Crimson Nightmare Strike (3.5e Maneuver)
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Blood Feast (Boost) | |
Level: | 7 |
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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.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Blood Feast
Eiji-kunv [Expand] |
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Facts about "Crimson Nightmare Strike (3.5e Maneuver)"
Article Balance | High + |
Author | Eiji-kun + |
Discipline | Blood Feast + |
Identifier | 3.5e Maneuver + |
Level | 7 + |
Rating | Undiscussed + |
Summary | All your attacks cause heavy bleeding damage until the beginning of your next turn, and bleed is multiplied on a critical hit. The bleeding stops all fast healing and regeneration until cured. + |
Title | Crimson Nightmare Strike + |
Type | Boost + |