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Part 2 to December 2020's expanded features! Includes new storm-themed content for the Bloodrager, Legendary Magus, and Skald!

New Bloodrager Bloodline: Elderstorm

The fury of the elderstorm suffuses your blood, leaking out during times of stress and anger in the form of a fearsome magical storm.

Bonus Feats: Access Higher Chakra SlotAM, Access Low Chakra SlotAM, Access Middle Chakra SlotAM, Akasha Imbued BodyAM, Akasha Infused SpellsAM, Extra EssenceAM, Shape VeilAM, Veilbound MetamagicAM.

Bonus Spells: Endure elements (7th), with the windUW (10th), wind wall (13th), life bubble [as a 4th level spell] (16th).

Bloodline Powers: The powers of the elderstorm infuse your being, pouring out from you in a devastating fury during your bloodrage.

Stormrage (Su)

At 1st level, your bloodrage causes a storm to pour from your veins. When you first gain this ability, you select a number of Storm veils equal to your Charisma modifier and treat those veils as your veil list for this ability. If you later gain a permanent increase to your Charisma that increases your Charisma modifier, you select new veils to add to this list.

When you start your bloodrage you immediately shape a single Storm veil from your veil list, treating it as if it were invested with a number of points of essence equal to its maximum essence capacity. This effective essence cannot be burned or reinvested. You treat your veilweaver level as equal to their bloodrager level for this veil, and use your Charisma modifier as your veilweaving modifier for this veil.

When your bloodrage ends, the veil immediately unshapes.

You have limited control over the effects of this Storm veil, allowing you to protect yourself and your allies from its effects. When you start your bloodrage, select a number of creatures equal to your Charisma modifier + 1/2 your bloodrager level (rounded down). If one of these creatures would be subjected to a saving throw from the living storm’s Storm veils, they are treated as automatically passing that saving throw. If they are subjected to an attack roll or combat maneuver from the effects of the living storm’s Storm veils it is treated as a miss. If they were to take damage from the living storm’s Storm veils, that damage is reduced to 0. These same properties apply to you as a well.

Growing Storm (Su)

At 4th level, your storm begins to grow in strength, allowing you to widen it to affect an even larger area. When you begin your bloodrage, and at the beginning of each of your turns during your bloodrage, you can choose to increase the range of your Storm veil from Close to Medium range (100 feet + 10 feet per veilweaver level) until the beginning of your next turn.

In addition, the essence capacity of your Storm veil shaped using your stormrage ability increases by 1. This ability does not stack with the improved essence capacity class feature, or any other class feature that increases the essence capacity of your veils.

Stormbinding (Su)

At 8th level, when you shape your Storm veil using your stormrage ability you treat it as if it were bound to the Storm chakra slot.

True Storm (Su)

At 16th level, your storm grows in strength to its truest potential. When you begin your bloodrage, and at the beginning of each of your turns during your bloodrage, you can choose to increase the range of your Storm veil from Close range to either Medium or Long range (400 feet + 40 feet per veilweaver level) until the beginning of your next turn.

In addition, the essence capacity of your Storm veil shaped using your stormrage ability increases by 1. This ability does not stack with the improved essence capacity class feature, or any other class feature that increases the essence capacity of your veils.

Stormblood (Su)

At 20th level, your storm begins to leak from your body even while you are not raging. You are always treated as having a storm veil from your stormrage shaped and bound, but its essence capacity is halved (rounded down) while you are not in your bloodrage. At the beginning of each of your turns while you are not bloodraging, you can choose to treat this Storm veil as if it were invested with its maximum essence capacity until the beginning of your next turn. This choice is made before any of the abilities of this Storm veil triggers, if it has any. If this veil is dispelled, you can shape it anew the next time you begin your bloodrage. This ability otherwise functions identically to your stormrage ability.

When you begin your bloodrage, you can choose to unshape this Storm veil and shape a new Storm veil from your veil list in its place, treating the newly shaped veil as bound. You can choose to do this when you end your bloodrage as well.

New Legendary Magus Tome: Tome of the Stormwielder

Using the hidden arts within this tome, a magus can wield the fury of the storm as a potent weapon to disrupt the battlefield and destroy their foes.

Stormwielder Style (Su)

At 1st level, the legendary magus gains the ability to wield the power of the storm as their weapon. They gain the ability to shape a single Storm veil each day, using their legendary magus level as their veilweaver level and their Intelligence as their veilweaving modifier for this Storm veil. When the magus gains this ability, they select a number of Storm veils equal to their Intelligence modifier and treat those as their veil list for this ability. If the magus later gains a permanent increase to their Intelligence that increases their Intelligence modifier, they select new veils to add to this list.

Unlike normal veils, the legendary magus cannot normally allocate essence to or from this Storm veil. Once per turn as a free action, the legendary magus may expend 1 point of arcane potential to gain 1 point of temporary essence, which can only be allocated to a Storm veil. This temporary essence can be allocated as a free action as soon as it is gained and lasts until combat ends, and then for 1 minute afterward. If the magus enters combat again before this minute has passed, the duration of the temporary essence is reset. If they choose not to invest this essence when they gain it, or if they have no Storm veils that are valid sources to allocate it, that point of essence is immediately lost. While not in combat, the legendary magus can meditate as a full-round action to draw the powers of the storm out, treating each round they meditate in this way as a round of combat. However, they can only generate a number of temporary points of essence in this way up to half of their maximum essence capacity, rounded up (minimum 1). If the magus has multiple Storm veils shaped or other receptacles that can accept this special essence, they can reallocate this essence normally between them as part of reallocating their essence normally. If the magus suffers from Essence Burn, temporary essence gained from this ability is burned after any other temporary essence they possess, as well as after any other essence in their essence pool.

At 3rd level, 9th level, and 15th level, the legendary magus may expend an additional point of arcane potential at the to gain an additional point of temporary essence, to a maximum of spending 4 arcane potential to gain 4 temporary essence at 15th level.

The legendary magus has limited control over this storm, allowing them to protect themselves and their allies from it. As a free action on their turn, the magus can choose to grant limited immunity to the harmful effects of their Storm veils to a number of creatures up to their Intelligence modifier plus 1/2 their legendary magus level (rounded down). If one of these creatures would be subjected to a saving throw from the magus's Storm veil, they are treated as automatically passing that saving throw. If they are subjected to an attack roll or combat maneuver from the effects of the magus's Storm veil it is treated as a miss. If they were to take damage from the magus's Storm veil, that damage is reduced to 0. These same properties apply to the legendary magus as a constant effect, even if they would lose consciousness. This limited immunity persists until either the magus uses this ability again, or loses consciousness. If the magus loses consciousness, other creatures lose the benefits of this protection until they regain consciousness. If one of their Storm veils imposes other penalties that do not require a saving through (such as a reduction in vision range, making its area difficult terrain, or filling the area with high winds) this ability does not protect against those penalties.

Stormwielder’s Surge (Su)

At 3rd level, the legendary magus can pour their power into their Storm veil to rapidly change its shape. As a free action once per turn, they can spend 3 points of arcane potential to immediately unshape one of their Storm veils and then shape a new Storm veil in its place. Any essence invested in the unshaped veil is automatically invested in the newly shaped veil, and if the unshaped veil was bound, the newly shaped veil is bound as well.

In addition, the essence capacity of the magus’s storm veil increases by 1. This ability does not stack with the improved essence capacity class feature, or any other class feature that increases the essence capacity of their veils.

Stormcombat (Su)

At 9th level, the legendary magus learns to truly wield their storm as their weapon. The magus gains the ability to bind veils shaped to the Storm slot. Whenever the legendary magus uses their spell combat class feature, they can use an ability of their Storm veil that is used as standard action in place of their weapon attacks.

In addition, the essence capacity of the magus’s storm veil increases by 1. This ability does not stack with the improved essence capacity class feature, or any other class feature that increases the essence capacity of their veils.

Stormwielder’s Fury (Su)

At 15th level, the legendary magus has truly learned to channel the fury of their Storm veil. Whenever they use their spell combat class feature, they can use an ability of their Storm that is used as a standard action in place of the spell they cast. This ability can be combined with stormcombat, allowing the legendary magus to use the standard action ability twice by replacing both their spell and weapon attacks.

In addition, the essence capacity of the magus’s storm veil increases by 1. This ability does not stack with the improved essence capacity class feature, or any other class feature that increases the essence capacity of their veils.

New Skald Archetype: Tempest Caller

Requiem of the Tempest (Su)

At 1st level, the tempest caller can use this performance to call a storm into existence in the form of a Storm veil. When the tempest caller gains this ability, they select a number of Storm veils equal to their Charisma modifier and treat those as their veil list for this ability. If the tempest caller later gains a permanent increase to their Charisma that increases their Charisma modifier, they select new veils to add to this list. When the stormsinger begins this performance they immediately shape a single Storm veil from their veil list, treating it as if it were invested with a number of points of essence equal to its maximum essence capacity. This effective essence cannot be burned or reinvested. The tempest caller uses their skald level as their effective veilweaving level for this veil, and uses their Charisma as their veilweaving modifier for this veil. At 11th level, they also treat this Storm veil as if it were bound when they shape it. When the tempest caller ends their performance, the veil immediately unshapes.

The tempest caller has limited control over the effects of this Storm veil, allowing them to protect their allies from its effects. When they begin this performance, they select a number of creatures equal to their Charisma modifier + 1/2 their skald level (rounded down). If one of these creatures would be subjected to a saving throw from the tempest caller’s Storm veils, they are treated as automatically passing that saving throw. If they are subjected to an attack roll or combat maneuver from the effects of the tempest caller’s Storm veils it is treated as a miss. If they were to take damage from the tempest caller’s Storm veils, that damage is reduced to 0. These same properties apply to the tempest caller as well.

The fury of the storm performed by the tempest caller inspires a drive to action and rage within their allies. If the ally is both protected from the tempest caller’s Storm (as above) and begins their turn within the Storm’s area, they can choose to accept the storm’s fury and accept its effects, as per the raging song ability.

During this rage the tempest caller’s allies gain a +1 bonus on Will saves, a -1 penalty to Armor Class, and gain 1 temporary hit points per each of their Hit Dice. These temporary hit points persist for as long as they choose to stay in this rage, and disappear immediately if the tempest caller stops performing the requiem of the tempest. These temporary hit points are not replenished if they choose to enter the rage again within 1 minute of their previous rage.

While under the effects of this rage, they gain the benefits of any rage powers the tempest caller chooses to grant them (see the skald’s rage powers class feature). If an affected ally has class features that grant them benefits during a rage (such as the barbarian's rage powers and the bloodrager's bloodline), they gain the benefits of those class features during this rage.

At 4th level and every 4 levels thereafter, the rage’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th level, and again at 14th level, the temporary hit points granted by this rage increase by 1 point per Hit Die, and the  tempest caller treats their essence capacity for this Storm veil as if it were 1 point higher. This ability does not stack with the improved essence capacity class feature, or any other class feature that increases the essence capacity of their veils.

This replaces the skald’s inspire rage raging song.

Inured to the Storm (Ex)

At 2nd level, the tempest caller becomes resistant to weather, both magical and mundane. They gain the benefits of endure elements as a constant effect, and gain a +2 bonus on saving throws, Strength checks and CMD against Storm veils, weather effects, and wind.

This replaces the skald’s well-versed class feature.



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