Famine Type

Dire
Hunger: You target one opponent or ally as a standard action. They are allowed
a will save (wisdom based) to resist the effect. If they fail the will save,
they are consumed by maddening pangs of hunger and view all other beings but
you as food for 3 + your wisdom modifier in rounds. They gain a bite attack
that deals 1d6 damage + their unarmed damage source they have above 1. The
subject eschews all other attacks and focuses on their bite attack. They attack
the nearest living creature to them regardless of relationship and will attack
them till that being is dead or another creature moves closer to them. They won't
lower their ACs, nor will they go into obviously deadly situations (such as
through a massive fire, or over a pitfall.) to get to their targets, and will
go after the next nearest target instead if they cannot get around the obstacle.

Improved
Dire Hunger: Requires Dire Hunger to take. This improves the damage dice of the
bite attack granted by Dire Hunger by one size category (d6 becomes d8s). You
may take this ability twice, to make the bite attack use 2d6's per attack               Superior Dire Hunger: The target
adds 1 and a half times their strength modifier to damage dealt with their bite
attack. In addition they gain an additional bite attack at their highest base
attack bonus during the duration of the maddening hunger.

Dehydrate:
You squeeze the water out of a target. As a standard action, the target, a
being withing medium range (100ft + 10 feet per character level), is subjected
to a Fortitude save (Wisdom based) or suffer 1d4 points of constitution damage.               Improved Dehydrate: Your dehydration
increases one die size (from d4 to d6). You may take this multiple times to increase
the die size further as follows (d6, d8, d10, 2d6, 2d8, 2d10, 4d6, 4d8)

Superior
Dehydrate: Your dehydration affects all targets within a 30 foot cone from you.          Consume Essence: You may take
constitution damage to make a touch attack. The damage dealt by this touch
attack is negative energy and deals 3d6 damage per point of constitution
damaged. You may only make one such touch attack per round.

Improved
Consume Essence: Requires Consume Essence to take. You may make an additional
Consume Essence attack in a round. You may take this multiple times to make an
additional melee touch attack per round up to your maximum number of attacks
per round.

Consumption:
Requires Dehydrate to take. You may absorb the constitution damage you deal
with Dehydrate to heal your own constitution damage on a 2 for 1 basis
(Therefore if you damage 4 points of constitution of a target, you heal 2 points
of constitution)

Greater
Consumption: Requires Consumption to take. You absorb the constitution damage
you deal with Dehydrate on a one for one basis.

Water
Extraction: If you kill a target with your Dehydrate ability, the victim
explodes in a shower of water which then animates as a Rank 1 Golem as per the
Technology Ability. You may take this ability multiple times to increase the
rank of the summoned Golem by 1. This maxes out at rank 4. You may only choose
Generic or Water type abilities for this Golem's Shikai abilities. You may not
choose illusion abilities with this golem. You may only control one water elemental
at one time.

Weather
the Storm: You are immune to hunger and thirst as long as you are in possession
of your Zanpakutou. This is in effect even if your Zanpakutou is sealed. This
includes the Dire Hunger ability of the Famine Type.

Feast
of the Winter Harvest: You bring forth a great feast, including a magnificent
table, chairs, service, and food and drink for one creature per character
level. The feast takes 1 hour to consume, and the beneficial effects do not set
in until this hour is over. Every creature partaking of the feast is cured of
all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and
gains 1d8 temporary hit points +1 point per two character levels (maximum +10) after
imbibing the nectar-like beverage that is part of the feast. The ambrosial food
that is consumed grants each creature that partakes a +1 morale bonus on attack
rolls and Will saves and immunity to fear effects for 12 hours. If the feast is
interrupted for any reason, the effect is ruined and the bonuses are negated.
You may take this multiple times to increase the number of temporary hit points
by 1d8 +1 and the maximum of the Temporary hit points by +10. Enhanced
Consumption: Requires Dehydrate to take. Whenever you deal damage with your
dehydrate ability, you gain that damage x 10 in Reiatsu returned to your pool. You
cannot go above your maximum reiatsu in this way. You may take this multiple
times to increase the multiple gained by 5. (IE Taking this twice would garner
you damage x 15)

Advanced
Consumption: Requires Dehydrate and Enhanced Consumption to take. You may now
go above your maximum Reiatsu pool with your Enhanced Consumption. The maximum
you can hold is one and a half times your Reiatsu Score. Extra Reiatsu bleeds
off at a rate of 10 points per round.