General RulesManeuvers for The Dead Walk are all supernatural in nature, due to their connection with undeath and the sources of power necromancers draw upon. Any undead born through these maneuvers are considered summoned undead. As a result, when they die (being unsummoned is not dying) they only trigger effects tied to the creature in question or to The Dead Walk maneuvers. In addition, when summoned, the undead receives a bonus on its attack rolls and additional hit points equal to your initiator level minus the maneuver level.
Bond of the Dead
Prerequisites: Int 13, one The Dead Walk maneuver
Benefit: You receive a +2 bonus to saves and armour class, and damage reduction 2/- for each undead creature you have summoned using a The Dead Walk maneuver. If you have multiple summons, these benefits stack with themselves.
Walk By My Side
Prerequisites: Bond of the Dead, Base attack bonus +6, two The Dead Walk maneuvers
Benefit: The Walk By My Side feat enables the use of three tactical options.
Controlling Hand: By using your move action, an undead creature you have summoned via a The Dead Walk maneuver is teleported from its current position to a square of your choosing, no more than 30 ft from you. The square must be unoccupied, and it must not present any danger to the teleported creature.
Claws of the Undying: If a creature is struck on two consecutive rounds by any undead creature you have summoned via a The Dead Walk maneuver, all subsequent attacks against that creature by undead creatures you have summoned via a The Dead Walk maneuver are treated as if affected by the Improved Critical feat.
Sacrificial Pawn: Once per round, if you are hit by an attack, you may make a DC 15 Reflex save to have that attack affect an adjacent undead creature you have summoned via a The Dead Walk maneuver instead. The attack is treated as though it had hit the chosen undead instead of you, regardless of the undead's Armor Class or any other defensive effects. An undead may not be a sacrificial pawn if it is dazed or otherwise unable to act.
Level 1 Maneuvers- Charge of Bones - Skeleton charges chosen foe
- Iron Fist of Command - Undead servitors gain boosts
- Lifetheft - Undead heals you
- Vengeful Victim - Rainment grapples chosen foe
Level 2 Maneuvers- Necrotic Burst - Negative energy bursts from undead
- Rotten Flesh - Summons trogolodyte zombie
- Sacrificial Minion - Swap position with undead creature
Level 3 Maneuvers- Discipline The Lost - Undead creatures generate attacks of opportunity
- Music of Life - Summon spectral lyricist
- Provident Command - Chosen undead moves up to its speed
Level 4 Maneuvers- Carnex Bomb - Summon necrosis carnex, which then explodes
- Distracting Burst - Undead explodes, dazing nearby enemies
- Hematic Cloud - Undead swarm surrounds creature
Level 5 Maneuvers- Savaging Claws - Summoned undead gain larger natural attacks, improved critical
- Skeleton Legion - Squad of skeletons appears around target
Level 6 Maneuvers- Life Drains Away - Summon slaughter wight
- Swelling Corpse - Controlled undead increase in size
- Unholy Perseverance - While controlling undead cannot be reduced below 1 hit point
Level 7 Maneuvers- Death Begets Death - Summoned a second undead
- Thief of Eyes - Summon vitreous drinker
Level 8 Maneuvers- Dark of Night - Summon nightwing
- Necrotic Frenzy - Undead gain extra standard action
Level 9 Maneuvers- Death Comes - Boneyard and Entropic Reaper attack creature
Charge of Bone
The Dead Walk (Strike)
Level: The Dead Walk 1
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None
A human warrior skeleton with no equipment appears adjacent to you and charges the chosen target. At the beginning of your next turn, the skeleton crumbles to dust.
Iron Fist of Command
The Dead Walk (Stance)
Level: The Dead Walk 1
Prerequisite: One The Dead Walk maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you enter this stance, you grant your undead summons small bonuses for their servitude. The boosts your undead gain is dependent upon the highest number of ranks you have in Knowledge (Religion), as indicated on the table below.
Highest Skill Rank Attack Boost Damage and AC Boost
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0-3 1 1
4-5 2 1
6-7 3 2
8-9 4 2
10-11 5 3
12-13 6 3
14-15 7 4
16-17 8 4
18-19 9 5
20-21 10 5
22+ 11 6
Lifetheft
The Dead Walk (Boost)
Level: The Dead Walk 1
Prerequisite: One The Dead Walk maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Until the start of your next turn, whenever an undead creature you have summoned via a The Dead Walk maneuver deals damage, you heal hit points equal to one half the damage dealt.
Vengeful Victim
The Dead Walk (Strike)
Level: The Dead Walk 1
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None
A rainment (Libris Mortis 117) appears adjacent to a single creature within range and immediately attempts to grapple that creature. At the beginning of your next turn, the rainment crumbles to dust.
Necrotic Burst
The Dead Walk (Boost)
Level: The Dead Walk 2
Prerequisite: One The Dead Walk maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Necromantic energy flares from all undead creatures you have summoned via The Dead Walk maneuvers, dealing 2 negative energy damage per initiator level to all adjacent living creatures and healing the summoned creatures and any adjacent undead creatures the same amount.
Rotten Flesh
The Dead Walk (Strike)
Level: The Dead Walk 2
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None
A trogolodyte zombie appears adjacent to a single creature within range. He is equipped with a greatclub. Directing the undead is part of the action of the strike. At the beginning of your next turn, the zombie crumbles to dust.
Sacrificial Minion
The Dead Walk (Counter)
Level: The Dead Walk 2
Prerequisite: One The Dead Walk maneuver
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One controlled undead
Duration: Instantaneous
Saving Throw: None
You swap positions with a single undead creature you have summoned. If the undead is Large or larger, you can occupy any of the squares that make up its space. The undead must in turn occupy the square, or one of the squares, you previously occupied. You cannot use this maneuver if you or the undead would end up sharing the same space as another creature or an impassable terrain feature, such as a wall. If your undead occupies a larger space than you do, you choose his final position according to the guidelines given above. This can be used in response to an attack or spell, but must be used before you know the results of any rolls. That attack now targets the undead. A spell only targets the undead if you are no longer a legal target for the spell.
Discipline the Lost
The Dead Walk (Stance)
Level: The Dead Walk 3
Prerequisite: Two The Dead Walk maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You and your undead servitors make an excellent team. When one of your undead strikes an opponent with a melee attack, the struck creature provokes an attack of opportunity from any adjacent allies. A single creature can only provoke an attack of opportunity in this way once per round. In addition, your undead do not grant cover for enemies when you or your allies use ranged attacks or spells.
Music of Life
The Dead Walk (Strike)
Level: The Dead Walk 3
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
A spectral lyricist (Libris Mortis 123) appears adjacent to you and acts as directed. Directing the undead is part of the action of the strike. At the beginning of your next turn, the creature crumbles to dust.
Provident Command
The Dead Walk (Counter)
Level: The Dead Walk 3
Prerequisite: One The Dead Walk maneuver
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One summoned undead
Duration: Instantaneous
Saving Throw: None
A single undead creature you have summoned can move up to its speed. Its movement does not generate attacks of opportunity. This movement can be taken in response to another creature taking a move action.
Carnex Bomb
The Dead Walk (Strike)
Level: The Dead Walk 4
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
A necrosis carnex (MM IV 104) appears adjacent to you and acts as directed. Directing the necrosis carnex is part of the action of the strike. At the beginning of your next turn, the carnex explodes using its unholy burst ability.
Distracting Burst
The Dead Walk (Counter)
Level: The Dead Walk 4
Prerequisite: One The Dead Walk maneuver
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One controlled undead
Duration: Instantaneous
Saving Throw: Will negats
A single undead creature you have summoned is destroyed by exploding in a stunning burst. Every creature within a 10-foot spread of the chosen undead must make a will save or be dazed for one round.
Hematic Cloud
The Dead Walk (Strike)
Level: The Dead Walk 4
Prerequisite: One The Dead Walk maneuver
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None
A bloodmote cloud (Libris Mortis 88) appears in the same square as the target creature. Directing the undead is part of the action of the strike. At the beginning of your next turn, the creature crumbles to dust.
Savaging Claws
The Dead Walk (Boost)
Level: The Dead Walk 5
Prerequisite: One The Dead Walk maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
All undead creatures you have summoned deal damage as if their natural attacks were one size category larger than normal, gain the Improved Critical feat for all their natural attacks, and cause living foes to be shaken on a successful critical hit.
Skeleton Legion
The Dead Walk (Strike)
Level: The Dead Walk 5
Prerequisite: Two The Dead Walk maneuvers
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None
Eight Orc Warrior Soldier Skeletons (Libris Mortis 162) appear adjacent to a single creature within range. Directing the undead is part of the action of the strike. At the beginning of your next turn, the skeletons crumble to dust.
Life Drains Away
The Dead Walk (Strike)
Level: The Dead Walk 6
Prerequisite: Two The Dead Walk maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
A slaughter wight (Libris Mortis 121) appears adjacent to you and acts as directed. Directing the undead is part of the action of the strike. At the beginning of your next turn, the creature crumbles to dust, as do any spawn it has created.
Swelling Corpse
The Dead Walk (Boost)
Level: The Dead Walk 6
Prerequisite: Two The Dead Walk maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
All undead creatures you have summoned increase their size category by one, as per the animal growth spell.
Unholy Perseverance
The Dead Walk (Stance)
Level: The Dead Walk 6
Prerequisite: Three The Dead Walk maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As long as you have command of at least one undead creature summoned by a The Dead Walk maneuver, you cannot be reduced below 1 hit point. Effects that kill you through means other than hit point damage are still effective.
Death Begets Death
The Dead Walk (Boost)
Level: The Dead Walk 7
Prerequisite: One The Dead Walk maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
If you use this boost immediately following an undead-summoning strike, you may immediately use a second undead-summoning strike whose maneuver level is half or less (rounded down) of the initial undead-summoning strike. Treat this second undead as if it was summoned as per normal by its strike.
Thief of Eyes
The Dead Walk (Strike)
Level: The Dead Walk 7
Prerequisite: Three The Dead Walk maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
A vitreous drinker (MM IV 174) appears adjacent to you and acts as directed. Directing the undead is part of the action of the strike. At the beginning of your next turn, the creature crumbles to dust
Dead of Night
The Dead Walk (Strike)
Level: The Dead Walk 8
Prerequisite: Three The Dead Walk maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
A nightwing appears adjacent to you and acts as directed. Directing the undead is part of the action of the strike. At the beginning of your next turn, the creature crumbles to dust.
Necrotic Frenzy
The Dead Walk (Stance)
Level: The Dead Walk 8
Prerequisite: Four The Dead Walk maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you enter this stance, and for each round afterwards, you grant all undead creatures you have summoned an additional standard action in each round.
Death Comes
The Dead Walk (Strike)
Level: The Dead Walk 9
Prerequisite: Five The Dead Walk maneuvers
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None
A boneyard (Libris Mortis 89) and an entropic reaper (Libris Mortis 98) appear adjacent to a single creature within range and attack it immediately. At the beginning of your next turn, they crumble to dust.
Energy Infusion
The Dead Walk (Boost) [See below]
Level: The Dead Walk 1
Prerequisite: One The Dead Walk maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
When you initiate this maneuver, choose Acid, Cold, Electricity, or Fire. Any undead you have summoned permanently gain this subtype, replacing any normal elemental immunity with immunity to the chosen element, and dealing 1d6 damage of the appropriate type on each of their natural attacks.
Desiccator's Breath
The Dead Walk (Boost)
Level: The Dead Walk 2
Prerequisite: One The Dead Walk maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
When you initiate this maneuver, any undead you have summoned permanently gain the ability to launch a 15 ft. cone of desiccating tomb air as a breath weapon, dealing 1d8 damage and causing fatigue and 1 constitution damage on a failed save. They may do this once as standard action.
Allegiance Extended
The Dead Walk (Boost)
Level: The Dead Walk 5
Prerequisite: One The Dead Walk maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Increase the duration of all summoned undead under your control by one round.
Allegiance Eternal
The Dead Walk (Boost)
Level: The Dead Walk 7
Prerequisite: One The Dead Walk maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 2 rounds
Saving Throw: None
Increase the duration of all summoned undead under your control by two rounds.