Nimble as air, crimson tempests use air currents to slash millions of cuts on their foes.

Bloodied Whirlwind

At 1st level, the crimson tempest gains the Weather sphere as a bonus magic talent. Beginning at 5th level, the crimson tempest uses her class level as her caster level when determining the effects of her shrouds on exsanguinated creatures. This stacks normally with caster levels gained from other sources.

This replaces hemomancy and empowered hemomancy.

Crackling Waves

The crimson tempest weaves their every motion with the wind. At 1st level, the crimson tempest gains the Clear Skies (mantle) talent. When utilizing this talent on themselves, the crimson tempest doubles how many steps less severe they treat the weather by, but only for Wind.

This replaces autocautery.

Beating Winds

The crimson tempest’s attacks cause the winds to haunt their foes. The bleed inflicted by a crimson tempest’s bloodletting is considered to be a supernatural effect and is treated as slashing damage, allowing the bleed damage to be reduced by damage reduction. Any creature suffering from bloodletting also suffers a -2 penalty on any Acrobatics, Climb, Swim and Fly checks they attempt, this penalty increases by 1 for every 4 class levels.

Additionally, a crimson tempest can cause a creature to suffer from her bloodletting when using an attack action or attack of opportunity with a ranged weapon.

This alters bloodletting.

Airy Vitae

The crimson tempest gains the vitae feature as normal, with different vitae sources and abilities.

The crimson tempest gains the following vitae sources:

  • Bayed Winds: When a creature within 60 feet of the crimson tempest misses a ranged attack while suffering from an attack penalty due to the wind around them, the crimson tempest gains 2 points of vitae.
  • Consume Winds: When in an area of Wind severity of 3 or greater, if the crimson tempest can see at least one creature suffering from her bloodletting bleed, she gains one point of vitae at the end of her turn.

The crimson tempest gains the following vitae abilities:

  • Horizon Wind (3rd level): As a move action while in an area with a Wind of severity level 2 or higher, the crimson tempest can spend 3 vitae points to strike all enemies within 100 feet of themselves with a single current of wind. Make a single attack roll as if she were using a wind blade and compare it to the AC of all enemies in the area, dealing damage as normal. Her bloodletting bleed applies to creatures struck by this attack.
  • Crimson Torrents (8th level): She may spend 3 points of vitae as a standard action to create a Gust Of Wind, as per the (air) package of the Nature sphere, using her class level as her caster level which stacks normally with other sources. She may choose for the area to be shaped as a cone, rather than as a line. By spending two points of vitae, she may allow this effect to continue for 1 round per class level without the need for concentration.

This replaces the absorb burst, relish, and talented vitality vitae options.

Blade Current

Starting at 2nd level, crimson tempests can utilize currents of air as if they were real weapons. When the crimson tempest is in an area with Wind of severity level 2 or higher, she may make attacks with wind blades. Wind blades can only target creatures that are in an area with a Wind of severity level of 2 or more, and are considered to be ranged weapons with no range increment, but a maximum range of 100 feet. Wind blades deal 1d6 slashing damage and cannot critically hit.

For each severity level above 2, the wind blades increase their damage dice by 1 step. Wind blades always ignore penalties applied due to strong winds. When dealing damage to an exsanguinated creature, wind blades deal untyped damage.

This replaces burst.

Hurricane’s Path

The crimson tempest may still attempt the decimate attack action, but they may only attempt it with wind blades. When decimating a creature, the crimson tempest only deals 1d4 bonus damage per point of bloodletting bleed. When attacking an exsanguinated creature, rather than gaining a bonus on the attack roll, that creature is blown away directly away from the crimson tempest 1d4 x 10 feet, suffering 1d4 points of slashing damage per 10 feet. A DC 15 Strength check stops the target from being blown away.

This modifies decimate.

Tempest’s Gale

Beginning at 8th level, when the crimson tempest strikes a creature using an attack action with a manufactured melee weapon, she may spend 2 points of vitae to raise the Wind severity level of a 30-foot radius around her to 2 as a free action. The direction of the Wind blows from the crimson tempest towards the creature she struck. This area does not move, and remains for a number of rounds equal to the crimson tempest’s level. If she activates this ability by striking a creature already suffering from her bloodletting that is inside an area of Wind severity of 2 or greater, she raises the severity level by 1 up to a maximum of 4 for the duration (refreshing the duration if the ability was already used beforehand).

This replaces improved blood control.

The Tempest’s Revelation

The crimson tempest may either walk the path of the tempest’s song rather than other paths. Although a crimson tempest may walk on the path of the crimson reaper, she does not possess the burst ability and may not utilize many of its features, and as such most crimson tempests do not choose that path. The abilities gained if walking the path of the tempest’s song are listed below.

The Tempest’s Song

Initiation: The tempest’s song can fuse a single ranged weapon with her body by spending an hour focusing on it. Doing so causes the ranged weapon to be absorbed into the tempest’s song, and it can no longer be used or held. However, as long as she has this weapon fused, she may treat her wind blades as if they possessed the enhancement bonus the weapon had, as well as any enchantments that would still apply to her wind blades. The tempest’s song can fuse with another ranged weapon while she has one already fused, but doing so expels the first weapon from her body, allowing her to use it normally.

Understanding: The wind can carry the tempest’s song wherever she pleases. As a move action, the tempest’s song can spend 1 point of vitae or 1 spell point to be lifted by the winds, moving to any location within medium range (100 feet, +10 feet per class level), as long as the space she begins and ends in have a Wind severity level of 2 or higher, even if the space between does not. She can increase the action required to be a standard action to instead move one willing creature within reach.

Revelation: Uniting with the wind, the tempest song’s wind blades become empowered. When dealing damage with her wind blades, the damage becomes bludgeoning, piercing and slashing rather than just slashing. Additionally, each time she deals damage to a creature with her wind blade, she may spend a free action to move that creature 5 feet in any direction. She may not move a creature into an intrinsically dangerous location or into a square threatened by a creature that does not already threaten her target, and this movement does not provoke attacks of opportunity. The tempest’s song can use her wind blades in an area of Wind severity of 1, but doing so causes her wind blades to only deal 1d4 damage.

Secret of Blood: Blood fuses with wind, blowing away all that lives. When a creature suffering from her bloodletting bleed begins their turn, the crimson tempest may spend 2 points of vitae and an immediate action to empower her winds and force that target to move away. The creature must succeed at a Fortitude save against her Weather sphere DC, or otherwise lose their move action for that turn and immediately moves up to their speed in any direction of their choice, but they must move to a location with a Wind severity level of 1. If the creature cannot move to such a location, they suffer damage as if struck by her wind blade instead.

Secret of Heart: The tempest’s song merges her body with the wind. She gains the Borne Aloft (mantle) talent as a bonus talent, and always benefits from its effects, even if she does not have an active mantle. She always treats an area of Wind of severity level 2 as if it were severity level 3 for the purposes of this ability.

Secret of Soul: By harnessing their fury, the tempest’s song breathes unforgiving winds. Once per day, as a full-round action, the tempest’s song can spend all vitae she has remaining to call down the wind on her foes. If at least 6 points of vitae were spent, the immediate area within a 60-foot radius around her becomes a Wind severity of level 5, unless it was already greater, and all creatures must succeed at a Reflex save against the tempest’s song Weather sphere DC or fall prone. This remains for 1 round, plus an additional round for every 3 points spent as part of this ability. During this time, at the start of the tempest’s song’s turn each round, all creatures in the area immediately suffer damage as if struck by the tempest’s song’s wind blade, and must succeed at another Reflex save or fall prone. The tempest’s song cannot move while using this ability, and she gains a +10 bonus to her combat maneuver defense to any attempt to move her forcefully, as well as a +5 bonus to any saves made against an effect that would move her. If the tempest’s song is moved while using this ability, it immediately ends.

Realization: At a call, the tempest’s song can unravel the world. The tempest’s song is always treated as if she was in an area of Wind severity 7 for the purposes of calculating the damage of her wind blade. Additionally, exsanguinated creatures are considered as if they were in an area of Wind severity 7 for the purposes of the tempest’s song’s shroud.