The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.
Bloodline Skill: Knowledge (Religion)
Requirements: CST 2, Knowledge (Religion) 3, 10 EXP
You may affect undead creatures with mind affecting spells and even attempt Diplomacy, as if they were living humanoids or monsters, respectively.
Requirements: One Foot In The Grave, CST 5, Knowledge (Religion) 5, 15 EXP
By spending 48 hours uninterrupted, you may prepare a special jar which contains your own life essence. As long as this jar exists on the same plane as you, you may grow back out of it upon death over the course of 24 hours (this expends the jar, meaning you must make another if you wish to have one). You are considered alive, but helpless, whilst growing out of the jar.
The jar may be freely moved about, and is very easy to destroy (Hardness 2, 5 HP). The jar is also instantly ruined if holy water is poured on or into it. A creature in possession of the jar may shake it about as a Half Action, which staggers you for the next 1d4 rounds (no save).
Requirements: Canopic Jar, CST 10, Knowledge (Religion) 7, 20 EXP
You gain resist cold 5 and DR 1/— against for every 5 CL/BaB you possess, to a maximum of resist cold 20 and DR 4/- at CL/BaB 20.
Requirements: Cold Flesh, CST 15, Knowledge (Religion) 10, 25 EXP
You can cause a swarm of flaming skeletal arms to burst from the ground to rip and tear at your foes by spending 5 MP/TP as a Half Action. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage and 1d6 fire damage per two CL/BaB you possess. Those caught in the area receive a Reflex save: those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your CL/BaB + your Primary Attribute modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface.
Requirements: Deathfire Grasp, CST 20, Knowledge (Religion) 15, 35 EXP
You can become incorporeal as a Half Action for 1 round per CL/BaB. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.
Requirements: Incorporeal Form, CST 25, Knowledge (Religion) 20, 50 EXP
Your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, paralysis, and sleep. Your DR/- also increases by 5, to a maximum of DR 10/-. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead. Lastly, you may command twice as many undead per Caster Level.