antipaladin class 
  feature). He uses his death knight class level 
  as his antipaladin class level to meet these 
  abilities requirements and to determine 
  their effects.
  New Feats
  The following feats are designed exclusively 
  for the death knight.
  DeaDly steeD
  You attract a death-dealing mount.
  Prerequisite: Deathly boon class feature.
  Benefit: You gain a horrific creature as a 
  mount. This acts as gaining a monster cohort 
  gained using the Leadership feat (see the 
  Leadership feat in the Pathfinder Roleplaying 
  Game Core Rulebook, and rules for monster 
  cohorts in the Bestiary), except that the 
  cohort/steed must be one of the creatures 
  listed below. You may only select a creature 
  if it is at least one size larger than you (so 
  it can function as a mount). Each steed has 
  an effective level, representing the level of 
  cohort it qualifies as. 
  
  9
  9
  Effective  
  Level  
  Creature
  4   
   
  Blink dog
  5   
   
  Worg
  6   
   
  Giant eagle
  6   
   
  Pegasus
  7   
   
  Giant vulture cr 4
  7   
   
  Hell hound
  7   
   
  Howler
  8   
   
  Aranea
  8   
   
  Griffon
  8   
   
  Shadow mastiff
  8   
   
  Nightmare
  9  
   
  Dinosaur, iguanodon
  9   
   
  Leucrotta cr 5
  9   
   
  Manticore
  10   
   
  Dragonne cr 7
  10   
   
  Wyvern
  11   
   
  Ahuizotl cr 6
  11   
   
  Drider
  12  
   
  Dinosaur, allosaurus
  12  
   
  Mastodon
  13  
   
  Crocodile, dire
  13   
   
  Roc
  14  
   
  Cryrohyrda, 8-headed
  14  
   
  Vrock
  15   
   
  Centipede, titan
  15  
   
  Dinosaur, tyrannosaurus
  16   
   
  Dragon horse
  16   
   
  Garuda
  16   
   
  Sleipnir cr 11
  17  
   
  Dinosaur, spinosaurus
  18   
   
  Nightmare, cauchemar
  19  
   
  Moon-beast
  20  
   
  Retreiver
  extra immuNity
  Your connection to the realms of the dead has 
  granted you greater immunity.
  Prerequisites: Aura of death class feature, 
  immunity class feature.
  Benefit: Select one additional immunity 
  for which you qualify.
  Special: You can gain this feat 
  multiple times, but not more than 
  once per six levels. Its effects do 
  not stack. Each time you take this 
  feat, select a new immunity. 
  iCy Gaze oF Death
  You can fill your eyes with the bright, 
  pale blue light of the frozen sun of the 
  realms of the dead.
  Prerequisite: Aura of death class 
  feature, Cha 13.
  Benefit: As a standard action, you 
  can activate a gaze attack. Select one 
  creature within 60 feet, which must 
  make a Will save (DC 10 +1/2 your 
  level + your Cha modifier) or be 
  dazzled for a number of rounds 
  equal to ½ your level (minimum 
  1 round). Your gaze attack 
  remains active for a number 
  of rounds equal to your Cha 
  modifier (minimum 1 round). 
  During that time, any foe 
  within 60 feet that sees you 
  must make a save against your 
  gaze attack at the beginning of 
  its turn (see gaze attacks, in the 
  Bestiary, for more information).
  
  10
  New spells
  Though the death knight casts spells drawn 
  from the antipaladin spell list, he also 
  specializes in spells with a strong connection 
  to death and the undead. To round out the 
  death knight’s spell options, here is a small 
  collection of new antipaladin spells, available 
  to both antipaladins and death knights. Note 
  that while neutral death knights are able to 
  use evil spells, they generally refrain from 
  doing so, and a dependence on such spells 
  can lead to an alignment shift.
  Also note that for patrons who have The 
  Genius Guide to the Death Mage, those spells 
  appropriate to be added to the death mage’s 
  spell lists have the death mage spell level listed.
  spell DesCriptioNs
  Death Knell, Greater
  School: necromancy [death, evil]; Level: 
  antipaladin 4, cleric/oracle 4, inquisitor 4, 
  witch 5
  Casting Time: 1 standard action
  Components: V, S
  Range: close (25 ft. +5 ft./2 levels)
  Target: one creature
  Duration: instantaneous/10 minutes 
  per HD of subject; see text
  Saving Throw: Will negates; 
  Spell Resistance: yes
  You draw forth the ebbing life 
  force of an injured (but living) 
  creature and use it to fuel your 
  own power. The target must 
  have taken hp damage that has 
  not yet been healed to be a target 
  of this spell. Upon casting this 
  spell, you make a ranged touch 
  attack against a waning creature. If 
  the subject fails its saving throw, it 
  takes 1d6 hp per level (max 15d6), and 
  you gain 1d8 temporary hit points per 
  2 levels and a +4 enhancement bonus 
  to Strength. Additionally, your effective 
  caster level goes up by +2, improving 
  spell effects dependent on caster level. 
  This increase in effective caster level does not 
  grant you access to more spells. These effects 
  last for 10 minutes per HD of the subject 
  creature, or until it is fully healed (whichever 
  comes first).
  Disintegrate Undead
  School: necromancy; Level: death mage 3, 
  inquisitor 3, magus 3, sorcerer/wizard 3, 
  witch 3
  Casting Time: 1 standard action
  Components: V, S
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: ray
  Duration: instantaneous
  Saving Throw: none; Spell Resistance: yes
  You direct a ray of positive energy. You 
  must make a ranged touch attack to hit, and 
  if the ray hits an undead creature, it deals 
  1d6 points of damage per caster level to it 
  (maximum 10d6). If this damage reduces the 
  undead to 0 or fewer hit points, it is entirely 
  disintegrated. This spell affects incorporeal 
  and ethereal undead.
  Grave Summoning I
  School: conjuration (summoning) [necromancy]; 
  Level: antipaladin 1, cleric/oracle 1, death mage 
  1, sorcerer/wizard 1, summoner 1, witch 1
  Casting Time: 1 full-round action
  Components: V, S, F (death scene, see text)
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: one summoned undead creature
  Duration: 1 round, +1 round/2 levels (D)
  Saving Throw: none; Spell Resistance: no
  This spell accesses the Low Road (see The Low 
  Road, below) to summon a spirit permanently 
  
  11
  11
  lost there as an undead creature. It appears 
  where you designate and acts immediately 
  on your turn. It attacks your opponents to 
  the best of its ability. If you can communicate 
  with the creature, you can direct it not to 
  attack, to attack particular enemies, or to 
  perform other actions. The undead is selected 
  from the list of undead on the 1st level grave 
  summoning chart.
  A summoned monster cannot summon 
  or otherwise conjure another creature, nor 
  can it use any spells, spell-like abilities, 
  teleportation, or planar travel abilities. 
  Summoned undead also cannot create, 
  command, or control other undead through 
  any means. Undead creatures cannot be 
  summoned via the Low Road into an 
  environment that could not support them 
  when they were living.
  Because it has to conjure creatures 
  through the Low Road, grave summoning I 
  may not work in all locations. It has a focus 
  of “death scene” which is a place where 
  creatures have died nearby often enough 
  to forge a link to the Pale Road, normally 
  requiring at least one death per year. This 
  includes nearly all natural environments 
  with wildlife and most dangerous areas of 
  cities (such as bad neighborhoods, wharfs, 
  and dark alleys), as well as anyplace the 
  dead are kept or have ceremonies performed 
  over them, such as most temples, crypts, 
  and mortuaries, regardless of how often 
  creatures died there. However, it may well 
  not include typical homes and businesses 
  or ancient locales where no one has tread 
  (much less died) in years.
  Grave Summoning Charts
  1st Level
  Crawling hand
  Skeleton, 1 HD animal
  Zombie, 1 HD humanoid
  Zombie, 2 HD animal
  2nd Level
  Ghoul
  Skeleton, 2 HD humanoid
  Skeleton, 3 HD animal
  Zombie, 3 HD humanoid
  Zombie, 4 HD animal
  3rd Level
  Draugr
  Skeleton, 5 HD animal or magical beast
  Skeleton, 4 HD humanoid or monstrous 
  humanoid
  Zombie, 6 HD animal or magical beast
  Zombie, 5 HD humanoid or monstrous 
  humanoid
  4th Level
  Attic whisperer
  Skeleton, any, 8 HD
  Wight 
  Vampire Spawn 
  Zombie, any, 9 HD 
  5th Level
  Crypt thing
  Ghoul bat
  Mummy
  Poltergeist
  Skeleton, any, 12 HD
  Zombie, any, 14 HD
  6th Level
  Bodak
  Dullahan
  Skeleton, any, 18 HD
  Totenmaske
  Wraith
  Zombie, any, 20 HD
  7th Level
  Spectre
  Vampire fighter 8*
  Vampire ranger 5/assassin 4*
  Zombie, any, 28 HD
  8th Level
  Devourer
  Greater shadow CR 8
  Vampire barbarian 5/fighter 5*
  Vampire rogue 11*
  9th Level
  Witchfire 
  Vampire fighter 7/rogue 5*
  Vampire fighter 8/rogue 4*
  Vampire ranger 12*
  *The vampires from these charts can be 
  created by adding the vampire template to 
  the appropriate NPC from the GameMastery 
  Guide.
  
  12
  Because this spell summons undead 
  that are lost on the Pale Road, it is not 
  inherently evil (it neither creates undead, 
  nor permanently unleashes undead upon the 
  world). Lost spirits summoned by this spell 
  are returned to the Pale Road when they are 
  destroyed or the spell’s duration ends, and 
  are given a new chance to find their way to 
  their immortal home.
  Grave Summoning II
  School: conjuration (summoning) [necromancy]; 
  Level: antipaladin 2, cleric/oracle 2, death mage 
  2, sorcerer/wizard 2, summoner 2, witch 2
  This spell functions like grave summoning I, 
  except that you can summon one creature 
  from the 2nd-level list or 1d3 creatures of the 
  same kind from the 1st-level list.
  Grave Summoning III
  School: 
  conjuration 
  (summoning) 
  [necromancy]; Level: antipaladin 3, 
  cleric/oracle 3, death mage 3, sorcerer/
  wizard 3, summoner 3, witch 3
  This spell functions like grave 
  summoning I, except that you 
  can summon one creature 
  from the 3rd-level list, 1d3 
  creatures of the same kind 
  from the 2nd-level list, or 
  1d4+1 creatures of the same 
  kind from the 1st-level list.
  Grave Summoning IV
  School: 
  conjuration 
  (summoning) [necromancy]; 
  Level: antipaladin 4, cleric/
  oracle 4, death mage 4, sorcerer/
  wizard 4, summoner 4, witch 4
  This 
  spell 
  functions 
  like 
  grave 
  summoning I, except that you can 
  summon one creature from the 
  4th-level list, 1d3 creatures of the 
  same kind from the 3rd-level list, 
  or 1d4+1 creatures of the same 
  kind from a lower-level list.
  Grave Summoning V
  School: conjuration (summoning) [necromancy]; 
  Level: cleric/oracle 5, death mage 5, sorcerer/
  wizard 5, summoner 5, witch 5
  This spell functions like grave summoning I, 
  except that you can summon one creature from 
  the 5th-level list, 1d3 creatures of the same kind 
  from the 4th-level list, or 1d4+1 creatures of the 
  same kind from a lower-level list.
  Grave Summoning VI
  School: conjuration (summoning) [necromancy]; 
  Level: cleric/oracle 6, death mage 6, sorcerer/
  wizard 6, summoner 6, witch 6
  This spell functions like grave summoning I, 
  except you can summon one creature from 
  the 6th-level list, 1d3 creatures of the same 
  kind from the 5th-level list, or 1d4+1 creatures 
  of the same kind from a lower-level list.
  Grave Summoning VII
  School: conjuration (summoning) [necromancy]; 
  Level: cleric/oracle 7, death mage 7, sorcerer/
  wizard 7, witch 7
  This spell functions like grave summoning I, 
  except that you can summon one creature from 
  the 7th-level list, 1d3 creatures of the same kind 
  from the 6th-level list, or 1d4+1 creatures of the 
  same kind from a lower-level list.
  Grave Summoning VIII
  School: conjuration (summoning) [necromancy]; 
  Level: cleric/oracle 8, death mage 8, sorcerer/
  wizard 8, witch 8
  This spell functions like grave summoning I, 
  except that you can summon one creature from 
  
  13
  13
  the 8th-level list, 1d3 creatures of the same kind 
  from the 7th-level list, or 1d4+1 creatures of the 
  same kind from a lower-level list.
  Grave Summoning IX
  School: conjuration (summoning) [necromancy]; 
  Level: cleric/oracle 9, death mage 9, sorcerer/
  wizard 9, witch 9
  This spell functions like grave summoning I, 
  except that you can summon one creature from 
  the 9th-level list, 1d3 creatures of the same kind 
  from the 8th-level list, or 1d4+1 creatures of the 
  same kind from a lower-level list.
  Mask of Life
  School: illusion (glamer); Level: alchemist 3, 
  antipaladin 3, cleric/oracle 3, death mage 2, 
  inquisitor 3, sorcerer/wizard 3, witch 3
  Casting Time: 1 standard action
  Components: V, S, M (an onyx gem worth 50 gp)
  Range: touch
  Target: undead creature touched
  Duration: 24 hours
  Saving Throw: Will negates (harmless); Spell 
  Resistance: yes (harmless)
  The true nature of the undead subject becomes 
  difficult to detect by mundane senses or 
  divination spells such as detect undead. The 
  subject gains a +20 bonus to Disguise checks 
  to appear to be a living, average version of the 
  creature type it had when alive. This illusion has 
  visual, auditory, tactile, and olfactory elements. 
  If a divination is attempted against the warded 
  creature that would reveal its creature type or 
  alignment, the caster of the divination must 
  succeed on a caster level check (1d20 + caster 
  level) against a DC of 11 + the caster level of the 
  spellcaster who cast mask of life. If you cast mask 
  of life on yourself the DC is 15 + your caster level.
  Pale Mists
  School: conjuration (creation) [necromancy]; 
  Level: antipaladin 3, cleric/oracle 3, death 
  mage 3, druid 4, sorcerer/wizard 3, witch 3
  Casting Time: 1 standard action
  Components: V, S, M (a pinch of ground bone)
  Range: 40 ft.
  Effect: cloud spreads in 40-ft. radius from 
  you, up to 20 ft. high
  Duration: 10 min./level (D)
  Saving Throw: none; Spell Resistance: no
  A stationary, pale vapor arises around you. 
  You may choose to make the vapor as low 
  to the ground as 1 foot (appearing to be a 
  clinging ground fog), or as high as 20 feet. 
  You may alter this height as a move action 
  each round. The fog appears natural and 
  unless they see it cast or observe its height 
  change, observers must make a Spellcraft 
  or Knowledge (nature) check (DC 15 + your 
  caster level) to realize it is a spell effect.
  The vapor obscures all sight, including 
  darkvision, beyond 5 feet. A creature 5 feet 
  away has concealment (attacks have a 20% 
  miss chance). Creatures farther away have 
  aDDiNG uNDeaD to the  
  Grave summoNiNG tables
  By the upper levels of grave summoning, 
  the options on the summoning charts get 
  pretty thin. This isn’t necessarily a problem 
  -- casters can use higher-level grave 
  summoning spells to select more lower-level 
  undead, or simply not choose the higher-
  level spells if they feel their options are too 
  limited. However, while the choice of high-
  level undead from the Bestiary I, II, and III 
  is limited, there are lots of undead available 
  from 
  various 
  third-party 
  publishers 
  (including our own ENnie-nominated 
  Mythic Menagerie: Kingdom of Graves) that 
  could be added to the summoning charts.
  To help a GM decide what undead 
  to add to which level of grave summoning 
  spell, the chart below shows what CR range 
  or undead each spell should summon. For 
  example, if adding the CR 12 bloodknight 
  from Kingdom of Graves, it should be an 
  option for grave summoning VIII. In general 
  it’s a bad idea to add undead with extensive 
  spellcasting ability (including such things 
  as vampire wizards), because they aren’t 
  allowed to use spells and spell-like abilities 
  when they are summoned. Also, for 
  purposes of what grave summoning spells 
  can conjure them, treat incorporeal undead 
  as if their CR was 3 higher.
  Spell Summoned Undead CR Range
  Grave Summoning I CR 1/3-1/2
  Grave Summoning II CR 1/2-1
  Grave Summoning III CR 2
  Grave Summoning IV CR 3-4
  Grave Summoning V CR 5-6
  Grave Summoning VI CR 7-8
  Grave Summoning VII CR 9-10
  Grave Summoning VIII CR 11-12
  Grave Summoning IX CR 13-14
  
  14
  total concealment (50% miss chance, and the 
  attacker cannot use sight to locate the target). 
  When you cast this spell, you may choose to 
  make up to 1 creature/level you are touching 
  at the time immune to its effects (allowing 
  them to see normally within the vapor).
  A moderate wind (11+ mph), such as 
  from a gust of wind spell, disperses the fog 
  in a number of rounds equal to your caster 
  level. A strong wind (21+ mph) disperses the 
  fog in half that time. 
   
  A fireball, flame strike, or similar spell burns 
  away the fog in the spell’s area if its caster 
  makes a successful caster level check (1d20 
  + caster level) against a DC of 11 + your 
  caster level. This spell does not function 
  underwater.
  Spectral Eye
  School: necromancy; Level: antipaladin 1, death 
  mage 1, oracle 2, sorcerer/wizard 2, witch 1
  Casting Time: 1 round
  Components: V, S
  Range: short (25 ft. +5 ft./2 levels)
  Effect: one spectral eye
  Duration: 1 min./level (D)
  Saving Throw: none; Spell Resistance: no
  A ghostly eye formed from your life force 
  materializes and moves as you desire, 
  allowing you to observe your surroundings 
  from a different point of view. On casting 
  the spell you lose 1d4 hit points that return 
  when the spell ends (even if it is dispelled), 
  but not if the eye is destroyed. (The hit 
  points can be healed as normal.)
  For as long as the spell lasts, you can 
  see through the spectral eye as if you were 
  standing at its location. You can make 
  Perception checks at -4 to see something 
  in line of sight of the eye but not in line of 
  sight to you, and gain a +4 bonus to 
  Perception checks made within line of 
  sight of both you and the eye. The eye 
  has any natural vision enhancements 
  you have (such as low-light vision for 
  elves), but gains no benefit from enhanced 
  vision granted by spells or items. Each 
  round, as a swift action, you can choose a 
  location within range for the eye to see from. If 
  the eye goes beyond the spell’s range or goes 
  out of your sight, it returns to you and hovers.
  The eye is incorporeal and thus cannot be 
  harmed by normal weapons. It has improved 
  evasion (half damage on a failed Reflex save 
  and no damage on a successful save), your 
  save bonuses, and an AC of 20 (+8 size, +2 
  natural armor). Your Intelligence, Wisdom, or 
  Charisma modifier (whichever is better) also 
  applies to the eye’s AC as if it were the eye’s 
  Dexterity modifier. The eye has 1 to 4 hit points, 
  the same number that you lost in creating it.
  Take the Low Road
  School: necromancy (teleportation); Level: 
  antipaladin 4, cleric/oracle 6, death mage 5, 
  sorcerer/wizard 5, witch 6
  Casting Time: 1 standard action
  Components: V, S, F (corpse or grave, see text)
  Range: personal
  Target: you
  Duration: 1 hour/level or until expended; see text
  When you cast this spell, you gain the ability 
  to step into a corpse, grave, tomb, or graveyard 
  and use it to access the Low Road -- the magic 
  path spirits of the dead use to access the outer 
  planes and their final resting place.
  Upon accessing the Low Road, you may 
  teleport to another corpse or grave similar to 
  the one you used to initially gain access to the 
  Low Road. The corpse or grave must be of the 
  same type as the focus component used for the 
  spell. For example, by moving into a humanoid 
  (dwarf) grave, you instantly become aware of 
  all other dwarven graves and corpses within 
  transport range (see below) and may choose 
  
  15
  15
  whether you want to pass into one or simply 
  step back out of the corpse or grave you used to 
  access the Low Road. You may choose to pass 
  into any corpse or grave of the appropriate 
  type within the transport range as shown on 
  the following table.
  You may move into a corpse or grave up 
  to one time per caster level (passing from one 
  resting place to another counts only as moving 
  into one corpse or grave). The spell lasts until 
  the duration expires or you exit a corpse/
  grave. Each transport is a full-round action.
  You can, at your option, remain within a 
  corpse or grave without transporting yourself, 
  but you are forced out when the spell ends. 
  If the corpse or grave you are concealed is 
  burned or otherwise destroyed, you are slain if 
  you do not exit before the process is complete.
  Type of Corpse/Grave Transport Range
  • Major tomb or mausoleum, preserved 
  corpse 10 miles
  • Funerary chamber or minor tomb, fresh 
  corpse 1 mile
  • Other grave or coffin 2,500 feet
  • Unburied, rotting corpse 1,000 feet
  Vigor of the Grave
  School: 
  conjuration 
  (healing); 
  Level: 
  antipaladin 1, cleric/oracle 1, death mage 1, 
  sorcerer/wizard 4, witch 1
  Casting Time: 1 round
  Components: V, S, M (1 pinch of grave dirt)
  Range: touch
  Target: creature touched
  Duration: 1 minute
  Saving Throw: Will negates (harmless); Spell 
  Resistance: yes (harmless)
  You grant a waning subject the ability to call 
  upon the unwholesome resilience of those 
  who dwell in graveyards and catacombs. 
  The creature gains fast healing 1, though this 
  healing cannot heal it to above half its normal 
  hit point maximum. The target detects as an 
  undead creature for the duration of the spell, 
  though it is not treated as an undead for any 
  other purpose. If at any point during the 
  spell’s duration the subject is healed to above 
  half its hit point total, the spell ends.
  Vigor of the Grave, Greater
  School: conjuration (healing); Level: 
  cleric/oracle 4, death mage 4, witch 4
  As vigor of the grave, except the target 
  gains fast healing 4.
  the low roaD
  The Low Road is the dimensional path 
  used by the spirits of the deceased to 
  travel to the outer planes and their 
  ultimate final resting place. It is similar 
  to both the ethereal plane and the plane 
  of shadow, but not exactly the same 
  as either. Without the use of powerful 
  magic, no animate soul, material item, 
  or mortal magic can exist within the 
  Low Road. It is exclusively the realm of 
  dead spirits, and neither the living nor 
  the undead can exist within it or divine 
  things about it. Spirits travel the Low 
  Road in only one direction, from the 
  place of their death to their final reward. 
  After having been sorted into the outer 
  plane in keeping with their religion and 
  morality the spirits of the dead follow the 
  rules of those planes, and are no longer the 
  raw spirits of the dead.
  Scholars have famously debated about 
  the nature of the Low Road; some claim that 
  it is a natural part of the multiverse while 
  others insist that in the early days of creation 
  the gods agreed that some sort of neutral 
  ground was needed to funnel the souls of 
  dead mortals to the various outer planes. The 
  
  16
  fact that the Low Road cannot be explored by any 
  living creature makes it unlikely that this debate 
  will ever be conclusively settled.
  For purposes of game rules the Low Road can 
  be considered a subset of the plane of shadow that 
  cannot be entered through the use of spells such as 
  plane shift, and is immune to any spell or effect that 
  does not specifically mention it. However, this does 
  not make the Low Road useless to those who know 
  enough death magic to access its powers. While 
  the living and undead are barred from entering 
  the Low Road, they can still summon things out of 
  it, and use it as a medium to transport themselves 
  and their magics. A few spells in The Genius Guide 
  to the Death Knight specifically reference the Low 
  Road, mostly as flavor text.
  For a campaign, a major use of the Low Road 
  is cosmological, to explain why the ethereal and 
  astral planes aren’t choked with the spirits of 
  dead creatures from a dozen realities, and why 
  a powerful spellcaster can’t just plane shift when 
  a friend dies and grab their soul prior to it going 
  anywhere. With the Low Road there exists a planar 
  path unique to the spirits of the departed, beyond 
  the reach of most mortal magic (though accessible 
  in very limited ways by new options presented 
  in this product). It can also serve as hidden 
  knowledge, a secret known only by specific cults 
  and orders of scholars, allowing a GM to reveal the 
  lore to players as part of an ongoing campaign plot 
  or to reward players who take time to engage in 
  specialized research.
  A GM who does not wish to add the Low 
  Road to his campaign can ignore any mention of 
  it in the game rules above simply replacing it with 
  whatever underworld and lands of the dead exist 
  in his campaign.
  
  17
  17
  we err oN the siDe oF awesome!
  CreDits
  Designer:
  Owen K.C. Stephens
  Proofreader:
  Jeremy Miller
  Creative Director:
  Stan!
  Cover Art:
  RedPeggy
  Interior Art:
  ERG, Lin Bo, OtherWorld Creations, Nathan Winborn,  
  Mongoose, Toby Gregory, Tamas Baranya, Louis Porter Jr.
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
  Contents Copyright ©2012 Super Genius Games
  Used with permission
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized 
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  15. COPYRIGHT NOTICE
  Open Game License v 3 Copyright 2000, Wizards of the Coast, Inc.
  Designation of Product Identity: All artwork, photos, logos, and maps are Product Identity. All other material is considered Open 
  Content. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim 
  Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob 
  McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, 
  Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  The Genius Guide to the Death Knight. Copyright 2012, Super Genius Games, LLC; Author: Owen K.C. Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Classes/The Genius Guide to The Death Knight.pdf