Ultimate Spheres of Power
$29.99
Wendigos are terrible creatures of cold, wind, and famine, and those who learn to harness their energies find themselves embodying the frightening powers of these creatures.
Proficiencies
Wendigo are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This alters weapon and armor proficiencies.
Casting
The wendigo may combine spheres and talents to create magical effects. The wendigo is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
This replaces the spells class feature and all bloodline spells.
Spell Pool
The wendigo gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum 1).
This pool replenishes once per day after roughly 8 hours of rest.
Blended Training
A wendigo gains a combat or magic talent every even level.
Hunger (Ex)
At 1st level the wendigo gains a bite attack. This is a primary natural attack dealing 1d6 damage (1d4 damage if Small) plus the wendigo’s Strength modifier. This ability replaces bloodline and the bloodline power gained at 1st level.
Snow Strider (Ex)
Starting at 2nd level, the wendigo’s speed is unhindered by snow. He need not spend extra squares of movement to move through it, leaves no trail in snow or ice, and cannot be tracked. He may choose to leave a trail if so desired. At 5th level he need not attempt Acrobatics checks to move, run, or charge on ice; takes no penalty to Acrobatics checks for moving on ice; and gains a +10 feet enhancement bonus to his land speed while on snow, ice, or other frozen terrain (such as permafrost).
This ability replaces uncanny dodge and improved uncanny dodge.
Famine Aura (Su)
At 3rd level, while the wendigo is in his bloodrage any living creature that begins their turn within 30 feet or moves into this area must succeed at a Fortitude save (DC 10 + 1/2 the wendigo’s class level + his casting ability modifier) or be fatigued for one round per 3 class levels. Whether a creature succeeds or fails on this saving throw, they are immune to that particular wendigo’s aura of famine for 24 hours. At 12th level any creature that fails its save becomes exhausted instead of fatigued and any creature that succeeds on its saving throw is fatigued for one round. At the beginning of each day, the wendigo may choose a number of creatures up to his Constitution modifier or his casting ability modifier, whichever is greater, to be immune to this aura. Any creatures bound to the wendigo or those he chooses to be immune, such as familiars or animal companions, are similarly immune.
For each creature that fails a saving throw against this ability, the duration of the wendigo’s fatigue after his bloodrage ends decreases by 1.
This ability replaces all bloodline feats.
Sphere Blood Casting
At 4th level, the sphere bloodrager may use magical sphere effects while bloodraging, just as he can with spells.
This alters blood casting.
Ravenous Spirit (Su)
At 4th level, whenever the wendigo deals damage with his bite attack he may spend a spell point as an immediate action to have his spirit reach out and devour the spirit of an enemy within 30 feet. The target enemy takes 1d6 nonlethal cold damage per 4 bloodrager levels and the wendigo gains an equal number of temporary hit points that last 1 minute per class level. At 12th level he may target two enemies in this way, and at 18th level he may target three, gaining a number of temporary hit points equal to the total damage dealt to all enemies.
This ability replaces the bloodline powers gained at 4th and 12th level.
Devour Magic (Su)
Starting at 8th level, the wendigo may counter a spell or magical effect cast by another within medium range as an immediate action. He must succeed at a magic skill check against the caster or magical effect in question. If he succeeds then the targeted effect is negated with no result and he gains any spell points spent on the negated effect as temporary spell points that last for one minute; if he negates a spell he instead gains a number of spell points equal to the spell’s level divided by 3, rounded up. He may use this ability once per day at 8th level and twice per day at 16th level.
This ability replaces the bloodline powers gained at 8th and 16th level.
Rime Rage (Su)
At 11th level the wendigo produces a ferocious aura of cold as long as he is in a bloodrage. This affects the area within 25 feet of him as though he used control weather to reduce Heat or increase Cold, using his class level as his caster level. This stacks normally with caster levels gained from other sources. The temperature changes instantly, dropping to the highest severity of Cold he could create. Talents such as Cold Lord apply to this effect, and he need not concentrate on it, but it ends immediately upon ending his rage and he cannot increase the effect size, center it anywhere but on himself, or spend a spell point to modify it.
This alters greater bloodrage, replacing the ability to apply spells to himself on entering a bloodrage.
Bitter Rage (Su)
At 20th level the wendigo’s aura of cold becomes almost a living thing. As a free action once at the end of each turn he may move the area of cold from rime rage to any point within 75 feet, causing it to pass through each space between its old position centered on the wendigo and its new one and affecting that area until the end of his next turn. At the beginning of his next turn, he must choose to either teleport (as the Warp sphere base ability) to the center of the aura as a free action or cause the aura to return to him. If he is somehow prevented from teleporting, the aura returns to him automatically.
This alters mighty bloodrage, replacing the increased spell level he may apply to himself on entering a bloodrage.
The Tempestarian's Handbook
$4.99
Wendigos are terrible creatures of cold, wind, and famine, and those who learn to harness their energies find themselves embodying the frightening powers of these creatures.
Proficiencies: Wendigo are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This modifies weapon and armor proficiencies.
Casting: The wendigo may combine spheres and talents to create magical effects. The wendigo is considered a Low-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
This replaces the spells class feature and all bloodline spells.
Spell Pool: The wendigo gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Blended Training: A wendigo gains a combat or magic talent every time he gains a caster level. This does not stack with caster levels gained from other sources.
Hunger (Ex): At 1st level the wendigo gains a bite attack. This is a primary natural attack dealing 1d6 damage (1d4 damage if Small) plus the wendigo’s Strength modifier. This ability replaces bloodline and the bloodline power gained at 1st level.
Snow Strider (Ex): Starting at 2nd level, the wendigo’s speed is unhindered by snow. He need not spend extra squares of movement to move through it, leaves no trail in snow or ice, and cannot be tracked. He may choose to leave a trail if so desired. At 5th level he need not make Acrobatics checks to move, run, or charge on ice; takes no penalty to Acrobatics checks for moving on ice; and gains a +10 ft. enhancement bonus to his land speed while on snow, ice, or other frozen terrain (such as permafrost).
This ability replaces uncanny dodge and improved uncanny dodge.
Famine Aura (Su): At 3rd level, while the wendigo is in his bloodrage any living creature that begins their turn within 30 ft. or moves into this area must make a Fortitude save (DC 10 + 1/2 the wendigo’s bloodrager level + his Charisma modifier) or be fatigued for one round per 3 class levels. Whether a creature succeeds or fails on this saving throw, they are immune to that particular wendigo’s aura of famine for 24 hours. At 12th level any creature that fails its save becomes exhausted instead of fatigued and any creature that succeeds on its saving throw is fatigued for one round. At the beginning of each day, the wendigo may choose a number of creatures up to his Constitution modifier or his Charisma modifier, whichever is greater, to be immune to this aura. Any creatures bound to the wendigo or those he chooses to be immune, such as familiars or animal companions, are similarly immune.
For each creature that fails a saving throw against this ability, the duration of the wendigo’s fatigue after his bloodrage ends decreases by 1.
This ability replaces all bloodline feats.
Ravenous Spirit (Su): At 4th level, whenever the wendigo deals damage with his bite attack he may spend a spell point as an immediate action to have his spirit reach out and devour the spirit of an enemy within 30 feet. The target enemy takes 1d6 nonlethal cold damage per 4 bloodrager levels and the wendigo gains an equal number of temporary hit points that last 1 minute per class level. At 12th level he may target two enemies in this way, and at 18th level he may target three, gaining a number of temporary hit points equal to the total damage dealt to all enemies.
This ability replaces the bloodline powers gained at 4th and 12th level.
Devour Magic (Su): Starting at 8th level, the wendigo may counter a spell or magical effect cast by another within medium range as an immediate action. He must succeed at a magic skill check against the caster or magical effect in question. If he succeeds then the targeted effect is negated with no result and he gains any spell points spent on the negated effect as temporary spell points that last for one minute; if he negates a spell he instead gains a number of spell points equal to the spell’s level divided by 3, rounded up. He may use this ability once per day at 8th level and twice per day at 16th level.
This ability replaces the bloodline powers gained at 8th and 16th level.
Rime Rage (Su): At 11th level the wendigo produces a ferocious aura of cold as long as he is in a bloodrage. This affects the area within 25 ft. of him as though he used control weather to reduce Heat or increase Cold, using his class level as his caster level. This stacks normally with caster levels gained from other classes. The temperature changes instantly, dropping to the highest severity of Cold he could create. Talents such as Cold Lord apply to this effect, and he need not concentrate on it, but it ends immediately upon ending his rage and he cannot increase the effect size, center it anywhere but on himself, or spend a spell point to modify it.
This modifies greater bloodrage, replacing the ability to apply spells to himself on entering a bloodrage.
Bitter Rage (Su): At 20th level the wendigo’s aura of cold becomes almost a living thing. As a free action once at the end of each turn he may move the area of cold from rime rage to any point within 75 ft., causing it to pass through each space between its old position centered on the wendigo and its new one and affecting that area until the end of his next turn. At the beginning of his next turn, he must choose to either teleport (as the Warp sphere base ability) to the center of the aura as a free action or cause the aura to return to him. If he is somehow prevented from teleporting, the aura returns to him automatically.
This modifies mighty bloodrage, replacing the increased spell level he may apply to himself on entering a bloodrage.