PersonMan
2011-08-04, 05:14 PM
The Wastelander was one of the first base classes I homebrewed. I put it on here a while ago, and while looking over it I felt an urge to remake it-the original, found here in a slightly edited form (http://www.giantitp.com/forums/showthread.php?p=8406258#post8406258), suffered from a few problems, like a lack of high-level class features. I (hopefully) fixed those problems with the remake. I'll be redoing the Wasteland Slayer and Survivor as well, in addition to making a new PrC for Wastelander gishes. I'll be reserving four posts after this one, so please don't comment until then.
The Wastelander
Wastelanders are desert-dwelling warriors who gain a measure of control over the sand they live in constant contact with. They become incredibly hardy over time, slowly absorbing the strength of their environment and reaching a state of great power by channeling the energy of the sands.
Class Skills
The Wastelander's class skills (and the key ability for each skill) are....
Balance(Dex), Climb(Str), Craft(Dex), Handle Animal(Cha), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(nature)(Int), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis), Swim(Str) and Tumble(Dex)
Skills Points at Each Level: 4 + Intelligence modifier
Hit Dice: d12
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Natural Armor Bonus
1st
+0
+2
+2
+0
Survival, Toughness, Sand Strike 1/day
+0
2nd
+1
+3
+3
+0
Track, Evasion, Resilience
+0
3rd
+2
+3
+3
+1
Healing Pool, Reduce Damage
+1
4th
+3
+4
+4
+1
Endurance, Endure Elements, Sand Strike 2/day
+1
5th
+3
+4
+4
+1
Sand Blast
+1
6th
+4
+5
+5
+2
Spell Resistance
+2
7th
+5
+5
+5
+2
Resistance, Sand Strike 3/day
+2
8th
+6/+1
+6
+6
+2
Greater Survival, Sand Surge
+2
9th
+6/+1
+6
+6
+3
Damage Reduction
+3
10th
+7/+2
+7
+7
+3
Enhanced Senses, Sand Strike 4/day
+3
11th
+8/+3
+7
+7
+3
Sand Cloak
+3
12th
+9/+4
+8
+8
+4
Ignore Effects
+4
13th
+9/+4
+8
+8
+4
Sand Strike 5/day
+4
14th
+10/+5
+9
+9
+4
Supreme Senses
+4
15th
+11/+6/+1
+9
+9
+5
Writhing Sand
+5
16th
+12/+7/+2
+10
+10
+5
Improved Toughness, Sand Strike 6/day
+5
17th
+12/+7/+2
+10
+10
+5
Flowing Stability
+5
18th
+13/+8/+3
+11
+11
+6
Improved Evasion
+6
19th
+14/+9/+4
+11
+11
+6
Sand Strike 7/day
+6
20th
+15/+10/+5
+12
+12
+6
Form of the Sands
+6
Weapon Proficiencies: The wastelander gains proficiency with all simple and martial weapons. They are also proficient with light armor, medium armor, heavy armor and all shields, including tower shields.
Natural Armor Bonus: A wastelander's skin is toughened by sand, giving the wastelander a degree of protection from attacks. A wastelander gains the number indicated on the table as a bonus to her natural armor. This bonus stacks with that from all other sources.
Survival (Ex): At first level a Wastelander gains the ability to force their body back into life even when they are on the brink of death. If a Wastelander is below 0 hit points, and they are able to stabilize they also heal a number of hit points equal to ½ of their Wastelander level(minimum 1). Additionally, a wastelander's chance to stabilize increases by 5% per class level.
Toughness (Ex): At first level a wastelander gains incredible stamina and constitution. They gain 1 extra hit point per level. They also gain a bonus to resisting nonlethal damage(such as from a forced march) equal to twice their Wastelander level. This bonus also applies to Constitution checks to continue running, to hold your breath, etc.
Sand Strike (Ex): At first level a wastelander's control over sand is enough to empower their melee attacks with additional force. Once per day, as a swift action, a wastelander can add 1.5 x their wastelander level to the attack and damage roll for a single melee attack.
Track (Ex): A wastelander gains the Track feat as a bonus feat at second level.
Evasion (Ex): At 2nd level a wastelander can create a momentary shield of sand to protect themselves as they avoid danger. If a wastelander makes a successful Reflex save against a spell or ability that normally deals half damage on a successful save, they instead take no damage. This ability does not function while the wastelander is helpless
Resilience (Ex): At 2nd level a wastelander gains a slightly greater link to the sand of their home. They gain Great Fortitude as a bonus feat.
At 5th level a wastelander gains either Lightning Reflexes or Iron Will as a bonus feat. At level 7 they gain the remaining feat as a bonus feat.
Healing Pool (Ex): At 3rd level a wastelander can heal an amount of damage equal to their wastelander level x their Constitution modifier. Healing damage is a move action. The healing can be split up into any number of uses. A wastelander's Healing Pool is refilled after a complete rest cycle.
Reduce Damage (Ex): At 3rd level a Wastelander can ignore some damage from attacks. Once per round, when they take damage, they can make a Fortitude save(DC=damage dealt by the attack or effect) to ignore an amount of damage equal to their Wastelander level from that attack. This cannot reduce damage taken to below 0.
Endurance (Ex): At 4th level a Wastelander gains the Endurance feat as a bonus feat.
Endure Elements (Ex): At 4th level a wastelander's body begins to become less susceptible to slow-acting heat or cold damage. A wastelander can now survive comfortably in temperatures ranging from -40 to 120 degrees Fahrenheit(-40 to 50 degrees Celsius)
Sand Blast (Ex): A wastelander of 5th level or higher can send bursts of sand flying from their weapons. A sand blast is a standard action to use, and has a maximum range of 150 feet with a range increment of 30 feet. A sand blast deals 1d6 damage per two class levels(rounded down) on a successful ranged attack.
At 10th level the damage becomes 1d8 per two class levels.
Spell Resistance (Ex): At sixth level a Wastelander gains a degree of complete resistance to spells. They gain spell resistance equal to 10+their wastelander level. This resistance can be lowered to allow friendly spells, but only for one spell per round. Lowering spell resistance is an immediate action.
Resistance (Ex): A wastelander's body eventually becomes resilient to even a magically altered or incredible hostile environment. At 7th level they can ignore an amount of damage from one energy type equal to 5+1/2 their wastelander level.
At 14th and 18th levels the wastelander chooses another energy type to gain resistance to.
Greater Survival (Ex): As a wastelander has more brushes with death, she becomes more able to resist its clutches. At eighth level a Wastelander can now make a Fortitude save (DC 15 + the wastelander's hit dice) to stabilize and heal 2d8 + Constitution modifier hit points. This ability cannot be used in conjunction with Survival. Additionally, a wastelander now stays alive until her hit points reach -10 -1 x her hit dice.
Sand Surge (Ex): At level 8 a wastelander can channel a blast of sand through themselves, giving them a burst of vitality. Activating Sand Surge is an immediate action. When activating Sand Surge, a wastelander gains a bonus to either a saving throw or Armor Class against a single attack, spell, ability or environmental effect equal to half her class level. A wastelander can use Sand Surge a number of times per day equal to 3 + their Constitution modifier.
Damage Reduction (Ex): At 9th level a wastelander gains the ability to simply ignore a certain amount of physical damage. The wastelander gains Damage Reduction equal to half of their class level(round up). This stacks with Damage Reduction from any other source and is not bypassed by any material, alignment, etc.
Enhanced Senses (Ex): At tenth level a wastelander's senses become sharpened. A wastelander gains a bonus to Listen and Spot checks equal to half of their wastelander level.
Sand Cloak (Ex): At level 11 a wastelander can cloak herself in a surging mass of sand. Activating Sand Cloak is a swift action and uses one use of Sand Surge. Until the wastelander's next turn, she gains concealment. This concealment can only be pierced by spells or effects that can see through one foot of sand.
Ignore Effects (Ex): At 12th level a wastelander becomes more able to simply ignore the damaging effects of spells or other abilities. Whenever a wastelander successfully makes a save against a spell or other ability and would take damage or receive any sort of negative effect anyways, they can ignore it.
Flowing Movement (Ex): At 13th level a wastelander can use a swift action to, while retrieving an object, using a magic item or do a similar action that would normally provoke an attack of opportunity, make a Tumble check(DC=20 + 2 per threatening enemy) to avoid provoking an attack of opportunity.
Supreme Senses (Ex): At 14th level a wastelander's senses become even sharper, and their bonuses to spot and Listen become three-fourths of their class level.
Writhing Sand (Ex): At 15th level a wastelander becomes more flexible and can seemingly flow out of the grip of others. The wastelander gains a bonus on grapple checks to escape a pin or grapple equal to one third of her class level.
Improved Toughness (Ex): At 16th level, a wastelander quickly gains an enormous amount of physical endurance. The wastelander gains 1/2 of their wastelander level in extra HP(rounded down) every level until level 20, starting at 16th.
Flowing Stability (Ex): At 17th level a wastelander's legs seem to flow as they move and the wastelander gains amazing stability. A wastelander gains a bonus to Strength or Dexterity checks made to avoid being tripped equal to one third of her level. A wastelander also gains a +2 bonus on Balance checks, and can balance without being flat-footed if she cannot already do so.
Improved Evasion (Ex): As the Rogue special ability, a wastelander of 18th level or higher takes no damage on a successful Reflex save for half damage, and takes half damage even if they fail the save.
Form of the Sands (Ex): At 20th level, a wastelander can channel the energy of the sands. For a number of rounds per day equal to their Constitution modifier, they can enter a state of glowing power. This gives them Fast Healing 10, DR 15/-, +2 spell resistance and a +8 morale bonus to all saves.
The Wastelander
Wastelanders are desert-dwelling warriors who gain a measure of control over the sand they live in constant contact with. They become incredibly hardy over time, slowly absorbing the strength of their environment and reaching a state of great power by channeling the energy of the sands.
Class Skills
The Wastelander's class skills (and the key ability for each skill) are....
Balance(Dex), Climb(Str), Craft(Dex), Handle Animal(Cha), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(nature)(Int), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis), Swim(Str) and Tumble(Dex)
Skills Points at Each Level: 4 + Intelligence modifier
Hit Dice: d12
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Natural Armor Bonus
1st
+0
+2
+2
+0
Survival, Toughness, Sand Strike 1/day
+0
2nd
+1
+3
+3
+0
Track, Evasion, Resilience
+0
3rd
+2
+3
+3
+1
Healing Pool, Reduce Damage
+1
4th
+3
+4
+4
+1
Endurance, Endure Elements, Sand Strike 2/day
+1
5th
+3
+4
+4
+1
Sand Blast
+1
6th
+4
+5
+5
+2
Spell Resistance
+2
7th
+5
+5
+5
+2
Resistance, Sand Strike 3/day
+2
8th
+6/+1
+6
+6
+2
Greater Survival, Sand Surge
+2
9th
+6/+1
+6
+6
+3
Damage Reduction
+3
10th
+7/+2
+7
+7
+3
Enhanced Senses, Sand Strike 4/day
+3
11th
+8/+3
+7
+7
+3
Sand Cloak
+3
12th
+9/+4
+8
+8
+4
Ignore Effects
+4
13th
+9/+4
+8
+8
+4
Sand Strike 5/day
+4
14th
+10/+5
+9
+9
+4
Supreme Senses
+4
15th
+11/+6/+1
+9
+9
+5
Writhing Sand
+5
16th
+12/+7/+2
+10
+10
+5
Improved Toughness, Sand Strike 6/day
+5
17th
+12/+7/+2
+10
+10
+5
Flowing Stability
+5
18th
+13/+8/+3
+11
+11
+6
Improved Evasion
+6
19th
+14/+9/+4
+11
+11
+6
Sand Strike 7/day
+6
20th
+15/+10/+5
+12
+12
+6
Form of the Sands
+6
Weapon Proficiencies: The wastelander gains proficiency with all simple and martial weapons. They are also proficient with light armor, medium armor, heavy armor and all shields, including tower shields.
Natural Armor Bonus: A wastelander's skin is toughened by sand, giving the wastelander a degree of protection from attacks. A wastelander gains the number indicated on the table as a bonus to her natural armor. This bonus stacks with that from all other sources.
Survival (Ex): At first level a Wastelander gains the ability to force their body back into life even when they are on the brink of death. If a Wastelander is below 0 hit points, and they are able to stabilize they also heal a number of hit points equal to ½ of their Wastelander level(minimum 1). Additionally, a wastelander's chance to stabilize increases by 5% per class level.
Toughness (Ex): At first level a wastelander gains incredible stamina and constitution. They gain 1 extra hit point per level. They also gain a bonus to resisting nonlethal damage(such as from a forced march) equal to twice their Wastelander level. This bonus also applies to Constitution checks to continue running, to hold your breath, etc.
Sand Strike (Ex): At first level a wastelander's control over sand is enough to empower their melee attacks with additional force. Once per day, as a swift action, a wastelander can add 1.5 x their wastelander level to the attack and damage roll for a single melee attack.
Track (Ex): A wastelander gains the Track feat as a bonus feat at second level.
Evasion (Ex): At 2nd level a wastelander can create a momentary shield of sand to protect themselves as they avoid danger. If a wastelander makes a successful Reflex save against a spell or ability that normally deals half damage on a successful save, they instead take no damage. This ability does not function while the wastelander is helpless
Resilience (Ex): At 2nd level a wastelander gains a slightly greater link to the sand of their home. They gain Great Fortitude as a bonus feat.
At 5th level a wastelander gains either Lightning Reflexes or Iron Will as a bonus feat. At level 7 they gain the remaining feat as a bonus feat.
Healing Pool (Ex): At 3rd level a wastelander can heal an amount of damage equal to their wastelander level x their Constitution modifier. Healing damage is a move action. The healing can be split up into any number of uses. A wastelander's Healing Pool is refilled after a complete rest cycle.
Reduce Damage (Ex): At 3rd level a Wastelander can ignore some damage from attacks. Once per round, when they take damage, they can make a Fortitude save(DC=damage dealt by the attack or effect) to ignore an amount of damage equal to their Wastelander level from that attack. This cannot reduce damage taken to below 0.
Endurance (Ex): At 4th level a Wastelander gains the Endurance feat as a bonus feat.
Endure Elements (Ex): At 4th level a wastelander's body begins to become less susceptible to slow-acting heat or cold damage. A wastelander can now survive comfortably in temperatures ranging from -40 to 120 degrees Fahrenheit(-40 to 50 degrees Celsius)
Sand Blast (Ex): A wastelander of 5th level or higher can send bursts of sand flying from their weapons. A sand blast is a standard action to use, and has a maximum range of 150 feet with a range increment of 30 feet. A sand blast deals 1d6 damage per two class levels(rounded down) on a successful ranged attack.
At 10th level the damage becomes 1d8 per two class levels.
Spell Resistance (Ex): At sixth level a Wastelander gains a degree of complete resistance to spells. They gain spell resistance equal to 10+their wastelander level. This resistance can be lowered to allow friendly spells, but only for one spell per round. Lowering spell resistance is an immediate action.
Resistance (Ex): A wastelander's body eventually becomes resilient to even a magically altered or incredible hostile environment. At 7th level they can ignore an amount of damage from one energy type equal to 5+1/2 their wastelander level.
At 14th and 18th levels the wastelander chooses another energy type to gain resistance to.
Greater Survival (Ex): As a wastelander has more brushes with death, she becomes more able to resist its clutches. At eighth level a Wastelander can now make a Fortitude save (DC 15 + the wastelander's hit dice) to stabilize and heal 2d8 + Constitution modifier hit points. This ability cannot be used in conjunction with Survival. Additionally, a wastelander now stays alive until her hit points reach -10 -1 x her hit dice.
Sand Surge (Ex): At level 8 a wastelander can channel a blast of sand through themselves, giving them a burst of vitality. Activating Sand Surge is an immediate action. When activating Sand Surge, a wastelander gains a bonus to either a saving throw or Armor Class against a single attack, spell, ability or environmental effect equal to half her class level. A wastelander can use Sand Surge a number of times per day equal to 3 + their Constitution modifier.
Damage Reduction (Ex): At 9th level a wastelander gains the ability to simply ignore a certain amount of physical damage. The wastelander gains Damage Reduction equal to half of their class level(round up). This stacks with Damage Reduction from any other source and is not bypassed by any material, alignment, etc.
Enhanced Senses (Ex): At tenth level a wastelander's senses become sharpened. A wastelander gains a bonus to Listen and Spot checks equal to half of their wastelander level.
Sand Cloak (Ex): At level 11 a wastelander can cloak herself in a surging mass of sand. Activating Sand Cloak is a swift action and uses one use of Sand Surge. Until the wastelander's next turn, she gains concealment. This concealment can only be pierced by spells or effects that can see through one foot of sand.
Ignore Effects (Ex): At 12th level a wastelander becomes more able to simply ignore the damaging effects of spells or other abilities. Whenever a wastelander successfully makes a save against a spell or other ability and would take damage or receive any sort of negative effect anyways, they can ignore it.
Flowing Movement (Ex): At 13th level a wastelander can use a swift action to, while retrieving an object, using a magic item or do a similar action that would normally provoke an attack of opportunity, make a Tumble check(DC=20 + 2 per threatening enemy) to avoid provoking an attack of opportunity.
Supreme Senses (Ex): At 14th level a wastelander's senses become even sharper, and their bonuses to spot and Listen become three-fourths of their class level.
Writhing Sand (Ex): At 15th level a wastelander becomes more flexible and can seemingly flow out of the grip of others. The wastelander gains a bonus on grapple checks to escape a pin or grapple equal to one third of her class level.
Improved Toughness (Ex): At 16th level, a wastelander quickly gains an enormous amount of physical endurance. The wastelander gains 1/2 of their wastelander level in extra HP(rounded down) every level until level 20, starting at 16th.
Flowing Stability (Ex): At 17th level a wastelander's legs seem to flow as they move and the wastelander gains amazing stability. A wastelander gains a bonus to Strength or Dexterity checks made to avoid being tripped equal to one third of her level. A wastelander also gains a +2 bonus on Balance checks, and can balance without being flat-footed if she cannot already do so.
Improved Evasion (Ex): As the Rogue special ability, a wastelander of 18th level or higher takes no damage on a successful Reflex save for half damage, and takes half damage even if they fail the save.
Form of the Sands (Ex): At 20th level, a wastelander can channel the energy of the sands. For a number of rounds per day equal to their Constitution modifier, they can enter a state of glowing power. This gives them Fast Healing 10, DR 15/-, +2 spell resistance and a +8 morale bonus to all saves.