The deadgrim are an elite faction within the Red Watchers, a new organization of undead hunters within Karrnath. While all watchers dedicate their lives to cleansing their homeland of undead, the deadgrim range beyond Karrnath and go further in their purpose—adopting some of the powers of their hated foes to better understand and combat them. The deadgrim walk a tenuous line between becoming that which they loathe, endlessly struggling with the dark call of power represented by undeath. So far none have fallen, but the order is young.


Alignment: Any non-evil.
Base Attack Bonus: +5.
Skills: Knowledge (Religion) 4 ranks.
Spells: Ability to cast 1st-level divine spells.
Special: Channel positive energy class feature or favored enemy (undead) class feature, must have survived an encounter with an undead creature with a CR at least equal to his or her level, must be a sworn member of the Red Watchers organization.

Level Base Attack Bonus Fort Ref Will Special Spellcasting
1st + 1 + 0 + 0 + 2 Deadened Flesh, Improved Channel Energy, Voice of the Damned
2nd + 2 + 0 + 0 + 3 Deadened Flesh + 2, Favored Enemy (Undead + 2) +1 level of existing divine spellcasting class
3rd + 3 + 1 + 1 + 3 Deadgrim Soul (Immunities) +1 level of existing divine spellcasting class
4th + 4 + 1 + 1 + 4 Deadened Flesh + 4 +1 level of existing divine spellcasting class
5th + 5 + 1 + 1 + 4 Deadgrim Soul (Can be Turned), Favored Enemy (Undead + 4), Undead Slayer +1 level of existing divine spellcasting class

Hit Dice: d8.
Class Skills: Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis).
Skill Points per Level: 4 + Intelligence modifier.
Weapon and Armor Proficiency: Deadgrim gain no proficiencies in weapons or armor.
Spellcasting: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a deadgrim, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

In addition, you can add the following spells to the class spell list of any one of your divine spellcasting classes:
0— disrupt undead (add to 1st-level spell list if the chosen class doesn’t have 0-level spells).
1st— chill touch, detect undead, hide from undead.
2nd— command undead, ghoul touch.
3rd— halt undead, vampiric touch.


Eberron inferno813