Undying Call martial discipline
Undying Call is one of the many disciplines developed in the wake of the destruction of the Temple of the Nine Swords at the hands of the Shadow Tiger horde. Its origins trace back to the survivors of the horde who witnessed the battle wherein the Spirit Seeker slew the Shadow Master. The disciples of the Shadow Master were awed by the powers wielded by the Spirit Seeker against their master. In the months and years that followed the battle, these swordsages worked to redevelop the techniques of the Devoted Spirit discipline, using their Shadow Hand training to fill the gaps in their knowledge. Their experiments laid the foundations upon which Undying Call was built, although it would be many more years before the discipline would be codified in its current form, and more than a generation before their order would evolve to become the spirit warriors of today.
Discipline AccessDeath knights and spirit warriors have access to Undying Call, allowing them to learn and use its maneuvers. Like all martial disciplines, any character can dabble in its techniques with the Martial Study and Martial Stance feats.
Discipline Key Skill: Knowledge (religion)
Discipline Favored Weapons: Longspear, longsword, scythe, sickle, and spear.
Sidebar: The Incorporeal SubtypeMany Undying Call maneuvers deal with the incorporeal subtype. Several of them grant you incorporeality for a short time. The rules for incorporeal creatures, as described in the Monster Manual, are reproduced below for convenience and clarity.
Incorporeal Subtype: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Sidebar: Spirit DamageMany Undying Call maneuvers deal spirit damage. Spirit damage is a form of amalgam damage combining both positive and negative energy and using the more damaging of the two against any given target. As such, it harms both living creatures (which are harmed by negative energy) and undead (which are harmed by positive energy). Constructs, being affected by neither positive nor negative energy, are neither healed nor harmed by it. High level Spirit Warriors who have the Spirit Resilience ability are among the few characters who are actually healed by spirit damage; as amalgam damage, a character must be healed by both positive and negative energy in order to be healed by spirit damage.
The full rules for amalgam damage are described elsewhere. This is just a quick primer. See the section on amalgam damage for more details.
Maneuvers by LevelUndying Call 1- Enduring Call: Counter - Fatal attack doesn't apply until end of next turn.
- Ethereal Step: Stance - Gain +4 on Move Silently, ignore difficult terrain, gain AC bonus in such terrain.
- Ghostly Strike: Strike - Turn melee attack into incorporeal touch attack.
- Spirit Vision: Stance - See ethereal creatures and incorporeal creatures through objects. Gain +5 on Spot checks against invisible creatures.
Undying Call 2- Essence Strike: Strike - Attack deals +2d6 spirit damage. You gain that many temp hp.
- Wandering Soul: Rush - Move through enemies and make them shaken.
Undying Call 3- Dark Command: Strike - Deal 2d6 spirit damage to nearby creatures. Living creatures are sickened and undead are confused for 1 round.
- Death Coil: Strike - Ranged touch attack deals 5d6 spirit damage. You gain that many temp hp.
- Otherworldly Presence: Stance - Become partially incorporeal against attacks.
- Purge Soul: Remove ongoing effect or expel possessing spirit.
Undying Call 4- Dispersion: Counter - Become incorporeal against a single attack.
- Soul Siphon: Strike - Target of strike gains 1 negative level. You gain 5 temp hp.
Undying Call 5- Cleanse Soul: Remove ongoing effect or expel possessing spirit from touched creature.
- Soul Barrier: Counter - Reroll a failed saving throw. +4 on reroll if against positive or negative energy effect.
- Spirit Cloak: Stance - Melee attackers take 5 spirit damage. You gain that many temp hp.
Undying Call 6- Ghost Strider: Rush - Become incorporeal and fly up to your speed with perfect maneuverability.
- Rend Essence: Strike - Attack deals +8d6 spirit damage. You gain that many temp hp.
- Soulbrand: Strike - Target of strike gains 2 negative levels. You gain 10 temp hp.
Undying Call 7- Essence Nova: Strike - Attack deals +5d6 spirit damage and triggers area blast. You gain that many temp hp.
- Immortal Call: Return recently slain creature to life.
Undying Call 8- Beyond the Veil: Boost - Become ethereal until your next turn.
- Deathless Resolve: Stance - Gain deathless immunities and vulnerabilities.
- Spirit Shift: Counter - Become incorporeal until your next turn.
- Undying Resolve: Stance - Gain undead immunities and vulnerabilities.
Undying Call 9- Soul Devourer: Strike - Target of strike gains 4 negative levels. You gain 20 temp hp.
Beyond the VeilUndying Call (Boost)
Level: Death Knight 8, Spirit Warrior 8
Prerequisite: Three Undying Call maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: See text
You become ethereal, along with your equipment. Unlike with incorporeality, where a creature has no physical body, this maneuver shifts you to another plane entirely. Until the beginning of your next turn, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material.
If the maneuver ends and you become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
This maneuver is a supernatural ability.
Cleanse SoulUndying Call
Level: Death Knight 5, Spirit Warrior 5
Prerequisite: Two Undying Call maneuvers
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
Duration: See text
When you use this maneuver, select one ongoing effect currently affecting the subject or one condition currently affecting the subject. That effect or condition is removed. Conditions caused by continuous effects (such as being staggered when your nonlethal damage is exactly equal to your hit points) remain removed until the end of the subject's next turn.
Alternatively, you can select a single possessing spirit inhabiting the subject's body. You force it out of the body. If the spirit belongs to a spellcaster using
magic jar, the spirit returns to the receptacle. If it is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to possess the subject again for 24 hours.
This maneuver is a supernatural ability.
Dark CommandUndying Call (Strike)
Level: Death Knight 3, Spirit Warrior 3
Prerequisite: One Undying Call maneuver
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius burst centered on you
Duration: 1 round
Saving Throw: Will negates
You channel positive and negative energy together. You deal 2d6 points of spirit damage (an amalgam of positive and negative energy) to all creatures in the area other than yourself. Creatures in the area can attempt Will saves (DC 13 + your Cha modifier) to negate this damage. Living creatures that fail their saving throw and take any spirit damage are sickened for 1 round, while nonliving creatures are confused (as per the
confusion spell) for 1 round. Creatures that do not take any spirit damage (for example, constructs and other creatures harmed by neither positive or negative energy) suffer no ill effects.
This maneuver is a supernatural ability.
Death CoilUndying Call (Strike)
Level: Death Knight 3, Spirit Warrior 3
Prerequisite: One Undying Call maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: 1 minute
Saving Throw: None
If you make a successful ranged touch attack, your target takes 5d6 points of spirit damage (an amalgam of positive and negative energy). You gain a number of temporary hit points equal to the amount of spirit damage taken, which last for 1 minute. If your target does not take any spirit damage (for example, a construct or any other creature harmed by neither positive or negative energy), you do not gain any temporary hit points.
This maneuver is a supernatural ability.
Deathless ResolveUndying Call (Stance) [Good]
Level: Death Knight 7, Spirit Warrior 7
Prerequisite: Three Undying Call maneuvers, non-evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you take on the resilience of the deathless. You gain immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. You are not subject to critical hits. You are immune to fatigue and exhaustion effects. You are healed by
cure spells and positive energy. However, you are damaged by
inflict spells and negative energy and you can be turned or rebuked as a deathless in addition to as a creature of your normal type or subtype. When you are turned or rebuked as a deathless creature, you have additional turn resistance equal to your Wisdom bonus (minimum +1).
DispersionUndying Call (Counter)
Level: Death Knight 4, Spirit Warrior 4
Prerequisite: Two Undying Call maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous; see text
You are momentarily shed your body, existing only in spirit. You become incorporeal against a single attack. You can choose to use this maneuver after an opponent resolves his attack roll, but before he determines damage, applying your new Armor Class to the attack, alongside the other defensive benefits of incorporeality. You gain all the benefits of the incorporeal subtype, along with the drawbacks, as outlined in the Incorporeal Subtype sidebar and summarized below. All of your gear becomes incorporeal, although you cannot grant this state to a living creature that you touch or carry.
- You are completely immune to nonmagical attacks and have a 50% chance to ignore the damage from even magical corporeal spells and attacks (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).
- You lose any armor, shield, or natural armor bonus you may have to your Armor Class (except those provided from ghost touch items or force effects), but you gain a deflection bonus to your Armor Class equal to your Charisma bonus (minimum +1).
- You can enter or pass through solid objects (other than force effects), but you must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than your own. You have total cover while inside an object.
- You cannot fall or take falling damage. You cannot be tripped or grappled.
- You have no weight and make no sound with your movement.
- You have an innate sense of direction and can move at full speed even when you cannot see.
You remain incorporeal only while determining the results of the attack. If you move as a result of this attack and you become corporeal while inside an object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
In addition to avoiding an attack, you can also initiate this maneuver to prevent damage taken from a fall.
This maneuver is a supernatural ability.
Enduring CallUndying Call (Counter)
Level: Death Knight 1, Spirit Warrior 1
Prerequisite: One Undying Call maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous; see text
You can initiate this maneuver whenever an attack would deal sufficient hit point damage to reduce you to 0 hit points or fewer. You gain a delayed damage pool for this attack only, as per the Crusader's Steely Resolve class feature except that there is no limit to the amount of damage that can be stored. This effectively allows you to temporarily prevent the damage from the fatal attack and only suffer it at the end of your next turn. If you already have a delayed damage pool, this is a separate one, and you can choose how to divide the damage between them.
Essence NovaUndying Call (Strike)
Level: Death Knight 7, Spirit Warrior 7
Prerequisite: Two Undying Call maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: Fortitude half; see text
As part of this maneuver, make a single melee attack. If it hits, your attack deals an extra +5d6 points of spirit damage (an amalgam of positive and negative energy). You gain a number of temporary hit points equal to the amount of spirit damage taken, which last for 1 minute. If your target does not take any spirit damage (for example, a construct or any other creature harmed by neither positive or negative energy), you do not gain any temporary hit points.
All of your opponents within a 30-foot-radius burst of the target creature must also succeed on a Fortitude save (DC 17 + your Cha modifier). Those who fail take 5d6 points of spirit damage. A successful save results in half damage. Spirit damage dealt to other opponents does not grant you temporary hit points.
This maneuver is a supernatural ability.
Essence StrikeUndying Call (Strike)
Level: Death Knight 2, Spirit Warrior 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: None
As part of this maneuver, make a single melee attack. If it hits, your attack deals an extra +2d6 points of spirit damage (an amalgam of positive and negative energy). You gain a number of temporary hit points equal to the amount of spirit damage taken, which last for 1 minute. If your target does not take any spirit damage (for example, a construct or any other creature harmed by neither positive or negative energy), you do not gain any temporary hit points.
This maneuver is a supernatural ability.
Ethereal StepUndying Call (Stance)
Level: Death Knight 1, Spirit Warrior 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain a +4 bonus on Move Silently checks and you ignore penalties to speed, movement, or skill checks associated with movement (such as Tumble, Jump, and Climb checks) incurred by moving through difficult terrain. You gain a +2 bonus to your Armor Class while you are standing on difficult terrain and you are in this stance.
Ghost StriderUndying Call (Rush)
Level: Death Knight 6, Spirit Warrior 6
Prerequisite: Two Undying Call maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
As part of this maneuver, you become momentarily incorporeal and can fly up to your highest movement speed as though with perfect maneuverability. This movement provokes attacks of opportunity as normal. You gain all the benefits of the incorporeal subtype, along with the drawbacks, as outlined in the Incorporeal Subtype sidebar and summarized below. All of your gear becomes incorporeal, although you cannot grant this state to a living creature that you touch or carry.
- You are completely immune to nonmagical attacks and have a 50% chance to ignore the damage from even magical corporeal spells and attacks (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).
- You lose any armor, shield, or natural armor bonus you may have to your Armor Class (except those provided from ghost touch items or force effects), but you gain a deflection bonus to your Armor Class equal to your Charisma bonus (minimum +1).
- You can enter or pass through solid objects (other than force effects), but you must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than your own. You have total cover while inside an object.
- You cannot fall or take falling damage. You cannot be tripped or grappled.
- You have no weight and make no sound with your movement.
- You have an innate sense of direction and can move at full speed even when you cannot see.
You remain incorporeal only for the duration of your movement. If you end your movement and become corporeal while inside an object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
This maneuver is a supernatural ability.
Ghostly StrikeUndying Call (Strike)
Level: Death Knight 1, Spirit Warrior 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You make a single melee attack as part of this strike. Resolve this attack as an incorporeal touch attack (you ignore your target's armor, shield, and natural armor bonuses to AC that are not derived from force effects). If it hits, you deal normal melee damage. This attack can damage incorporeal creatures normally, even if it is made with a nonmagical weapon.
This maneuver is a supernatural ability.
Immortal CallUndying Call
Level: Death Knight 7, Spirit Warrior 7
Prerequisite: Three Undying Call maneuvers
Initiation Action: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
When you use this maneuver, you call the soul of a recently deceased creature back into its body. The maneuver must be initiated within 1 round of the victim’s death. Before the soul of the deceased has completely left the body, this maneuver halts its journey while repairing somewhat the damage to the body.
This maneuver functions like the
raise dead spell, except that the affected creature receives no level loss, no Constitution loss, and no loss of spells or powers.
The creature has -1 hit points (but is stable) after being restored to life.
This maneuver is a supernatural ability.
Otherworldly PresenceUndying Call (Stance)
Level: Death Knight 3, Spirit Warrior 3
Prerequisite: One Undying Call maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you partially shift yourself into the spirit world. You have a 20% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as
magic missile, or attacks made with ghost touch weapons), as though from a lesser form of incorporeality. Unlike incorporeal creatures, you have no greater defense against nonmagical attack forms than you do against magical ones. Any other effect or attack form that can affect incorporeal creatures better than normal likewise applies against this defense.
Additionally, your own attacks can affect incorporeal targets normally, as though they were made with ghost touch weapons.
Purge SoulUndying Call
Level: Death Knight 3, Spirit Warrior 3
Prerequisite: One Undying Call maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: See text
Your willpower and training allow you to overcome almost anything. When you use this maneuver, select one ongoing effect currently affecting you or one condition currently affecting you. That effect or condition is removed. Conditions caused by continuous effects (such as being staggered when your nonlethal damage is exactly equal to your hit points) remain removed until the end of your next turn.
Alternatively, you can select a single possessing spirit inhabiting your body. You force it out of your body. If the spirit belongs to a spellcaster using
magic jar, the spirit returns to the receptacle. If it is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to possess you again for 24 hours.
This maneuver is a supernatural ability.
Rend EssenceUndying Call (Strike)
Level: Death Knight 6, Spirit Warrior 6
Prerequisite: Two Undying Call maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: None
As part of this maneuver, make a single melee attack. If it hits, your attack deals an extra +8d6 points of spirit damage (an amalgam of positive and negative energy). You gain a number of temporary hit points equal to the amount of spirit damage taken, which last for 1 minute. If your target does not take any spirit damage (for example, a construct or any other creature harmed by neither positive or negative energy), you do not gain any temporary hit points.
This maneuver is a supernatural ability.
Soul BarrierUndying Call (Counter)
Level: Death Knight 5, Spirit Warrior 5
Prerequisite: Two Undying Call maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
As an immediate action, you can reroll a saving throw you have just made. You must accept the result of this second roll, even if the new result is lower than your initial roll. You gain a +4 bonus on your reroll if the effect that you are saving against is a death effect, affects your soul, is a necromancy or conjuration (healing) effect, or uses positive or negative energy.
Soul DevourerUndying Call (Strike)
Level: Death Knight 9, Spirit Warrior 9
Prerequisite: Three Undying Call maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: None
As part of this maneuver, make a single melee attack. If it hits, the creature struck gains 4 negative levels as though from energy drain. You gain 5 temporary hit points for each negative level the creature gains, which last for 1 minute. If your target does not gain any negative levels, you do not gain any temporary hit points.
The negative levels from this maneuver last at most one hour, if they are not removed sooner (each negative level's save DC is 19 + your Cha modifier). If these negative levels cause your target to die due to having at least as many negative levels as its HD, it does not rise as an undead creature.
This maneuver is a supernatural ability.
Soul SiphonUndying Call (Strike)
Level: Death Knight 4, Spirit Warrior 4
Prerequisite: One Undying Call maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: None
As part of this maneuver, make a single melee attack. If it hits, the creature struck gains 1 negative level as though from energy drain. You gain 5 temporary hit points for each negative level the creature gains, which last for 1 minute. If your target does not gain a negative level, you do not gain any temporary hit points.
The negative level from this maneuver lasts at most one hour, if it is not removed sooner (the negative level's save DC is 14 + your Cha modifier). If this negative level causes your target to die due to having at least as many negative levels as its HD, it does not rise as an undead creature.
This maneuver is a supernatural ability.
SoulbrandUndying Call (Strike)
Level: Death Knight 6, Spirit Warrior 6
Prerequisite: Two Undying Call maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: None
As part of this maneuver, make a single melee attack. If it hits, the creature struck gains 2 negative levels as though from energy drain. You gain 5 temporary hit points for each negative level the creature gains, which last for 1 minute. If your target does not gain any negative levels, you do not gain any temporary hit points.
The negative levels from this maneuver last at most one hour, if they are not removed sooner (each negative level's save DC is 16 + your Cha modifier). If these negative levels cause your target to die due to having at least as many negative levels as its HD, it does not rise as an undead creature.
This maneuver is a supernatural ability.
Spirit CloakUndying Call (Stance)
Level: Death Knight 5, Spirit Warrior 5
Prerequisite: One Undying Call maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
An adjacent opponent that hits you with a melee attack while you are in this stance takes 5 points of spirit damage (an amalgam of positive and negative energy). You gain a number of temporary hit points equal to the amount of spirit damage taken, which last for 1 minute. You do not gain these temporary hit points until after the attack's damage is resolved, and they may be of no use at all to you if the attack deals enough damage to kill you. Your spirit cloak does not harm a creature using a reach weapon to attack you.
This stance is a supernatural ability.
Spirit ShiftUndying Call (Counter)
Level: Death Knight 8, Spirit Warrior 8
Prerequisite: Three Undying Call maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See text
You become incorporeal until the beginning of your next turn. You gain all the benefits of the incorporeal subtype, along with the drawbacks, as outlined in the Incorporeal Subtype sidebar. All of your gear becomes incorporeal, although you cannot grant this state to a living creature that you touch or carry. You remain incorporeal until the beginning of your next turn. If the maneuver ends and you become corporeal while inside an object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
This maneuver is a supernatural ability.
Spirit VisionUndying Call (Stance)
Level: Death Knight 1, Spirit Warrior 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you can see into the spirit world. You can see any objects or beings that are ethereal as if they were normally visible. You can see incorporeal creatures through up to 5 feet of solid objects. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between material and ethereal creatures.
Additionally, you gain a +5 bonus on Spot checks made to notice or pinpoint invisible creatures.
Undying ResolveUndying Call (Stance) [Evil]
Level: Death Knight 7, Spirit Warrior 7
Prerequisite: Three Undying Call maneuvers, non-good alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you take on the resilience of the undead. You gain immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. You are not subject to critical hits. You are immune to fatigue and exhaustion effects. You are healed by
inflict spells and negative energy. However, you are damaged by
cure spells and positive energy and you can be turned or rebuked as an undead in addition to as a creature of your normal type or subtype. When you are turned or rebuked as an undead creature, you have additional turn resistance equal to your Wisdom bonus (minimum +1).
Wandering SoulUndying Call (Rush) [Fear, Mind-Affecting]
Level: Death Knight 2, Spirit Warrior 2
Prerequisite: One Undying Call maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Will negates
As part of this maneuver, you move up to your speed. This movement does not provoke attacks of opportunity. Additionally, you can move through spaces occupied by opponents, also without provoking attacks of opportunity. Any opponent whose space you enter must make a Will save (DC 12 + your Cha modifier) or be shaken for 1 round. A given opponent is at risk no more than once, no matter how many times you move through its space.
This maneuver is a supernatural ability.
Change Log
21/6/2017: Reposted to Min Max Forum storm shelter.
7/6/2016: Changed how enduring call interacts with other delayed damage pools.
22/5/2016: Fixed some typos in soulbrand and soul devourer.
19/5/2016: Changed save DCs from Wisdom-based to Charisma-based.
25/2/2016: Added a sidebar about spirit damage and added reminders in dark command and death coil. Clarified that ghostly strike deals damage normally (as opposed to the non-damage of an incorporeal touch attack).
3/8/2014: First posted.