Home >Alternative Rule Systems >Path of War >The Art of the Blade >

Unquiet Grave

Practitioners of Unquiet Grave utilize the power of negative energy, enhancing their attacks with entropic power. Thought to have originated from ancient vampiric warlords, this necromantic discipline is used to scourge living opponents and infuse its practitioners with the powers of undeath. Though somewhat rare, Unquiet Grave remains popular amongst undead warriors, as well as assassins who specialize in living victims.

Maneuvers of the Unquiet Grave discipline are infused with negative energy and the power of undeath. As such, they are supernatural abilities. Additionally, a creature that knows 1 or more Unquiet Grave strikes may expend one of those strikes as a standard action to touch a creature that is healed by negative energy and infuse it with negative energy; the touch heals the creature for 1d8 hit points per level of the expended strike. As usual, a strike must be readied before it may be expended.

Many maneuvers of the Unquiet Grave discipline have additional, or different, effects if the creature that initiates them is undead. These effects are marked “Grave Call” in the maneuvers’ descriptions. If an Unquiet Grave maneuver is initiated by a non-undead creature that is healed by negative energy, an undead creature that is healed by positive energy, or a creature with the graveblood subtype, then they may choose whether or not to utilize its grave call each time they initiate that maneuver. Additionally, some maneuvers of the Unquiet Grave discipline grant temporary hit points. These temporary hit points stack with themselves and with temporary hit points gained through other maneuvers of this discipline, up to a maximum equal to 1/2 the initiator’s normal maximum hit points, and last for up to 1 hour.

Associated Classes: Harbingers, mystics, stalkers, and warlords may exchange access to one of their martial disciplines for access to the Unquiet Grave discipline. They gain Knowledge (religion) as a class skill if they didn’t already have it.

Associated Weapon Groups: Axes, natural, polearms. Scythes are considered discipline weapons for the Unquiet Grave discipline.

Associated Skill: Knowledge (religion).

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Table: 1st Level Unquiet Grave Maneuvers
Maneuver Type Description
Bean Nighe Attitude Stance Gain a prophetic awareness of impending death that increases your saving throws.
Gravekeeper’s Hood Boost Become immune to blindness for 1 round.
Hungry Stillness Strike Strike Make a melee attack and deal an additional 1d8 negative energy damage.
Starving Vampire Stance Stance Gain temporary hit points whenever you slay a creature.
Thirsting Axe Strike Strike Make a melee attack and gain temporary hit points.
Whisper of Undeath Counter Gain negative energy resistance 5, +1 bonus on saving throws vs. death effects and energy drain.

 

Table: 2nd Level Unquiet Grave Maneuvers
Maneuver Type Description
Chilling Grave Defense Counter Opponent suffers -4 penalty to Strength and Dexterity in response to an attack.
Headstone Breaking Strike Strike Make a melee attack; the victim suffers 4 points of damage to a physical ability score. This ignores undead immunity.
Raging Specter Strike Strike Make a melee attack as a touch attack.
Rattling Skeleton Parry Counter Gain DR 5/ bludgeoning and magic and cold resistance 10 until the beginning of your next turn.
Stalking Ghoul Boost Gain a +4 bonus to Stealth checks; move out of cover or concealment without losing Stealth.

 

Table: 3rd Level Unquiet Grave Maneuvers
Maneuver Type Description
Avenging Revenant’s Advance Stance You are healed by negative energy and harmed by positive energy, and your movement speeds may not be reduced below 1/2 their normal values.
Darkened Axe Style Boost Your melee attacks deal an additional 2d8 negative energy damage until the beginning of your next turn.
Life Sealing Strike Strike [Curse] Make a melee attack, deal an additional 2d8 negative energy damage and your victim cannot benefit from healing.
Wight’s Blow Strike Make a melee attack, deal an additional 1d8 negative energy damage and your victim gains a negative level.

 

Table: 4th Level Unquiet Grave Maneuvers
Maneuver Type Description
Hunting Mohrg Strike Strike Make a melee attack, deal an additional 2d8 negative energy
damage and your victim becomes paralyzed.
Rotting Axe Style Boost Your melee attacks ignore hardness and some damage reduction until the beginning of your next turn.
Shrieking Shadow Axe Strike Make a melee attack, deal an additional 1d8 Strength damage and gain temporary hit points.
Wretched Ghast Riposte Counter Opponent who attacks you becomes sickened and may become nauseated.

 

Table: 5th Level Unquiet Grave Maneuvers
Maneuver Type Description
Ancient Lich Parry Counter Gain spell resistance equal to 15 + your initiator level until the beginning of your next turn.
Flowing Gore Blow Strike Make a melee attack, deal an additional 4d8 bleed damage that is difficult to heal.
Howling Banshee Strike Strike Make a melee attack, deal an additional 4d8 negative energy damage and your victim becomes deafened.
Mourning Ghost Attitude Stance Your armor gains the ghost touch special property, and you may move through solid objects as though incorporeal.

 

Table: 6th Level Unquiet Grave Maneuvers
Maneuver Type Description
Ascending Necromancer Style Counter Gain immunity to energy drain and Constitution damage until the beginning of your next turn.
Feasting Wraith Strike Strike Make a melee attack, deal an additional 2d4 Constitution damage and your victim becomes shaken.
Headsman’s Descending Axe Strike Make a melee attack, deal an additional 6d8 negative energy damage or execute creature at 1/4 its maximum hit points or lower and you gain temporary hit points.
Looming Nightwalker Parry Counter Gain DR 15/silver and good and negative energy resistance 20 until the beginning of your next turn.

 

Table: 7th Level Unquiet Grave Maneuvers
Maneuver Type Description
Charging Dullahan’s Advance Stance You do not provoke attacks of opportunity for moving through threatened squares. Creatures you flank suffer additional negative energy damage from attacks made by you and your allies.
Poltergeist’s Wrath Strike Make a melee attack at range, deal an additional 6d8 negative energy damage and your victim is knocked prone by phantasmal wrath.
Scything Reaper Riposte Counter Opponent attacking you must succeed at a saving throw or gain 2d4 negative levels.

 

Table: 8th Level Unquiet Grave Maneuvers
Maneuver Type Description
Chilling Mist Sidestep Counter Assume a misty form in response to an attack and the attacker suffers 7d8 negative energy damage.
Laughing Demilich Attitude Stance Gain undead immunities, flight, and death knell fallen enemies.
Soul Drinking Strike Strike Make a melee attack, deal an additional 3d4 Intelligence, Wisdom, and Charisma damage.

 

Table: 9th Level Unquiet Grave Maneuvers
Maneuver Type Description
Pitiless Axe of the Executioner Strike Make a melee attack, deal an additional 3d6 Constitution damage and 9d6 bleed damage and leave behind cursed wounds.

 

The Unquiet Grave Discipline

Bean Nighe Attitude

Discipline: Unquiet Grave (Stance) Level: 1
Prerequisite(s): None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

By reading whispers of impending death, you stay one step ahead of your fate, avoiding even magical attempts on your life. While you maintain this stance, your clothing and equipment takes on a ravaged, blood-splattered appearance, as though you have been horrifically slain; additionally, you gain a +1 insight bonus on saving throws, which improves by 1 at 4th level and again every 4 levels thereafter.

Gravekeeper’S Hood

Discipline: Unquiet Grave (Boost) Level: 1
Prerequisite(s): None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

DESCRIPTION

Drawing on the power that gives sight to the sightless dead, your vision transcends mortal limits. You become immune to the blinded condition for 1 round.
Grave Call: An undead creature initiating this boost may instead increase their channel resistance by 6 for 1 round.

Hungry Stillness Strike

Discipline: Unquiet Grave (Strike) Level: 1
Prerequisite(s): None
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

DESCRIPTION

You infuse your weapon with negative energy as you strike your foe. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d8 points of negative energy damage.

Starving Vampire Stance

Discipline: Unquiet Grave (Stance) Level: 1
Prerequisite(s): None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you assume this stance, you skin gains a deathly pallor, and your canines, if any, sharpen and elongate. While maintaining this stance, whenever you reduce a creature to 0 or fewer hit points, you gain twice that creature’s Hit Dice in temporary hit points. The temporary hit points gained from this stance stack with those gained from other Unquiet Grave maneuvers, up to the normal maximum.

Thirsting Axe Strike

Discipline: Unquiet Grave (Strike) Level: 1
Prerequisite(s): None
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

DESCRIPTION

Drawing on the primal hunger of the negative energy plane, you lash out at your victim. Make a melee attack. If it hits, it deals weapon damage as normal and you gain temporary hit points equal to the damage dealt. The temporary hit points gained from this maneuver stack with those gained from other Unquiet Grave maneuvers, to the normal maximum.

Whispers Of Undeath

Discipline: Unquiet Grave (Counter) Level: 1
Prerequisite(s): None
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

DESCRIPTION

You infuse yourself with subtle threads of negative energy. When you initiate this counter, you gain negative energy resistance 5, as well as a +1 bonus to saving throws vs. energy drain and death effects, for 1 round.
Grave Call: An undead creature initiating this maneuver instead improves their positive energy resistance by 5 and gains a +1 bonus to saving throws vs. effects with the good and/or light descriptors for 1 round.

Chilling Grave Defense

Discipline: Unquiet Grave (Counter) Level: 2
Prerequisite(s): None
Initiation Action: 1 immediate action
Range: Close (25 ft. plus 5 ft. per 2 levels)
Target: 1 creature
Duration: 1 round

DESCRIPTION

You afflict an attacker with the chill of the grave, sapping the strength from their limbs. You may activate this counter in response to a melee or ranged attack being made against you. The creature making that attack suffers a -4 penalty to its Strength and Dexterity for 1 round. Apply these penalties before calculating the attack and damage rolls for the attack (this may cause the attack to miss).

Headstone Breaking Strike

Discipline: Unquiet Grave (Strike) Level: 2
Prerequisite(s): None
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

DESCRIPTION

You mimic the savage fury of the undying, breaking the bodies of your foes. Make a melee attack. If it hits, it deals weapon damage as normal, plus an additional 1d4 points of damage to a physical ability score of your choice. This ability damage ignores the normal immunity to physical ability damage enjoyed by undead creatures, though they still cannot suffer Constitution damage.

Raging Specter Strike

Discipline: Unquiet Grave (Strike) Level: 2
Prerequisite(s): None
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

DESCRIPTION

You transmute your weapon into a semi-ethereal state, striking with the undying hate of a specter. Make a melee attack against your opponent’s touch AC. If it hits, it deals weapon damage as normal. Unlike normal touch attacks, you may use Power Attack to enhance the damage dealt by this maneuver.

Rattling Skeleton Parry

Discipline: Unquiet Grave (Counter) Level: 2
Prerequisite(s): None
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

DESCRIPTION

Your flesh shrivels, revealing hard bones that turn aside enemy weapons. When you initiate this counter, you gain DR 5/bludgeoning and magic, as well as cold resistance 10, until the beginning of your next turn.
Grave Call: Undead creatures initiating this maneuver also improve their natural armor by 1.

Stalking Ghoul

Discipline: Unquiet Grave (Boost) Level: 2
Prerequisite(s): None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

DESCRIPTION

You move with the swiftness and cunning of the cannibalistic ghouls. When you initiate this boost you gain a +4 competence bonus to Stealth checks for 1 round. During that time, you do not require cover or concealment to remain hidden using the Stealth skill, which may permit you to move in the open without being detected. You still suffer the usual effects of not having cover or concealment while using Stealth when the duration of this boost expires.

Avenging Revenant’S Advance

Discipline: Unquiet Grave (Stance) Level: 3
Prerequisite(s): 1 Unquiet Grave maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

When you assume this stance, your skin pales and your breath fogs with the chill of the grave. While you maintain this stance, you are healed by negative energy and harmed by positive energy, just as an undead creature is (you gain no other benefit or drawback of being undead). Additionally, the unstoppable vengeance of revenants drives you: your movement speeds may not be reduced to less than 1/2 their normal value while you maintain this stance.
Grave Call: An undead creature maintaining this stance is healed by cold damage in the same manner that it is healed by negative energy damage instead of the normal effects of this stance. Its movement speeds still cannot be reduced to less than ½ their normal value while it maintains this stance.

Darkened Axe Style

Discipline: Unquiet Grave (Boost) Level: 3
Prerequisite(s): 1 Unquiet Grave maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

DESCRIPTION

You infuse your attacks with negative energy, draining the life of your victims. When you initiate this boost, your melee attacks deal an additional 2d8 points of negative energy damage for 1 round.

Life-Sealing Strike

Discipline: Unquiet Grave (Strike) [Curse] Level: 3
Prerequisite(s): 1 Unquiet Grave maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous and special; see text

DESCRIPTION

You afflict your victim with an entropic curse, sealing their life force away from succor. Make a melee attack. If it hits, it deals weapon damage as normal, plus an additional 2d8 points of negative energy damage, and your victim must succeed at a Will save or become cursed and unable to heal hit point damage (by any means) for a number of rounds equal to your initiation modifier.

Wight’S Blow

Discipline: Unquiet Grave (Strike) Level: 3
Prerequisite(s): 1 Unquiet Grave maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

DESCRIPTION

You call upon the anger of the hungry wight, draining the vital essence of your foes. Make a melee attack. If it hits, it deals weapon damage as normal, plus an additional 1d8 points of negative energy damage. The creature struck also gains a negative level, which lasts until the end of the encounter.

Hunting Mohrg Strike

Discipline: Unquiet Grave (Strike) Level: 4
Prerequisite(s): 1 Unquiet Grave maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous and special; see text

DESCRIPTION

Your axe lashes out like a hungry mohrg. Make a melee attack. If it hits, it deals weapon damage as normal, plus an additional 2d8 points of negative energy damage, and your victim must succeed at a Fortitude save or become paralyzed for 1 round.

Rotting Axe Style

Discipline: Unquiet Grave (Boost) Level: 4
Prerequisite(s): 1 Unquiet Grave maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

DESCRIPTION

You draw upon the destructive entropy of the negative energy plane, infusing it into your strikes. When you initiate this boost, your melee attacks ignore hardness and overcome an amount of damage reduction equal to your initiator level for 1 round.
Grave Call: Attacks by undead creatures initiating this boost overcome damage reduction entirely for the duration of this boost.

Shrieking Shadow Axe

Discipline: Unquiet Grave (Strike) Level: 4
Prerequisite(s): 1 Unquiet Grave maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

DESCRIPTION

You wrap your weapon in tenebrous energy that saps the strength of your victims. Make a melee attack. If it hits, it deals weapon damage as normal, plus 1d8 points of Strength damage. You gain temporary hit points equal to twice the Strength damage dealt by this strike. The temporary hit points gained from this maneuver stack with those gained from other Unquiet Grave maneuvers, to the normal maximum.

Wretched Ghast Riposte

Discipline: Unquiet Grave (Counter) Level: 4
Prerequisite(s): 1 Unquiet Grave maneuver
Initiation Action: 1 immediate action
Range: Close (25 ft. plus 5 ft. per 2 levels)
Target: 1 creature
Duration: 1 round

DESCRIPTION

You afflict an attacker with the charnel stench of the ghast, ruining their blow. You may initiate this counter in response to a melee or ranged attack being made against you. The creature attacking you becomes sickened for 1 round and must succeed at a Fortitude save or also become nauseated for 1 round. Apply these penalties before calculating the attack and damage rolls for the attack (this may cause the attack to miss or not occur).

Ancient Lich Parry

Discipline: Unquiet Grave (Counter) Level: 5
Prerequisite(s): 2 Unquiet Grave maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Special (see text)

DESCRIPTION

You shield yourself with webs of entropic energy that sap at magic directed at you. When you initiate this counter, you gain spell resistance equal to 15 plus your initiator level until the beginning of your next turn.
Grave Call: An undead creature initiating this counter also gains an equal amount of positive energy resistance until the beginning of its next turn.

Flowing Gore Blow

Discipline: Unquiet Grave (Strike) Level: 5
Prerequisite(s): 2 Unquiet Grave maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

DESCRIPTION

Your axe flows forth with negative energy, creating a cursed wound. Make a melee attack. If it hits, it deals weapon damage as normal, plus an additional 4d8 points of bleed damage. The wound left behind is laced with negative energy; the caster of a healing spell or similar effect must succeed at a caster level check (DC 11 + initiator level) to halt the bleed damage (healing from the spell or effect still occurs even if the check fails to halt the bleeding), and the DC to apply first aid with the Heal skill increases by 5 + your initiation modifier.

Howling Banshee Strike

Discipline: Unquiet Grave (Strike) Level: 5
Prerequisite(s): 2 Unquiet Grave maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous and special (see text)

DESCRIPTION

Your weapon screams like a grieving banshee as you drive it into your foe. Make a melee attack. If it hits, it deals weapon damage as normal, plus an additional 4d8 points of negative energy damage, and the creature struck becomes deafened for a number of rounds equal to your initiation modifier.

Mourning Ghost Attitude

Discipline: Unquiet Grave (Stance) Level: 5
Prerequisite(s): 2 Unquiet Grave maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

When you assume this stance, your outline smudges gently and your hair and equipment become semi-transparent, as though you had become a ghost. While you maintain this stance, your armor has the ghost touch property (even if it is not otherwise magical) and you – along with your worn, carried, or held equipment – may move through solid objects as though you were incorporeal, provided you do not end your movement within a solid object.

Ascending Necromancer Style

Discipline: Unquiet Grave (Counter) Level: 6
Prerequisite(s): 2 Unquiet Grave maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Special (see text)

DESCRIPTION

You wrap yourself in armoring layers of negative energy, shielding your life force with the touch of undeath. When you initiate this counter, you become immune to energy drain and Constitution damage until the beginning of your next turn.
Grave Call: An undead creature initiating this maneuver instead becomes immune to channeling and positive energy damage until the beginning of its next turn.

Feasting Wraith Strike

Discipline: Unquiet Grave (Strike) Level: 6
Prerequisite(s): 2 Unquiet Grave maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

DESCRIPTION

Sickly gray tar clings to your blade as you initiate this dread strike. Make a melee attack. If it hits, it deals weapon damage as normal plus 2d4 points of Constitution damage, and your victim becomes shaken for a number of rounds equal to your initiation modifier. A successful Will save halves the Constitution damage and prevents the shaken condition.

Headsman’S Descending Axe

Discipline: Unquiet Grave (Strike) Level: 6
Prerequisite(s): 2 Unquiet Grave maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

DESCRIPTION

You cleave into your foe with an executioner’s strike. Make a melee attack. If it hits and your victim is at more than 1/4 their maximum hit point total, it deals weapon damage as normal, plus an additional 6d8 points of negative energy damage. If your victim is at 1/4 or less of their maximum hit point total, that creature instead dies (no save) and you gain temporary hit points equal to twice its Hit Dice. The temporary hit points gained from this maneuver stack with those gained from other Unquiet Grave maneuvers, to the normal maximum.

Looming Nightwalker Parry

Discipline: Unquiet Grave (Counter) Level: 6
Prerequisite(s): 2 Unquiet Grave maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Special (see text)

DESCRIPTION

You transform your body into shadowy energy, turning blows aside. When you initiate this boost, you gain negative energy resistance 20 and DR 15/silver and good until the beginning of your next turn.
Grave Call: An undead creature initiating this boost gains positive energy resistance 20 instead of negative energy resistance.

Charging Dullahan’S Advance

Discipline: Unquiet Grave (Stance) Level: 7
Prerequisite(s): 3 Unquiet Grave maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

Your head vanishes when you assume this stance, leaving behind a dripping, bloody neck stump (this may complicate attempts to identify you). You suffer no ill effects from not having a head, such as blindness or an inability to utilize potions or head slot items. While maintaining this stance, you do not provoke attacks of opportunity for moving through threatened spaces (you may still provoke attacks of opportunity for other reasons). Furthermore, you and other allies within 30 ft. deal additional negative energy damage equal to your initiator level against creatures you are flanking. Your other allies do not necessarily have to also be flanking such creatures.
Grave Call: Additionally, an undead creature maintaining this stance may imbue its mount with this power; its mount does not provoke attacks of opportunity for moving through threatened squares (it might still provoke attacks of opportunity for other reasons).

Poltergeist’S Wrath

Discipline: Unquiet Grave (Strike) Level: 7
Prerequisite(s): 3 Unquiet Grave strikes
Initiation Action: 1 standard action
Range: Medium (100 ft. plus 10 ft. per level)
Target: 1 creature
Duration: Instantaneous

DESCRIPTION

You strike out with your weapon and emit a wave of rage and sorrow that brings your victim to their knees. Choose a creature within range, then make a melee attack against that creature (even if you don’t threaten the chosen creature). If it hits, it deals weapon damage as normal, plus an additional 6d8 points of negative energy damage, and your victim is knocked prone (no save).

Scything Reaper Riposte

Discipline: Unquiet Grave (Counter) Level: 7
Prerequisite(s): 3 Unquiet Grave maneuvers
Initiation Action: 1 immediate action
Range: Close (25 ft. plus 5 ft. per 2 levels)
Target: 1 creature
Duration: Instantaneous

DESCRIPTION

You form a scythe of crackling negative energy and sweep it through your attacker, draining their vital essence. You may initiate this counter in response to a melee or ranged attack being made against you. The creature attacking you gains 2d4 negative levels (Will save half) that last until the end of the encounter.

Chilling Mist Sidestep

Discipline: Unquiet Grave (Counter) Level: 8
Prerequisite(s): 3 Unquiet Grave maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Special (see text)

DESCRIPTION

You turn into dark mist that crackles with negative energy. You may initiate this counter in response to a melee or ranged attack being made against you. Until the beginning of your next turn, you are immune to weapon damage, and spells targeted against you have a 50% miss chance. If you initiated this counter in response to a melee attack, the creature attacking you suffers 7d8 points of negative energy damage.

Laughing Demilich Attitude

Discipline: Unquiet Grave (Stance) Level: 8
Prerequisite(s): 3 Unquiet Grave maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The skin and muscle of your face pull tightly against your skull when you assume this stance, revealing yellow bone studded with phantasmal gemstones that crackle and dance with negative energy. While you maintain this stance, you gain a 100 ft. fly speed (or improve your existing fly speed by 50 ft.) with Good maneuverability, as well as the immunities enjoyed by creatures with the undead type. You do not gain any of the other benefits or drawbacks of being undead (notably, you are not healed by negative energy, nor are you vulnerable to effects that specifically target undead creatures). Additionally, you may use death knell as a spell-like ability once per round as a free action, though any bonuses gained this way fade when you leave this stance.
Grave Call: Undead creatures maintaining this stance do not gain the immunities enjoyed by the undead type; instead, they become immune to positive energy damage and gain DR 20/bludgeoning and good. They still benefit from the other effects of this stance.

Soul Drinking Strike

Discipline: Unquiet Grave (Strike) Level: 8
Prerequisite(s): 3 Unquiet Grave maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

DESCRIPTION

You channel the all-consuming void through your
axe, brutally rending your victim’s soul. Make a melee attack. If it hits, it deals weapon damage as normal, plus an additional 3d4 points of Intelligence, Wisdom, and Charisma damage. A successful Will save halves this damage.

Pitiless Axe Of The Executioner

Discipline: Unquiet Grave (Strike)Level: 9
Prerequisite(s): 4 Unquiet Grave maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous

DESCRIPTION

Your weapon descends in a merciless swing, its cursed edge crawling into the wounds of your victims. Make a melee attack. If it hits, it deals weapon damage as normal, plus an additional 3d6 Constitution damage and 9d8 bleed damage that ignores immunity to bleed. The wound left behind is laced with negative energy; the caster of a healing spell or similar effect must succeed at a caster level check (DC 11 + initiator level) to halt the bleed damage (healing from the spell or effect still occurs even if the check fails to halt the bleeding), and the DC to apply first aid with the Heal skill increases by 9 + your initiation modifier.
Grave Call: An undead creature initiating this maneuver gains temporary hit points equal to twice the Hit Dice of the creature struck. The temporary hit points gained from this maneuver stack with those gained from other Unquiet Grave maneuvers, to the normal maximum.

Section 15: Copyright Notice

Lords of the Night, © 2015, Dreamscarred Press.