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).
Maneuvers and Stances
Level 1
Level 2
-
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.
Level 3
-
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.
Level 4
-
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.
Level 5
-
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.
Level 6
-
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.
Level 7
-
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.
Level 8
-
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.
Level 9
-
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 text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
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SECTION 15
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