SandstormClasses |
Class | Description |
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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. |
Feat | Prerequisite | Benefit |
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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 |
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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.
BARD SPELLS2nd LEVELHydrate: Heals dessication damage. 3rd LEVELTormenting Thirst: Subject is overwhelmed by thirst. 4th LEVELDispel Water: Cancels water spells and effects or dismisses water creatures. 6th LEVELMephit Mob: Summons 2d6 mephits of a kind you designate. CLERIC SPELLS1st LEVELCloak of Shade: Touched creature gains protection from heat and sun. Locate Water: Reveals location, size, and quality of water sources. 2nd LEVELDesiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature. Freedom of Breath: Protects against suffocation and dangerous vapors. Hydrate: Heals dessication damage. 3rd LEVELBlack 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 LEVELWall 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 LEVELChoking 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 LEVELDesiccate, Mass: Desiccates several creatures. Mummify: Touched living creature dies and is mummified. Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst. 8th LEVELFlashflood: Wave of water smashes everything in its path and floods area. 9th LEVELMantle of the Fiery Spirit: Permanently grants one creature the fire subtype. DOMAINSNOBILITY DOMAINGranted 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
REPOSE DOMAINThe 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
RUNE DOMAINGranted Power: Free Scribe Scroll feat.Rune Domain Spells
SAND DOMAINGranted 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.
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
SUMMER DOMAINGranted 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
THIRST DOMAINGranted 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
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DRUID SPELLS1st LEVELCloak 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 LEVELDesiccate: 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 LEVELControl 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 LEVELBlast 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 LEVELChoking 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 LEVELAwaken 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 LEVELFlesh to Salt, Mass: Turns several creatures into statues of salt. Summon Desert Ally VII. Calls dustform creature to fight. 8th LEVELFlashflood: 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 LEVELSummon Desert Ally IX: Calls dustform creature to fight. PALADIN SPELLS2nd LEVELFreedom of Breath: Protects against suffocation and dangerous vapors. Hydrate: Heals dessication damage. RANGER SPELLS1st LEVELImpede 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 LEVELFreedom 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 LEVELHaboob: 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 LEVELSlipsand: Creates a volume of slipsand. Summon Desert Ally IV: Calls dustform creature to fight. SORCERER/WIZARD SPELLS1st LEVELDivLocate Water: Reveals location, size, and quality of water sources. NecroParching Touch: One touch/level deals 1d6 dessication damage and possibly 1 Con damage. TransSunstroke: Target takes 2d6 nonlethal damage and is fatigued. 2nd LEVELConjAshstar: Hovering construct dehydrates a wounded creature. EvocScimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated. NecroDesiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature. 3rd LEVELAbjurProtection from Dessication: Absorb 10 points/level of dessication damage. ConjHaboob: Cloud of dust obscures sight and abrades those passing through it. EnchTormenting Thirst: Subject is overwhelmed by thirst. EvocBody Blaze: You are surrounded by fire and leave a wall-like trail of flame in your wake. Storm Mote: Dust devil of flensing sand. TransWhispering Sand: Sand delivers your message. 4th LEVELConjBlast 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 EvocParboil: Flash-heats air dealing fire and Intelligence damage to one or more creatures. Searing Exposure: Target suffers hours of wasteland exposure in a moment. NecroWither: Deals 1d6/level dessication damage and dehydrates living creature. TransFuse Sand: Hardens sand and may trap creatures. Sandform: You become an oozelike being of sand. 5th LEVELAbjurAntifire Sphere: Creatures within sphere gain immunity to fire damage. Dispel Water: Cancels water spells and effects or dismisses water creatures. ConjWall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level. EnchSleep Mote: Dust devil of magic sand puts foes to sleep. EvocFlaywind Burst: Blows away and knocks down smaller creatures and deals 1d6 damage/level. NecroChoking Sands: Touched creature begins to suffocate on sand. TransFlesh 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 LEVELEnchSymbol of Thirst: Triggered rune overwhelms nearby creatures with thirst. NecroAshen 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. TransScalding Mud: Transmute rock or earth into boiling muck. 7th LEVELTransFlesh to Salt, Mass: Turns several creatures into statues of salt. Vitrify: Melts sand into glass. 8th LEVELAbjurTranscribe Symbol: Safely moves an untriggered magical symbol to another location. EnchDesert Binding: Imprisons creature as sand in an hourglass or wind in the waste Powers |
PSION/WILDER POWERS2nd levelPsychic Scimitar: Create scimitar of the mind that attacks foes. 6th levelInconstant Location: Make swift instantaneous moves in combat. |
PSYCHIC WARRIOR POWERS6th levelInconstant Location: Make swift instantaneous moves in combat. |