A simple evil adaption of Knight of the Raven (ECS). As I need this for an E6 game I didn't bother to adapt features beyond lvl5.
Knave of the Bat
Requirements
Base Attack Bonus: +4
Alignment: Any non-good.
Spellcasting: Ability to cast 1st-level divine spells.
Special: Must ritually sacrifice a bat to a evil deity, biting its head off.
Level BAB Fort Ref Will Spellcasting Special
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1 +1 +2 +0 +2 - Bat harrier (harry), speak with bats
2 +2 +3 +0 +3 +1 level of existing divine spellcasting class Deadly Touch
3 +3 +3 +1 +3 +1 level of existing divine spellcasting class Rebuke undead, Undeath domain, bat harrier (baffle)
4 +4 +4 +1 +4 +1 level of existing divine spellcasting class Darkness focus
5 +5 +4 +1 +4 +1 level of existing divine spellcasting class Bat harrier (falter), Enduring Life
HD: d8
Skill points: 2+Int. Class skills are Concentration (Con), Gather Information (Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Spot (Wis) and Survival (Wis).
Class Features
Knaves of the Bat are devoted to battling alongside the undead, and they gain a number of abilities to help them in that quest. They also have a unique sort of animal companion, a fiendish bat trained to harry foes and interfere in combat to the knave's advantage.
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 knave of the bat, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Bat Harrier (Ex): At tst level, you call a fiendish bat into your service. This creature aids you in combat by distracting foes, and it gains additional abilities as you advance in level. Its statistics are normal for a bat (MM 268) with the fiendish template (MM 107), except as noted here. Your bat's hit point total equals one-half of your full normal hit points. For the purpose of effects related to number of Hit Dice (including the benefits of the fiendish template), use your HD total. The bat uses your base saving throw bonuses plus its ability score modifiers (Fort +0, Ref +2, Will +2). It has an Intelligence score of 3. The bat is incredibly agile. It never provokes attacks of opportunity for moving into an opponent's square or for leaving a threatened area. If it is killed, a replacement appears at the next dusk. You suffer no special penalties should your bat fall in battle.
Your bat harrier has the following special abilities:
Harry (Ex): As a swift action, you can command your bat harrier to distract a single opponent within 30 feet of you. The bat enters that opponent's space. The target must then make a Will save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent takes a -2 penalty to its AC for 1 round.
Baffle(Su): When you reach 3rd level, you can command your bat harrier to prevent an opponent from taking advantage of lapses in your defenses. If at the start of your opponent's turn the bat is in its space, the opponent must make a Will save (DC 10 + 1/2 your class level + your cha modifier). If the save fails, that opponent cannot make attacks of opportunity for 1 round.
Falter (Su): At 5th level, you can command your bat harrier to keep an opponent off balance against enemies. If your bat occupies its space, that opponent provokes attacks of opportunity from threatening foes even when it takes a 5-foot step. Your bat harrier automatically follows a target that makes a 5-foor step.
Speak with Bats (Su): You have the ability to speak with bats, including bat familiars and your own bat harrier. If a bat has Intelligence above 2, you can communicate with it as you would with a (rather stupid) human, using a language you both share. If the bat has animal
Intelligence (int 1 or 2), you can communicate with it if you were using the speak with animals spell, though this ability does not have a duration.
Deadly Touch (Su): When you reach 2nd level, you can cause wounds with a successful touch attack. Each day you can deal a total number of hit points of damage equal to your knave level x your Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 knave level + knave's Cha modifier) to halve the damage dealt.
Alternatively, you can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.
If you already have the Deadly Touch feature from another class (like Paladin of Tyranny or Paladin of Slaughter). the pools stack, and you use the more favourable save DC when inflicting damage on others.
Rebuke Undead (Su): At 3rd level, you gain the ability to rebuke undead as a cleric of two levels lower. If you can already rebuke undead, add your effective cleric level from this class for the purpose of rebuking to that from other classes.
Undeath Domain: At 3rd level, you gain access to the Undeath domainFRCGS p.66. If you have cleric levels and do not already have access to the Undeath domain, you gain the domain's granted power (Extra Turning) and can choose domain spells from the Undeath spell list as well as from those of your other domains. If you already have access to the Undeath domain, you gain another Extra Turning feat. If you do not have cleric levels, then you can use the granted power of the Undeath domain normally. Add the Undeath domain's spells to your class's spell list. If you are a spontaneous caster such as a favored soul or sorcerer, then you can select a Undeath domain spell whenever you have the option to choose a new known spell. Once you know the domain spell, you can cast it freely.
Darkness Focus: When you reach 4th level. you become adept at casting spells with the darkness descriptor. Any time you cast such a spell, you can choose one of the following effects to enhance the spell:
1.) Double the radius of darkness, and treat the spell as one level higher for the purpose of countering or dispelling a spell with the light descriptor.
2.) Increase its saving throw DC by 2.
3.) Increase your effective caster level by one; for example a Darkness spell lasts an additional 10 minutes, or a Darkbolt spell potentially deals an extra 1d8 of damage.
Enduring Life: At 5th level, you gain Enduring LifeLM p.26 as a bonus feat.