Unless otherwise noticed, Septette for the Dead maneuvers are only Supernatural if any blood charges were spent on their initiation, in which case they have at least a 50% chance of affecting ethereal/incorporeal targets.
Maneuvers that ask you to make an attack with a piercing weapon also work when used with a weapon that deals two kinds of damage, as long as one of them is piercing.
1st levelVampire ClawSeptette for the Dead (Strike)
Level: Eternal Royal 1
Initiation Action: Standard action
Range: Melee
Duration: Instantaneous, see text
A vampire's fingers may look meek, but they can tear flesh as easily as a predator's limb.
When you use this maneuver you make a basic attack with either a piercing weapon or an unarmed strike/slam with a bonus on the attack roll equal to your Cha mod that deals lethal damage and doesn't provoke attacks of oportunity.
For every 6 ranks you have in disguise, you can perform this maneuver again on the next round whitout recovering it.
For every blood charge you spend when using this maneuver, you deal 1 extra damage (or 2 extra damage if using your unarmed strike). This extra damage is doubled for each subsequent repetion of this maneuver on the following rounds due to high ranks in disguise.
So for example if you have 18 ranks in Disguise and spend 5 blood charges, you deal 5 extra damage, then 10 extra damage, then 15 extra damage and then 20 extra damage. If you spend a round whitout repeating this maneuver, the bonus reset.
You couldn't repeat it a fourth time unless you have 24 ranks in disguise.
Night DanceSeptette for the Dead (Counter)
Level: Eternal Royal 1
Initiation Action: Immediate Action
Range: See text
Target: see text
Duration: Instantaneous
You may initiate this counter when an enemy attacks you. After the attack is resolved, whetever it hitted or missed, you gain a dodge bonus equal to your Cha mod against any other attacks from the same opponent for 1 round.
In addition you can move up to 10 feet per 4 ranks you have in disguise whitout provoking attacks of opportunity, as long as said movement is making you aproach the one who attacked you. If you're already adjacent and have leftover move from this counter you can move over any other empty adjacent squares.
For each blood charge you spend, you can move an extra 5 feet with the same conditions.
Ceiling FearSeptette for the Dead (Boost)
Level: Eternal Royal 1
Initiation Action: Swift Action
Range:Personal
Target: See text
Duration: See text
Save:11+Cha mod
Those that hunt for blood usually strike from above.
After you initiate this boost, for 1 round the next attack you perform against an opponent under you forces them to make a Will save or become shaken for 1 round. This happens whetever you hit the attack or not.
For every 4 ranks you have in Disguise the Shaken condition lasts 1 extra round. If you have 14 or more ranks in disguise even enemies normally immune can be affected, but they gain a +5 bonus on their saves.
For every 2 blood charges you spend the DC of this boost increases by 1. If you spent at least 5 blood charges it makes the victims frightened instead. If you spent at least 11 blood charges it makes the victims panicked instead. If you spent at least 17 blood charges this boost affects all enemies adjacent to the first target.
Heaven's Punishment "Star of David"Septette for the Dead (Strike)
Level: Eternal Royal 1
Initiation Action: Fullround action
Range:30 feet per IL.
Target: See text.
Duration: see text
Save: 11+Cha mod.
The most basic of the basics for magicians, subtly altered to become a devil's mark.
As part of this maneuver make a basic attack. If you hit you deal damage as normal and produce an Inflict Light Wounds spell on the target.
You can instead replicate one of the following spells by spending the indicated amount of blood charges.
1-Doom
2-Cause Fear
3-Inflict Moderate Wounds
4-Darkness
5-Inflict Serious Wounds
6-Blindness/Deafness
7-Inflict critical wounds
8-Dimensional Anchor
9-Dispel Good (automatically discharge)
10-Dispel Evil (automatically discharge)
11-Greater Dispel magic.
12-Banishment
13-Harm
In addition, increase the DC of this maneuver at the rate of +1 per 2 extra blood charges spent.
Regardless of the effect chosen the CL equals your ranks in Disguise and the DC to resist is as of this maneuver (even if the original spell didn't allow a save, in which case it becomes a Will save, except for Dispel Magic and Greater Dispel Magic).
Servant FlierSeptette for the Dead (Stance)
Level: Eternal Royal 1
Initiation Action: Swift action
Target: you.
Duration: Stance
When you enter this stance you create a familiar like the one of wizard, except you don't need to pay anything, and if it dies you don't lose exp and can replace it simply by restarting this stance.
You can use your ranks in disguise instead of your character level to determine your familiar's stats and you add your Cha mod as a deflection bonus to its AC.
Your familiar must be one with a natural flight speed, and gains a Bite attack dealing 1d3 damage if it didn't have any before. Any maneuvers you use that boost your stats also work with your familiar. If your familiar gains the Deliver Touch spells option, you can channel melee maneuvers trough it.
For each blood charge you spend when entering this stance, the familiar gains an equal profane bonus to attack and damage rolls.
2nd levelVampire's KissSeptette for the Dead (Strike)
Level: Eternal Royal 2
Initiation Action: Standard action
Range: melee
Target: 1 creature
Duration: instantaneous
Hugs the opponent and sucks their blood.
When you use this maneuver you make a basic attack with either a piercing weapon or an unarmed strike/slam with a bonus on the attack roll equal to your Cha mod that deals lethal damage and doesn't provoke attacks of oportunity.
You heal HP equal to half the damage dealt plus your ranks in Disguise.
If you're a vampire, you can gain Blood charges as if you had inflicted Blood Drain in your target.
Critical "Heart Break":
Septette for the Dead (Strike)
Level: Eternal Royal 2
Initiation Action: Fullround action
Range: As thrown weapon
Duration: See text
Save: 12+Cha mod
As part of this maneuver perform a basic ranged thrown attack with a dagger/shortspear/spear/javelin that ignores any adverse wind conditions, even magic ones like wind wall.
If you hit you deal extra damage equal to your ranks in disguise and automatically threatens a critical.
If your confirm the critical your opponent must suceed on a Fort save or be pushed back 5 feet for each point they fail their save and then knocked prone.
Either way the enemy is left bleeding at the rate of 1 HP per round, leaving a clear trail of blood behind until they spend a fullround action to remove the projectile.
Flying enemies hit by this maneuver instantly drop to the ground.
For each blood charge you spend when using this maneuver the range increment of the thrown weapon you use increases by 5 feet.
For each two blood charges you spend when using this maneuver its DC increases by 1.
Scarlet Sign "Red the Nightless Castle"Septette for the Dead (Counter)
Level: Eternal Royal 2
Initiation Action: Immediate action
Range:Cylinder with up to 5 feet per IL radius centered on you, height up to 50 feet per IL
Target:Creatures inside the cylinder
Duration: instantaneous
Save:12+Cha mod
This technique which burns away the surroundings with a red aura can easily be used to turn the tables at a critical moment.
You may initiate this counter whenever an opponent enters a square directly under, above or adjacent to your position.
You deal damage equal to your ranks in Disguise to all inside the area. A sucessful Reflex save negates the damage.
If at least one living creature of medium size or bigger was damaged by this counter then its blood spills inside the area, granting you cover and concealment until the start of your next turn.
For each blood charge you spend the damage dealt by this maneuver increases by 1d4. For every two blood charges spent the DC of this maneuver increases by 1.
Bat "Vampire's Web" Septette for the Dead (Boost)
Level: Eternal Royal 2
Initiation Action: Swift action
Range: Personal
Target: You
Duration: 1 round, see text.
Save:12+Cha mod.
When you use this boost you transform into a Bat Swarm, except your HP, AC, base stats, saves and skills remain unchanged, plus any undead traits you had.
Your equipment melds into your body and becomes nonfuctional.
The DC of your distraction is the same as this maneuver and your Swarm attack deals an extra 1d6 points of damage per 3 ranks you have in Disguise.
At the start of your turn you can spend three blood charges to make this boost last 1 more round.
3rd levelDark Sign "Scarlet Netherworld"Septette for the Dead (Strike)
Level: Eternal Royal 3
Initiation Action: Fullround action
Range: Sphere with radius of up to 10 feet per IL centered on you.
Target: Creatures inside and below the sphere.
Duration: 1 round, see text.
Save: 13+Cha mod
A mesmerizing shower of scarlet red rain.
When you initiate this maneuver you make a red glowing liquid rain around you. Creatures take damage equal to a diguise check from you and become unable to leave the sphere or from under it by any means, even magic.
A sucessful Will save halves this damage and allows creatures to leave.
All exterior light is blocked from entering the sphere. Any nonmagic light sources automatically end. Magic light sources with a CL lower than your IL are supressed for the duration.
For each 3 blood charges you spend this maneuver lasts 1 more round and its DC increases by 1. It remains in place even if you move.
Scarlet Sign "Bloody Magic Square"Septette for the Dead (Stance)
Level: Eternal Royal 3
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
Save: none
The blood-tipped spear dripped its red essence while flying through the air.
Or something like that.
While on this stance when you deal damage with an unarmed strike/slam/dagger/shortspear/spear/javelin to a living creature of at least small size you gain 1 blood charge (and only one) for every 8 ranks you have in Disguise.
In addition excess blood spills on the victim's space and adjacent squares, floating in mid air if it was flying. While you're in those squares your clothes are died red/pink and you count as having +1 IL and +1 to your ranks in disguise.
Those bloody squares last for a number of rounds equal to your Cha mod.
Night Sign "Bombard Night"Septette for the Dead (Strike)
Level: Eternal Royal 3
Initiation Action: Fullround Action
Range: See text.
Duration: See text.
When you use this maneuver, you can choose to either perform a regular charge, or to fly up into the air up to your movement speed, then at the start of your next turn as a standard action perform a charge downward in which you count as having a perfect flight speed equal to twice your highest movement speed.
Either way if you hit one attack with your charge you can perform a trip and bullrush atempts as a free action on the target, using your ranks in Disguise instead of your Cha mod and Cha instead of Str if they're better.
For each blood charge you spend when using this maneuver, you can make one extra attack at your highest attack bonus against another target inside your melee reach beyond your first, also benefiting from the free trip and bullrush. No more than one such extra attack may be directed against each single creature.
Stigmanizer Septette for the Dead (Boost)
Level: Eternal Royal 3
Initiation Action: Swift Action
Range: 5 feet per IL
Target: you
Duration: 1 round
Save: none
Gathers magic and forms a cross.
When you initiate this boost you create a large red cross that can be used as a reach weapon dealing 1d12 piercing damage for a small creature, critical 19-20 x3, that can be thrown with a range increment of 50 feet. You automatically become proficient with it for this Boost's duration.
Despite being a reach weapon it can strike adjacent enemies whitout penalty and ignores adverse wind conditions, even magic ones such as wind wall.
It counts as a discipline weapon for Septette for the Dead, including counting as a javelin or spear for maneuvers that care about it.
It counts as magic and has an enanchment bonus to attack and damage rolls equal to 1/4 your ranks in disguise.
If it sucessfully damages a creature, it causes them to bleed an amount of HP equal to your Cha mod at the end of each of their turns. The bleeding persists while the Stigmanizer that inflicted it exists.
For each two blood charges you spend when initiating this maneuver, the stigmanizer lasts 1 extra round.
Casually forming a cross as if it were nothing is part of her appeal.
4th levelCurse "Curse of Vlad Tepes"Septette for the Dead (Strike)
Level: Eternal Royal 4
Initiation Action: Fullround Action
Range: As weapon
Target: 1 Creature
Duration: See text.
Save: DC 14+Cha mod.
An undulating display of blood-dripping daggers.
As part of this maneuver make a basic attack with an unarmed strike/slam or piercing weapon.
You deal normal damage and if you hit the enemy suffers a Bestow Curse effect with DC as this maneuver. If the enemy suceeds on a Fort save the Bestow Curse lasts just 1 round instead of being permanent.
In addition you may choose to leave the weapon in the target's body. If you do they're left stuck in their position (even dimensional travel being blocked) until they remove the weapon, which demands a Str check with DC equal to your ranks in Disguise as a standard action.
Flying creatures drop to the ground and get stuck to it.
For each three blood charges you spend on this increase the DC to resist the curse and remove the weapon by 1.
She invokes the name of the infamous Impaler. Is she related?
Millennium VampireSeptette for the Dead (Boost)
Level: Eternal Royal 4
Initiation Action: Swift action
Range: Personal
Duration: 1 round
For the duration of this boost, you heal half the damage you deal with piercing weapons and unarmed strike/slams,
However you also take a -4 penalty to AC and Reflex saves.
If you're a vampire, you also gain blood charges as if you had inflicted Blood Drain in your target whenever you hit them with a piercing weapon or unarmed strike/slam.
Destiny "Miserable Fate"Septette for the Dead (Strike)
Level: Eternal Royal 4
Initiation Action: Standard action
Range: As weapon
Target: one creature.
Duration: see text
Save: 14+Cha mod.
Nobody can escape the chains of fate.
As part of this maneuver throw a dagger/shortspear/spear/javelin. It homes into the enemy, hiting automatically regardless of AC and miss chances, dealing extra damage equal to your ranks in Disguise, while leaving behind a chain of ethereal energy.
The target is also entangled for 1 round.
The chains left behind last 1 round, during which anyone starting their turn or moving trough the squares where they are take damage equal to your ranks in Disguise and become entangled for 1 round. A sucessful Reflex save halves this damage and negates the entanglement
For each 5 blood charges you spend when using this maneuver, you can throw an additional projectile of the same kind. If they're all aimed at the same target, the chains left behind don't stack.
If they fail two saves they're left slowed for 1 round then entangled for 1 round.
If they fail three saves they're left dazed for 1 round, then slowed for 1 round, then entangled for 1 round.
If they fail four saves they die.
If they fail five saves they die and can't be brought back by any means short of a limited wish, wish or miracle.
Midnight Sign "Demon King Cradle"Septette for the Dead (Boost)
Level: Eternal Royal 4
Initiation Action: Swift action
Range: Personal
Target: You
Duration: 1 round
A rush into the sky.
For the duration of this boost you gain a flight speed with good maneuverability equal to 5 times your ranks in disguise in feet. If you already have a flight speed, you can increase it by that amount.
In addition if you perform a charge while this boost is active and you hit, you can perform a bullrush, grapple, sunder or trip atempt on the target as free actions, using your ranks in Disguise instead of Bab and your Cha mod instead of Str mod if they're better.
For every 4 blood charges you spend when using this boost, you can make it last 1 extra round.
5th levelScarlet Sign "Scarlet Shoot"Septette for the Dead (Strike)
Level: Eternal Royal 5
Initiation Action: Fullround Action
Range: Cone with 10 feet per IL.
Target:Creatures Inside Cone
Duration: See text
Save:15+Cha mod
Aimed cannon blasts of scarlet shot power.
This maneuver deals damage equal to two Disguise checks from you on the area and entangles the targets for 1 round. A successful reflex save halves this damage and negates the entanglement.
For each 6 blood charges you spend, the DC of this maneuver increases by 1 and repeats again at the start of your next turn from your current position as a free action, but only deals half damage, stacking.
So for example if you spend 12 blood charges this maneuver would have its DC increased by 2 and repeat by itself at the start of your next 2 rounds, but only dealing half damage on the next and then 1/4 damage on the one after that.
Remember to get out of the way and watch for lingering traces.
Chain GangSeptette for the Dead (Counter)
Level: Eternal Royal 5
Initiation Action: Immediate Action
Range: See text
Target: You
Duration: Instantaneous
You may initiate this counter when an opponent tries to move away from you(even trough magic means like teleportation). You can throw a dagger/shortspear/spear/javelin at them before the movement is resolved.
The thrown weapon leaves a scarlet chain behind, and if you hit the target, you can instantly pull yourself to a square adjacent to them whitout provoking attacks of opportunity.
If it hits, the chain lasts for a number of rounds equal to your Cha mod, making the enemy unable to move away from you, even by magic means.
If they can beat a Str check with DC equal to your ranks in Disguise as a standard action then they can pull themselves free sooner.
You gain a bonus on the attack roll equal to the number of blood charges spent when initiating this maneuver.
Demon Lord WalkSeptette for the Dead (Boost)
Level: Eternal Royal 5
Initiation Action: Swift action
Range: Personal
Target: you.
Duration: Instantaneous
Save:15+Cha mod.
Rush by at blinding speed.
When you initiate this boost you move up to 5 feet per rank you have in Disguise whitout provoking attacks of opportunity.
Any enemies you end up adjacent to must suceed on a Reflex save or be rendered flat-footed against your next attack until the end of your turn. For each blood charge you spend, you can move an extra 10 feet.
Red MagicSeptette for the Dead (Strike)
Level: Eternal Royal 5
Initiation Action: See Text
Range: See Text
Target: See text
Duration: See text
Save: 15+Cha mod
The purest reflective blood-red magic.
To use this maneuver you must first drink the fresh blood of a creature able to cast spells or use SLAs directly from them (anything that gives you Blood Charges qualifies for this).
You become automatically aware of all the spells and SLAs that creatures know. Pick one of them up to a level no higher than 1/2 your HD by expending this maneuver as a free action.
You can now replicate that spell with this maneuver, but you must spend Blood Charges equal to the spell level (0th level spells cost no charges). You can "remember" a total combined amount of spell levels equal to your ranks in disguise, with 0th level spells counting as half for this purpose.
So for example if you have IL 10 and 13 ranks in Disguise, you could remember two 5th level spells plus one 2nd level spell and two cantrips. As a 12 hour ritual you can forget old spells to learn new ones.
The CL of said spell is equal to your IL and the DC is as this maneuver. You must supply any extra exp and gold costs, even if it was a SLA before.
You can only cast each spell "stored" in Red Magic once per day per X ranks you have in Disguise, where X is the spell's level.
The iniation time of this maneuver is equal to the casting time of the spell. Any visual effects always become diferent tones of red/pink.
For each 5 extra blood charges you spend when using this maneuver you can increase the CL and DC by 1.
How beautiful this moon looks, under the crimson air...
6th levelDivine Punishment "Young Demon Lord"Septette for the Dead (Counter)
Level: Eternal Royal 6
Initiation Action: Immediate action
Range: personal
Target: you
If gods created everything, why did they create demons?
You may initiate this counter whenever you're harmed. You summon a dretch or quasit adjacent to the one that attacked you. The demon attacks the one that attacked you to the best of its ability but otherwise doesn't follow orders.
The summoned demon can use your ranks in Disguise instead of its bab if it's better and lasts for a number of rounds equal to your Cha mod.
The demon can't use any of its own summoning abilities and if the original target is killed, it will randomly attack anyone whitin view but you.
If the demon is killed or rendered helpless/unable to act it instantly explodes in a shower of blood. Using this maneuver again instantly destroys any leftover demon. You can never gain Blood Drain Charges from such summons.
By spending 6 blood charges you can summon one dretch and one quasit.
By spending 8 blood charges you can summon a Babau or double the previous option instead
By spending 10 blood charges you can summon a Bebilith or double the previous option instead.
By spending 12 blood charges you can summon an Hezrou or double the previous option instead.
By spending 14 blood charges you can summon a Glabrezu or double the previous option instead.
By spending 16 blood charges you can summon a Nalfeshnee or double the previous option instead.
By spending 18 blood charges you can summon a Marilith or double the previous option instead.
By spending 20 blood charges you can summon a Balor or double the previous option instead.
Any leftover magics started by the demons end when they leave.
Can we really call her a young demon lord? She's over 500...
Hell Sign "Mountain of a Thousand Needles"Septette for the Dead (Boost)
Level: Eternal Royal 6
Initiation Action: Swift Action
Range: See text
Target: See text
Duration: 1 round.
A reflective wave of scarlet knives and needles.
For the duration of this boost, the next time you throw a dagger/shortspear/spear/javelin, it multiplies in an amount equal to twice your ranks in disguise plus your Cha mod, each copy having the stats of the original (roll attack and damage only once, apply to all).
Those projectiles ignore all miss chances, including mirror image and similar.
No more than 1/6 such projectiles may be aimed at each one creature, and for each extra one beyond the first aimed at a single creature, it simply deals 1 extra damage if the first hits (so for example you produce 18 daggers total, you can aim up to three at each creature, and then it deals damage as a single daggger+2).
When this boost ends the "copies" dissolve into puddles of blood.
Further multiply the amount of copies by the number of blood charges you spend.
One thousand needles? That's really too little to call a mountain.
Devil Sign "All the World in Nightmare"Septette for the Dead (Stance)
Level: Eternal Royal 6
Initiation Action: Swift action
Range: Personal
Duration: Stance
Save:16+Cha mod
While on this stance you gain bat-like wings that allow you to fly at a speed of 30 feet with good maneuverability and the [Evil] subtype. If you already had batlike wings your flight speed increases by 10 feet.
You also gain resistance to fire equal to your ranks in Disguise, resistance to acid and cold equal to half that (stacking with any previous resistances you had), can see perfectly in darkness of any kind (even deeper darkness) and gain DR/silver equal to your Cha mod.
Once per round as a free action even if it isn't your turnyou can pick one adjacent creature that rolled a 1d20 after you know if they failed or succeeded and spend blood charges. They can attempt to resist with a Will save. If they fail and you consider them an enemy, they take a profane penalty to the roll equal to half the amount of blood charges you spent. If they succeed in the Will save and you spent at least 11 blood charges, they still take a -4 profane penalty on the roll. If you consider them an ally, their 1d20 roll gains a profane bonus equal to half the amount of blood charges you spent.
Scarlet Magic "Scarlet Devil"Septette for the Dead (Strike)
Level: Eternal Royal 6
Initiation Action: Fullround action
Range: See text
Target: one creature
Duration: See text
As part of this maneuver make a basic attack. If you damage a living creature, the spilled blood forms into two lemures or one imp that appear adjacent to the target and act at the start of your next turn.
The devils follow your orders, but can't use their summoning abilities, and any limited use abilities they have count troughout multiple summonings.
So for example no matter how many imps you summoned in a day, only one of them would get to cast suggestion once.
You can't gain blood charges from those devils and any leftovers disapear if you use this maneuver again. You also must provide any exp and gold costs for SLAs that replicate spells that would normally need it, despite they being SLAs.
The summoned devil can use your ranks in Disguise instead of its bab if it's better and lasts for a number of rounds equal to your Cha mod.
If the devil is killed or rendered helpless/unable to act it instantly explodes in a shower of blood.
By spending 6 blood charges you can summon one Bearded devil or double the previous option instead.
By spending 8 blood charges you can summon a Chain Devil or double the previous option instead
By spending 10 blood charges you can summon a Bone Devil or double the previous option instead.
By spending 12 blood charges you can summon a Barbed Devil or double the previous option instead.
By spending 14 blood charges you can summon a Ice Devil or double the previous option instead.
By spending 16 blood charges you can summon an Erinyes or double the previous option instead.
By spending 18 blood charges you can summon a Horned Devil or double the previous option instead.
By spending 20 blood charges you can summon a Pit Fiend or double the previous option instead.
Any leftover magics started by the devils end when they leave.
7th levelArchdemon "Remilia Stretch"Septette for the Dead (Boost)
Level: Eternal Royal 7
Initiation Action: Swift action
Range: Personal
Target: You
Duration: 1 round
For the duration of this boost you gain DR/Cold Iron equal to your ranks in Disguise and SR equal to your ranks in Disguise + 10, plus a profane bonus on attack and damage rolls equal to your Cha mod as your whole body seems to start dripping blood.
In addition you gain one re-roll that must be used during the duration of this boost either a roll you make, or a roll someone else makes while adjacent to you.
For each 6 blood charges you spend you can make this boost last 1 more round.
God Art "Vampire Illusion"Septette for the Dead (Strike)
Level: Eternal Royal 7
Initiation Action: Fullround action
Range: cone with 5 feet per IL
Target: Creatures of your choice inside the cone
Duration: See text
Save: 17+Cha mod.
The quickshot spread of blood-dripping orbs.
Never trust a gift from a devil.
This maneuver deals damage equal to three disguise checks from you and leaves behind a Permanent Image as the spell with CL equal to your ranks in disguise and DC equal to this maneuver limited to the area of the cone. It must have at least a faint smell of blood and lots of red/pink.
A sucessful Will save halves this damage and allows struck creatures to automatically disbelief the illusion, seeing it instead as a cloud of red droplets.
Initiating this maneuver again ends any previously created illusion from it.
For each 7 blood charges you spend you can increase this maneuver's DC by 1 and make the image move whitout concentration for 1 hour.
It's weird how these blood droplets behave. A vampire's power?
Demon's Dinner ForkSeptette for the Dead (Strike)
Level: Eternal Royal 7
Initiation Action: Standard action
Range: see text
Target: see text
Duration: Instantaneous
As part of this maneuver throw two daggers/shortspears/spear/javelins, plus another for each 5 ranks you have in disguise.
The first one striking an enemy deals extra profane damage equal to your Cha mod. Each sucessful strike on a living creature also grants you blood charges as if you had inflicted Blood Drain on them as the spilled blood flows directly back to you.
For each 4 blood charges you spend on this maneuver the thrown weapons gain a +1 enanchment bonus on attack and damage rolls.
8th levelMidnight King "Dracula Cradle"Septette for the Dead (Boost)
Level: Eternal Royal 8
Initiation Action: Swift action
Range: Personal
Target: You
Duration: 1 round
Save: 18+Wis mod
A technique where the user is surrounded with a red aura and becomes a bullet.
This works as Midnight Sign "Demon King Cradle", except double the flying speed bonus gained and you can re-roll once every attack roll, trip check, grapple check, bullrush check and damage roll you make.
However you also take a -8 penalty to AC and reflex saves for the duration as you're moving too fast and straight to properly get out of the way.
For each 8 blood charges you spend you can make this boost last 1 extra round.
God Devil "Remilia Stoker"Septette for the Dead (Stance)
Level: Eternal Royal 8
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
While on this stance you gain batlike wings and are surrounded by a floating scarlet hexagram. You can fly with perfect maneuverability at your base speed and re-roll all natural 1s you roll. If you already had batlike wings, they grow and your flight speed increases by 10 feet.
You can also force adjacent creatures or creatures attacking you to re-roll natural 20s.
When you enter this stance you can gain a profane bonus to attack rolls, damage rolls, saves and skill checks equal to 1/6 the blood charges you spend for the duration.
Scarlet Sign "Scarlet Meister"Septette for the Dead (Strike)
Level: Eternal Royal 8
Initiation Action: Fullround action
Range: Burst up to 10 feet per IL centered on you.
Target: Creatures inside the burst
Duration: See text
Save: 18+Cha mod
A tecnique that smacks blood with brute force so it comes this way. This is awful.
For some reason she's flipped out and attacked in all directions.
This maneuver deals damage equal to three Disguise checks from you. A sucessful reflex save halves this damage.
For each creature struck by this, you can perform a trip, disarm or sunder as a free action on them as if they were inside your melee reach. If they failed their reflex, they take penalty on all related checks equal to the amount they failed their save by.
for each Blood charges you spend this deals an extra 1d12 damage and you can perform an extra free trip/disarm/sunder on each creature.
Mixing power and speed so carelessly... You're too cruel, Remilia.
Divine Spear "Spear the Gungnir"Septette for the Dead (Strike)
Level: Eternal Royal 8
Initiation Action: Standard action
Range: as weapon
Target: as weapon
Duration: instantaneous
Save: 18+Charisma Modifier
As part of this maneuver make a basic attack with a dagger/shortspear/spear/javelin. It is instantly surrounded by a crimson light, ignoring all miss chances, regeneration, DR and hardness and automatically threatening a critical hit.
An enemy struck by this must make a Fort save or instantly die. Even if they save they take extra damage equal to a Disguise check from you.
Creatures killed by this cannot be brought back to existence short of a miracle/wish. Either way if you threw the weapon, it instantly returns to your hands after this maneuver is used.
You gain a profane bonus on the attack roll and damage roll of this maneuver equal to the amount of Blood Charges spent.
9th levelScarlet MoonSeptette for the Dead (Stance)
Level: Eternal Royal 9
Initiation Action: See text
Target: you.
Duration: stance
Save:19+Cha mod
The purest undulating blood-red magic.
You can only enter this stance during nighttime and only if there's a visible moon. The astral body grows bigger and redder.
You can re-roll any roll you make once. You can make each creature whitin your view re-roll any one roll per round, they're allowed a Will save to resist.
Natural 1s on 1d20 rolls are always automatic failures for creatures you can see while on this stance.
While on this stance you can recover Septette for the Dead maneuvers as a free action by spending blood charges equal to twice their level.
When you re-roll a dice and get the same result, you automatically exit this stance and cannot enter it again until you once more re-roll a dice and get the same result.
Seriously, the moon is way too big. Is it going to crash?
Scarlet DestinySeptette for the Dead (Strike)
Level: Eternal Royal 9
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: Instantaneous
Save: 19+Cha mod
High speed scarlet.
As part of this maneuver move up to twice your movement speed and perform a melee attack against each creature you can reach during your movement (no more than 1 attack per creature).
Each of those attacks is performed with such power that each struck creature must suceed on a Fort save or be instantly destroyed. Even if they save they take extra damage equal to two Disguise checks from you and you can perform a free disarm, sunder, grapple or bullrush attempt on them. Either way for each struck living creature you also gain Blood charges as if you had used Blood Drain on them. Creatures destroyed by Scarlet Destiny can't be brought back short of a wish or miracle.
If anyone else tries to use an immediate or free action in response to or during Scarlet Destiny, you can instantly perform one free attack against them with the following conditions, except it may be a thrown attack.
You gain a profane bonus on all attack and damage rolls during Scarlet Destiny equal to half the blood charges spent with it.
Showing her power straightly without any cheap tricks.