Sandstorm

Classes

ClassDescription
Ashworm Dragoon Ashworm dragoons ride a better breed of ashworm, and do not fear their own mount’s sting.
Lord of Tides Lords of tides can sense the movement of magma, summon beings of elemental might, and even open portals to the Elemental Planes.
Sand Shaper Sand shapers are able to use powerful magic that draws upon the waste to call down sandstorms and bury their enemies.
Scion of Tem-Et-Nu The Scions of Tem-Et-Nu are guardians of the river.
Scorpion Heritor Scorpion heritors, through a special relationship with the scorpion spirit, gain the mystical abilities of the scorpion, and can even take its shape.
Walker in the Waste A walker in the waste embodies the harsh, unforgiving nature of the desert.

Feats

Feat Prerequisite Benefit
Blazing Berserker Ability to rage Gain the fire subtype while raging
Blessed by Tem-Et-Nu Patron deity Tem-Et-Nu, ritual Special favor of Tem-Et-Nu
Drift Magic Knowledge (local) 4, ability to cast spells Use of drift magic
Eagle's Fury Dex 15, proficiency with weapon Extra attack with the eagle's claw
Heat Endurance Base Fort save +2 +2 on saves against fire, heat protection 1
Improved Heat Endurance Base Fort save +6, Heat Endurance Fire resistance 5, heat protection 3
Judged by Aurifar Patron deity Aurifar, ritual Special favor of Aurifar
Light of Aurifar Ability to turn or rebuke undead, access to the Fire or Sun domain Turned or rebuked undead takes 2d6 fire damage
Pharaoh’s Fist* Str 15, Improved Unarmed Strike, Stunning Fist Foe and adjacent creatures stunned by thundering blow
Priest of the Waste Access to Fire, Summer, Sun, Travel, or Water domain Spontaneously cast certain waste-related spells
Rattlesnake Strike* Wis 15, Improved Initiative, Improved Unarmed Strike, Stunning Fist Deal Con damage with your unarmed strike
Sand Camouflage Sandskimmer, Hide 5 ranks Quickly bury yourself in sand to gain a Hide bonus
Sand Dancer Wis 13, Tumble 4 ranks Blind foe with thrown sand during another attack
Sand Spinner Wis 13, Tumble 8 ranks, Sand Dancer Blind foes in 5-ft. radius with thrown sand
Sand Snare Combat Expertise, Improved Trip Foe is hindered in rising when knocked prone in sand
Sandskimmer You can ignore some difficulties of moving on sand
Scorpion’s Grasp Str 13, Dex 13, Improved Unarmed Strike, Improved Grapple Begin grapple with a melee strike
Scorpion’s Instincts Dex 13, Hide 5 ranks Become stealthy like a scorpion
Scorpion’s Resolve +4 bonus on saves against mind-affecting spells and abilities
Scorpion’s Sense Scorpion’s Resolve Minor tremorsense
Serpent Fang 15, Improved Unarmed Strike, Stunning Fist Project your ki to deal unarmed damage 5 ft. beyond your normal reach
Touchstone Knowledge (local) 8 ranks or native 250-gp item You can use touchstone sites
Metamagic Feats Prerequisite Benefit
Searing Spell Your fire spells deal damage to fire-resistant creatures
Fiery Spell +1 point of damage per die for fire spells

* A fighter may select this feat as one of his bonus feats.

Spells

BARD SPELLS

2nd LEVEL

Hydrate: Heals dessication damage.

3rd LEVEL

Tormenting Thirst: Subject is overwhelmed by thirst.

4th LEVEL

Dispel Water: Cancels water spells and effects or dismisses water creatures.

6th LEVEL

Mephit Mob: Summons 2d6 mephits of a kind you designate.

CLERIC SPELLS

1st LEVEL

Cloak of Shade: Touched creature gains protection from heat and sun.

Locate Water: Reveals location, size, and quality of water sources.

2nd LEVEL

Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.

Freedom of Breath: Protects against suffocation and dangerous vapors.

Hydrate: Heals dessication damage.

3rd LEVEL

Black Sand: Creates a 20-ft.-radius area of black sand.

Control Sand: Raise or lower the level of sand.

Haboob: Cloud of dust obscures sight and abrades those passing through it.

Protection from Dessication: Absorb 10 points/level of dessication damage.

Soul of the Waste: Meld into surrounding sand.

4th LEVEL

Wall of Salt: Wall of salt that can be shaped.

Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.

Wall of Water: Wall impedes movement and can drown creatures.

5th LEVEL

Choking Sands: Touched creature begins to suffocate on sand.

Dispel Water: Cancels water spells and effects or dismisses water creatures.

Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.

Parboil: Flash-heated air deals fire and Intelligence damage to one or more creatures.

Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.

6th LEVEL

Desiccate, Mass: Desiccates several creatures.

Mummify: Touched living creature dies and is mummified.

Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.

8th LEVEL

Flashflood: Wave of water smashes everything in its path and floods area.

9th LEVEL

Mantle of the Fiery Spirit: Permanently grants one creature the fire subtype.

DOMAINS

NOBILITY DOMAIN
Granted Power: You have the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.
Nobility Domain Spells
  1. Divine Favor: You gain +1 per three levels on attack and damage rolls.
  2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. Greater Command: As command, but affects one subject/level.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Repulsion: Creatures can’t approach you.
  8. Demand: As sending, plus you can send suggestion.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.
REPOSE DOMAIN
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.

Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit points, it dies.

Repose Domain Spells
  1. Deathwatch: Reveals how near death subjects within 30 ft. are.
  2. Gentle Repose: Preserves one corpse.
  3. Speak with Dead: Corpse answers one question/two levels.
  4. Death Ward: Grants immunity to death spells and negative energy effects.
  5. Slay Living: Touch attack kills subject.
  6. Undeath to Death: Slays 1d4 HD of undead creatures per caster level (max 20d4).
  7. Destruction: Kills subject and destroys remains.
  8. Surelife: Protects caster from specified natural death.
  9. Wail of the Banshee: Kills one creature/level.
RUNE DOMAIN
Granted Power: Free Scribe Scroll feat.
Rune Domain Spells
  1. Erase: Mundane or magical writing vanishes.
  2. Secret Page: Changes one page to hide its real content.
  3. Glyph of Warding: Inscription harms those who pass it.
  4. Explosive Runes: Deals 6d6 damage when read.
  5. Lesser Planar Binding: Traps extraplanar creature of 6 HD or less until it performs a task.
  6. Greater Glyph of Warding: As glyph of warding, but up to 10d8 damage or 6th-level spell.
  7. Instant Summons: Prepared object appears in your hand.
  8. Symbol of Death: Triggered rune slays nearby creatures.
  9. Teleportation Circle: Circle teleports any creature inside to designated spot.
SAND DOMAIN

Granted Powers: Once per day, you can shape a small amount of sand into any solid object you can imagine, up to 8 cubic feet in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume does not exceed 8 cubic feet.

You must make a special Wisdom check (d20 + your Wis modifier + 1/2 your cleric level) against a DC determined by the size and complexity of the item. The item to be created has a base DC of 5, plus the modifiers on the table below. Each attempt to create an item requires a number of minutes equal to its DC. You can take 10 or take 20 on this check.

Item Complexity Modifier
Fine details +2
Functioning tool +2
Functioning armor/weapon +5
Multiple parts +5
Masterwork version +10
Moving parts +10

Created items persist for 1 minute per cleric level, and can only be solid objects. The objects created have no magical properties, though they radiate faint transmutation magic. All items created in this fashion have hardness 5 and hit points as follows: Fine 1, Diminutive 2, Tiny 3, Small 5, Medium 8, Large 10.

Domain Spells
  1. Waste Strider: Move through waste without penalties.
  2. Black Sand: Creates a 20-ft.-radius area of black sand.
  3. Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals nonlethal damage.
  4. Blast of Sand: Cone deals 1d6 damage/level.
  5. Flaywind Burst: Blows away and knocks down smaller creatures and deals 1d6 damage/level.
  6. Awaken Sand: A region of sand forms into a Huge, sentient creature.
  7. Vitrify: Melts sand into glass.
  8. Desert Binding: Imprisons creature as sand in an hourglass or wind in the waste.
  9. Summon Desert Ally IX: Calls dustform creature to fight.
SUMMER DOMAIN

Granted Powers: You are considered a native of the waste for purposes of heat resistance (you have 1 level of protection). During the summer season, you gain a +2 bonus on all Wisdom-based skill checks.

Domain Spells
  1. Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
  2. Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
  3. Protection from Dessication: Absorb 10 points/level of dessication damage.
  4. Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
  5. Unearthly Heat: Target is subjected to unearthly heat for 1 round/level.
  6. Sunbeam: Beam blinds and deals 4d6 damage.
  7. Control Weather: Changes weather in local area.
  8. Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.
THIRST DOMAIN

Granted Powers: Rebuke or command oozes as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. You also gain a +2 bonus on Constitution checks to resist dehydration.

Domain Spells
  1. Parching Touch: One touch/level deals 1d6 damage and possibly 1 Con damage.
  2. Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature.
  3. Tormenting Thirst: Subject is overwhelmed by thirst.
  4. Dispel Water: Cancels water spells and effects or dismisses water creatures.
  5. Desiccate, Mass: Desiccates several creatures.
  6. Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.
  7. Mephit Mob: Summons multiple mephits. Dust, salt, or sulfur mephits only.
  8. Horrid Wilting: Deals 1d6 damage/level within 30 ft.
  9. Energy Drain: Subject gains 2d4 negative levels.

DRUID SPELLS

1st LEVEL

Cloak of Shade: Touched creature gains protection from heat and sun.

Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.

Locate Water: Reveals location, size, and quality of water sources.

Summon Desert Ally I: Calls dustform creature to fight.

Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.

Waste Strider: Move through the wasteland without penalties.

2nd LEVEL

Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.

Freedom of Breath: Protects against suffocation and dangerous vapors.

Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels.

Hydrate: Heals dessication damage.

Protection from Dessication: Absorb 10 points/level of dessication damage.

Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.

Summon Desert Ally II: Calls dustform creature to fight.

3rd LEVEL

Control Sand: Raise or lower the level of sand.

Haboob: Cloud of dust obscures sight and abrades those passing through it.

Soul of the Waste: Meld into surrounding sand.

Storm Mote: Dust devil of flensing sand.

Summon Desert Ally III: Calls dustform creature to fight.

Whispering Sand: Sand delivers your message.

4th LEVEL

Blast of Sand: Cone deals 1d6 damage/level.

Dispel Water: Cancels water spells and effects or dismisses water creatures.

Sandform: You become an oozelike being of sand.

Searing Exposure: Target suffers hours of wasteland exposure in a moment.

Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.

Slipsand: Creates a volume of slipsand.

Summon Desert Ally IV: Calls dustform creature to fight.

Wall of Salt: Wall of salt that can be shaped.

Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.

Wall of Water: Wall impedes movement and can drown creatures.

5th LEVEL

Choking Sands: Touched creature begins to suffocate on sand.

Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.

Flesh to Salt: Turns creature into a statue of salt.

Fuse Sand: Hardens sand and may trap creatures.

Sleep Mote: Dust devil of magic sand puts foes to sleep.

Summon Desert Ally V: Calls dustform creature to fight.

Transmute Sand to Glass: Transforms two 10-ft. cubes per level.

Transmute Sand to Stone: Transforms two 10-ft. cubes per level.

Transmute Stone to Sand: Transforms two 10-ft. cubes per level.

6th LEVEL

Awaken Sand: A region of sand forms into a Huge, sentient creature.

Desiccate, Mass: Desiccates several creatures.

Mephit Mob: Summons 2d6 mephits of a kind you designate.

Mummify: Touched living creature dies and is mummified.

Sandstorm: Creates a controlled duststorm.

Scalding Mud: Transmute rock or earth into boiling muck.

Summon Desert Ally VI: Calls dustform creature to fight.

Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.

7th LEVEL

Flesh to Salt, Mass: Turns several creatures into statues of salt. Summon Desert Ally VII. Calls dustform creature to fight.

8th LEVEL

Flashflood: Wave of water smashes everything in its path and floods area.

Mantle of the Fiery Spirit: Permanently grants one creature the fire subtype.

Summon Desert Ally VIII: Calls dustform creature to fight.

9th LEVEL

Summon Desert Ally IX: Calls dustform creature to fight.

PALADIN SPELLS

2nd LEVEL

Freedom of Breath: Protects against suffocation and dangerous vapors.

Hydrate: Heals dessication damage.

RANGER SPELLS

1st LEVEL

Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.

Locate Water: Reveals location, size, and quality of water sources.

Summon Desert Ally I: Calls dustform creature to fight.

Waste Strider: Move through the wasteland without penalties.

2nd LEVEL

Freedom of Breath: Protects against suffocation and dangerous vapors.

Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels.

Hydrate: Heals dessication damage.

Protection from Dessication: Absorb 10 points/level of dessication damage.

Summon Desert Ally II: Calls dustform creature to fight.

3rd LEVEL

Haboob: Cloud of dust obscures sight and abrades those passing through it.

Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.

Summon Desert Ally III: Calls dustform creature to fight.

4th LEVEL

Slipsand: Creates a volume of slipsand.

Summon Desert Ally IV: Calls dustform creature to fight.

SORCERER/WIZARD SPELLS

1st LEVEL
Div

Locate Water: Reveals location, size, and quality of water sources.

Necro

Parching Touch: One touch/level deals 1d6 dessication damage and possibly 1 Con damage.

Trans

Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.

2nd LEVEL
Conj

Ashstar: Hovering construct dehydrates a wounded creature.

Evoc

Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.

Necro

Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.

3rd LEVEL
Abjur

Protection from Dessication: Absorb 10 points/level of dessication damage.

Conj

Haboob: Cloud of dust obscures sight and abrades those passing through it.

Ench

Tormenting Thirst: Subject is overwhelmed by thirst.

Evoc

Body Blaze: You are surrounded by fire and leave a wall-like trail of flame in your wake.

Storm Mote: Dust devil of flensing sand.

Trans

Whispering Sand: Sand delivers your message.

4th LEVEL
Conj

Blast of Sand: Cone deals 1d6 damage/level.

Desert Diversion: Those attempting planar travel are diverted to a random wasteland.

Wall of Salt: Wall of salt that can be shaped.

Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.

Wall of Water: Wall impedes movement and can drown creatures

Evoc

Parboil: Flash-heats air dealing fire and Intelligence damage to one or more creatures.

Searing Exposure: Target suffers hours of wasteland exposure in a moment.

Necro

Wither: Deals 1d6/level dessication damage and dehydrates living creature.

Trans

Fuse Sand: Hardens sand and may trap creatures.

Sandform: You become an oozelike being of sand.

5th LEVEL
Abjur

Antifire Sphere: Creatures within sphere gain immunity to fire damage.

Dispel Water: Cancels water spells and effects or dismisses water creatures.

Conj

Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.

Ench

Sleep Mote: Dust devil of magic sand puts foes to sleep.

Evoc

Flaywind Burst: Blows away and knocks down smaller creatures and deals 1d6 damage/level.

Necro

Choking Sands: Touched creature begins to suffocate on sand.

Trans

Flesh to Salt: Turns creature into a statue of salt.

Transmute Sand to Glass: Transforms two 10-ft. cubes per level.

Transmute Sand to Stone: Transforms two 10-ft. cubes per level.

Transmute Stone to Sand: Transforms two 10-ft. cubes per level.

Unearthly Heat: Target is subjected to unearthly heat for 1 round/level.

6th LEVEL
Ench

Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.

Necro

Ashen Union: Drains moisture from a creature, possibly killing it and destroying its body.

Desiccate, Mass: Desiccates several creatures.

Mummify: Touched living creature dies and is mummified.

Trans

Scalding Mud: Transmute rock or earth into boiling muck.

7th LEVEL
Trans

Flesh to Salt, Mass: Turns several creatures into statues of salt.

Vitrify: Melts sand into glass.

8th LEVEL
Abjur

Transcribe Symbol: Safely moves an untriggered magical symbol to another location.

Ench

Desert Binding: Imprisons creature as sand in an hourglass or wind in the waste

Powers

PSION/WILDER POWERS

2nd level

Psychic Scimitar: Create scimitar of the mind that attacks foes.

6th level

Inconstant Location: Make swift instantaneous moves in combat.

PSYCHIC WARRIOR POWERS

6th level

Inconstant Location: Make swift instantaneous moves in combat.

Races

Monsters

A

Ashen Husk
Asherati
Ashworm

B

Bhuka

C

Camelopardel
Chekryan
Crawling Apocalypse
Crucian
Cursed Cold One (Gelun)

D

Desert Devil (Araton)
Dinosaur
Protoceratops
Diprotodon
Dire Animal
—Dire Hippopotamus
—Dire Jackal
—Dire Puma
—Dire Tortoise
—Dire Vulture
Dragon, Sand
Dry Lich
Dune Hag
Dunewinder
Dustblight
Dustform Creature
Dust Twister

F

Forlorn Husk

G

Giant Banded Lizard

H

Half-Janni

I

Ironthorn

L

Lycanthrope
—Werecrocodile

M

Marruspawn
Marrulurk
Marrusault
Marrutact
Marruspawn Abomination
Mephit
—Glass Mephit
—Sulfur Mephit
Mirage Mullah

O

Ooze
—Brine Ooze
—Lava Ooze

P

Porcupine Cactus

S

Saguaro Sentinel
Sand Golem
Sand Hunter
Scarab Swarm, Death
Scorpion Swarm
Sphinx
—Canisphinx
—Crocosphinx
—Saurosphinx
—Threskisphinx

T

Thunderbird
Troll, Wasteland
Tumbling Mound

W

Waste Crawler (Anhydrut)