This GLoG class is based on this (as well as Miyazaki). I took the basic mechanics and reworked it to be less Princess Mononoke themed. Tied it in with some of the demons in my game (the kind that want to devour all matter in the cosmos).
VOID KNIGHT
You are a curse in human shape. An instrument of destruction in the hands of the unfallen anti-cosmic gods. You may call upon their terrible power to rend the world into bloody tatters, but the price they demand may do the same to you.
Starting Equipment: Black Crystal Blade (d6), One weapon of your choice (and 12 ammunition appropriate to the weapon if it is ranged), one small weapon of your choice, medium or heavy armor, a light or heavy shield, the bloody skull of a recent enemy.
A:
Annihilation,
Monstrous
Doom,
Void
Knight
Skills
B:
Heretical
Monasticism, Inward
Turning Carnage
C:
Obliteration,
Negation’s Door
D:
Deathless Knight
A:
Annihilation
Your
crystal sword
can
channel the
destroying
fires
of the void. If
you spend 1 point of Max HP your next melee attack automatically
hits. A nameless NPC is utterly rent asunder, dying in a shower of
gore. Against a boss or important NPC this attack becomes a Crit
instead. Those that die by Annihilation cannot return as Discarnate
Souls, be controlled by necromancy, or raised from the dead. Their
soul is ripped away and devoured by the Bornless Ones. Maximum
HP spent on this ability can never be regained.
A:
Monstrous Doom
When
you die you’re reborn as a Void Devil obsessed with the destruction
of all life and matter in the cosmos. Its HD equals your Level (roll
its Max HP).
It has all of your Templates, spells, and abilities, as
well as d3 Demonic Powers.
All
of its Attributes are 3 higher than yours initially
were. It
has your memories and takes
perverse pleasure in killing everything you cared for.
A:
Void
Knight
Skills
You
gain 5 + ¼ Might points
to spend on the following Skills: Archery,
Heretical
Doctrine, Martial
Arts, Weapon Master (Sword).
You
can ignore the Skill Cap for these Skills.
B:
Heretical
Monasticism
Gain
6 Max HP and +1 Might.
B:
Inward
Turning Carnage
The
fatal flames have taken root in your soul. You can make Annihilation
attacks bare-handed, or channel them through mundane weapons.
Missiles are automatically destroyed by
the terrible energy imbued into them.
Melee weapons break on a 2-in-6 chance. Magic weapons on a 1-in-6
chance.
You can sacrifice Attribute points in place of
Maximum HP when fueling your abilities. Each point is worth 2 Max HP
(any
remainders are lost after the battle ends).
C:
Obliteration
Your
Annihilation attacks no longer require a weapon
or physical
contact.
You can tear reality apart through sheer force of will. This costs 2
Max HP and destroys (or Crits) all
enemies you can see within 30’. All that’s left is a fine red
mist and piles of viscera.
C:
Negation’s Door
You
can use your Black Crystal Blade to tear open a rift to the Void. It
remains open for d3 rounds. Each
round spent traveling in the Void allows one to cover 50 miles in the
real world. Each round a mortal is in the Void they take d2 damage.
The DM should make an Encounter Check every round. This ability can
be used again to return to reality.
D:
Deathless
Knight
You
can take an arrow
through
the heart
and keep walking. The
freezing black fire of an inverted sun burns in your blood, it moves
you when flesh should fail and reason crumble.
Once per day when an attack would reduce you to 0 or lower HP, you
can choose to instead spend any amount of your maximum HP and prevent
10 damage from the attack for each point spent. Maximum HP spent on
this ability can never be regained.

