TEXT: NECROKNIGHT
  THE
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  NECROKNIGHT
  NECROKNIGHT
  NECROKNIGHT
  NECROKNIGHT
  COMPENDIUM
  COMPENDIUM
  COMPENDIUM
  COMPENDIUM
  Classes for Pathfinder 1st edition,
  PATHFINDER 2ND EDITION, AND STARFINDER
  
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  NECROKNIGHT
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  NECROKNIGHT
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  Credits
  Producer
  Scott Gladstein
  Designers
  Scott Gladstein, Ian Sisson
  Editors
  Ian Sisson, Brynn Petano, Christos Gurd
  Art
  Rui Ferreira, Gary Dupuis, Eric Lofgren, Fernando Correa, Je Shields, 
  Lawrence van der merwe, Armando Ayala
  Some artwork © 2020 Eric Lofgren, used with permission. All rights 
  reserved.
  Graphic Design/Layout
  Scott Gladstein, Kirk Felton
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  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 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  NECROKNIGHT
  What is a Necroknight?
  N
  ecroknights 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.
  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.
  Alignment
  Any
  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 
  
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  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.
  Relationship to Others
  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.
  Class Mechanics
  Hit Dice: D8.
  Starting Wealth: 5d6 × 10 gp (average 175 gp.) 
  In addition, each character begins play with an outfit 
  worth 10 gp or less.
  kCLASS 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.
  neCroknight
  Pathfinder 1st Edition
  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.
  Inspirations
  Necromancers (Diablo 2/Diablo 3), Necromancers/
  Reapers (Guild Wars/Guild Wars 2), Arthas 
  Menethil/Death Knights (World of Warcraft), 
  Millennial King, and  Talion (Middle Earth: Shadow 
  of Mordor).
  Design of the Necroknight
  The principle inspiration behind necroknight 
  was to design a class that played around with a 
  second pool of health. I decided early on that this 
  was different from a class that was simply very 
  good at healing itself; I wanted to invoke the idea 
  of suddenly gaining a second health bar, even for 
  only a short time. Drawing inspiration from Guild 
  Wars 2’s necromancer class and their death shroud 
  mechanic, I wrote up a class that could build energy 
  up before converting it into temporary hit points. 
  I decided to balance the ability to constantly hide 
  behind temporary hit points by only giving them a 
  d8 hit dice, reasoning it would even out in the end. 
  Other abilities were designed by thinking about 
  “how would a warrior-wizard use necromancy-like 
  magic”. I avoided giving them actual spells to help 
  differentiate them from existing warrior-casters like 
  antipaladins and magi.
  Table 1-1: The Necroknight (1st Edition)
  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
  
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  Class Specifics
  kROLE
  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.
  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.
  D8 Hit Dice & Full BAB
  A necroknight belongs on the front line but 
  why do they have the same hit points as a 
  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.
  
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  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 pallors.
  • 
  Command Undead:
  Command Undead: Cast command undead as 
  a spell-like ability, targeting an undead creature 
  within 30 feet.
  • 
  Darkblade:
  Darkblade: Convert the necroknight’s weapon 
  damage type to negative energy damage.
  • 
  Deathly Chill:
  Deathly Chill: Enemies that end their turn 
  adjacent to the necroknight take 1d6 points of 
  nonlethal cold damage.
  • 
  Detect Undead:
  Detect Undead: The necroknight gains a constant 
  detect undead spell effect.
  • 
  Ghost Touch:
  Ghost Touch: The necroknight’s weapons gain the 
  ghost touch magic weapon quality.
  • 
  Lifesense:
  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:
  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:
  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:
  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:
  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:
  • 
  Ghostly:
  Ghostly: The necroknight becomes incorporeal, 
  and gains a touch attack that deals their 
  necroblade damage. They may modify this 
  touch attack with any ability that works with 
  necroblade.
  • 
  Necro Ward:
  Necro Ward: The necroknight gains Spell 
  Resistance equal to 15 + necroknight class level 
  against necromancy spells and spell-like abilities. 
  Whenever a spell fails to penetrate this spell 
  resistance, gain a necrosis point.
  • 
  Possession:
  Possession: Cast marionette possession or possess 
  object as a spell-like ability, targeting a creature or 
  object within 30 feet.
  • 
  Shadow Projection:
  Shadow Projection: Cast shadow projection as a 
  spell-like ability.
  • 
  Unwilling Shield:
  Unwilling Shield: Cast unwilling shield as a spell-
  like ability, targeting a creature within 30 feet. 
  If that creature dies, the necroknight may target 
  a new creature at the start of their turn as a free 
  action.
  At 17th level, the necroknight adds the following 
  deathly pallors to the list of those they can select:
  • 
  Gone Forever:
  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:
  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:
  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 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.
  
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  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).
  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.
  kDREAD
  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.
  kGRAVE 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.
  Table 1-2: Necroknight Alternate Favored Class Bonuses 
  Race Name
  Benefit
  Source
  Human
  Gain +1/6 of a bonus combat feat.
  CRB
  Elf
  Gain a +1/3 bonus on Use Magic Device checks.
  CRB
  Half-orc
  +1 hit point to the necroknight’s undead companion.
  CRB
  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.
  ARG
  Tiefling
  Increase the maximum value of the tiefling’s necrosis pool by 1/2 a point.
  ARG
  Ratfolk
  Necroblade deals +1/2 damage to creatures denied their Dexterity bonus to AC
  (regardless if they normally have a Dexterity bonus to AC).
  ARG
  Dragoul
  +1/3 to saves against spells from the enchantment school.
  LRGG RG4
  Cuil
  Gain an extra +1/4 of a temporary hit point when the cuil use necrosis points to 
  gain temporary hit points.*
  LRGG RG4
  *Please note that Pathfinder only recognizes full values; 3.75 temporary hit points is still only 3 temporary hit points.
  
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  NECROKNIGHT
  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.
  kLIFEBLOOD
  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.
  kPLAGUE
  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.
  kRAVAGER
  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.
  
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  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.
  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.
  kVITAE
  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.
  kWEAKNESS
  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 
  
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  Dark Chi Warrior
  Some necroknights don’t arise from chivalric 
  traditions, but instead come from ascetic training. 
  These warriors master the art of harnessing “sha 
  chi” (or “killing chi”) much in the same way a monk 
  would harness their own personal ki.
  Weapon Proficiencies
  The dark chi warrior is proficient with the club, 
  crossbow (light or heavy), dagger, handaxe, javelin, 
  kama, nunchaku, quarterstaff, sai, short sword, 
  shortspear, shuriken, siangham, sling, spear, and any 
  weapon with the monk special weapon quality. The 
  dark chi warrior is not proficient with any armor or 
  shields.
  This replaces the necroknight’s weapon and armor 
  proficiencies.
  Unarmored Defense (Su)
  At 1st level, while unarmored and carrying no more 
  than a light load, the dark chi warrior adds their 
  Intelligence modifier to their AC and CMD. In 
  addition, a dark chi warrior gains a +1 bonus to AC 
  and CMD at 4th level. This bonus increases by 1 for 
  every 4 dark chi warrior levels thereafter, up to a 
  maximum of +5 at 20th level.
  These bonuses to AC apply even against touch attacks 
  or when the dark chi warrior is flat-footed. They lose 
  these bonuses when they are immobilized or helpless, 
  when they wear any armor, when they carry a shield, 
  or when they carry a medium or heavy load.
  Sha Chi Strike (Su)
  This functions as necroblade, but only functions with 
  unarmed strikes, natural attacks, and weapons with 
  the monk special quality.
  This ability modifies necroblade.
  Unarmed Strike (Ex)
  At 1st level, the dark chi warrior gains Improved 
  Unarmed Strike as a bonus feat. Additionally, they 
  gain the unarmed damage profile of a monk of their 
  dark chi warrior class level.
  This ability replaces necroburst.
  Sha Chi Powers
  Starting at 2nd level, the dark chi warrior is treated 
  as having a ki pool, and may use their necrosis pool 
  to power ki abilities, feats, and items that require 
  spending ki. For each 1 ki point something requires, 
  the dark chi warrior must spend 5 necrosis points. 
  If the dark chi warrior has a ki pool from another 
  source, such as another class, that ki pool is tracked 
  separately. The dark chi warrior cannot convert ki 
  points into necrosis points. 
  Additionally, at 2nd level the dark chi warrior gains a 
  ki power from the unchained monk, using their dark 
  chi warrior level as their monk level. At 6th level and 
  every 4 levels thereafter, the dark chi warrior gains 
  another ki power.
  This ability replaces the necroknight’s bonus combat 
  feats. 
  Phantom Knight
  A phantom knight is a necroknight who seeks to 
  shed their physical form and become a ghostly 
  warrior while still living. They eschew traditional 
  schooling and rather work to infuse their being with 
  raw necromantic might. This infusion produces a 
  startling result; the necroknight can become a literal 
  living ghost. Oftentimes, these phantom knights 
  were first sorcerers with the undead or shadow 
  bloodline who sought a more intimidating martial 
  presence.
  Necromancer’s Presence (Su)
  The phantom knight’s necrosis pool is based on 
  their Charisma modifier, not their Intelligence 
  modifier. In addition, the DC of all class abilities are 
  based on the phantom knight’s Charisma modifier, 
  and any abilities that refer to the phantom knight’s 
  Intelligence modifier (such as the daily uses of 
  channel energy granted by soul of necromancy) 
  instead use their Charisma modifier.
  This ability modifies necrosis pool.
  Phantom Warrior (Su)
  The principal ability of the phantom knight 
  is the power to turn into a ghostly soldier, striking 
  their foes behind the protective veil of the afterlife.
  At 5th level, when the phantom knight 
  has temporary hit points granted by necrosis 
  shroud, they become incorporeal.
  At 9th level, when the phantom knight has 
  temporary hit points granted by their necrosis 
  shroud, they gain an incorporeal touch attack 
  that deals their necroblade damage. They may spend 
  necrosis points to modify this attack with any class 
  feature that could modify necroblade.
  At 13th level, when the phantom knight has 
  temporary hit points granted by their necrosis 
  shroud, they gain a 60-foot fly speed with perfect 
  maneuverability.
  At 17th level, when the phantom knight has 
  temporary hit points granted by their necrosis 
  shroud, they may cast mage hand at will as a spell-like 
  ability, and telekinesis every 1d4 rounds as a spell-
  like ability.
  All abilities granted by the phantom warrior class 
  feature stack; thus a 13th-level phantom knight using 
  necrosis shroud becomes incorporeal, has a touch 
  attack, and has a fly speed of 60 feet.
  This ability replaces all instances of deathly pallor.
  1st edition arChetype
  1st edition arChetype
  What is Sha Chi?
  In some disciplines of the art of feng shui, one 
  of the core components of the arrangements 
  they employ is to avoid the accumulation of 
  “sha chi” (spelled variously) or “killing energy”. 
  This negative energy is draining, aggressive, 
  depressing, and causes illness.
  
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  Class Feats
  kEXTRA NECROSIS
  Prerequisite:
  Prerequisite: necrosis pool class feature.
  Benefit:
  Benefit: The maximum value of your necrosis pool 
  increases by your Intelligence modifier.
  Special:
  Special: This feat can be taken more than once. Its 
  effects stack.
  kPALE AS DEATH
  Prerequisite: 
  Prerequisite: deathly pallor class feature.
  Benefit:
  Benefit: Select a deathly pallor you qualify for. Add 
  deathly pallor to the list of effects you can choose 
  from when you use necrosis shroud.
  Special:
  Special: You can take this feat multiple times. Each 
  time you take it, select a new deathly pallor.
  kPALLOR SHIFT
  Prerequisites:
  Prerequisites: deathly pallor class feature, 
  necroknight level 9th.
  Benefit:
  Benefit: While you have temporary hit points granted 
  by necrosis shroud, as a move action you may change 
  the benefit granted by your deathly pallor class 
  feature.
  Normal:
  Normal: After you use necrosis shroud, you cannot 
  change your selected deathly pallor benefit while you 
  have temporary hit points remaining.
  kSELECTIVE BURST
  Prerequisites:
  Prerequisites: necroburst class feature, Intelligence 
  13.
  Benefit:
  Benefit: When you use your necroburst class feature, 
  you may select any number of creatures, up to your 
  Intelligence modifier. These creatures are not affected 
  by your necroburst.
  Normal:
  Normal: Necroburst affects all creatures within the 
  area.
  1st edition Feats
  Key Ability
  Strength or Dexterity
  At 1st level, your class gives you an ability boost to 
  Strength or Dexterity.
  Hit Points
  8 plus your Constitution Modifier
  You increase your maximum number of HP by this 
  number at 1st level and every level thereafter.
  During Combat Encounters...
  You confront your foes with a combination of steel 
  and spellcraft, bolstering your own vitality with 
  necromancy to stay in the fight while you barrage 
  your foes with dark magic and sword blows.
  During Social Encounters...
  You are a good source of arcane theory, an 
  intimidating presence, and a voice of reason.
  While Exploring...
  Your ability to bounce back from near-death means 
  you have a safety net; you can run down that corridor 
  without worrying as much about traps, and climb 
  a dangerous cliff and expect to survive the fall. 
  Additionally, your arcane knowledge lets you address 
  mystic obstacles and puzzles.
  In Downtime...
  You continue your studies in necromancy, hone your 
  martial skills, and (if necessary) smooth things over 
  with locals worried about your craft.
  You Might...
  • 
  Take a balanced view on the use of dark magic to 
  accomplish a goal.
  • 
  Have a dark sense of gallows humor, you 
  understand just how fleeting life can be.
  • 
  Balance your time between training your 
  swordplay and studying arcane texts.
  Others Probably...
  • 
  Brandish holy symbols around you, worrying that 
  you’re some sort of evil mage.
  • 
  Think you are tainted by dark magic, or at the 
  very least a heretic.
  • 
  Turn to you with any question about necromancy 
  and other dark magic.
  Initial Proficiencies
  At 1st level, you gain the listed proficiency ranks in 
  the following statistics. You are untrained in anything 
  not listed unless you gain a better proficiency rank in 
  some other way.
  Perception
  • 
  Trained in Perception
  Saving Throw
  • 
  Expert in Fortitude
  • 
  Trained in Reflex
  • 
  Expert in Will
  Skills
  • 
  Trained in Arcana
  • 
  Trained in a number of skills equal to 3 plus your 
  Intelligence modifier
  Attacks
  • 
  Trained in simple weapons
  • 
  Trained in martial weapons
  • 
  Trained in unarmed attacks
  Defenses
  • 
  Trained in light armor
  • 
  Trained in medium armor
  • 
  Trained in unarmored defense
  Class
  • 
  Trained in necroknight class DC
  Spells
  • 
  Trained in arcane spell attacks
  • 
  Trained in arcane spell DCs
  neCroknight
  Pathfinder 2nd Edition
  
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  kBLOOD
  You recognize the intrinsic arcane power that lies 
  within all blood. Not unlike a sorcerer, you tap into 
  it and unleash its power upon your foes. You gain the 
  Sustaining Blood necroknight feat and the necrosis 
  shroud necrosis spell.
  kDEATH KNIGHT
  You infuse the power of undeath into your body to 
  become a fearsome warrior, draining the life-energy 
  of your foes. You gain the Reaper Man necroknight 
  feat and the necrosis shroud necrosis spell.
  kGRAVE WARDEN
  You have studied the theories of undeath to better 
  combat the undead. You stand vigil over graveyards 
  and necropoli to keep the dead from being raised 
  by necromancers. You gain the Undead Hunter 
  necroknight feat and the necrosis shroud necrosis 
  spell.
  kNECRONAUT
  You have worked to break down the barrier between 
  life and death, to pass from this world into the next. 
  You gain the Geist’s Grip necroknight feat and the 
  necrosis shroud necrosis spell.
  kPLAGUE
  You seek victory through toxic prowess, using 
  poisons and disease to ravage your foes. You gain 
  the Deadly Toxins necroknight feat and the necrosis 
  shroud necrosis spell.
  kWEAKNESS
  Your enemy can’t win if they can’t muster the strength 
  or the will to fight in the first place. You gain the Salt 
  The Wound necroknight feat and the necrosis shroud 
  necrosis spell.
  Class Features
  You gain these abilities as a necroknight. Abilities 
  gained at higher levels list the levels at which you 
  gain them next to the features’ names.
  Ancestry and Background
  In addition to the abilities provided by your class 
  at 1st level, you have the benefits of your selected 
  ancestry and background, as described in Chapter 2 
  of the Pathfinder 2 Core Rulebook.
  Necrosis Spells
  Your training in the necromantic arts has afforded 
  you a small reservoir of special arcane spells called 
  necrosis spells, a type of focus spell. It costs 1 Focus 
  Point to cast a focus spell, and you start with a focus 
  pool of 1 Focus Point. You refill your focus pool 
  during your daily preparations, and you regain 
  1 Focus Point by spending 10 minutes using the 
  Refocus activity to review arcane texts or meditate on 
  life and death.
  Focus spells are automatically heightened to half 
  your level rounded up. Certain feats can give you 
  more focus spells and increase the size of your focus 
  pool, though your focus pool can never hold more 
  than 3 Focus Points. The full rules for focus spells 
  can be found in Chapter 7 of the Pathfinder 2 Core 
  Rulebook. Your spellcasting ability is Intelligence.
  Necrosis Cantrips
  Necrosis cantrips are special necrosis spells that don’t 
  cost Focus Points, so you can use them as often as 
  you like. Generally, you only gain necrosis cantrips 
  through the necromancer’s weapon class feature. 
  Unlike other cantrips, you can’t swap out necrosis 
  cantrips gained from necroknight class features at a 
  later level.
  Necroknight Feats
  At 2nd level and every even-numbered level 
  thereafter, you gain a necroknight feat.
  Skill Feats (2nd)
  At 2nd level and every 2 levels thereafter, you gain a 
  skill feat. Skill feats can be found in Chapter 5 of the 
  Pathfinder 2 Core Rulebook and have the skill trait. 
  You must be trained or better in the corresponding 
  skill to select a skill feat.
  Initial Proficiencies
  At 1st level, you gain a number of proficiencies that 
  represent your basic training.
  Necromantic Focus
  Necroknights are warriors who have learned to use 
  dark magic as well as the blade. Choose one of the 
  following specialties, known as necromantic focuses. 
  Your necromantic focus grants you a necrosis spell 
  and a necroknight feat.
  Table 2-1: Necroknight Advancement (2nd Edition)
  Your Level
  Class Features
  1st
  Ancestry and background, initial proficiencies, necromantic focus, necrosis spells
  2nd
  Necroknight feat, skill feat
  3rd
  General feat, necromancer’s weapon, skill increase
  4th
  Necroknight feat, skill feat
  5th
  Ability boosts, ancestry feat, skill increase, weapon specialization
  6th
  Necroknight feat, skill feat
  7th
  General feat, juggernaut, skill increase
  8th
  Necroknight feat, skill feat
  9th
  Ancestry feat, dark scholar, lightning reflexes, necromantic aegis, skill increase
  10th
  Ability boosts, necroknight feat, skill feat
  11th
  Armor expertise, general feat, skill increase
  12th
  Necroknight feat, skill feat
  13th
  Ancestry feat, resolve, skill increase, weapon mastery
  14th
  Necroknight feat, skill feat
  15th
  Ability boosts, general feat, skill increase, greater weapon specialization
  16th
  Necroknight feat, skill feat
  17th
  Ancestry feat, armor mastery, skill increase, thanatos
  18th
  Necroknight feat, skill feat
  19th
  General feat, skill increase, unlifeline
  20th
  Ability boosts, necroknight feat, skill feat
  Focus power, necroblade +6d6
  
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  General Feats (3rd)
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5 of 
  the Pathfinder 2 Core Rulebook.
  Skill Increases (3rd)
  At 3rd level and every 2 levels thereafter, you gain 
  a skill increase. You can use this increase either to 
  increase your proficiency rank to trained in one skill 
  you’re untrained in, or to increase your proficiency 
  rank in one skill in which you’re already trained to 
  expert.
  At 7th level, you can use skill increases to increase 
  your proficiency rank to master in a skill in which 
  you’re already an expert, and at 15th level, you can use 
  them to increase your proficiency rank to legendary 
  in a skill in which you’re already a master.
  Necromancer’s Weapon (3rd)
  Your studies into necromancy has revealed a new way 
  to combine swordplay and sorcery. Once you choose 
  a necromancer’s weapon, it cannot be changed. The 
  following necromancer’s weapons are available:
  kARROW OF DEATH
  You can create blasts of deadly energy that strike at 
  your enemies. You gain the arrow of death necrosis 
  spell.
  kBONE SHIELD
  You can conjure a shield of fortified bone to defend 
  yourself. You gain the bone shield necrosis spell and 
  the Shield Block general feat.
  kDEATH SHILLELAGH
  You can infuse a common bone with dark magic, 
  transforming it into a potent weapon. You gain the 
  death shillelagh necrosis spell.
  kNECROBLADE
  You can sheathe your weapon with fell magic as you 
  attack your foe. You gain access to the necroblade 
  necrosis cantrip.
  Ability Boosts (5th)
  At 5th level and every 5 levels thereafter, you boost 
  four different ability scores. You can use these ability 
  boosts to increase your ability scores above 18. 
  Boosting an ability score increases it by 1 if it’s already 
  18 or above, or by 2 if it starts out below 18.
  Weapon Expertise (5th)
  Your proficiency rank in simple and martial weapons 
  increases to expert.
  Ancestry Feats (5th)
  In addition to the ancestry feat you started with, you 
  gain an ancestry feat at 5th level and every 4 levels 
  thereafter. The list of ancestry feats available to you 
  can be found in your ancestry’s entry in Chapter 2 of 
  the Pathfinder 2 Core Rulebook.
  Juggernaut (7th)
  Your proficiency rank for Fortitude saves increases to 
  master. When you roll a success on a Fortitude save, 
  you get a critical success instead.
  Weapon Specialization (7th)
  You deal an additional 2 damage with weapons 
  and unarmed attacks in which you have expert 
  proficiency. This damage increases to 3 if you’re a 
  master, and 4 if you’re legendary.
  Dark Scholar (9th)
  Your proficiency rank in your necroknight class DC, 
  arcane attack rolls, and arcane spell DCs increases to 
  expert.
  Lightning Reflexes (9th)
  Your proficiency rank for Reflex saves increases to 
  expert.
  Necromantic Aegis (9th)
  You have learned to reflexively call upon necromantic 
  energies to bolster your own flagging vital force. You 
  gain access to the Necromantic Aegis reaction.
  Necromantic Aegis �
  Trigger: You take Hit Point damage.
  Requirements: You have at least 1 Focus 
  Point in your focus pool.
  You cast necrosis shroud.
  Armor Expertise (11th)
  Your proficiency rank in light armor, medium armor, 
  and unarmored defense increases to expert.
  Resolve (13th)
  Your proficiency rank for Will saves increases to 
  master. When you roll a success at a Will save, you get 
  a critical success instead.
  Weapon Mastery (13th)
  Your proficiency rank in simple and martial 
  weapons increases to master.
  Greater Weapon Specialization 
  (15th)
  Your damage from weapon specialization 
  increases to 4 with weapons and unarmed 
  attacks in which you’re an expert, 6 if you’re a 
  master, and 8 if you’re legendary.
  Armor Mastery (17th)
  Your proficiency rank in light armor, medium 
  armor, and unarmored defense increases to 
  master.
  Thanatos (17th)
  Your proficiency rank in your necroknight class 
  DC, arcane attack rolls, and arcane spell DCs 
  increases to master.
  Unlifeline (19th)
  You are able to cheat death by tapping into the power 
  of unlife to live through mortal injury. You gain 
  access to the Unlifeline reaction.
  Unlifeline �
  Trigger: You are reduced to 0 hp.
  Requirements: You have at least 1 Focus Point 
  in your focus pool.
  You cast necrosis shroud. If the temporary hit 
  points raise you above 0 hit points, you do not fall 
  unconscious or gain the dying condition.
  
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  Key Terms
  You’ll see the following key terms in many 
  necroknight abilities.
  • 
  Shroud: Abilities with this trait build off the 
  necromantic energies built up by the necrosis 
  shroud focus spell. Shroud abilities only function 
  while you are under the effects of necrosis 
  shroud, and their effects end when the focus spell 
  ends.
  • 
  Flourish: Actions with this trait are special 
  techniques that require too much exertion for 
  you to perform frequently. You can use only 1 
  action with the flourish trait per turn.
  • 
  Focus: Focus feats require a particular 
  necromantic focus.
  1st Level
  Deadly Toxins (Feat 1)
  [Focus] [Necroknight]
  Prerequisites plague focus.
  You may treat contact poisons as injury poisons, and 
  may safely apply a contact poison to a weapon with a 
  2-action Interact activity.
  Geist’s Grip 
  (Feat 1)
  [Focus] [Necroknight]
  Prerequisites necronaut focus.
  You can reach out with a spectral hand to grasp the 
  world around you. You gain mage hand as an arcane 
  innate spell.
  Reaper Man 
  (Feat 1)
  [Focus] [Necroknight]
  Prerequisites death knight focus.
  You are adept at attacking with great sweeping arcs, 
  like a scythe slicing through grain…or souls. When 
  using a weapon with the sweep trait, increase the 
  circumstance bonus to subsequent attacks to +2 
  instead of +1.
  Salt The Wound � (Feat 1)
  [Focus] [Necroknight]
  Prerequisites weakness focus.
  Frequency Once per turn.
  Trigger An adjacent foe took damage.
  You infect the wounds of an enemy with a mental 
  plague that causes self-doubt, fear, and unease. Make 
  a Demoralize check against the triggering creature.
  Sustaining Blood (Feat 1)
  [Focus] [Necroknight]
  Prerequisites blood focus.
  You remain conscious while you have the dying 
  condition, although you are slowed 2 while you 
  have the dying condition. Additionally, you gain the 
  Diehard general feat.
  Undead Hunter (Feat 1)
  [Focus] [Necroknight]
  Prerequisites grave warden focus.
  You may use Arcana instead of Religion to Recall 
  Knowledge related to undead creatures. Additionally, 
  you get a +2 bonus on such checks.
  2nd Level
  Arcane Dabbler   (Feat 2)
  [Necroknight]
  While you are focused on necromancy, you still pick 
  up  some of the utilitarian spells from your general 
  arcane schooling. You gain detect magic and read 
  aura as innate arcane cantrips, and learn Draconic as a 
  bonus language if you didn’t already know it.
  Diverse Focus (Feat 2)
  [Necroknight]
  Choose a necromantic focus other than your own. 
  You gain the 1st-level feat of that necromantic focus. 
  Additionally, you count as having that necromantic 
  focus for the purpose of meeting prerequisites.
  Special You can take this feat multiple times. Each 
  time you do, you must choose a necromantic focus 
  other than one you know.
  Grave Speech (Feat 2)
  [Necroknight]
  When speaking with an intelligent undead, 
  you always act as though you shared a common 
  language. If you are trained in Society, you gain a 
  +1 circumstance bonus to Decipher Writing checks 
  made to translate dead languages (languages rarely 
  spoken/written anymore).
  4th Level
  Anathematic Energy � (Feat 4)
  [Focus] [Necroknight]
  Prerequisites grave warden focus.
  Trigger You deal negative damage to an enemy 
  undead creature.
  The triggering effect deals positive damage instead of 
  negative damage.
  Necroblade Adept (Feat 4)
  [Necroknight]
  Prerequisites necromancer’s weapon 
  (necroblade).
  The bonus damage from necroblade lasts until the 
  start of your next turn or until you successfully strike 
  a foe, whichever comes first. Missing a foe does not 
  end the effect, as it normally would.
  Necromancer Initiate (Feat 4)
  [Necroknight]
  You gain the Basic Spellcasting Feat (as described 
  in the archetype section of the Pathfinder 2nd 
  Edition Core Rulebook) but you can only learn and 
  cast necromancy spells from the arcane tradition, 
  although certain feats may add other spells to the 
  list of spells you know and can cast. When taken this 
  grants a 1st-level spell slot. At 6th level, you gain a 
  2nd-level spell slot. At 8th level, you gain a 3rd-level 
  spell slot. You cast spells as a wizard, and gain a spell 
  book if you didn’t already have one.
  Scholar’s Resistance  (Feat 4)
  [Necroknight]
  You gain a +2 circumstance bonus on saves against 
  effects with the necromancy or negative traits.
  Wearying Strike   �  (Feat 4)
  [Necroknight]
  Prerequisites weakness focus.
  Frequency Once per round.
  Trigger You strike a creature.
  With a choice cursed word of power, you pass 
  exhaustive energies into a fresh wound. The 
  triggering creature must make a Fortitude save.
  Critical Success Target is unaffected
  Success Target is enfeebled 1 until the start of 
  their next turn.
  Failure Target is enfeebled 1 for 1 minute.
  Critical Failure Target is fatigued.
  neCroknight Feats
  
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  6th Level
  Attack of Opportunity � 
  (Feat 6)
  [Necroknight]
  Trigger A creature within your reach uses a 
  manipulate action or a move action, makes a ranged 
  attack, or leaves a square during a move action it’s 
  using.
  You lash out at a foe that leaves an opening. Make a 
  melee Strike against the triggering creature. If your 
  attack is a critical hit and the trigger was a manipulate 
  action, you disrupt that action. This Strike doesn’t 
  count toward your multiple attack penalty, and your 
  multiple attack penalty doesn’t apply to this Strike.
  Bleeding Blade � (Feat 6)
  [Focus] [Necroknight]
  Prerequisites blood focus.
  Trigger You strike a foe with a weapon.
  Your weapon gains the wounding property rune until 
  the end of your next turn.
  Bloody Bone (Feat 6)
  [Necroknight]
  Prerequisites necromancer’s weapon (death 
  shillelagh).
  When you cast death shillelagh, the effect lasts for 
  24 hours or until you target a different bone with the 
  spell. If cast death shillelagh, any death shillelagh 
  effects you currently have end. In addition, you 
  may choose to have bones affected by your death 
  shillelagh necrosis spell deal bludgeoning, slashing, 
  or negative damage. You may change the damage type 
  dealt as a free action once per turn.
  Boneshard Retort � (Feat 6)
  [Necroknight]
  Prerequisites necromancer’s weapon (bone 
  shield).
  Trigger A creature destroys your bone shield.
  The broken shards of your bone shield fly forth to rip 
  through your attacker. The triggering creature must 
  make a Reflex save.
  Critical Success Creature takes no damage.
  Success Creature takes piercing damage equal to 
  the spell level of bone shield.
  Failure Creature takes 1d4 piercing damage per 
  spell level of bone shield.
  Critical Failure As failure, plus 1 persistent 
  bleed damage per spell level of bone shield.
  Command Undead (Feat 6)
  [Necroknight]
  You gain the command undead necrosis spell. 
  Increase the number of Focus Points in your focus 
  pool by 1.
  Death Blast  �     (Feat 6)
  [Metamagic] [Necroknight]
  Prerequisites: necromancer’s weapon (arrow of 
  death).
  If your next action is to cast a 2- or 3-action arrow of 
  death necrosis spell, you target all creatures within 
  either a 30-foot cone or a 60-foot line. If you cast the 
  spell using 3 actions, the range increase affects the 
  size of the area, becoming a 45-foot cone or a 90-foot 
  line. Instead of making an arcane spell attack roll, all 
  creatures within the affected area must make a basic 
  Will save against your arcane spell DC.
  Phantasmic Weapons 
  (Feat 6)
  [Focus] [Necroknight] [Shroud]
  Prerequisites necronaut focus.
  Your weapons and unarmed strikes gain the magical 
  trait, lose the nonlethal trait (if they had it), and deal 
  negative damage instead of their normal damage 
  type.
  Wight Knight     (Feat 6)
  [Focus] [Necroknight] [Shroud]
  Prerequisites death knight focus.
  You gain the undead trait, causing you to be healed by 
  negative damage and hurt by positive damage.
  8th Level
  Dark Magick (Feat 8)
  [Necroknight]
  Prerequisites Necromancer Initiate.
  Add the spells death knell and harm to your 
  spellbook as arcane spells. You learn the create 
  undead ritual if you didn’t already know it.
  Expanded Armory (Feat 8)
  [Necroknight]
  Prerequisites necromancer’s weapon.
  Your training has allowed you to master a second 
  fusion of necromancy and martial skill. Choose a 
  second necromancer’s weapon and gain its benefits.
  Expanded Grimoire     (Feat 8)
  [Necroknight]
  Prerequisites Necromancer Initiate.
  You gain an additional spell slot for each spell level 
  you can cast via necroknight class feats.
  Plague Carrier     (Feat 8)
  [Focus] [Necroknight]
  Prerequisites plague focus.
  You suffer no conditions, damage, or other ill effects 
  from diseases, magical or otherwise. You still count 
  as having the disease and can potentially pass it to 
  others. You gain a +2 status bonus against poisons and 
  diseases.
  Resist Dark Magic (Feat 8)
  [Necroknight]
  Prerequisites Scholar’s Resistance.
  The bonus from Scholar’s Resistance also applies to 
  effects with the curse or death traits.
  Sense Vitae    (Feat 8)
  [Necroknight] [Shroud]
  You gain lifesense (imprecise) with a range of 60 feet.
  10th Level
  Blood Is Power  �    (Feat 10)
  [Focus] [Metamagic] [Necroknight]
  Prerequisites blood focus.
  You are able to empower your magic with a small 
  blood tribute. If your next action is to cast a necrosis 
  spell or arcane necromancy spell, you may use your 
  key ability modifier in place of your Intelligence 
  modifier as your casting modifier.
  Encroaching Dread  �  (Feat 10)
  [Focus] [Necroknight]
  Prerequisites weakness focus.
  Your release a blast of frightful energies, breaking 
  the spirits of those already wavering. All frightened 
  creatures within 30 feet must make a Will save 
  against your necroknight class DC.
  Critical Success The creature is unaffected.
  Success The frightened condition doesn’t lower by 
  1 step at the end of the creature’s next turn.
  Failure The creature increases their frightened 
  value by +1.
  Critical Failure The creature increases their 
  frightened value by +2.
  Funeral Veils (Feat 10)
  [Focus] [Necroknight] [Shroud]
  Prerequisites grave warden focus.
  You become undetected by mindless undead, and 
  hidden from intelligent undead. If you take a hostile 
  action against an undead, you become observed 
  
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  by that creature until the start of your next turn. 
  Intelligent undead may make a Perception check 
  against the higher of your Stealth or class DC to 
  detect you.
  Phantom Knight 
  (Feat 10)
  [Focus] [Necroknight] [Shroud]
  Prerequisites necronaut focus.
  You gain the incorporeal trait, and resistance to all 
  physical damage equal to necrosis shroud’s spell 
  level. This resistance is doubled against non-magical 
  sources. Weapons with the ghost touch property rune 
  bypass this resistance.
  Seance 
  (Feat 10)
  [Necroknight]
  Prerequisites Necromancer Cultist, Grave 
  Speech.
  Add the spell talking corpse to your spellbook as 
  an arcane spell, and learn the call spirit ritual if you 
  didn’t already know it. You can use Arcana instead of 
  Occultism or Religion when performing a call spirit 
  ritual.
  12th Level
  Death Rites � (Feat 12)
  [Necroknight]
  Frequency Once per day.
  Trigger You reduce an enemy of your level or 
  higher to 0 Hit Points.
  If you have spent at least 1 Focus Point since the last 
  time you Refocused, you recover 1 Focus Point. This 
  does not count as spending 10 minutes to Refocus.
  Haunted Shield 
  (Feat 12)
  [Necroknight]
  Prerequisites necromancer’s weapon (bone 
  shield).
  When you cast the bone shield necrosis spell, instead 
  of appearing in your hand the shield floats alongside 
  you. You may still use the Shield Block reaction 
  and attack with the shield, despite not physically 
  wielding the shield. The shield floats next to you, and 
  thus can only be used to attack adjacent foes. Casting 
  bone shield no longer requires a free hand.
  Necromancer Cultist 
  (Feat 12)
  [Necroknight]
  Prerequisites Necromancer Initiate
  You gain the Expert Spellcasting Feat (as described in 
  the archetype section of the Pathfinder 2nd Edition 
  Core Rulebook) but you can only learn and cast 
  necromancy spells from the arcane tradition. This 
  grants you a 4th-level spell slot.
  At 14th level this grants you a 5th-level spell slot and 
  at 16th level this grants you a 6th-level spell slot. 
  Necrotic Assault �     (Feat 12)
  [Necroknight]
  Prerequisites necromancer’s weapon 
  (necroblade).
  Frequency once per turn.
  Requirements You make a Strike.
  You cast necroblade. The spell occurs before the 
  triggering Strike.
  Reclaim Necrosis (Feat 12)
  [Necroknight]
  If you have spent at least 2 Focus Points since the last 
  time you Refocused, you recover 2 Focus Points when 
  you Refocus instead of 1.
  14th Level
  Aura Of Lethargy (Feat 14)
  [Focus] [Necroknight] [Shroud]
  Prerequisites weakness focus.
  You sap the strength out of your foes, draining away 
  their ability to fight. Enemies within 30 feet of you 
  must make a Will save at the start of their turn, before 
  they regain actions for the turn.
  Success Target is unaffected this turn.
  Failure Target is slowed 1 until the start of their 
  next turn.
  Critical Failure Target is slowed 2 until the 
  start of their next turn.
  Blood Drinker Aura 
  (Feat 14)
  [Focus] [Necroknight] [Shroud]
  Prerequisites blood focus.
  As enemies slowly bleed away, you pull at their blood 
  to nourish your own vitality. At the end of your turn, 
  you gain temporary Hit Points equal to the highest 
  bleed damage of creatures within 30 feet. These 
  temporary Hit Points stack with those granted by 
  necrosis shroud, and are lost when necrosis shroud 
  ends.
  Breaking Bones  �   (Feat 14)
  [Necroknight]
  Prerequisites necromancer’s weapon (death 
  shillelagh).
  Trigger You critically succeed an attack with a 
  bone under the effects of death shillelagh.
  When you strike a telling blow with your magic 
  bone-club, it can shatter bones. The creature struck 
  must make a Fortitude save against your necroknight 
  class DC.
  Critical Success The creature is unaffected.
  Success The creature becomes clumsy 1 or 
  enfeebled 1 (your choice) until the end of their next 
  turn.
  Failure The creature becomes clumsy 3 or 
  enfeebled 3 (your choice) until the end of their next 
  turn.
  Critical Failure The creature becomes clumsy 
  3 or enfeebled 3 (your choice) for 1 minute.
  Extended Shroud (Feat 14)
  [Necroknight]
  The duration of necrosis shroud becomes sustained, 
  up to a number of minutes equal to your Intelligence 
  modifier. Increase the number of Focus Points in 
  your focus pool by 1.
  Shot To The Heart (Feat 14)
  [Necroknight]
  Prerequisites necromancer’s weapon (arrow of 
  death).
  Your mastery of dark magic makes your necromantic 
  blast especially potent. When you cast the 2- or 
  3-action version of the arrow of death necrosis spell, 
  add the spell’s level to the damage dealt.
  16th Level
  Aura of the Void   (Feat 16)
  [Focus] [Necroknight] [Shroud]
  Prerequisites death knight focus.
  You radiate an aura of dark magic that weakens the 
  life force of your enemies. Creatures who end their 
  turn adjacent to you must make a Fortitude save.
  Critical Success target takes no penalty.
  Success target is enfeebled 1 until the start of their 
  next turn.
  Failure target is drained 1.
  Critical Failure target is drained 2.
  
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  NECROKNIGHT
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  NECROKNIGHT
  LITTLE RED GOBLIN GAMES
  NECROKNIGHT
  Third Horseman 
  (Feat 16)
  [Focus] [Necroknight] [Shroud]
  Prerequisites plague focus.
  A miasma of necrotic bile wafts about you, infecting 
  those who dare to strike you. Adjacent creatures that 
  hit you with a melee attack, along with creatures that 
  hit you with unarmed attacks, must make a Fortitude 
  save or gain a disease of your choice you currently 
  have. The creature gains the disease at the same stage 
  you currently have.
  Suppress Regeneration   �
  (Feat 16)
  [Flourish] [Necroknight]
  Make a Strike. If you hit, the creature must make a 
  Fortitude save.
  Success Target takes no additional effect
  Failure Target loses the fast healing and 
  regeneration traits, if it has them, until the start of 
  your next turn.
  Critical Failure Target loses the fast healing 
  and regeneration traits, if it has them, for 1 minute.
  18th Level
  Endless Necrosis   (Feat 18)
  [Necroknight]
  If you have spent at least 3 Focus Points since the last 
  time you Refocused, you recover 3 Focus Points when 
  you Refocus instead of 1.
  Grand Lich  (Feat 18)
  [Necroknight]
  Prerequisites Necromancer Cultist.
  You gain the Master Spellcasting Feat (as described in 
  the archetype section of the Pathfinder 2nd Edition 
  Core Rulebook) but you can only learn and cast 
  necromancy spells from the arcane tradition. This 
  grants you a 7th-level spell slot. At 20th level, this 
  grants you an 8th-level spell slot.
  Lord Of The Dead  �  (Feat 18)
  [Metamagic] [Necroknight]
  Prerequisites Command Undead.
  If your next action is to cast the command undead 
  necrosis spell, you may target a number of creatures 
  up to your casting modifier.
  20th Level
  Reaper’s Strike  � (Feat 20)
  [Death] [Flourish] [Incapacitation] 
  [Necroknight]
  Make a Strike against a creature within your reach. 
  If you hit, in addition to taking damage the creature 
  must make a Fortitude save. It is then immune to 
  your Reaper’s Strike for 1 day.
  Critical Success Target takes no additional 
  effect.
  Success Target is doomed 1.
  Failure Target is doomed 2.
  Critical Failure Target is killed.
  Unending Shroud (Feat 20)
  [Necroknight] [Shroud]
  Prerequisites Extended Shroud.
  You become quickened. You may only use this extra 
  action to Sustain necrosis shroud, cast a necrosis 
  spell, or to provide one the actions needed to cast a 
  necrosis spell.
  Necroknight Feats
  If you need to look up a necroknight feat by name 
  instead of by level, use this table.
  Feat
  Level
  Anathematic Energy
  4
  Arcane Dabbler
  2
  Attack of Opportunity
  6
  Aura of Lethargy
  14
  Aura of the Void
  16
  Bleeding Blade
  6
  Blood Drinker Aura
  14
  Blood Is Power
  10
  Bloody Bone
  6
  Breaking Bones
  14
  Boneshard Retort
  6
  Command Undead
  6
  Dark Magick
  8
  Deadly Toxins
  1
  Death Blast
  6
  Death Rites
  12
  Diverse Focus
  2
  Encroaching Dread
  10
  Endless Necrosis
  18
  Expanded Armory
  8
  Expanded Grimoire
  8
  Extended Shroud
  14
  Funeral Veils
  10
  Geist’s Grip
  1
  Grand Lich
  18
  Grave Speech
  2
  Haunted Shield
  12
  Lord of the Dead
  18
  Necroblade Adept
  4
  Necromancer Cultist
  12
  Necromancer Initiate
  4
  Necrotic Assault
  12
  Phantasmic Weapons
  6
  Phantom Knight
  10
  Plague Carrier
  8
  Reaper Man
  1
  Reaper’s Strike
  20
  Reclaim Necrosis
  12
  Resist Dark Magic
  8
  Salt The Wound
  1
  Scholar’s Resistance
  4
  Seance
  10
  Sense Vitae
  8
  Shot to the Heart
  14
  Suppress Regeneration
  16
  Sustaining Blood
  1
  Third Horseman
  16
  Undead Hunter
  1
  Unending Shroud
  20
  Wearying Strike
  4
  Wight Knight
  6
  
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  NECROKNIGHT
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  NECROKNIGHT
  LITTLE RED GOBLIN GAMES
  NECROKNIGHT
  Arrow of Death (Focus 1)
  [Uncommon] [Necroknight] [Cantrip] 
  [Necromancy] [Negative]
  Cast � to �, verbal, somatic
  Range 60 feet; Targets 1 creature
  You create an arrow of raw negative energy, which 
  flies from your hand to strike your foe. Make a spell 
  attack roll against your target’s AC. The number of 
  actions used to cast the spell determines its damage 
  and any additional effects.
  � 1d4 negative damage, spell gains the cantrip trait.
  � 2d4 negative damage.
  � 2d4 negative damage, increase the spell’s range 
  by +50%.
  Heightened (+1) The damage increases by +1d4, 
  or by +2d4 for two- and three-action castings.
  Bone Shield (Focus 1)
  [Uncommon] [Necroknight]
  Cast � verbal, somatic
  Duration 1 minute
  A shield made of bones, with an attached grim skull-
  faced boss, materializes in your hand. You must have 
  a hand free to cast this spell. When you use the Raise 
  a Shield action, the shield grants a +2 circumstance 
  bonus to AC. When you use the Shield Block 
  reaction, the bone shield has hardness 5, HP equal to 
  three times the spell’s level, and no BT. If the shield is 
  destroyed, the spell ends.
  Heightened (+2) The shield gains an additional 
  5 hardness.
  Heightened (2nd) The shield’s boss becomes a 
  +1 weapon.
  Heightened (4th) The shield’s boss becomes a 
  +1 striking weapon.
  Heightened (5th) The shield’s boss becomes a 
  +2 striking weapon.
  Heightened (6th) The shield’s boss becomes a 
  +2 greater striking weapon.
  Heightened (8th) The shield’s boss becomes a 
  +3 greater striking weapon.
  Heightened (9th) The shield’s boss becomes a 
  +3 major striking weapon.
  Command Undead (Focus 3)
  [Uncommon] [Necroknight] 
  [Necromancy]
  Cast �, verbal, somatic
  Range 30 feet; Targets 1 mindless undead with a 
  level no greater than the spell’s level
  Saving Throw Will;Duration sustained
  With words of dark power, you command the undead 
  to do your bidding. The target must make a Will save.
  Critical Success Target is unaffected.
  Success Target is stunned 1 as it fights off your 
  influence.
  Failure Target gains the minion trait and follows 
  your orders, but can attempt a new Will save each 
  round to end the effect.
  Critical Failure As failure, but does not 
  receive new Will saves. 
  When you sustain the spell, you may issue commands 
  as part of the same action. If you or an ally take a 
  hostile action against the target, or if you cast this 
  spell on another target, the spell ends.
  Heightened (6th) You may target intelligent 
  undead with this spell.
  Death Shillelagh (Focus 1)
  [Uncommon] [Necroknight]
  Cast �, verbal, somatic
  Range touch; Targets 1 held bone of 12 inches 
  or longer
  Duration 1 minute
  You reinforce and harden the target, 
  turning it into a potent weapon. The 
  target becomes a +1 striking club while you 
  wield it. Additionally, when damaging a 
  creature of the same type as the bone’s 
  source, the weapon’s damage dice 
  improves to a d10.
  Heightened (6th) The club 
  becomes a +2 greater striking weapon.
  Heightened (9th) The club 
  becomes a +3 major striking weapon.
  Necroblade (Focus Cantrip 1)
  [Uncommon] [Necroknight] [Cantrip] 
  [Necromancy] [Negative]
  Cast �, somatic
  Duration until the end of your turn 
  You sheathe your weapon in deadly necromantic 
  energies. The next time you attack with a weapon 
  or unarmed strike before the end of your turn, you 
  deal an additional +1d6 negative damage per weapon 
  damage die. If the attack misses, the effect is wasted.
  Necrosis Shroud (Focus 1)
  [Uncommon] [Necroknight] 
  [Necromancy]
  Cast � verbal, somatic
  Duration 1 minute
  You veil yourself with necrotic vigor, bolstering your 
  own vitality with the power of undeath. You gain 
  temporary Hit Points equal to 3 + your Intelligence 
  modifier.
  Heightened (+1) You gain an additional 
  +3 temporary Hit Points.
  neCrosis spells
  Is it a Cantrip or Not?
  The arrow of death necrosis spell can be cast 
  as either a focus cantrip or as a focus spell, 
  depending on how many actions are used 
  in the casting. If cast using a single action, it 
  is cast as a cantrip and does not cost a Focus 
  Point. If cast using 2 or 3 actions, it is cast as a 
  focus spell, and costs 1 Focus Point to cast. You 
  cannot cast arrow of death as a regular focus 
  spell if you don’t have at least 1 Focus Point, 
  although you may still cast it as a focus cantrip.
  
  37
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  NECROKNIGHT
  LITTLE RED GOBLIN GAMES
  Necroknight Dedication (Feat 2)
  [Archetype] [Dedication] [Multiclass]
  Prerequisites Strength OR Dexterity 14, 
  Intelligence 14.
  You become trained in Arcana. if you were already 
  trained in Arcana, you instead become trained 
  in a skill of your choice. You become trained in 
  necroknight class DC. You become trained in simple 
  weapons, martial weapons, and light armor.
  Choose a necromantic focus as though you were a 
  necroknight. You have that focus for the purpose of 
  meeting prerequisites, but you don’t gain any abilities 
  granted by that focus.
  Special You cannot select another dedication 
  feat until you have gained two other feats from the 
  necroknight archetype
  Necromantic Neophyte (Feat 4)
  [Archetype]
  Prerequisites Necroknight Dedication.
  You gain a 1st- or 2nd-level necroknight feat.
  Necrosis Training (Feat 4)
  [Archetype]
  Prerequisites Necroknight Dedication.
  You can use the necrosis shroud necrosis spell. 
  Intelligence is your casting modifier. If you didn’t 
  already have one, you gain a focus pool with 1 
  Focus Point, which you refill by studying arcane 
  necromancy texts. For more on necrosis spells, see 
  the Necrosis Spells necroknight class feature.
  Veteran Cultist  (Feat 6)
  [Archetype]
  Prerequisites Necromantic Neophyte.
  You gain one necroknight feat. For the purpose of 
  meeting its prerequisites, your necroknight level is 
  equal to half your character level.
  Special You can select this feat more than once. 
  Each time you select it, you gain another necroknight 
  feat.
  Dark Armory (Feat 6)
  [Archetype]
  Prerequisites Necroknight Dedication.
  You gain a necromancer’s weapon of your choice.
  Necrotic Shield (Feat 14)
  [Archetype]
  Prerequisites Necrosis Training
  You gain the Necromantic Aegis reaction.
  multiClass neCroknight
  NECROKNIGHT
  vitals
  Proficiencies
  STAMINA POINTS
  ARMOR PROFICIENCY
  SKILL POINTS PER LEVEL: 4 + INT MOD
  KEY ABILITY SCORE
  CLASS SKILLS
  HIT POINTS
  WEAPON PROFICIENCY
  6 + Con modifier
  Intelligence 
  Intelligence is your key ability score, as it 
  acts as a measure of your insight into the 
  dark arts. While a necroknight may rely 
  on their combat skills to survive, they are 
  defined by their ability to wield necrotic 
  power.
  Athletics (Str)
  Culture  (Int)
  Intimidate (Cha)
  Life Science (Int)
  Medicine (Int)
  Mysticism (Wis)
  Perception (Wis)
  Profession (Cha, Int, or Wis)
  Stealth (Dex)
  Light armor and heavy armor
  6
  Basic and advanced me-
  lee weapons, small arms, 
  longarms, and grenades
  NECROMANTIC FOCUS (SU) 
  [1ST LEVEL]
  At 1st level, you select which aspect of necromancy you 
  wish to pursue as your specialty. Each aspect, or “necro-
  mantic focus” as they are commonly called, has a distinct 
  approach to combat using the dark arts, and provides a 
  number of dark powers that you learn as you gain expe-
  rience. Once you have chosen a necromantic focus, it 
  cannot be changed.
  A complete list of necromantic focuses can be found at 
  the end of the class entry.
  NECROMANTIC FOCUS POWER 
  (SU) [1ST LEVEL]
  At 1st level, and every 4 levels thereafter, you gain a 
  focus power based on your necromantic focus.
  NECROSIS (SU) [1ST LEVEL]
  At 1st level, you learn the eldritch secrets of “necrosis” - 
  the use of dark arts to renew your vital energies with the 
  power of undeath.
  As a move action, you may spend 1 RP to gain temporary 
  hit points equal to your Intelligence modifier times your 
  class level. These temporary hit points last 1 minute. 
  Certain class features rely on you having these particular 
  temporary hit points. You cannot gain additional tempo-
  rary hit points via your necrosis class feature while you 
  still have temporary hit points gained in this fashion.
  DARK SECRET (SU)
  [2ND LEVEL]
  As you delve deeper into eldritch necromancy, you learn 
  special arts known as dark secrets. You learn your first 
  dark secret at 2nd level, and you learn an additional dark 
  secret every 2 levels thereafter. You cannot learn the 
  same dark secret more than once unless it specifically 
  says otherwise.
  A complete list of dark secrets can be found at the end of 
  the class entry.
  
  38
  39
  WEAPON SPECIALIZATION 
  (EX) [3RD LEVEL]
  You gain Weapon Specialization as a bonus feat for 
  each weapon type this class grants you proficiency 
  with.
  NECROBURST (SU)
  [3RD LEVEL]
  You can channel deadly necromantic energies to strike 
  down your enemies. You can spend 1 Resolve Point 
  to channel this energy. You may target either a single 
  touched enemy or all enemies within 30 feet of you; if 
  you target a single enemy this is a standard action that 
  targets the creature’s EAC, and if you target all enemies 
  this is a full action that allows for a Will save to half 
  the damage (DC 10 + 1/2 necroknight level + your 
  Intelligence modifier).
  At 3rd level this deals 2d8 negative energy damage. 
  This damage improves by an additional +2d8 damage 
  at 7th level, and every 4 levels after that.
  NECROKNIGHT’S ONSLAUGHT 
  (EX) [13TH LEVEL]
  When you make a full attack, you can make up to 3 at-
  tacks instead of 2. You take a -6 penalty on these attacks 
  instead of -4.
  BEYOND DEATH (SU) [20TH 
  LEVEL]
  If you are reduced to 0 or fewer hit points, as a reaction 
  you may spend 1 RP to activate your necrosis ability. If 
  these temporary hit points raise you above 0 hit points, 
  you do not fall unconscious and begin dying. You can-
  not use this class feature more than once per round.
  The following necromantic focuses represent the 
  most commonly recognized “schools” of necromancy. 
  Each necromantic focus lists the necromantic focus 
  powers you gain as you gain levels. If a necromantic 
  focus power allows for a save, the save is 10 + 1/2 your 
  necroknight level + your Intelligence modifier.
  DREAD
  The school of dread sees a foe frightened away as a 
  foe defeated. While they can’t always reasonably back 
  up their bravado, dread focus necroknights aim to 
  set themselves up as the most terrifying thing on the 
  battlefield.
  I Know Your Fear (Ex) [1st Level]:
  I Know Your Fear (Ex) [1st Level]: You 
  gain Veiled Threat as a bonus feat, even 
  if you don’t meet the prerequisites. Ad-
  ditionally, you may use your Intelligence 
  modifier in place of your Charisma when making 
  Intimidate checks.
  Dreadful Visage (Ex) [5th Level]:
  Dreadful Visage (Ex) [5th Level]: You gain a bonus on 
  saves against fear effects equal to 1/4 your necroknight 
  level. In addition, whenever you successfully save 
  against a mind-affecting or fear effect, you may attempt 
  to demoralize the source with an Intimidate check as a 
  reaction.
  Fear Itself (Ex) [9th Level]:
  Fear Itself (Ex) [9th Level]: When you make 
  an Intimidate check to demoralize a creature 
  as a standard action, you may instead target 
  any number of creatures within 30 feet. 
  Roll a single Intimidate check and compare it to the 
  DC of each creature.
  Aura of Encroaching Dread (Su) [13th Level]:
  Aura of Encroaching Dread (Su) [13th Level]: While 
  you have temporary hit points granted by your necro-
  sis class feature, you gain an aura of dread that all who 
  NECROMANTIC
  FOCUSES
  Table 3-1: The Necroknight (Starfinder)
  Level
  Base Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  Necromantic focus, Necromantic focus power, 
  necrosis
  2nd
  +2
  +3
  +0
  +3
  Dark secret
  3rd
  +3
  +3
  +1
  +3
  Necroburst 2d8, weapon specialization
  4th
  +4
  +4
  +1
  +4
  Dark secret
  5th
  +5
  +4
  +1
  +4
  Necromantic focus power
  6th
  +6
  +5
  +2
  +5
  Dark secret
  7th
  +7
  +5
  +2
  +5
  Necroburst 4d8
  8th
  +8
  +6
  +2
  +6
  Dark secret
  9th
  +9
  +6
  +3
  +6
  Necromantic focus power
  10th
  +10
  +7
  +3
  +7
  Dark secret
  11th
  +11
  +7
  +3
  +7
  Necroburst 6d8
  12th
  +12
  +8
  +4
  +8
  Dark secret
  13th
  +13
  +8
  +4
  +8
  Necroknight’s onslaught, necromantic focus 
  power
  14th
  +14
  +9
  +4
  +9
  Dark secret
  15th
  +15
  +9
  +5
  +9
  Necroburst 8d8
  16th
  +16
  +10
  +5
  +10
  Dark secret
  17th
  +17
  +10
  +5
  +10
  Necromantic focus power
  18th
  +18
  +11
  +6
  +11
  Dark secret
  19th
  +19
  +11
  +6
  +11
  Necroburst 10d8
  20th
  +20
  +12
  +6
  +12
  Beyond death, dark secret
  
  40
  41
  behold you feel deep in their soul. Creatures within 
  30 feet of you must make a Will save each turn or have 
  their fear level increase by 1 step (none > shaken > 
  frightened > panicked). A creature that makes their 
  save negates the effect for the round, but must make 
  a new save next round. This is a mind-affecting fear 
  effect.
  Irrational Fears (Su) [17th Level]:
  Irrational Fears (Su) [17th Level]: You may target and 
  affect mindless creatures and creatures with no Intelli-
  gence score with fear effects.
  GRAVE WARDEN
  Following the theory that knowing is half the battle, 
  grave warden necroknights use their understanding of 
  the dark arts to confront those who would abuse necro-
  mancy for personal gain or to threaten the public.
  Studied Defense (Ex) [1st Level]:
  Studied Defense (Ex) [1st Level]: You gain a bonus to 
  save against necromancy spells and spell-like abilities 
  as though you had the resistance training dark secret. 
  If you gain the resistance training dark secret, the bo-
  nus also applies to saves against the spells and spell-like 
  abilities of demons and devils.
  Witchhammer (Su) [5th Level]:
  Witchhammer (Su) [5th Level]: As a move action, 
  you can grant a weapon one of the following weapon 
  fusions; disruptive, holy, or ghost killer. The chosen 
  weapon fusion lasts for 1 minute, or until you target 
  another weapon with this ability, and doesn’t count 
  against the weapon’s normal fusion limit.
  Smite The Wicked (Su) [9th Level]:
  Smite The Wicked (Su) [9th Level]: You gain a +2 
  bonus on attack rolls against demons, devils, and crea-
  tures that have cast a necromancy spell or spell-like 
  ability within the last 3 rounds.
  Aura of Sanctity (Su) [13th Level]:
  Aura of Sanctity (Su) [13th Level]: While you have 
  temporary hit points granted by your necrosis class 
  feature, you emit a protective ward aligned against the 
  dark arts. Allies within 30 feet of you gain Spell Resis-
  tance against necromancy spells, necromancy spell-
  like abilities, and spells cast by demons and devils. 
  The Spell Resistance is equal to 11 + your necroknight 
  level.
  Deathless (Su) [17th Level]:
  Deathless (Su) [17th Level]: You are immune to death 
  effects and negative levels. If an ally within 30 feet fails 
  a saving throw against a death effect or effect that in-
  flicts negative levels, you may spend 1 RP as a reaction 
  to grant them a new save.
  LIFEBLOOD
  Lifeblood necroknights seek victory in outlasting their 
  foes, combining attrition with personal revitalization. 
  They leech of the lifeforce out of their enemies and use 
  it to bolster their own essence.
  Sustaining Blood (Ex) [1st Level]:
  Sustaining Blood (Ex) [1st Level]: You gain Diehard as 
  a bonus feat. Additionally, the first turn you are below 0 
  hp you don’t lose additional hp for performing stan-
  dard actions.
  Bloodletter (Su) [5th Level]:
  Bloodletter (Su) [5th Level]: Weapons you wield gain 
  bleed (1d6 per 3 necroknight levels) as a critical hit 
  effect. If the weapon already has a critical hit effect, 
  when you score a critical hit, you can apply either the 
  weapon’s normal critical hit effect or the bleed effect.
  Blood Drinker (Su) [9th Level]:
  Blood Drinker (Su) [9th Level]: If you start your turn 
  adjacent to a creature with the bleeding condition, you 
  regain Stamina equal to 1/2 their bleed damage (min-
  imum 1, round up). You don’t trigger this ability if you 
  have the bleeding condition.
  Aura Of The Vampire (Su) [13th Level]:
  Aura Of The Vampire (Su) [13th Level]: While you 
  have temporary hit points granted by your necrosis 
  class feature, you have fast healing equal to the highest 
  bleed damage within 30 feet of you.
  Blood Is Power (Su) [17th Level]:
  Blood Is Power (Su) [17th Level]: You become im-
  mune to bleed damage. Additionally, once per day as 
  a move action you may spend 1 RP to regain all lost 
  Stamina as though you had taken 10 minutes to rest. 
  Regaining Stamina in this fashion does not trigger 
  other effects that renew after taking 10 minutes to rest 
  and regain Stamina.
  LORD OF THE DEAD
  Seeking to emulate legendary lich-kings of old, these 
  necroknights command undead soldiers to carry out 
  their bidding. Considered one of the darkest possible 
  paths, lords of the dead risk losing their humanity if 
  they aren’t careful.
  Deathtouched (Ex) [1st Level]:
  Deathtouched (Ex) [1st Level]: You gain negative en-
  ergy resistance 5. This improves to resistance 10 at 9th 
  level, and resistance 20 at 17th level.
  Command The Dead (Sp) [5th Level]:
  Command The Dead (Sp) [5th Level]: You may spend 
  1 RP to cast command undead as a spell-like ability.
  ARISE! (Sp) [9th Level]:
  ARISE! (Sp) [9th Level]: You may spend 1 RP to cast 
  animate dead as a spell-like ability, targeting a single 
  corpse. Use your necroknight level as your caster level. 
  You may do this a number of times per day equal to 
  your Intelligence modifier.
  Master’s Aura (Sux) [13th Level]:
  Master’s Aura (Sux) [13th Level]: While you have tem-
  porary hit points granted by your necrosis class feature, 
  undead creatures that start their turn within 30 feet of 
  you are targeted by a control undead effect that lasts 1 
  round. The undead gets a Will save to negate the effect. 
  An undead creature that makes their save negates the 
  effect for the round, but must make a new save next 
  round.
  Zombie Lord (Ex) [17th Level]:
  Zombie Lord (Ex) [17th Level]: You gain the undead 
  immunities trait, and count as an undead creature 
  rather than your normal creature type. You retain your 
  Constitution score. This means that unless the ability 
  specifies it works against undead, you become immune 
  to bleed, death effects, disease, mind-affecting effects, 
  paralysis, poison, sleep, stunning, ability damage, abil-
  ity drain, energy drain, exhaustion, fatigue, negative 
  levels, nonlethal damage, and any effect that requires a 
  Fortitude save (unless the effect works on objects or is 
  harmless).
  PHANTOM
  Following the maxim that you can’t defeat what you 
  can’t touch, phantom focus necroknights tear the veil 
  between life and death for personal gain. They discor-
  porate their own physical bodies into ghastly ectoplas-
  mic forms as a means to gain the upper hand in battle.
  Phantom Blade (Su) [1st Level]:
  Phantom Blade (Su) [1st Level]: As part of making an 
  attack, you can spend 1 RP to target a creature’s EAC, 
  regardless of the damage type of the weapon you are 
  wielding.
  Ghost Killer (Su) [5th Level]:
  Ghost Killer (Su) [5th Level]: Weapons you wield gain 
  the ghost killer weapon fusion. This doesn’t count 
  against a weapon’s normal fusion limit.
  Spectral Soldier (Su) [9th Level]:
  Spectral Soldier (Su) [9th Level]: While you have tem-
  porary hit points granted by your necrosis class feature 
  you become incorporeal, as defined in Chapter 8 in the 
  Starfinder Core Rulebook. However, you still create 
  noise as though you were a physical being and take full 
  damage from energy and magical kinetic attacks.
  Ghost Step (Su) [13th Level]:
  Ghost Step (Su) [13th Level]: As a move action that 
  costs 1 RP, you may pass through up to 3 feet of dirt, 
  1 foot of stone, or an inch of common metal (but not 
  starmetal). You may perform this as part of normal 
  movement. If the substance would be too thick to pass 
  through you become aware that you can’t make the 
  
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  43
  journey and do not lose any RP, but are not made aware 
  of the depth of the material.
  Phantom Knight (Su) [17th Level]:
  Phantom Knight (Su) [17th Level]: While you have 
  temporary hit points granted by your necrosis class 
  feature you become fully incorporeal (without the 
  restrictions from the spectral soldier focus power), as 
  defined in Chapter 8 in the Starfinder Core Rulebook. 
  This ability replaces your spectral soldier focus power.
  PLAGUE
  Seeking to rot their foes under a deluge of bile and 
  sickness, plague focus necroknights use toxins, poi-
  sons, and natural illnesses to overpower their foes. By 
  conditioning their bodies against illness, they are able 
  to turn themselves into powerful incubators of disease.
  Deadly Toxins (Ex) [1st Level]:
  Deadly Toxins (Ex) [1st Level]: You can reload injec-
  tion weapons as a swift action, and coat a slashing or 
  piercing melee weapon with poison as a move action 
  instead of a standard action.
  Typhoid Mary (Su) [5th Level]:
  Typhoid Mary (Su) [5th Level]: Weapons you wield 
  gain Sickened as a critical hit effect. Creatures that you 
  critically hit must make a Fortitude save or be sickened 
  for 1 round. If the weapon already has a critical hit ef-
  fect, when you score a critical hit you can apply either 
  the weapon’s normal critical hit effect or the sickened 
  effect.
  Plague Carrier (Su) [9th Level]:
  Plague Carrier (Su) [9th Level]: You suffer no pen-
  alties, ability damage, conditions, or other negative 
  effects from diseases. You never advance to the coma-
  tose or dead stage of a disease track. You still count as 
  having the disease, and are considered contagious.
  Pandemic (Su) [13th Level]:
  Pandemic (Su) [13th Level]: As a standard action, you 
  may target a creature within 30 feet of you and cause 
  all conditions on that creature to spread to enemies 
  within 15 feet of the target, with identical durations 
  (i.e. if the target is blind for 2 more rounds, all creatures 
  within 10 feet are now blind for 2 rounds). Creatures 
  can make a Fortitude save to resist this effect. A given 
  creature can only be targeted once per day with this 
  ability (regardless of it they succeed or fail the save).
  Third Horseman (Ex) [17th Level]:
  Third Horseman (Ex) [17th Level]: Whenever you are 
  struck by a natural or non-reach melee weapon, you 
  may force the target to save against a single disease you 
  have. If the target fails the save, they immediately gain 
  the disease at the same stage you have.
  WEAKNESS
  An opponent too weakened to fight back is one that is 
  easily dispatched. Weakness focus necroknights look 
  to whittle away at the defense of their foes, breaking 
  them down until they can do nothing to defend them-
  selves.
  Wearying Grasp (Sp) [1st Level]:
  Wearying Grasp (Sp) [1st Level]: You may cast fatigue 
  at will as a spell-like ability.
  Cursed Iron (Su) [5th Level]:
  Cursed Iron (Su) [5th Level]: Weapons you wield gain 
  the stun weapon property and stunned as a critical hit 
  effect. If the weapon already has a critical hit effect, 
  when you score a critical hit, you can apply either 
  the weapon’s normal critical hit effect or the stunned 
  effect.
  Dark Pupil (Sp) [9th Level]:
  Dark Pupil (Sp) [9th Level]: You may cast inflict pain 
  as a spell-like ability once per day for every 4 levels of 
  necroknight you possess.
  Aura Of Lethargy (Su) [13th Level]:
  Aura Of Lethargy (Su) [13th Level]: While you have 
  temporary hit points granted by your necrosis class 
  feature, you exude a weakening mist. Enemies within 
  30 feet of you must make a Fortitude save or become 
  exhausted while they remain in the area. Creatures 
  that successfully save against your aura of lethargy are 
  immune to its effects for 24 hours.
  Second Horseman (Sp) [17th Level]:
  Second Horseman (Sp) [17th Level]: You can spend 1 
  RP to cast bestow curse as a spell-like ability.
  If a dark secret allows a saving throw to resist its ef-
  fects, the DC is equal to 10 + half your necroknight lev-
  el + your Intelligence modifier. If it requires an enemy 
  to attempt a skill check, the DC is equal to 10 + 1-1/2 × 
  your necroknight level + your Intelligence modifier.
  Anathematic Energy:
  Anathematic Energy: Whenever you would deal nega-
  tive energy damage, you may spend 1 RP as part of the 
  action to deal a special form of positive energy damage 
  instead. This special positive energy cannot heal crea-
  tures, and only serves to damage creatures harmed by 
  positive energy (such as undead creatures).
  Arcane Student (Sp):
  Arcane Student (Sp): You can cast the following spells 
  at will as spell-like abilities: detect affliction, detect 
  magic, grave words, and stabilize.
  Cursemark:
  Cursemark: When using necroburst, instead of dealing 
  damage you may instead choose to curse your target(s) 
  with a -2 penalty to AC and all d20 rolls for 1 round per 
  d8 normally rolled. A Will save negates the effect. This 
  is a curse effect.
  Curse Ward:
  Curse Ward: Your insight bonus from resistance train-
  ing also applies to saves against curse effects. You must 
  have the resistance training dark secret to learn this 
  dark secret.
  Dark Doctor:
  Dark Doctor: Necromancy texts have a surprising 
  number of detailed diagrams of living bodies and how 
  they function; you have translated this into viable 
  beneficial practices. You gain a +1/4 necroknight level 
  bonus to Life Science and Medicine checks.
  Dark Energy:
  Dark Energy: You may convert any type of ener-
  gy-based damage type (acid/cold/electricity/fire/son-
  ic) of a weapon you wield into negative energy damage. 
  You may choose to do this on a case-by-case basis.
  Deathly Aegis:
  Deathly Aegis: While you have temporary hit points 
  granted by your necrosis class feature, you gain the 
  benefits of a death ward spell. You must have the resis-
  tance training dark secret to learn this dark secret.
  False Demise:
  False Demise: As a move action, or a reaction that costs 
  1 RP, you may fall prone and enter a semi-comatose 
  state that resembles death. While you maintain this 
  state all non-magical attempts to ascertain if you are 
  alive or dead fail. You may end this effect as a swift 
  action.
  Fear The Reaper:
  Fear The Reaper: While you have temporary hit points 
  granted by your necrosis class feature, you may make a 
  single Intimidate check to demoralize a single creature 
  within 30 feet each turn as a swift action.
  Fourth Horseman:
  Fourth Horseman: While you have temporary hit 
  points granted by your necrosis class feature, enemies 
  that end their turn adjacent or pass adjacent to you 
  must make a Will save or take 1d6 negative energy 
  damage per 4 necroknight levels. A creature can only 
  be affected by this ability once per round, even if it 
  moves adjacent to you more than once in the same 
  turn. You must be at least 4th level to learn this dark 
  secret.
  Improved Lifesense:
  Improved Lifesense: While you have temporary hit 
  points granted by your necrosis class feature, you gain 
  blindsight (life) with a range of 60 feet.You must have 
  the lifesense dark secret to learn this dark secret.
  Improved Necroburst:
  Improved Necroburst: Your necroburst ability gains 
  the following targeting options, with the associated 
  action type given in parentheses: a single creature 
  within 30 feet (standard action), all creatures within a 
  45-foot cone (full action), all creatures within a 60-foot 
  line (full action). You must have the necroburst class 
  feature to learn this dark secret.
  Lifesense:
  Lifesense: You gain blindsense (life) with a range of 30 
  feet.
  DARK SECRETS
  
  44
  45
  Mortician (Ex):
  Mortician (Ex): You may use your Intelligence mod-
  ifier in place of your Wisdom modifier when making 
  Mysticism checks. Additionally, you automatically 
  identify undead creatures if the DC to identify them is 
  15 or less.
  Necroblade:
  Necroblade: While you have temporary hit points 
  granted by your necrosis class feature, you may have 
  any weapon you wield deal negative energy damage, 
  regardless of the base weapon’s damage type. You still 
  target EAC or KAC based on the weapon’s original 
  damage type. You must have the dark energy dark 
  secret to learn this dark secret.
  Necrograft Expert (Ex):
  Necrograft Expert (Ex): You gain an additional aug-
  ment slot that can only be taken up by a necrograft 
  (Starfinder Armory), regardless of what slot the aug-
  ment usually takes up.
  Necrosis Well:
  Necrosis Well: You gain 3 additional Resolve that can 
  only be spent on your necrosis and necroburst class 
  features.
  Resistance Training:
  Resistance Training: You gain an insight bonus on 
  saves against necromancy spells and spell-like abilities 
  equal to 1/4 your necroknight level (minimum +1).
  Seance (Sp):
  Seance (Sp): You can cast retrocognition once per day 
  as a spell-like ability, but only to determine the events 
  leading up to the death of a touched corpse. You must 
  be at least 12th level to learn this dark secret.
  Sense The Dead:
  Sense The Dead: You can detect undead creatures 
  within 30 feet of you; you are generally aware of the 
  absence or presence of undead creatures, but you can’t 
  tell their exact location or numbers unless you concen-
  trate. As a move action, you may focus your attention 
  to a 15-foot cone. Doing so allows you to determine the 
  relative distance and number of undead within that 
  area.
  ALTERED OR REPLACED 
  NECROKNIGHT
  CLASS FEATURES
  For any level at which an archetype provides an alter-
  nate class feature, a necroknight who takes the arche-
  type alters or replaces the listed class features.
  Multilevel [2nd, 4th, 6th, 12th, and 18th Levels]:
  Multilevel [2nd, 4th, 6th, 12th, and 18th Levels]: You 
  don’t gain a dark secret.
  9th Level:
  9th Level: You gain your 9th level necromantic focus 
  power at 10th level, instead of 9th level, and you don’t 
  gain your 10th level dark secret.
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  • 
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.; .
  • 
  System Reference Document, © 2000, Wizards of the Coast, Inc; 
  Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  • 
  System Reference Document 5.1 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce 
  R. Cordell, Chris Sims, and Steve Townshend, based on original mate-
  rial by E. Gary Gygax and Dave Arneson.
  • 
  Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  • 
  The Book of Experimental Might, © 2008, Monte J. Cook; All rights 
  reserved.
  • 
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Chris-
  tofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  • 
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, 
  Inc.; Author: Scott Greene.
  • 
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  • 
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, 
  Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. 
  McCreary, Stephen Radney-MacFarland, Mark Seifter, Owen K.C. 
  Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, 
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  Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schnei-
  der, Amber E. Scott, and Josh Vogt.
  • 
  Starfinder Armory © 2018, Paizo Inc.; Authors: Alexander Augunas, 
  Kate Baker, John Compton, Eleanor Ferron, Thurston Hillman, Mikko 
  Kallio, Lyz Liddell, Ron Lundeen, Matt Morris, David N. Ross, and 
  Russ Taylor.
  • 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; De-
  signers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, 
  and Mark Seifter.
  • 
  Little Red Goblin Games Racial Guide 4: Nontraditional Races © 
  2015, Little Red Goblin Games LLC; Author: Scott Gladstein, Eid-
  am, Wojciech Gruchała, Kayley Flanegin, Ian Sisson, Christos Gurd, 
  Dayton Johnson, Caleb Aylsworth.
  • 
  Necroknight Compendium © 2020, Little Red Goblin Games LLC; 
  Author: Scott Gladstein, Ian Sisson.
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