Dance of the Blood-TyrantCrimson Earth (Strike)
Prerequisite: Four Crimson Earth Maneuvers
Initiation Action: 1 standard action (forfeit 1 move action as part of the maneuver)
Range: Melee attack
Target: Up to 1 creature/IL
Duration: Instantaneous
It is said that masters of Crimson Earth are armies unto themselves, killing machines without equal among. There is no greater truth. When you initiate this maneuver, you forfeit your normal move action for the round, but in exchange you may make a number of attacks equal to three times the number of attacks you would normally make in a full attack (use the iterative attack bonuses you would use on a full attack, instead each iterative attack bonus applies to three individual attacks such that a creature with a +15/+10/+5 routine would have a +15/+15/+15/+10/+10/+10/+5/+5/+5 routine for this maneuver).
These attacks may be divided as you see fit among your foes. The only stipulations are that you can target no more than 1 creature per IL, each targeted creature must be attacked at least once, and the total distance you move during the round (as part of the standard action required to initiate this maneuver) can be no more than ten times your IL, even if this distance would be beyond your normal movement speed. You do not have to move in a straight line, but you must end in a square other than the one in which you initiated this maneuver.
Red Moon: Harvest MassacreCrimson Earth (Strike)
Prerequisite: Five Crimson Earth Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous; see text
There comes a point in a Crimson Earth adept's training when he becomes less a mortal, and more an all-consuming force whirlwind of flesh and iron. When you initiate this maneuver, make a melee attack against a target creature with a +5 profane bonus to the attack roll. If the attack hits, it automatically constitutes a critical threat, and deals an additional Xd10 damage (where X is equal to 1/2 your level), as well as 2d8 Constitution damage. The additional damage is considered vile damage (meaning the limbs cannot be regrown or reattached by creatures with natural
regeneration), and is also not modified on a successful critical confirmation. Finally, select a body part:
- Arm/Tentacle/Tail: An enemy whose are arms or tentacles are severed can no longer use that limb to make attacks, carry, or manipulate objects. The gaping wound spurts blood, and each round thereafter for a number of rounds equal to 1/2 your IL, the creature suffers one-quarter the additional damage you dealt.
- Leg: Enemies whose legs or other locomotive appendages are severed have their speed permanently reduced by a number of feet equal to (Movement Speed in feet/number of locomotive limbs), to a minimum of 5 feet. The intense shock also causes the creature to drop prone for three rounds. During that time, it can only drag itself along the ground at a speed of 5 ft. per round. It must also make a Will Save DC (10+1/2 IL+initiating modifier) or become dazed for a number of rounds equal to 1/4 your IL as it tries to fruitlessly reattach it's severed limb. Pitiful really.
- Wing: Severing a creature’s wings makes flight impossible. The creature loses it's fly speed completely. If it had no other forms of locomotion, it gains the ability to limp/crawl/shuffle/slither or otherwise move itself along the ground at a speed of 10 ft. The loss of wings causes immense psychological damage to a creature that spends its life amongst the clouds, and any such creature goes berserk for a number of rounds equal to 1/2 your IL. During this time, it will lash out at anything nearby, and is unable to distinguish friend from foe. The creature might even go so far as to attack itself (any time the creature attacks, there is a 20% chance it attacks itself in its maddened agony). The creature is unable to think rationally, and as such can only take purely physical actions. It cannot cast spells, manifest powers, bind vestiges, etc.
- Head: For most creatures, the loss of a head means instant death. Trying to sever the head is harder than severing another limb. Rather than being made at a +5 profane bonus, your melee attack roll is instead made at a -15 profane penalty. For single-headed creatures, if the attack hits, they are instantly slain if they fail a Fortitude save DC (11+1/2 IL+Initiating modifier). If they make the save, the attack instead is automatically a critical hit (rather than a critical threat), and deals x5 damage (unless your critical hit multiplier is higher, in which case use that). The creature is subject to the effects of the Throat Severing Slash maneuver, but must roll their saving throw three times and take the worst result, and the loss of vocal cords are permanent and cannot be healed by anything short of direct intervention by a Deity, Archdevil, Lord of an Abyssal Layer, or creature of similar scope. The intervention must be genuine and cannot be coerced in any way (use of a wish, miracle or similar spell is considered coercion). For multi-headed creatures, tough shit. If this maneuver lands and the above necessary conditions are met, the attack severs all your heads anyway in a shower of blood, bone, and muscle.
Once the body part is severed, the Crimson Earth adept has the option to either cannibalize or assimilate it. If he cannibalizes it, his hit points are automatically restored to 1.5x his normal maximum (the extra 50% last until he has taken the appropriate amount of damage, and then are gone permanently). He gains a 24-hour untyped bonus to his physical attributes, saves, armor class, attack and damage rolls equal to 1/3 the HD of the creature whose limb he cannibalized.
If he chooses to assimilate the limb or head, it becomes a part of his body, scaled to his size. He gains any natural weapons associated with the head or limb. If he assimilates a head, and the creature from which it came had a breath weapon, then he gains it as well, with its damage scaled to the adept's HD (as if he were a member of its species). If he gains an arm, tail, or tentacle, he automatically gains the Multi-attack feat, regardless of meeting it's prerequisites. Any additional arms, tails or tentacles grant a total +2 to attack and damage rolls with all similar appendages. If he assimilates an extra leg, he gains the Run feat, regardless of prerequisites, and has his land speed increased by a number of feet equal to 1/4 the land speed of the creature from which the leg was assimilated. Additional leg grant no new feats, but do continue to boost the adept's land speed. If he assimilates a wing, he gains a Fly speed equal to 1/4 that of the creature from which it was taken, with Poor maneuverability. Each additional wing increases his fly speed in the same way that legs do land speed, and boost his maneuverability by one stage. You may have a number of assimilated limbs equal to 1/4 Initiator levels (rounded down) at any given time. Assimilating another limb beyond that forces you to reject one of the ones you have.
Scion of the Sanguine IronCrimson Earth (Stance)
Prerequisite: Four Crimson Earth Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance; See text
Legends tell of warriors capable of calling up duplicates of themselves from the blood of their foes. Sometimes, legends are real. You can only enter this stance after dropped a creature to or below 0 hit points within the last hour. While in this stance, the blood that perpetually stains your weapons and clothes slithers from your body, forming a pair of perfect copies of you. The copies themselves are mindless, but will follow orders from you telepathically (or verbally, if you prefer to mislead your foes at the beginning of an encounter).
The copies possess your physical ability scores and statistics (like AC, BAB, damage, etc.) and have N/A mental stats. They also have blood-formed duplicates of any armor, shields, or manufactured weapons you may be carrying (including magical enhancements), as well as any item you may have that modifiers your AC, attack bonus, damage, movement speed, movement forms, and initiative score. These blood-formed items immediately dissolve into pools of blood if anyone other than the copies tries to use them (including the Crimson Earth adept himself). They possess hit points, damage reduction, resistances, fast healing, regeneration, and natural immunities identical to yours. The clones will fight at your side, but outside of combat can only perform basic tasks (essentially things a chimpanzee could do or simpler), such as standing guard, scouting (though the clones can never go more than 150 ft. from you), or other such tasks. In combat, the copies have your same pool of maneuvers known/readied. They can use the maneuvers as you desire, but each clone can only perform a given maneuver once each time this stance is active.
Unlike most stances, this one only lasts for a finite period of time, and ends when both clones are either destroyed or have expended all of their readied maneuvers. Furthermore, this stance can only be used once per day.