Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Deathly Empathy: Can make a Sense Motive check (DC15+target’s HD) to sense a dead (or undead) target’s last wishes. Using this ability, you can determine what the target’s last will was, through a intricate interpretation of their principles, wants and desires, and their intentions for their bodies after death (burial, cremation, resurrection, undeath, etc).
When a creature is killed within sight of you, succeeding on a Diplomacy check (DC15+target’s HD) allows a brief “Assassin’s Creed cutscene” with you that takes no real time, but allows you and them to converse briefly. Generally, this can be used to confirm wishes as well as gather information as though you were doing so with your diplomacy check.
Drawback: Whenever without Atrum, after 1d10+5 minutes, automatically fail the Will Save to avoid feeling fear and loneliness.
The results of a failed save may vary from huddling in a fetal position in the corner of a room, crying, or screaming out the name of your brother to come back and the like. You will stay in one place until you are relieved thus endangering you from animals/monsters in the wild and dungeons or from unknown opportunists in an urban setting; you can try to defend yourself if you are in danger, but you will willingly go with someone who tries to help you out of your dilemma.
Drawback: You are known to see strange, dark dreams, often representing an unpleasant future event. Every 1d4 days or at any night of the DM’s choice, the character has an upsetting prophetic dream. Upon waking, she must succeed a Will save DC10 (10+Half ECL) or take a -1 penalty to Initiative and Will saves for 1d4+1 hours.
If the DM chose a specific night for a dream to occur, they must describe the dream to the player, and must manifest it either symbolically or literally later in the campaign.
If the event perceived in the dream occurs, the DM must tell the player 1d3+Int modifier(or earlier if DM wishes) rounds before the traumatic event would occur. The character must pass a Will save DC11 (10+ ECL) or take a -1 penalty to Initiative and Will saves until the event occurs or must do everything she can to stop the event from happening, regardless of danger to herself or others.
HD: 1d6+3 (6)
Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)
Bolster Resistance – Created Undead gain +4 Turn Resistance
Deadly Chill – Created Undead deal +1d6 Cold damage with natural weapons
Destruction Retribution – Created undead release 10ft burst of negative energy when killed, totaling 1d6 + 1d6/2HD
Hardened Flesh – Created Undead gain +2 Natural Armor
Nimble Bones – Created Undead gain +4 Initiative and +10ft base speed
Necromantic Presence – Controlled Undead in 60ft gain +4 Turn Resistance
Necromantic Might – Controlled Undead in 60ft gain +2 on attack and damage rolls