Death Knight Domain (Extra Anchovies)

Granted Power: You gain Tomb Tainted Soul as a bonus feat. Whenever you cast a Necromancy spell which heals undead it heals each undead an additional 2 hp per spell level (an additional 1 hp if Lv 0).

Domain Spells:
  1. Chill Touch
  2. Ghoul Touch
  3. Vampiric Touch
  4. Enervation
  5. Slay Living
  6. Harm
  7. Lich Body (see below)
  8. Grasp of Death (see below)
  9. Drain Life (see below)


Spoiler: Lich Body
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Lich Body:
Necromancy/Transmutation
Level: Death Knight 7
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level (D)

With a spell you transform your body into a death-like state, taking on some of the mystical reinforcement of a lich.

While this spell is in effect you gain many of the physical traits of a lich. You gain immunity to cold, electricity, poison, sleep effects, paralysis, stunning, disease, and death effects, damage to your physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. You are not subject to critical hits, nonlethal damage, ability drain, or energy drain. Finally you gain DR 15/bludgeoning and magic for the duration.

Material Component: A mixture of powdered lich bone and gold dust worth 50 GP.


Spoiler: Grasp of Death
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Grasp of Death
Necromancy
Level: Death Knight 8
Components:V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched
Duration: Instantaneous, 1 round/level
Saving Throw: No (see text)
Spell Resistance: Yes

A touch from your hand, which glows with black energy, disrupts the life force of living creatures. Each touch channels negative energy that inflicts 1d4 negative levels. You can use this melee touch attack up to once per round, and you retain this touch for 1 round per caster level.


Spoiler: Drain Life
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Drain Life:
Necromancy [Death]
Level: Death Knight 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous.
Saving Throw: Fortitude partial
Spell Resistance: Yes.
You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes damage equal to ½ its current hit points. You gain temporary hit points equal to its current hit points if it fails its saving throw, or equal to the damage it took if it succeeds at its saving throw, these temporary hit points last 1 hour.


Death Knight Devotion
You are dedicated to the ideal of the necromantic knight.
Benefit: 1/day as a swift action you can imbue yourself with a vampiric energy. For 1 minute whenever you strike a creature with a melee attack you gain temporary hit points equal to the damage dealt. These temporary hit points last 1 minute, temp hp from multiple attacks while this is in effect do not stack only the greatest amount applies.
Special: You may take this feat multiple times each time you do you gain 1 extra daily use of it.
Special: If you have the ability to Turn or Rebuke Undead you may spend 2 turn attempts to gain an extra daily use of this feat.