Red Terror Strike (3.5e Maneuver)

''You cut a deep wound into your opponent. It just won't stop bleeding.''

When you activate this maneuver, the next attack against a blood bearing creature you make before the end of your turn deals 1 point per two initiator levels of extra bleeding damage. The creature will take the bleeding damage at the beginning of its turn and each turn afterward until they make a DC 15 Heal check as a standard action, or they recieve a number of points of healing equal to the bleed damage. For example, a 6th level crusader deals 3 bleed damage, and they require 3 points of healing to stop the bleeding.