Blood Feast (3.5e Martial Discipline)/All Maneuvers

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Blinding Spray
Blood Feast (Counter)
Level: 4
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Immediate
Range: Touch
Target: One attacking creature
Duration: Instantenous
Saving Throw: None

They'll be seeing red, but not be seeing you.

When you are struck with a melee piercing or slashing attack you can activate this maneuver to spray the resulting blood in their eyes. Make a touch attack, if successful they are blinded until they wipe their eyes as a move action.


Blood Melt
Blood Feast (Strike)
Level: 8
Prerequisite: Three Blood Feast maneuvers
Initiation Action: Standard
Range: Melee attack
Target: One blood bearing creature
Duration: 1 round/level
Saving Throw: Fortitude partial

The dragon howled as your wound sizzled unnaturally. Before your eyes the dragon began to desolve from the inside out.

Make a melee attack. In addition to normal damage, you transform the creature's blood into a potent acid which melts them from the inside out. They take 2 points of acid damage per initiator level at the start of their turn each round, and renders them staggered from the pain. They get a Fortitude save every round to half the damage and negate the staggering. However a successful save does not end the effect, only three consecutive saves ends the effect of this maneuver.

A creature which dies while under the effect of this maneuver melts into a deadly puddle of goo, leaving difficult terrain in a square equal to the creature's size. Creatures passing through this square take 2 points of acid damage per initiator level and are affected as if struck by this maneuver, forcing a Fortitude save each round as their blood also turns to acid. The acid pool this generates remains potent for 1 hour before going inert.

Multiple uses of this maneuver on an affected creature just reset the duration, the damage does not stack.

This maneuver is a supernatural ability.


Blood Puppet
Blood Feast (Strike)
Level: 3
Prerequisite: One Blood Feast maneuver
Initiation Action: Standard
Range: Close (25 ft. + 5 ft./2 levels)
Target or Effect: One blood bearing creature or one puddle of blood
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates

Dance, blood, dance!

You animate blood through force of will, puppeting it around at your command. There are two versions to this maneuver. The first can target any blood bearing creature in Close range, they must make a Fort save or lose control of their body as you jerk them around like a puppet. They may move up to a speed of 20 feet, and make one attack a round with whatever weapon they have, or a slam attack which deals 1d6 (for medium creatures). They attack with your base attack bonus plus your Con modifier, and deal their normal weapon damage plus your Con modifier. You cannot activate any of their abilities or class features, though you do gain their movement speeds (limited to 20 ft maximum). The creature can only take purely mental actions. Once a round at the beginning of their turn they can make another saving throw to resist your control. If they succeed this maneuver ends, and they are left staggered for 1 round as your control ebbs.

Alternatively you can animate a pool of blood into something of an ooze. How much you can animate at one time depends on your initiator level.

Blood Puppet
Initiator Level Blood Pool Size Example Slam Attack Damage
5th–6th Tiny Puddle of blood 1d4
7th–8th Small 12 oz, a bowl of blood 1d6
9th–10th Medium 1 gallon, an entire person 2d6
11th–12th Large 4 gallons, a toilet tank of blood 3d6
13th–14th Huge 16 gallons, half a bathtub of blood 4d6
15th–16th Gargantuan 64 gallons, a bathtub of blood 6d6
17th or higher Colossal 256 gallons, four bathtubs of blood 8d6

The ooze has a speed of 20 ft and can make one slam attack a round, using your base attack bonus and Con modifier for attack and damage as above. If you lose line of sight, the ooze is blind as well, and it falls apart if you lose line of effect. It has 1/2 your max hp, uses your saving throws, and when it dies the same pool cannot be animated again for the rest of the encounter (or 1 minute).

This maneuver is a supernatural ability.


Blood Sacrifice
Blood Feast (Boost)
Level: 6
Initiation Action: Swift
Range: Personal
Target: Self
Duration: Instantaneous and 1/minute per level

Stronger, you must be stronger! You don't care if you burn yourself out, you need that strength!

You can take up to 1 point of Constitution burn per initiator level, and gain an equal bonus on Strength and Dexterity for 1 minute/level. The Con burn must heal naturally afterwards.


Blood Seek
Blood Feast (Boost)
Level: 2
Prerequisite: One Blood Feast maneuver
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 round

You're scared. Your heart is beating really fast. I know... I can see you.

For 1 round you gain the ability to see heartbeats and blood lit up in bright neon orange, and can even see through solid matter. Your vision can detect any blood bearing creatures through up to 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.

Because you can see vitals, you ignore up to 50% fortification and gain a +4 to confirm critical hits for the duration.


Blood Walk
Blood Feast (Rush, Strike)
Level: 7
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Move or Standard
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: Fortitude negates

The swordsage took a dive for the bugbear, sinking directly into his flesh. In the distance the bugbear's commander exploded as a swordsage burst out of his chest!

When you use this maneuver you enter a blood bearing creature's space, provoking attacks of opportunity, and make a touch attack. If successful, you sink into its blood and vanish, and may teleport up to Long range in any direction, though your end point must be another blood bearing creature. You erupt from said blood bearing creature's body in a splash of red. The technique is as startling as it is disturbing, but it does not harm to end creature. For this version, the creature does not receive a saving throw. In using this maneuver you become aware of what blood bearing creatures are in range of your intended destination, but not who they are or what situation they are in.

You can also choose to erupt out violently by making it a standard action strike. For this, the end point creature receives a Fortitude save. If they fail they take 1d6 damage per initiator level and are dazed for 1 round. A successful save negates, and you are ejected out of your original starting point.

This maneuver is a supernatural ability.


Blood of Cain
Blood Feast (Stance)
Level: 8
Prerequisite: Three Blood Feast maneuvers
Initiation Action: Swift
Range: Personal
Target: Self

As you enter this stance the thirst for blood overtakes you. You must feed on all of them...

You gain vampire-like traits, complete with a subtle change in appearance as your fangs grow and your skin turns pale. Your natural armor bonus increases by +6 and you gain a bite attack which deals 1d6 damage (for Medium creatures). You gain the Blood Drain, Damage Reduction, Gaseous Form, Resistances, Spider Climb, and Turn Resistance of a vampire. You count as Undead while in this stance, healing from negative energy and being harmed by positive energy. You also gain some of the vampiric weaknesses, being unable to stand garlic or holy symbols, unable to cross running water, and unable to enter buildings as a vampire. In sunlight they are staggered, but never destroyed.

For creatures which are already vampires and are in this stance, their blood drain increases to 1d8 Con damage and gain 5 temporary hp for every point of Con drained, their damage reduction becomes DR/bludgeoning, silver, and magic, they can assume gaseous form as a swift action, their resistances increase by 10, and their turn resistance increases by another +4. They are also able to tolerate the sun, though they are always staggered while in sunlight.

This maneuver is a supernatural ability.


Bloodhound
Blood Feast (Stance)
Level: 1
Prerequisite: One Blood Feast maneuver
Initiation Action: Swift
Range: Personal
Target: Self

Blood. I hope this isn't Chris's blood!

When you enter this stance you gain the scent ability, but only for blood. As a result you can only smell creatures with less than full hp. In addition, you gain the benefits of the Track feat and may use your scent to track a wounded creature as if you were tracking footprints. You may use Survival, or your initiator level + Wisdom modifier, whichever is better.

You are able to identify individual creatures by the scent of their blood if you make the check to track them successfully. In addition you may identify if the creature is diseased or poisoned by the scent of their blood.


Bloodthirst
Blood Feast (Stance)
Level: 3
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 5 rounds

You blacked out there for a second. When you came to, the room was covered in blood. What did you do?

When you enter this stance, you gain +4 Strength, +4 Dexterity, 2 temp hp per initiator level, +2 Will saves, and -2 AC. At the end of your turn, you gain an additional +2 Str, +2 Dex, and +1 Will saves. You are otherwise treated as if under the effects of a barbarian's rage. At the end of 5 rounds (+12 Str, +12 Dex, +6 Will) you automatically fall out of this stance and become fatigued for 5 rounds, ignoring immunities. You cannot activate this maneuver again for the rest of the encounter.


Blue Blood
Blood Feast (Strike)
Level: 6
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Standard
Range: Melee attack
Target: One blood bearing creature
Duration: 1d4 rounds
Saving Throw: Fortitude negates

Creatures slain by this maneuver have a ghastly blue hue to their skin, and their faces warped in the terror of suffocation.

Make a melee attack. In addition to the damage, the creature must make a Fort save or lose all the oxygen in their blood. For the next 1d4 rounds, they take 50% of their maximum hp in damage unless they spend a full round action to catch their breath each round. A successful save negates the suffocation effect, but not the melee damage.

Creatures which don't breathe are immune to the suffocation effect of this maneuver. This maneuver is a supernatural ability.

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Author: Leziad (talk)
Date Created: 13th September 2020
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Cardiac Recovery
Anima River, Blood Feast (Counter) [X-Discipline]
Level: 5
Prerequisite: One Anima River maneuver or One Blood Feast maneuver
Initiation Action: Special
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None


Everyone breathes a sigh of relief as his body hits the floors, he would trouble the world no longer. They were very shocked when a few minutes later, his body was no longer there.

This maneuver allows the initiator to restart their heart after it stopped beating. In order to use this maneuver it must be readied and not expended when the initiator is brought to -1 hit point or below. If the initiator is not dead, they immediately stabilize. At the start of each of their subsequent turns, the initiator returns to consciousness at 1 hit point with any non-lethal damage cured. Once this is done, the maneuver is expended and cannot be recovered for the encounter.

If the initiator is dead, she may attempt a DC 20 initiator level check. If she succeeds she returns to life 1d4 minutes later at 1 hit point and all non-lethal damage cured. The initiator does not suffer any level loss from being brought back from the dead this way. This only function if the initiator's body is in condition to be brought back as per raise dead. If the maneuver is expended this way it cannot be recovered for an entire day. If the check fails she dies for real.



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Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesBlood Feast


Consume the Flesh
Blood Feast (Strike)
Level: 9
Prerequisite: Four Blood Feast maneuvers
Initiation Action: Standard
Range: Melee attack
Target: One blood bearing creature
Duration: Instantaneous
Saving Throw: Fortitude half

This blood... this is mine. This is mine. This is mine too.

Make a melee attack. In addition to normal damage, you deal an additional +1d6 points of damage per initiator level. Any creature reduced to 0 or fewer hit points by this maneuver is killed, entirely consumed into your form, leaving behind only a trace of fine dust. A consumed creature’s equipment is unaffected.

A creature that is partially consumed into your form (that is, a creature that has at least 1 hit point following your use of this maneuver) grants you a number of temporary hit points equal to half the damage you dealt for 1 hour.

A creature that is completely consumed grants you a number of temporary hit points equal to the damage you dealt and a +4 enhancement bonus to each of your ability scores for 1 hour. If the consumed creature knows martial maneuvers, you gain knowledge of one of its maneuvers as a maneuver-like ability for 1 hour. You need to qualify for the stolen maneuver. You gain some semblance of a creature you completely consume for 1 hour, granting you a +10 bonus on Disguise checks made to appear as that creature during that time.

If used again while under the effects of this maneuver, the previous disguise, appearance, and stolen maneuver fades and is replaced by the new consumed creature.

This maneuver is a supernatural ability.


Crimson Ascension
Blood Feast (Stance) [Evil]
Level: 8
Prerequisite: Three Blood Feast Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A terrible forbidden stance drawing upon one's very own life essence, it is said to have been invented by a Knightess of Yore whose blood was tainted by vmpirism. Either way it should only be used in the most dire of situation.

As a part of entering this stance you stab yourself with your own weapon, suffering immediate Bleedout, dealing half the amount of damage taken during bleedout to every creatures adjacent to you and forcing them back 5 feet. Then the user's own blood surround her and boost all of her attacks, for the duration of the stance the reach of all melee attack is increase by 15 ft. and deal an additional 2d6 damage, the user fall under the effect of haste and the DC of all Blood Feast maneuvers increase by 2.

However the constant bleeding cause the the user to lose a single hit point (this is not damage and cannot be prevented) at the start of each of her turn and whenever she use a maneuver.

Then health lost during the initial Bleedout and during the gradual bleeding is vile damage, immunity to either Bleedout or vile damage are ignored by this stance.


Crimson Frenzy
Blood Feast (Counter)
Level: 6
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: Will negates; See Text

MURDER! DEATH!! KILL!!!

If you take 50 points of damage or more from a single attack you can initiate this maneuver. Doing so decreases the damage by 50 points, you become immune to death by massive damage for the duration, and you are driven into a murderous frenzy. In your frenzy you recieve half your initiator level to Str and Con, and your Con modifier to your Will saves (maximum +10 at 20th level). Your AC drops by -6 and you take 2 nonlethal damage each round. You are immune to pain and any pain effects, immunity to [Death] effects, and no amount of hp damage can kill you. Even if you are pushed far into negative hp you can still act and fight normally, though ability damage and non-hp effects may still kill you. Treat the frenzy as a barbarian rage.

The more dangerous aspect is that you lose sight of friend and foe. If all enemies are defeated and you are still in a frenzy you must turn on the nearest ally as if they were an opponent. Adjucant allies can attempt to shake you out of your madness with a standard action, granting you a Will save to resist this maneuver. The DC is 1/2 your HD + 15. Do not add your Con bonus from this maneuver to your save.

At the end of the duration, or if you successfully are shaken out of your madness, you are exhausted for 10 minutes. If you were under -10 hp when the maneuver ends you die normally.


Crimson Nightmare Strike
Blood Feast (Boost)
Level: 7
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: See Text
Saving Throw: None

You cut to the point where the creature is lost in a spray of red. There's more blood outside of it than inside!

This maneuver acts like Scarlet Horror Strike, but you now deal 1 point of bleed per initiator level. In addition, any fast healing and regeneration ceases while the creature is bleeding, and limbs cannot be regrown until the bleeding is stopped. Stopping the bleeding is a DC 25 Heal check as a standard action, or if they are brought to full hp or are subject to a regenerate spell. For example, a 15th level crusader deals 15 bleed damage, and they won't stop until they are fully healed.


Deathstroke
Blood Feast (Boost)
Level: 1
Initiation Action: Swift
Range: Personal
Target: Self
Duration: See Text
Saving Throw: None

Explosive gibs!

When you activate this maneuver, your critical threat range on your next attack made by the end of your turn increases by 1. This is added on after effects such as keen or Improved Critical.

If the opponent has 50% hp or less, the critical threat range is expanded by 2.

If they are at 20% hp or less, the critical threat range is expanded by 3. For example, a scythe (20/x4) would become 17-20/x4 at 20% hp or less. A keen scythe is 16-20/x4.

Creatures killed by a critical hit from this maneuver explode into chunky giblets from a sudden case of extreme blood preasure, destroying the body. The increased critical range does not function against creatures without blood.


Distracting Spray
Blood Feast (Counter)
Level: 2
Initiation Action: Immediate
Range: Touch
Target: One attacking creature
Duration: See Text
Saving Throw: None

You have learned from the horned lizards; blood makes a really good defense.

When you are struck with a melee piercing or slashing attack you can activate this maneuver to spray the resulting blood in their eyes. Make a touch attack, if successful they suffer a 20% miss chance on all their attacks for 1 round, or until they wipe their eyes as a move action.


Eruption of Gore
Blood Feast (Strike) [Death]
Level: 8
Prerequisite: Three Blood Feast maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One blood bearing creature
Duration: Instantaneous
Saving Throw: Fortitude partial

He... he just exploded. There were pieces everywhere... ugh, I think I got some in my mouth...

Make a normal melee attack. The creature must make a Fortitude save or die. This is a [Death] effect. On a successful save (or if immune to death effects) they take 1d6 damage per initiator level, 1d4 Con damage, and are sickened for 1 round.

If the creature dies from this, they explode into an eruption of gore. The creature's body is destroyed, reduced to chunky giblets, and any of the creature's allies within a 30 foot radius take 10d6 damage and must make a Fort save vs nausea for 1 round and sickening for 1 minute, save reduces it to half damage and sickened for 1 minute.

A creature which has successfully saves against this maneuver gains a +4 bonus on saves against future attempts of this maneuver. Partly because they're expecting it, and partly due to a drop in blood preasure from all their blood trying to explode last time.


Extract Blood Elemental
Blood Feast (Strike)
Level: 7
Prerequisite: Three Blood Feast maneuvers
Initiation Action: Standard
Range: Melee attack
Target: One blood bearing creature
Duration: Instantaneous; See Text
Saving Throw: Fortitude half

The umber hulk crashed down to the ground, and with a sickening crack a vaguely umber hulk shaped collection of blood rose from its wounds, ready to fight.

Make a melee attack. You deal an extra +1d6 damage per initiator level and render the target fatigued (or a fatigued creature exhausted). A successful save deals half damage and no fatigue. Regardless of the save, if the creature dies from this attack their blood is torn from their body and animated. Treat as a Water Elemental of the same size as the slain creature (up to Huge). The elemental is under your control, as if you summoned it, and it vanishes after 1 minute.

This maneuver is a supernatural ability.


Fountain of Blood
Blood Feast (Strike)
Level: 5
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One blood bearing creature
Duration: Instantaneous
Saving Throw: Fortitude partial

How many gallons of blood did he have in his body?

Make a normal melee attack. The creature must make a Fortitude save or take an additional 1d6 damage per initiator level and feel nauseated for 1 round, Fort save to halve the damage and negate the nausea. If the creature dies from this, they erupt into a fountain of blood. Any of the creature's allies within a 20 foot radius must make a Fort save vs nausea for 1 round and sickening for 1 minute, save reduces it to sickened for 1 round.


Healthy Flush
Blood Feast (Boost)
Level: 8
Prerequisite: Three Blood Feast maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: Instantaneous

Even though you are wounded, your blood is already clotting and rebuilding your body.

When you use this maneuver you gain fast healing 10 for 1 minute. If you are brought below -10, you continue to gain fast healing and still count as a creature, not a corpse. If this healing would bring you back over -10 hp before the duration ends, you do not die. At any time during the duration as a standard action you can regenerate any lost limbs, which burst back good as new. This ends the maneuver.

You can only use this maneuver once per encounter, or once per minute.


Hearthunter
Blood Feast (Boost)
Level: 5
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 minute or until discharged; See Text

Predator vision activated.

For 1 minute you gain the ability to see heartbeats and gain bonuses on critical confirmations as per Blood Seek. Your senses are so keen you can even divine the hp total of a creature you can see as a move action. You ignore up to 100% fortification, and can discharge this maneuver as a free action to automatically confirm any critical hit. Doing so ends this maneuver.

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Author: Leziad (talk)
Date Created: 17th March 2021
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High Pressure Shooter
Blood Feast (Strike)
Level: 5
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Standard
Range: See Text
Effect: Jet of high pressure blood
Duration: Instantaneous
Saving Throw: None

This maneuver allows the initiator to shoot a jet of pressure blood at very high range. This initiator must make a ranged touch attack with range increment of 100 feet. If the jet hits, it deals 5d6 + the initiator's Constitution modifier in piercing damage on a successful hit with a 18-20/x2 critical threat.



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Hungry Blade Stance
Blood Feast (Stance)
Level: 3
Prerequisite: One Blood Feast maneuver
Initiation Action: Swift
Range: Personal
Target: Self

There is nothing more invigorating than stabbing someone in the face.

While you are in this stance all your attacks deal an additional +1d6 damage, which you absorb as healing. This stacks with the similar VampiricMIC weapon enhancement.

This maneuver is a supernatural ability.


Masochistic Blast
Blood Feast (Strike)
Level: 4
Initiation Action: Standard
Range: 60 ft
Area: 60 foot cone of blood
Duration: Instantaneous
Saving Throw: Reflex half

This is not the high pressure cream filling I was talking about.

You cut yourself (dealing at least 1 point of damage) and release a high pressure shockwave of superheated blood in an explosive burst. The amount of damage you deal depends on how much damage you deal yourself. For every 1 point of damage, the cone deals 1d6 damage to all creatures in a 60 foot cone (Reflex half), up to your initiator level. Though the damage is not fire damage, creatures vulnerable to fire damage take extra damage as if it were (creatures immune or resistance to fire are not immune or resistance to this effect).

On a natural 1 on their saving throw, a creature also falls prone.

This maneuver is a supernatural ability.


Quicken Blood
Blood Feast (Boost)
Level: 2
Prerequisite: One Blood Feast maneuver
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 round

It really gets the blood pumping.

Gain the benefits of haste for 1 round.


Reborn Through Blood
Blood Feast (Strike)
Level: 9
Prerequisite: Five Blood Feast maneuvers
Initiation Action: Full Round
Range: Touch
Target: One dead blood bearing creature
Duration: Instantaneous
Saving Throw: None; See Text

You draw your own blood, hoping it is enough to re-create the body of your fallen friend.

This maneuver can duplicate all the effects of Returned Through Blood, but can even bring back creatures whose bodies have been recently destroyed. This acts like true resurrection, but limited to a time frame equal to the amount of ability burn you take (per Returned Through Blood).

If restoring life to a creature whose body is intact, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.

If restoring life to a creature whose body has been destroyed, the creature returns at 1 hp per HD and any damaged ability scores raised to at least 1, with the loss of level (or Con) as Returned Through Blood.

If you are willing to take 1d6 + 2 points of Con burn for each round the creature has been dead for, you can restore a creature whose body has been destroyed to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.

Having this maneuver readied and unspent gives you some protection against death. If you drop below -10 hp, you can still be healed as if you were a creature of your type for up to 3 rounds. If you are healed above -10 hp before the end of the third round, you do not die. Even if you die, you may be raised and resurrected without gold or XP cost.

This maneuver is a supernatural ability.


Red Memories
Blood Feast (Strike)
Level: 4
Prerequisite: One Blood Feast maneuver
Initiation Action: Standard
Range: Melee attack
Target: One blood bearing creature or one sample of blood
Duration: Instantaneous
Saving Throw: Will negates

There is an entire history written in blood, if you know how to read its... flavors.

Make a melee attack with a piercing or slashing weapon. In addition to normal damage, you swipe a taste of the creature's blood off your weapon and draw memories and experiences from the event. You can divine either one subject about the creature's statistics (such as its special attacks, special qualities, ability scores, HD, or other raw stat-block information) or ask it one question per two initiator levels as per speak with dead, though the creature need not be dead for it. Like speak with dead, the latter version of this maneuver fails to gain any information if they have been subject to this maneuver within the last week.

Alternatively, you can taste a puddle of blood from a dead creature and gleen information as per speak with dead, though the blood must still be liquid for this to function.

A successful save negates the divination of knowledge, but not the damage. This maneuver is a supernatural ability.


Red Terror Strike
Blood Feast (Boost)
Level: 1
Initiation Action: Swift
Range: Personal
Target: Self
Duration: See Text
Saving Throw: None

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.


Returned Through Blood
Blood Feast (Strike)
Level: 5
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Standard
Range: Touch
Target: One dead blood bearing creature
Duration: Instantaneous
Saving Throw: Will negates

Your blood is life. Drink, and your life be restored.

You can touch a recently dead creature and return them to life as if using raise dead, though at no cost. Instead, you take 1d3 + 1 point of Con burn for each round the creature has been dead for. Ability burn cannot be cured magically, it must heal naturally at a normal rate of 1 point for each night of rest. If the ability damage would render you unconcious or dead, you cannot raise the creature. The raised creature suffers 1 negative level (or 2 Con drain if 1st level) for 24 hours before the penalty is lifted, and returns with a number of hp equal to its HD, and any damaged ability scores raised to at least 1.

Having this maneuver readied and unspent gives you some protection against death. If you drop below -10 hp, you can still be healed as if you were a creature of your type for up to 1 round. If you are healed above -10 hp before the end of the round, you do not die.

This maneuver is a supernatural ability.


River of Blood
Blood Feast (Strike)
Level: 2
Prerequisite: One Blood Feast maneuver
Initiation Action: Full round
Range: 60 ft line
Effect or Area: 60 foot line of high pressure blood
Duration: 1 round
Saving Throw: None

Paint the town red!

As part of this maneuver you cut yourself (dealing 1 point of damage) and release a powerful jet of blood from the wound. The blood spray extends out in a line out to 60 ft, dealing 1d4 nonlethal damage per two initiator levels to any creature inside, no save. You can bull rush creatures hit by the stream, using either your normal modifiers or Con instead of Str modifier. You do not need to follow them with the bull rush, and the bull rush can take them beyond the extend of the River of Blood.

The river of blood typically produces 60 gallons of blood for a medium sized creature in one round and can be used to put out fires as large as the initiator creature. This maneuver is a supernatural ability.


Scarlet Horror Strike
Blood Feast (Boost)
Level: 4
Prerequisite: One Blood Feast maneuver
Initiation Action: Swift
Range: Personal
Target: Self
Duration: See Text
Saving Throw: None

You cut so deep you swear you see bone. Blood gushes from the open wound!

This maneuver acts like Red Terror Strike, but bleed damage applies to all your attacks until the beginning of your next turn. Bleed damage overlaps, it does not stack. However, bleed damage is now multiplied on a critical hit, and the opponent takes the multiplied bleed damage each round. Stopping the bleeding is a DC 20 Heal check as a standard action, or if they recieve a number of points of healing equal to three times the bleed damage. For example, a 10th level crusader deals 5 bleed damage, and they require 15 points of healing to stop the bleeding.


Slayer's Gambit
Blood Feast (Stance)
Level: 1
Initiation Action: Swift
Range: Personal
Target: Self

You can feel your blood boiling... it hurts, but it'll hurt them a lot more.

When you enter this stance you lose 1 hp each round at the end of your turn, and gain +2 damage to all your attacks.

When you reach initiator level 4, and every four levels beyond you can choose to increase the damage taken by 1 and increase your damage bonus by +2, to a maximum of 6 hp for +12 damage at 20th level. You choose how much damage you take when you enter this stance.


Splatterhouse
Blood Feast (Counter) [Fear]
Level: 5
Prerequisite: One Blood Feast maneuver
Initiation Action: Immediate
Range: 60 ft
Area: 60 ft radius burst centered on target
Duration: Instantaneous
Saving Throw: Will negates

BLOOD OF THE BLOOD GOD!!! AHAHAHAHAHAHAHAHAHAHAHA!!!

You can activate this maneuver whenever you kill a blood bearing creature with a melee attack with a piercing or slashing weapon. You kill them with such brutality and blood spray that all enemy creatures in a 60 foot radius burst must make a Will save or become frightened for 1 round, and shaken for 1 minute afterward, save negates. Creatures in your threatened area save against panic for 1 round, frightened for 1 round, and shaken for 1 minute afterward. Creatures with 4 or more HD than the slain creature are only shaken, never frightened or panicked. Regardless how many are terrified or not, you gain a +4 morale bonus on attack and damage for 1 round (affecting even undead initiators, this is an exception to the usual rule about morale bonuses).

Creatures must be able to see or hear the carnage to be affected by this maneuver. This is a mind-affecting fear effect.


Spray of Red Mist
Blood Feast (Strike)
Level: 2
Prerequisite: One Blood Feast maneuver
Initiation Action: Standard
Range: Melee Attack
Target: One blood bearing creature
Duration: Instantaneous
Saving Throw: Fortitude partial

My blood! He punched out all my blood!!!

Make a normal melee attack. The creature must make a Fortitude save or take an additional 1d6 damage per initiator level (max 10d6 at 10th level) and feel sickened for 1 round, Fort save to halve the damage and negate the sickening. If the creature dies from this, they erupt into a spray of red mist. Any of the creature's allies within a 10 foot radius must make a Fort save vs sickening for 1 minute, save negates.


Stanch the Flow
Blood Feast (Counter)
Level: 1
Initiation Action: Immediate
Range: Touch
Target: One creature
Duration: Instantenous
Saving Throw: None

A bit of pressure, and the blood loss is abated.

With a touch you stabilize any dying creature, and negate any bleed effects (even the ones caused by Blood Feast maneuvers). You can use this on yourself even if you are unconcious or otherwise normally unable to take actions.


Stigmata
Blood Feast (Strike)
Level: 3
Prerequisite: One Blood Feast maneuver
Initiation Action: Standard
Range: Touch
Target: One blood bearing creature
Duration: Instantaneous

Your blood is as potent as any healing potion.

You can cure blood bearing creatures with a touch, restoring 2 hp for every 1 point of damage you deal yourself. You may also restore ability damage, restoring 1 point of the appropriate ability by taking 1 damage to the same ability. This is not positive or negative energy.

This maneuver is a supernatural ability.


Unblemished Form
Blood Feast (Stance)
Level: 5
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Swift
Range: Personal
Target: Self

Even though he was cut a million times, his body never bled and remained pure and unstained.

When you are in this stance you do not bleed, and you benefit as if you were wearing Umblemished armor, up to the point where blood stains from others just slide off their body or are absorbed. In addition they gain DR/bludgeoning equal to 1/2 their initiator level + 5. If the initiator dies while in this stance, they can instead choose to petrify their bodies as per flesh to stone. While they are no less out of combat, they can be restored by stone to flesh, a dispel check of DC 25, or the touch of another initiator who is in this stance. Doing so brings them back at 1 hp and a minimum of 1 in ability scores if they died by ability damage.


Urge to Bleed
Blood Feast (Strike)
Level: 1
Prerequisite: One Blood Feast maneuver
Initiation Action: Standard
Range: Melee Attack
Target: One blood bearing creature
Duration: Instantaneous
Saving Throw: None

Look at all that blood trapped under its skin. It just wants to be freed, you should help it get out!

Make a normal melee attack. You ignore a number of points of natural armor equal to your initiator level. If you ignore all their natural armor (or they don't have any natural armor bonus) you deal an additional 1 point of damage per initiator level as the blood bursts out rapidly.


Vital Drain
Blood Feast (Strike)
Level: 3
Prerequisite: One Blood Feast maneuver
Initiation Action: Standard
Range: Melee attack or Touch; See Text
Target: One blood bearing creature
Duration: Instantaneous/1 hour; See Text
Saving Throw: None

You have been forcefully volunteered into our blood transfusion program. We thank you for your contribution.

You duplicate the effects of vampiric touch at a caster level equal to your initiator level. This is a touch attack. However you can also make a normal melee attack, and if you hit also strike with vampiric touch. You only gain temporary hp from the vampiric touch, not from your additional weapon damage.

This maneuver is a supernatural ability.