Chosen
Stat bonus: gain a +2 to any one stat. Pick a different stat each time this is chosen
Corporeal grasp: you may use corporeal weapons or items like normal, this allows you to use non-ghostly items, these items don't benefit from incorporeal traits.
Prerec: incorporeal
Bite (Ex)
You have a primary bite attack, dealing normal damage for a creature of your size. Should you have the blood drain ability, you also inflict 1 point of constitution damage to creatures with blood when you hit with your bite attack.
Prerequisite Corporeal undead.
Claws (Ex)
You have two primary claw attacks, dealing normal damage for a creature of your size.
Prerequisite Corporeal undead.
Cold Immunity (Ex)
You become immune to cold damage.
Eternal Warrior (Su)
The ghost died in righteous battle. The ghost may choose to treat any weapon, armor, or shield with which it is proficient as though it had the ghost touch weapon quality.
Prerequisite: ghost, wraith. Tier 4
Chilling touch (sp): your unarmed/natural attacks deal 1d6 negitive plus 1 for every 2 tier.you cannot use this to heal undead.
Prerec: ghost, wraith, lich, masked dead
Dark Warrior (Ex)
You gain two feats from the following list as bonus feats;
Alertness, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack, Lightning Reflexes, Mounted Combat, Toughness
Special This ability may be taken up multiple times.
Dominate (Su)
You can crush a humanoid opponent's will as a standard action. Anyone You target must succeed on a Will save or fall instantly under the your influence, as though by a dominate person spell (caster level equal to your character level). The ability has a range of 30 feet.
Prerequisites Tier 7, Vampire, Ghost or Masked Dead.
Energy Drain (SU)
Once per round, when you hit with a melee natural or weapon attack, you inflict 2 negative energy levels upon your target. If the target is a living creature, you gain 10 temporary hit points. These are subject to the same rules as those derived from Blood Drain, should you have that ability. Otherwise they do not stack, and fade away after one hour.
Prerequisite Tier 4.
Draining aura(sp)
You have an aura of negative energy. It deals 1d10 negative energy to everything within 10ft of you. Special: this can be taken multiple times. Each time add 5ft to the aura. This aura does heal undead.
Prerequisite: masked dead, wraith, skeleton champion, lich. Tier 4
Fast Healing (Su)
You gain fast healing equal to your tier.
Prerequisite Tier 4.
Rejenuvation
Choose a site to which your spirit is connected. If reduced to 0hp, you are not destroyed. Instead, your spirit reforms at the chosen location after 1d4 days.
Prerequisite Tier 4, Incorporeal
Telekinesis
You may use Telekinesis as a spell-like ability at will.
Prerequisites Incorporeal or masked dead, Tier 7.
Spider climb(su): you are under a constant spider climb like ability
Telepathy
You can communicate telepathically with any creature within 60 feet that speaks the same language it does. In addition, you can use this ability to communicate with any animal, magical beast, or vermin.
Prerequisites Tier 4.
Shapechange(su): you have the ability to change your form
Choose one of the following forms for every two tiers you have beyond the second:
Wolf,bat(medium),rat,gaseous,spider,snake(medium)
Treat these as if under the spell polymorph, or gaseous form.
Prerec: vampire, masked dead, tier 4
Grave Trappings (Su)
The ghost died with a strong attachment to a specific item or set of objects. A ghost with this ability may choose a number of items it died with equal to its Charisma modifier to carry with it into death. The ghost continues to be able to use and benefit from these spectral duplicates just as though they were the real things. Weapons and armor are treated as having the ghost touch special ability, while other items act as being incorporeal themselves and can be manipulated by the ghost. Regardless of the type of object, all selected items are treated as being part of the ghost’s form and cannot be disarmed or removed from the ghost (even by the ghost). Should a ghost be destroyed, its equipment reappears with it upon rejuvenating. (CR +0) Occasionally, and at the GM’s discretion, the transition into death might imbue a single ghostly item with strange powers, granting it powers comparable to a magic item suited to the ghost’s character level.
Prerec.: ghost,wraith,
Undead Armor (Ex)
You gain Natural Armor equal to your tier and damage reduction equal to twice your tier. The type of damage reduction depends on your undead type:
Liches have damage reduction overcome by bludgoning and magic weapons.
Ghouls have damage reduction overcome by slashing and magic weapons.
Vampires have damage reduction overcome by silver weapons.
Masked dead have reduction to silver
Prerequisite Corporeal undead.
Unholy Resistance (SU)
You gain Channel Resistance equal to your tier and Spell Resistance equal to 10+twice your tier.
Create Spawn (Su) Any humanoid creature that is slain by a you becomes a undead itself in only 1d4 rounds. Spawn so created are less powerful than typical, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the one that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed undead. They do not possess any of the abilities they had in life.
The hit die of the spawn must be less than or equal to your own, as the spell control undead
Prerequisite: vampire, wraith, ghoul, tier 7
Disease (Su): The slam attack—as well as any other natural attacks—of a plague zombie carries the zombie rot disease.Zombie rot: slam; save Fort DC = 10 + 1/2 the zombie's Hit Dice + the zombie's Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours.
Prerec: zombie lord.
Spell-like ability: choose one spell from the cleric spell list that has the evil descriptor. The spell level must be equal to 1/2 your hit die, you can use that spell 1/day
Prerec: tier 4
Regeneration (sp):you Gan regeneration/fire or asid in place of fast healing.
Prerec: fast healing, tier 7