
boring7 |
Take Kobold Press' White Necromancer, make it not suck?
The most obvious Grave Digging Adventurer is someone who deals with lots of undead as friend, foe, or both. If you aren't already thinking of the monster hunter society from the I, Zombie comic series then you might want to check it out.
As a general rule, the classes that are already out there have plenty of options except something that auto-digs and sanctifies graves for putting the restless dead down. Even then, you're basically looking for a very specific version of the Move Earth or Create Pit spell. Easier to do a custom spell (nerfed create pit that actually moves the dirt but has a lot of limiters) than build a whole class around that.
Beyond that as a spell or SLA, you need to decide if you want a hunter of the dead who sanctifies after stabhead choppybits, a spellcaster who foofs the dead, or something on the other side of the moral compass with similar aplomb.
I suppose you could do a kind of Ranger/hunter that "tames" undead...

boring7 |
2 people marked this as a favorite. |
The monk's spade, aka Max Brooks' favorite anti-zombie weapon.
Ranger, maybe a special archetype that grants detect undead at-will instead of an animal companion, and/or see invisibility. Expeditious excavation on the spell list.
Or use the gravedigger's shovel.

Brokenbane |
1 person marked this as a favorite. |
Here it the archtype I came up with:
Grave Digger (Inquisitor archetype)
Proficiency: Simple weapons, Martial weapons, and Combat Shovel, Light armor, and shields (Except tower shields). This replaces the normal Proficiency.
Enhanced Holy Water: At first level the Inquisitor gains an extra 1D4 on Holy Waters she uses. This bonus increase at 6th level, again at 11th level, and last at 16th level for a max of 6D4. This ability replaces Stern Glare and the Teamwork feat at 3rd level.
Detect undead: At second level the Inquisitor gains Detect undead at will. This replaces Detect Alignment.
Ghost sight: The Inquisitor gain the ability to see creatures on the ethereal realm such as Ghosts or those using the Ethereal Jaunt spell. This replaces the teamwork feat at 9th level.
Spells: Replace Ear-Piercing Scream with Dancing Lantern, Replace Death knell with Create pit, Replace False Alibi with Burrow, Replace Fear with Acid Pit, Replace Righteous Might with Hungry Pit, and Replace Hero’s Feast with Move Earth. These spells must be taken when the Inquisitor reaches the right spell level.
Weapon: Combat Shovel (Weapon type: One handed Exotic/ Cost: 10GP/ Dmg(S): 1D6/ Dmg(M): 1D8/ Critical: X3/ Weight: 8lbs/ Type: B or S/ Special: Can dig at the rate of two cubic feet per min as per the shovel)