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Tempest Legendary Bloodline

The violent storm races through your veins, granting you the furious and frenetic speed of gust and gale

Class Skill(s)

A legendary bloodrager gains Knowledge (planes) as a class skill.

Bloodline Spell(s)

A legendary bloodrager with this bloodline gains whispering wind (5th), fly (8th), overland flight (11th), control weather (14th)

Blood Source

When you use two move actions to move in a round or use the charge, run, or withdraw actions, you gain 2 blood points.

Bloodline Apotheosis

You count as being the outsider type and air subtype when it would be beneficial to you. You gain immunity to bleed, paralysis, poison, and sleep effects. You also become immune to electricity and precision-based attacks, such as sneak attack. Finally, you automatically succeed on all Fly checks and all your movement speeds double (before applying the effect of zephyr step).

Bloodline Powers

Zephyr Step (Su)

Once per round you may spend 1 blood point as a move action to move up to 10 feet plus 5 feet per level to any location you can see. You can pass through any hole or space air can pass through, but not air-tight barriers. This movement does not provoke attacks of opportunity count as moving for the purpose of gaining blood points. In addition, all your movement speeds increase by 10 feet. This stacks with fast movement. At 10th level you may spend an additional blood point to use this ability as a swift action

Wind Rider (Su)

Starting at 7th level you gain a fly speed of 20 feet (perfect), but unless you have at least one blood point you must end your turn on a solid surface or fall. Your bonus to movement speeds from zephyr step does not apply to this fly speed. You may use your Constitution modifier instead of your Dexterity modifier to calculate your Fly bonus. You also ignore the penalties to Acrobatics and Fly and the chance of being checked or blown away by wind. Starting at 14th level your speed increases to your land speed (including the bonus from zephyr step) and you need not end your turn on a solid surface even if you have no blood points.

By Wind and Storm (Su)

At 13th level you may spend 2 blood points as a standard action to move in a straight line to any point within Medium range (100 feet + 10 feet p e r level). You may pass through squares occupied by creatures or objects. Any creatures or objects in your path take 1d6 damage per legendary bloodrager level (Reflex half). Half of this damage is electricity and half is sonic. If you attempt to move through an object larger than you and the damage fails to break it you stop in the nearest unoccupied square and are staggered until the end of your next turn. If you are outside and in a thunderstorm you may use this ability without spending blood points and the range increases to 1 mile (up to the extent of the thunderstorm).

Cyclonic Shuffle (Su)

At 19th level, as a standard action you may spend 2 blood points choose a number of creatures within Medium range (100 feet + 10 feet per level) up to your Constitution modifier. You may move each of them in a straight line to a location you can see up to 50 feet from their starting position. A successful Reflex save negates this movement. This movement does not provoke attacks of opportunity unless you spend an additional blood point.

Bloodline Defenses

Stormchild (Ex)

At 2nd level you gain a +4 bonus to saving throws, skill checks, armor class, and CMD against effects and conditions that would move you against your will or prevent you from moving and electricity resistance. At 4th level, and every 4 levels thereafter, the bonus to saving throws, skill checks, armor class, and CMD increases by 1 and your electricity resistance increases by 5.

Swirling Mantle (Su)

Starting at 9th level, in any round you spend at least 2 blood points you gain the effects of cloak of winds until the end of your next turn. The caster level is equal to your legendary bloodrager level. For every additional blood point you spend in the same round the AC bonus from the effect increases by 2 and the size of creature potentially blown away increases by one size category.

Free as Mountain Winds (Su)

Starting at 16th level, in any round you spend at least 3 blood points you gain the effects of freedom of movement until the end of your next turn.

Section 15: Copyright Notice

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