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Drolyt
2010-11-13, 01:20 AM
A Sand Mage is a once in a generation terror. He is an arcane spellcaster, typically a Wizard, Sorcerer, or Warlock, that has had the sand demon Shukaku sealed within himself, willingly or not. Shukaku is an unimaginable terror, capable of wiping out civilizations. He takes the form of a giant Tanuki made of sand, but his power is greater than that of even the oldest dragons. Long ago clerics of the good deities united to seal him in a tea kettle, but the power hungry have since extracted him and placed him within the body of an arcane spellcaster. Regardless of whether the host is good or evil in the beginning, almost all descend into evil. The Shukaku exerts its influence on its host whenever he sleeps, so that the host tends towards insomnia and insanity. Nevertheless whenever a host dies a new one will be quickly found, with the forces of good and evil racing to create superweapons out of their arcane spellcasters. The alternative is to release Shukaku once more upon the world.
Requirements:
Arcane Caster Level 5th.
Must have Shukaku sealed within you. (Adaptation: Removing this requirement is fine if the DM wishes to allow this PRC but doesn't want to include Shukaku. New 7th, 9th, and 10th level abilities may be needed. Alternatively, Shukaku might be a demigod and a Sand Mage his worshiper. In this case you could change the requirements to Divine casting, replace the skill list with the Cleric's skill list, increase he hit die to d8, and increase the Fort save to Good. In this case the Shukaku forms would instead represent the character becoming a mortal avatar of Shukaku.)
Skill Points Per Level: 2 + Int Modifier
Class Skills: The Sand Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Hit Die: d4
Sand Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+0|
+2|Shield of Sand, Desert Coffin, Desert Funeral|-

2nd|
+1|
+0|
+0|
+3|Desert Suspension, Sand Drizzle|+1 level of existing arcane spellcasting class

3rd|
+1|
+1|
+1|
+3|Armor of Sand, Sand Sign|

4th|
+2|
+1|
+1|
+4|Sphere of Sand, Third Eye|+1 level of existing arcane spellcasting class

5th|
+2|
+1|
+1|
+4|Ultimately Hard Defense: Shield of Shukaku, Ultimately Hard Absolute Attack: Spear of Shukaku|

6th|
+3|
+2|
+2|
+5|Sand Body|+1 level of existing arcane spellcasting class

7th|
+3|
+2|
+2|
+5|Half Shukaku Form, Sand Stream|

8th|
+4|
+2|
+2|
+6|Exploding Sand Boulder|+1 level of existing arcane spellcasting class

9th|
+4|
+3|
+3|
+6|Miniature Shukaku Form, Sand Clone|

10th|
+5|
+3|
+3|
+7|Full Shukaku Form|+1 level of existing arcane spellcasting class [/table]
Class Features
Spellcasting: When an even-numbered Sand Master level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the even-numbered levels of Sand Mage to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Shield of Sand (Su): A Sand Mage is protected by animate sand at all times. The sand acts of its own will to block attacks even if the Sand Mage is unaware of the Attack and can protect him at a 360 degree angle. This grants the Sand Mage a +6 Shield Bonus to AC and on Reflex Saves.
Desert Coffin (Su): A Sand Mage may use this technique to encase his opponent in sand, immobilizing him. To use this technique the Sand Mage expends a first level spell slot/spell prepared and targets a single foe withing 60 ft. as a Standard Action. The target must make a Reflex save with DC 10 + 1/2 the Sand Mage's Effective Character Level + the Sand Mage's Intelligence or Charisma Modifier, whichever is higher. If the target fails his save he is unable to move until the Sand Mage either frees him, moves more than 60 ft. away from the target, or uses his Desert Funeral class ability. The target may also attempt to escape as a Full Round Action with a Strength check or an Escape Artist check with a DC of 15 + 1/2 the Sand Mage's level (round down). While immobilized by this technique the target is considered helpless and cannot take any actions that require movement, including using spells that require somatic components.
Desert Funeral (Su):This attack may only be used on an opponent immobilized by Desert Coffin. If the Sand Mage has immobilized multiple opponents this way, he may use this ability on all of them at once. The target is crushed by the sand, taking 4d6 damage per Sand Mage level, no save. Using this ability is a Standard and requires the expenditure of a first level spell slot/spell prepared.
Desert Suspension (Su): Starting at 2nd level a Sand Mage may levitate himself by means of his sand, gaining a fly speed of 60 ft with Good Maneuverability. The Sand Mage may also levitate his allies with this ability, up to one per level. As long as the allies move with him (ie stay at the same relative position to him as they move) the Sand Mage need not take any extra actions to move them. To move one ally up to 60 ft. without moving with them the Sand Mage must spend a Swift Action. The Sand Mage may not use this ability on an unwilling target. Using this ability is a free action, requires the expenditure of a 2nd level spell slot/spell prepared, and lasts for 1 minute/effective character level or until dismissed.
Sand Drizzle (Su): Starting at 2nd level the Sand Mage may hurl hardened chunks of sand at his enemies. As a Standard Action the Sand Mage targets an area with a 20 ft. radius up to 100 ft. away. Everyone within the area takes 1d6 damage/Sand Mage's Effective Character Level (Reflex half, DC 10 + 1/2 Sand Mage's Effective Character Level + Sand Mage's Intelligence or Charisma modifier, whichever is higher). Using this ability requires the expenditure of a 2nd level spell slot/spell prepared.
Armor of Sand (Su): Starting at 3rd level the Sand Mage is protected by an Armor of Sand in addition to his Shield of Sand. Unlike the Shield of Sand this ability is not automatic. It can be activated as a swift action by expending a 3rd level spell slot/spell prepared and lasts for 1 minute. The Armor grants the Sand Mage a +10 Armor bonus to AC and damage reduction 10/-. The Armor of Sand can absorb 10 damage/Sand Mage's Effective Character Level through before dissolving into normal sand.
Sand Sign (Su): As a Standard Action a Sand Mage of 3rd level or higher may enchant some of his sand to take the form of a specific message when thrown. The message cannot be longer than 100 letters or characters and the sand loses its enchantment after 24 hours. This ability expends a 0th level spell slot/spell prepared.
Sphere of Sand (Su): Starting at 4th level a Sand Mage may surround himself completely with dense sand. Activating or deactivating this ability is a Standard Action and requires the expenditure of a 3rd level spell slot/spell prepared. The Sand Mage cannot move and his Dexterity is treated as 0. He gains a +20 armor bonus to AC, damage reduction 20/-, Energy Resistance 30 to Acid, Cold, Fire, Electricity, and Sonic damage, and immunity to touch attacks (unless the attacker can somehow get around the sand eg by attacking from another plane). Moreover enemies have no line of effect when casting spells on the Sand Mage. Anyone who attacks the Sand Mage at melee range is subject to the sand's counterattack. For every such attack on the Sand Mage the sand makes a melee attack with an attack bonus equal to 10 + the Sand Mage's Effective Character Level that deals 2d6+ Sand Mage's level Piercing damage. The Sand Mage cannot see outside the Sphere except by using his Third Eye ability (see below) or another divination technique. He may otherwise use his abilities normally.
Third Eye (Su):Starting at 4th level a Sand Mage can create a floating eyeball that allows you to see at a distance. Creating the eye requires a Standard Action and the expenditure of a 3rd level spell slot/spell prepared. The eye lasts for 1 minute/Sand Mage level. The eye is created up to 5 ft. away from the Sand Mage. The eye has 360 degree vision and grants line of sight and line of effect to the Sand Mage, although all spells and abilities still originate from the Sand Mage. The eye may be moved up to 30 ft. as a move action and has infinite range, but cannot cross planar boundaries, not even using a Gate spell.
Ultimately Hard Defense: Shield of Shukaku (Su): Starting at 5th level a Sand Mage may, as an immediate action, expend a 3rd level spell slot/spell prepared to use this ability to create a large sized replica of Shukaku out of hardened sand to block an incoming attack, such as a charge, a ranged attack, or a spell. The replica is as strong as adamantine and has hardness 20 and 4,800 hit points, making it virtually indestructible. The replica collapses into normal sand after 1 round.
Ultimately Hard Absolute Attack: Spear of Shukaku (Su): Starting at 5th level a Sand Mage may create a halberd out of the same hardened sand that is used to create the Shield of Shukaku. Creating the Spear of Shukaku is a Swift Action that requires the expenditure of a 3rd level spell slot/spell prepared. The Spear of Shukaku is treated as a +5 Halberd that ignores all armor, shield, and natural armor bonuses to AC as well as all hardness and damage reduction and can be used as a thrown weapon with a range of 20 ft. at no penalty. Only the Sand Mage can use the Spear of Shukaku. The Spear of Shukaku lasts for 1 round/Sand Mage's Effective Character Level before collapsing into normal sand.
Sand Body (Su): Starting at 6th level a Sand Mage can use an ability similar to Wind Walk, except as noted here. Activating or deactivating the ability is a Standard Action, consumes a 4th level spell slot/spell prepared, and lasts for 1 hour/Sand Mage's Effective Character Level or until the Sand Mage dismisses the effect. The effect may affect as many allies a 1/Sand Mage's Effctive Character Level. Instead of a cloud-like vapor, the Sand Mage and his allies appear as a sandstorm.
Half-Shukaku Form (Su): A Sand Mage of 7th level or higher may call upon the power of Shukaku to initiate the Half Shukaku form. Initiating this form requires a Full Round Action and the expenditure of a 5th level spell slot/spell prepared. This form lasts for up to 1 Round/Sand Mage's Effective Character Level and can be dismissed as a Standard Action. In this form one sand covers half of the Sand Mage's body taking the form of Shukaku, giving him one of Shukaku's arms and Shukaku's tail, both of which can reshape themselves. While in this form the Sand Mage is affected as if by the Haste and Mage's Transformation spells (CL equal to the Sand Mage's character level) and gains a claw attack dealing 2d8 damage with a reach of 30 ft and a tail attack dealing 4d6 damage with a reach of 30 ft. Moreover the Sand Mage may wield the Spear of Shikaku with one hand while using this transformation. The form also grants 70 Temporary Hit Points which last until the form is lost.
Sand Stream (Su): Starting at 7th level a Sand Mage may, as a Standard Action expending a 4th level spell slot, create a river of sand to immobilize his foes. The river begins in a square up to 50 ft. away from the Sand Mage and is up to 15 ft. wide and up to 100 ft. long. Anyone standing on the river of sand is affected as if by a Grease spell, except as noted here. The save DC is 10 + 1/2 the Sand Mage's Effective Character Level + Sand Mage's Intelligence or Charisma Modifier, whichever is higher. Anyone who falls because of this ability moves 30 ft. along the river every round until they stand up again.
Exploding Sand Boulder (Su): A Sand Mage of 8th level or higher may, as a Standard Action, create 10 Exploding Sand Boulders by expending a 5th level spell slot/spell prepared. Each Boulder is approximately 5 ft. in diameter. A Boulder may be hurled at an opponent (range 60 ft.) as a swift action, dealing 2d6 Bludgeoning damage on a successful ranged touch attack and exploding into a 10 ft. radius burst dealing 1d6/Sand Mage's Effective Character Level fire damage (Reflex half; DC 10 + 1/2 Sand Mage's Effective Character Level + Sand Mage's Intelligence or Charisma Modifier, whichever is greater) regardless of whether it hits its intended target. Alternatively a Boulder may be set as a trap that detonates dealing 1d6/Sand Mage's Effective Character Level fire damage in a 10 ft. radius burst whenever a creature walks within 5 ft. of the boulder. No two such Boulder traps may be within 5 ft. of each other.
Sand Clone (Su): Starting at 9th level a Sand Mage may make a clone of himself out of sand. The clone looks like a sand sculpture of the Sand Mage. Using this ability requires a Full Round Action and expends a 5th level spell slot/spell prepared. The Sand Clone acts independently of the Sand Mage on the same initiative and may act immediately upon creation. The Sand Clone has only 1 hit point. It has the same speed, saving throws, AC (minus the bonuses from the Shield of Sand and Armor of Sand abilities), attack bonus, skills, size, and type a the Sand Mage. The Sand Clone has the same equipment as the Sand Mage; this equipment lasts only as long as the Sand Clone. The Sand Clone may not use any of the Sand Mage's abilities with the following exceptions. The Sand Clone may cast any spell the Sand Mage has, expending the spell normally. The Sand Clone may use any of the Sand Mage's items; if an expendable or charged item is used that item is expended or charges are spent as if the Sand Mage used them. The Sand Clone may move and attack normally. The Sand Clone lasts for 1 round/Sand Mage's Effective Character Level or until its hp drops to 0, whichever occurs first, and then dissolves into normal sand. At this point the Sand Mage gains all the sensory detail the Sand Clone acquired in the meantime.
Miniature Shukaku Form (Su): This ability, available to 9th level Sand Mages, works as the Half-Shukaku Form save that the Sand Mage's entire body is covered in the sand and he appears to be a miniature Shukaku. He gains an additional claw attack and a bite attack dealing 4d6 damage; unlike the tail and claws the head cannot reshape itself and so has a range of 5 ft. The Sand Mage gains Energy Resistance 30 against Acid, Cold, Fire, Electricity, and Sonic. The Sand Mage gains 100 Temporary Hit Points in this form, instead of the 70 for Half-Shukaku From. In this form the Sand Mage has two additional attacks. He can use the sand from his arms to create countless Sand Shuriken; he fires the Shuriken in all directions dealing 1d6/Sand Mage's Effective Character Level slashing damage to everyone in a 60 ft. radius (Reflex half; Save DC 10 + Sand Mage's Effective Character Level + Sand Mage's Intelligence or Charisma Modifier, whichever is greater). This ability consumes a 3rd level spell slot/spell prepared. Alternatively the Sand Mage can use Wind Release: Infinite Sand Cloud Giant Breakthrough, which deals 1d8/Sand Mage's Effective Character Level damage (Reflex half) in a 120 ft. cone and affects the entire area as if with hurricane force winds. Miniature Shukaku Form requires the expenditure of a 6th level spell slot/spell prepared and lasts for 1 round/Sand Mage's Effective Character level.
Full Shukaku Form (Su): Starting at 10th level a Sand Mage can use his ultimate technique, transforming into Shukaku himself, albeit not as powerful as if Shukaku were free. This works like his Miniature Shukaku form, with the following additional benefits. The Sand Mage's size increases to Colossal. His size modifier to attack and AC is adjusted accordingly. His Strength score increases by 32. His Dexterity Score decreases by 4. His Constitution Score increases by 16. His Natural Armor bonus increases by 5. Because his actual size is now Colossal, the Sand Mage's bite attack has its full range of 30 ft. In this form the Sand Mage is highly resilient to magic; he gains spell resistance equal to his character level +12 and the benefits of the Protection from Spells and Globe of Invulnerability spells. He gains 200 Temporary Hit Points instead of 100 for Miniature Shukaku Form. Finally, while in this form the Sand Mage can use Wind Release: Drilling Air Bullet, shooting a ball of compressed air up to 300 ft. away which then explodes in a 100 ft. radius dealing 1d10 damage/Sand Mage's Effective Character Level (Reflex half; save DC 10 + 1/2 Sand Mage's Effective Character Level + Sand Mage's Intelligence or Charisma Modifier, whichever is greater) to all in the area and affecting the area as if by tornado force winds; this ability takes a Standard Action and expends a 6th level spell slot/spell prepared. Activating this form requires a Full Round Action and the expenditure of a 7th level spell slot/spell prepared. The form is so powerful it only lasts for 1 minute.

Mystic Muse
2010-11-13, 01:30 AM
I wasn't under the impression that Gaara sealed Shukaku into himself. I reread that part a few days ago and the sand demon was forced on him.

Drolyt
2010-11-13, 01:33 AM
I wasn't under the impression that Gaara sealed Shukaku into himself. I reread that part a few days ago and the sand demon was forced on him.
Well, the PRC was only supposed to be inspired by Naruto, it isn't the exact same. Yeah, Gaara had the Shukaku sealed into him unwillingly when he was just a baby, but that wouldn't work very well as a PRC. Maybe I could expand it into a whole base class? Also, I didn't mean to imply that the Sand Mage had to chose to become a Sand Mage, he could be forced into the ritual.

Mystic Muse
2010-11-13, 01:38 AM
Well, the PRC was only supposed to be inspired by Naruto, it isn't the exact same. Yeah, Gaara had the Shukaku sealed into him unwillingly when he was just a baby, but that wouldn't work very well as a PRC. Maybe I could expand it into a whole base class? Also, I didn't mean to imply that the Sand Mage had to chose to become a Sand Mage, he could be forced into the ritual.

A whole base class may be more interesting but I think this represents Gaara fairly well. Just thought I'd bring that up.

Too bad him and Naruto are the only two Jinchuuriki we get to see in depth. being able to create all nine would be rather cool and could make for an awesome campaign.

Drolyt
2010-11-13, 01:44 AM
A whole base class may be more interesting but I think this represents Gaara fairly well. Just thought I'd bring that up.

Too bad him and Naruto are the only two Jinchuuriki we get to see in depth. being able to create all nine would be rather cool and could make for an awesome campaign.
I think we have enough information for Killer Bee, but besides that yeah. Also, I imagine if you were using this PrC and Shukaku was sealed into a baby that individual would manifest as a Sorcerer and eventually take this PrC.

Erevar
2010-11-13, 02:16 AM
I really like the prc a lot, one suggestion i would make is that perhaps for certain abilities like his third eye ability, ultimate defense and attack ability and his Shukaku forms instead of giving him fixed durations and usages per day allow him to expend spell slots to gain more time for those abilities. This is mostly to provide a better synergy between the caster part and that of the prestige. Furthermore i think it is a good way to represent the chakra he has to give in order to activate those abilities.

Drolyt
2010-11-13, 02:19 AM
I really like the prc a lot, one suggestion i would make is that perhaps for certain abilities like his third eye ability, ultimate defense and attack ability and his Shukaku forms instead of giving him fixed durations and usages per day allow him to expend spell slots to gain more time for those abilities. This is mostly to provide a better synergy between the caster part and that of the prestige. Furthermore i think it is a good way to represent the chakra he has to give in order to activate those abilities.
That's a good idea. I might implement it. When I wake up. :smallsigh:
Edit: How would it work for the Warlock?

ScionoftheVoid
2010-11-13, 06:27 AM
That's a good idea. I might implement it. When I wake up. :smallsigh:
Edit: How would it work for the Warlock?

Reduce Eldritch Blast dice or lose access to certain invocations for the duration, with a maximum duration based on how much is given up, maybe? Nice idea, and I'll read the class in more depth presently. It will have to be pretty good, being in direct competition with Sand Shaper (Sandstorm), at least as far as I can tell. Though you could take the first few Sand Shaper levels for the bonus spells known before moving into this, I suppose.

On closer inspection it's more like a gish PrC than a caster PrC. I'd suggest swapping Sand Clone and Exploding Sand Boulders (maybe adding a per day or per encounter limit on the latter). As it is now Sand Clone is rather strong, two sets of actions are incredible, particularly with both sets coming from behind massive defences at higher levels and with both sets still having near full-casting at lower levels. You may want to move Sand Stream (or Sand River, I forget) to a lower level as well, maybe weaken the sand eyeball and scale it (line of effect granting specifically). Initially I thought that losing half of your casting levels would hurt far too much but it actually just hurts, which is to be expected really. A very good class considering that loss, well done!

The Winter King
2010-11-13, 07:40 AM
This really good but i have a problem with armor of sand. In the show and manga it seems to provide DR but after to much damage it falls away, so maybe have it replicate stoneskin or just be an improved form of stone skin that can also be activated by casting that spell perhaps.

Drolyt
2010-11-13, 12:35 PM
Reduce Eldritch Blast dice or lose access to certain invocations for the duration, with a maximum duration based on how much is given up, maybe? Nice idea, and I'll read the class in more depth presently. It will have to be pretty good, being in direct competition with Sand Shaper (Sandstorm), at least as far as I can tell. Though you could take the first few Sand Shaper levels for the bonus spells known before moving into this, I suppose.
Alright, I'm going to modify most of the abilities to require the expenditure of spell slots/spells prepared/something like your suggestion for Warlocks.

On closer inspection it's more like a gish PrC than a caster PrC. I'd suggest swapping Sand Clone and Exploding Sand Boulders (maybe adding a per day or per encounter limit on the latter). As it is now Sand Clone is rather strong, two sets of actions are incredible, particularly with both sets coming from behind massive defences at higher levels and with both sets still having near full-casting at lower levels. You may want to move Sand Stream (or Sand River, I forget) to a lower level as well, maybe weaken the sand eyeball and scale it (line of effect granting specifically). Initially I thought that losing half of your casting levels would hurt far too much but it actually just hurts, which is to be expected really. A very good class considering that loss, well done!
I might move some abilities around.

This really good but i have a problem with armor of sand. In the show and manga it seems to provide DR but after to much damage it falls away, so maybe have it replicate stoneskin or just be an improved form of stone skin that can also be activated by casting that spell perhaps.
I'll make that change.

Drolyt
2010-11-13, 01:52 PM
Major revision; hopefully it is more balanced now.

IcarusWings
2010-11-13, 03:54 PM
This really good but i have a problem with armor of sand. In the show and manga it seems to provide DR but after to much damage it falls away, so maybe have it replicate stoneskin or just be an improved form of stone skin that can also be activated by casting that spell perhaps.

Maybe DR and Temporary HP? And when the Temp Hp runs out then no more DR either?

EDIT: saw the change made in the class, and that's basically what I was going for.