Milo v3
2012-08-16, 08:01 PM
Sumran Warcaster
http://2.bp.blogspot.com/-Lb5DP3VOcGg/Tx6HJRnF76I/AAAAAAAAAJU/7xDmNcvskZc/s1600/Desert_Sanai_warrior_by_sancient.jpg
Your men have fallen to the sands, how disappointing.
In the burning sands of Sumra, mages are a common site, utilising arcane skill caused it to be a prosperous empire, despite its lack of water or food. But during the Second Era the Karmainian's laid siege to the southern villages of the desert empire. So the Emperor formed a new type of warrior for his armies. A mage which used magic of the waste and talent of the blade in unison, known as the Sumran Warcasters.
Even after the War of Dunes had ended, the warcasters remained in use. The Warcasters serving as a way to keep the seperate sections of the empire undercontrol.
Role: Sumran Warcasters are skirmishers who use mobility and finesse to strike at their foes swiftly. They use magic to manipulate each battle making sure they have the upper hand, forcing the very world to attune to their fighting style.
Alignment: Any alignment is possible for a Sumran Warcaster.
Hit Die: d8.
Starting Gold: As Fighter.
Class Skills
The Sumran Warcaster's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis).
Skill Ranks per Level: (4 + Int modifier)
Sumran Warcaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5|6
1st|
+0|
+0|
+2|
+0|Arcanist's Insight, Desert Strike +1d4|0|-|-|-|-|-|-
2nd|
+1|
+0|
+3|
+0|Desertsight 30 ft., Endurance|1|-|-|-|-|-|-
3rd|
+2|
+1|
+3|
+1|Battle Aptitude, Desert Legion|2|0|-|-|-|-|-
4th|
+3|
+1|
+4|
+1|Resist Desert's Curse|3|1|-|-|-|-|-
5th|
+3|
+1|
+4|
+1|Blast of Sand, Living Desert|3|1|-|-|-|-|-
6th|
+4|
+2|
+5|
+2|Desertsight 60 ft., Desert Strike +2d4, Eye of the Storm|3|2|-|-|-|-|-
7th|
+5|
+2|
+5|
+2|Sand Skimmer|3|3|0|-|-|-|-
8th|
+6/+1|
+2|
+6|
+2|Improved Resist Desert's Curse|3|3|1|-|-|-|-
9th|
+6/+1|
+3|
+6|
+3|Blade of the Desert, Improved Deserts Legion|3|3|1|-|-|-|-
10th|
+7/+2|
+3|
+7|
+3|Dune Dependency, Improved Eye of the Storm|4|3|2|0|-|-|-
11th|
+8/+3|
+3|
+7|
+3|Wasted Life|4|3|2|1|-|-|-
12th|
+9/+4|
+4|
+8|
+4|Arcane Mirage, Desert Strike +3d4|4|3|2|1|-|-|-
13th|
+9/+4|
+4|
+8|
+4|Grip of the Sands|4|3|3|2|0|-|-
14th|
+10/+5|
+4|
+9|
+4|Shifting Sands|4|3|3|2|1|-|-
15th|
+11/+6/+1|
+5|
+9|
+5|Masterful Desert Legion, Phantoms of the Sand|4|3|3|2|1|-|-
16th|
+12/+7/+2|
+5|
+10|
+5|Desertsight 90 ft., Sandstorm|4|4|3|3|2|0|-
17th|
+12/+7/+2|
+5|
+10|
+5|Sandform|4|4|3|3|3|2|0
18th|
+13/+8/+3|
+6|
+11|
+6|Desert Strike +4d4|4|4|4|3|3|3|1
19th|
+14/+9/+4|
+6|
+11|
+6|True Sandstorm|4|4|4|3|3|3|1
20th|
+15/+10/+5|
+6|
+12|
+6|Perfect Eye of the Storm, Warrior of the Wastes|4|4|4|4|3|3|2
[/table]
Class Features
All of the following are class features of the Sumran Warcaster.
Weapon and Armor Proficiencies: A Sumran Warcaster is proficient with all simple weapons, plus the Khopesh, Longsword, Ranseur, Scimitar, Shortbow, and Whip. Sumran Warcaster are proficient with light armor and shields (except tower shields). A Sumran Warcaster can cast Sumran Warcaster spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Sumran Warcaster wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Sumran Warcaster still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A Sumran Warcaster casts arcane spells, which are drawn from the Warcaster spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Warcaster must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Warcaster’s spell is 10 + the spell level + the Warcaster’s Intelligence modifier.
Like other spellcasters, a Warcaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Table.
In addition, he receives bonus spells per day if he has a high Intelligence score. When the Warcaster Spells Known Table indicates that the Warcaster gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The Warcaster’s selection of spells is limited. A Warcaster begins play knowing four 0-level spells of your choice. At most new Warcaster levels, he gains one or more new spells, as indicated on the Warcaster Spells Known table. (Unlike spells per day, the number of spells a Warcaster knows is not affected by his Intelligence score.)
Upon reaching 5th level, and at every third Warcaster level after that (8th, 11th, and so on), a Warcaster can choose to learn a new spell in place of one he already knows. In effect, the Warcaster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A Warcaster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a Warcaster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Table: Sumran Warcaster Spells Known
Level|0|1|2|3|4|5|6
1|4|-|-|-|-|-|-
2|5|21|-|-|-|-|-
3|6|3|-|-|-|-|-
4|6|3|21|-|-|-|-
5|6|4|3|-|-|-|-
6|6|4|3|-|-|-|-
7|6|4|4|21|-|-|-
8|6|4|4|3|-|-|-
9|6|4|4|3|-|-|-
10|6|4|4|4|21|-|-
11|6|4|4|4|3|-|-
12|6|4|4|4|3|-|-
13|6|4|4|4|4|21|-
14|6|4|4|4|4|3|-
15|6|4|4|4|4|3|-
16|6|5|4|4|4|4|21
17|6|5|5|4|4|4|3
18|6|5|5|5|4|4|3
19|6|5|5|5|5|4|4
20|6|5|5|5|5|5|4
1 Provided the Warcaster has a high enough Intelligence score to have a bonus spell of this level.
Arcanist's Insight (Ex): In recent years, each Sumran Warcaster is trained to combat other mages. The Warcaster adds his intelligence modifier to his Will Saves against spells and spell-like abilities.
Desert Strike (Ex): Sumran Warcasters are trained to fight with finesse and skill within their lands. When in a desert environment, they deal an extra 1d4 damage on each attack with a weapon (Manufactured or Natural). The target must be within 30 ft of the Warcaster for this ability to function. If the target of the attack is immune to Sneak Attacks then they are immune to this ability.
At 6th level, and every 6th levels thereafter, the extra damage dealt by Desert Strike increases by 1d4.
Desertsight (Su): Upon reaching 2nd level, a Sumran Warcaster has attuned himself to the sounds of the desert night. As long as he is in the Desert, he has Tremorsense. The Surman Warcaster's tremorsense extends outwards to 30 ft. This range increases by an additional 30 ft at 6th level and again at 16th.
Endurance: A soldier must have stamina to endure the pain of battle. At 2nd level, a Sumran Warcaster gains Endurance as a bonus feat.
Battle Aptitude: At 3rd level, a Sumran Warcaster counts as a fighter of his level -2 for the purposes of feat prerequisites.
Desert Legion (Ex): Each army of Sumran Warcasters are taught to fight as single unit, like a grain in a sandstorm. A Sumran Warcaster of 3rd level, gains a +1 morale bonus to attack rolls and armour class if there is an ally adjacent to him.
In addition he grants a +1 morale bonus to attack rolls and armour class to each adjacent ally.
At 9th level, the bonuses granted by this ability increase to +2. At 15th level, the bonuses granted by this ability increased to +3.
Resist Desert's Curse (Ex): Upon reaching 4th level, a Sumran Warcaster has grown acustom to the harsh conditions of the desert. For the Warcaster the temperature is always considered one step closer to Moderate. In addition he is immune to sun glare and sunburn.
At 8th level, the temperature is always considered three steps closer to Moderate.
Blast of Sand (Su): A Sumran Warcaster of 5th level and above can unleash the force of the desert at a whim. As a standard action, the Sumran Warcaster can make a ranged touch attack against a target within 30 feet. This deals 1d8 slashing damage per three levels of Sumran Warcaster. This attack is subject to Desert Strike.
When this ability is used, it reduces the Sumran Warcaster Sand Points by 1. This ability cannot be used if the Sumran Warcaster's lacks Sand Points.
Living Desert (Su): By gripping the sands, a Warcaster can bring the desert with him. Upon reaching 5th level, a Sumran Warcaster can spend a full-round action while in the desert to gain 1d10 sand points. A Sumran Warcaster cannot have more Sand Points than double his Warcaster level.
A Warcaster can spend these Sand Points on his abilities, or he can release them as a Move-Action. This causes 1 cubic foot of sand to spray out of his hands per two sand points he possesses. If this is done, he must release all the Sand Points he currently has.
Eye of the Storm (Ex): Upon reaching 6th level, a Sumran Warcaster becomes attuned with the destructive sandstorms of Sumra. The Warcaster is immune to the effects of Windstorm or weaker winds.
At 10th level, the Warcaster becomes immune to the effects of Hurricane or weaker winds. At 20th level, the Warcaster becomes immune to the effects of Tornado or weaker winds.
Sand Skimmer (Ex): A warrior cannot fight if he cannot move. A Sumran Warcaster of 7th level may move through any sort of desert at his normal speed and without taking damage or suffering any other impairment.
Desert areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Blade of the Desert (Sp): By merging the sands with the heat of the desert sun, a Sumran Warcaster is never without a weapon. Upon reaching 9th level he may cast Flame Blade as a standard action. This is a Spell-Like Ability, with a caster level equal to your class level. This ability can be used at-will but only while in the desert, or by expending three Sand Points.
Dune Dependency (Su): A Sumran Warcaster of 10th level becomes permanently linked to the desert, allowing him to survive the dangers of long wars. While within a desert or possessing a Sand Point; he doesn't need to breath, eat, or sleep. In addition, while in the desert the Warcaster's aging slows, making every two years count as one.
Wasted Life (Su): When the Sumran Warcasters lay waste to a foe, all that is left is the sands. If a Sumran Warcaster of 11th level kills an enemy with an attack which had Desert Strike, he may turn the corpse to sand as a free action. This counts the targets corpse as destroyed.
Arcane Mirage (Sp): By merging heat of the desert and the deception of mirages, a Sumran Warcaster can weave deceit into the land. Upon reaching 12th level he may cast Hallucinatory Terrain as a standard action. This is a Spell-Like Ability, with a caster level equal to your class level. This ability can be used at-will but only while in the desert, or by expending five Sand Points.
Grip of the Sands (Su): As of 13th level, a Sumran Warcaster can walk and travel on vertical surfaces or even traverse ceilings as well as a spider does.
The Warcaster doesn’t need his hands free to climb in this manner and can use his feet. The subject gains a climb speed equal to his land speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down) or slopes. A creature with this ability retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.
This only allows travel on sand surfaces, or surfaces covered in a layer of sand.
Shifting Sands (Su): Upon attaining 14th level, a Sumran Warcaster can make the desert change to suit his purposes. As a standard action he may either raise or lower the sand in an 50 ft. by 50 ft. by 10 ft. area.
Lower Sand: This effect causes sand to reduce its depth by as much as 10 feet, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression. In extremely large and deep sand pules, such as a sand dune, this creates a pit that sucks creatures downward (no damage) towards the centre of the hole.
Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.
The effects of this ability last only 1 hour. This ability can be used 5 times per day.
Phantoms of the Waste (Sp): By sacrificing water to the desert, the Warcaster can listen to the phantom's wisdom. Upon reaching 15th level he may cast Commune by expending a full-round action and sacrificing at least one gallon of water. This is a Spell-Like Ability, with a caster level equal to your class level. This ability can be used 1/week but only while in the desert, or by expending ten Sand Points.
Sandstorm (Su): A Sumran Warcaster of 16th level can create a Duststorm. This requires the Warcaster expending 10 Sand Points. The Duststorm created covers an area of a 100 ft. radius from the Warcaster, moving with the Warcaster. This Duststorm lasts for 1d6 hours and can be used 1/day.
At 19th level, the Warcaster can expend 5 more Sand Points to increase the radius of the duststorm to 1 mile. Or spend 10 more Sand Points to allow it to last for 3d6 additional hours.
Sand Form (Sp): Upon reaching 17th level he may cast Fluid Form as a standard action. This is a Spell-Like Ability, with a caster level equal to your class level. This functions as normal, except that the Warcaster gains a Burrow speed rather than a swim speed. This ability can be used at-will but only while in the desert, or by expending five Sand Points.
Warrior of the Wastes (Ex): Upon reaching the pinnacle of his power, he becomes eternally bonded to the desert. He gains the Earth subtype, gains several benefits while being within a desert or possessing at least one Sand Point:
10 Fire Resistance.
5 Cold Resistance.
Ceases to Age.
Gains a burrow speed equal to his landspeed, cannot pass through solid rock with this movement.
Gains immunity to Overheating and Hypothermia.
Level 0 Warcaster Spells do not consume any slots and may be used again.
Range of Desert Sense increases to 120 ft.
Sumran Warcaster Spell List
Level Zero: Create Water, Detect Poison, Flare, Know Direction, Light, Message, Purify Food and Drink, Resistance, Spark.
Level One: Abundant Ammunition, Cause Fear, Cloak of Shade, Endure Elements, Expeditious Retreat, Flare Burst, Feather Fall, Feather Step, Invigorate, Lesser Confusion, Magic Mouth, Reinforce Armaments, Restful Sleep, Stone Fist, Remove Fear, Unprepared Combatant.
Level Two: Accute Senses, Blur, Cat's Grace, Communal Endure Elements, Communal Reinforce Armaments, Create Pit, Darkness, Delay Poison, Fire Breath, Gust of Wind, Heat Metal, Hold Person, Invisibility, Magic Siege Engine, Mirror Image, Misdirection, Produce Flame, Pyrotechics, Scare, Scorching Ray, Silence, Tactical Acumen, Telekinetic Assembly, Whispering Wind.
Level Three: Blink, Campfire Wall, Cloak of Winds, Confusion, Coordinated Effort, Create Food and Water, Cup of Dust, Daylight, Deeper Darkness, Displacement, Fear, Gaseous Form, Gentle Repose, Haste, Hide Campsite, Invisibility Sphere, Mass Feather Step, Mass Invigorate, See Invisibility, Shifting Sand, Slow, Spiked Pit, Tiny Hut, Wind Wall.
Level Four: Dimension Door, Firefall, Fire Shield, Freedom of Movement, Greater Invisibility, Greater Magic Siege Engine, Hold Monster, Invisibility Purge, Neutralize Poison, Obsidian Flow, Secure Shelter, Spike Stones, Wall of Fire, Zone of Silence.
Level Five: Blessing of the Salamander, Dream, Energy Siege Shot, Fire Snake, Mind Fog, Mislead, Nightmare, Sands of Time, Stoneskin, Suffocation, Transmute Rock to Mud, Waves of Fatigue.
Level Six: Contagious Flame, Dustform, Find the Path, Getaway, Greater Energy Siege Shot, Mass Cat's Grace, Project Image, Sirocco.
New Feats
Desert Within
Once you absorb the essence of the waste, you are never without it.
Prerequiste: Living Desert.
Benefit: Whenever Sand Points would be expended to activate an ability, the Sand Point cost is reduced by one.
Special: This feat can be taken multiple times, the reductions stack with each other.
Sandstorm Strike
When within the burning sands, you are truly skilled at finding your mark.
Prerequiste: Desert Strike +2d4.
Benefit: The addition damage dice dealt by Desert Strike increase by one. Example, from d4 to d6, or d6 to d8.
Special: This feat can be taken multiple times, each time increases the damage dice of Desert Strike by one. This cannot be gained if the damage dice is d12.
Step of the Wastes
The sands weave around your feet, making each step the perfect choice.
Prerequiste: Grip of the Sands.
Benefit: While within a Desert environment he gains a +30 ft. bonus to speed.
Twister in the Ruins
As your body gives into the sands, you can take to the sky.
Prerequiste: Sand Form.
Benefit: While in Sand Form, you gain fly speed equal to double your land speed. This has perfect maneuverability.
http://2.bp.blogspot.com/-Lb5DP3VOcGg/Tx6HJRnF76I/AAAAAAAAAJU/7xDmNcvskZc/s1600/Desert_Sanai_warrior_by_sancient.jpg
Your men have fallen to the sands, how disappointing.
In the burning sands of Sumra, mages are a common site, utilising arcane skill caused it to be a prosperous empire, despite its lack of water or food. But during the Second Era the Karmainian's laid siege to the southern villages of the desert empire. So the Emperor formed a new type of warrior for his armies. A mage which used magic of the waste and talent of the blade in unison, known as the Sumran Warcasters.
Even after the War of Dunes had ended, the warcasters remained in use. The Warcasters serving as a way to keep the seperate sections of the empire undercontrol.
Role: Sumran Warcasters are skirmishers who use mobility and finesse to strike at their foes swiftly. They use magic to manipulate each battle making sure they have the upper hand, forcing the very world to attune to their fighting style.
Alignment: Any alignment is possible for a Sumran Warcaster.
Hit Die: d8.
Starting Gold: As Fighter.
Class Skills
The Sumran Warcaster's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis).
Skill Ranks per Level: (4 + Int modifier)
Sumran Warcaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5|6
1st|
+0|
+0|
+2|
+0|Arcanist's Insight, Desert Strike +1d4|0|-|-|-|-|-|-
2nd|
+1|
+0|
+3|
+0|Desertsight 30 ft., Endurance|1|-|-|-|-|-|-
3rd|
+2|
+1|
+3|
+1|Battle Aptitude, Desert Legion|2|0|-|-|-|-|-
4th|
+3|
+1|
+4|
+1|Resist Desert's Curse|3|1|-|-|-|-|-
5th|
+3|
+1|
+4|
+1|Blast of Sand, Living Desert|3|1|-|-|-|-|-
6th|
+4|
+2|
+5|
+2|Desertsight 60 ft., Desert Strike +2d4, Eye of the Storm|3|2|-|-|-|-|-
7th|
+5|
+2|
+5|
+2|Sand Skimmer|3|3|0|-|-|-|-
8th|
+6/+1|
+2|
+6|
+2|Improved Resist Desert's Curse|3|3|1|-|-|-|-
9th|
+6/+1|
+3|
+6|
+3|Blade of the Desert, Improved Deserts Legion|3|3|1|-|-|-|-
10th|
+7/+2|
+3|
+7|
+3|Dune Dependency, Improved Eye of the Storm|4|3|2|0|-|-|-
11th|
+8/+3|
+3|
+7|
+3|Wasted Life|4|3|2|1|-|-|-
12th|
+9/+4|
+4|
+8|
+4|Arcane Mirage, Desert Strike +3d4|4|3|2|1|-|-|-
13th|
+9/+4|
+4|
+8|
+4|Grip of the Sands|4|3|3|2|0|-|-
14th|
+10/+5|
+4|
+9|
+4|Shifting Sands|4|3|3|2|1|-|-
15th|
+11/+6/+1|
+5|
+9|
+5|Masterful Desert Legion, Phantoms of the Sand|4|3|3|2|1|-|-
16th|
+12/+7/+2|
+5|
+10|
+5|Desertsight 90 ft., Sandstorm|4|4|3|3|2|0|-
17th|
+12/+7/+2|
+5|
+10|
+5|Sandform|4|4|3|3|3|2|0
18th|
+13/+8/+3|
+6|
+11|
+6|Desert Strike +4d4|4|4|4|3|3|3|1
19th|
+14/+9/+4|
+6|
+11|
+6|True Sandstorm|4|4|4|3|3|3|1
20th|
+15/+10/+5|
+6|
+12|
+6|Perfect Eye of the Storm, Warrior of the Wastes|4|4|4|4|3|3|2
[/table]
Class Features
All of the following are class features of the Sumran Warcaster.
Weapon and Armor Proficiencies: A Sumran Warcaster is proficient with all simple weapons, plus the Khopesh, Longsword, Ranseur, Scimitar, Shortbow, and Whip. Sumran Warcaster are proficient with light armor and shields (except tower shields). A Sumran Warcaster can cast Sumran Warcaster spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Sumran Warcaster wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Sumran Warcaster still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A Sumran Warcaster casts arcane spells, which are drawn from the Warcaster spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Warcaster must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Warcaster’s spell is 10 + the spell level + the Warcaster’s Intelligence modifier.
Like other spellcasters, a Warcaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Table.
In addition, he receives bonus spells per day if he has a high Intelligence score. When the Warcaster Spells Known Table indicates that the Warcaster gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The Warcaster’s selection of spells is limited. A Warcaster begins play knowing four 0-level spells of your choice. At most new Warcaster levels, he gains one or more new spells, as indicated on the Warcaster Spells Known table. (Unlike spells per day, the number of spells a Warcaster knows is not affected by his Intelligence score.)
Upon reaching 5th level, and at every third Warcaster level after that (8th, 11th, and so on), a Warcaster can choose to learn a new spell in place of one he already knows. In effect, the Warcaster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A Warcaster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a Warcaster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Table: Sumran Warcaster Spells Known
Level|0|1|2|3|4|5|6
1|4|-|-|-|-|-|-
2|5|21|-|-|-|-|-
3|6|3|-|-|-|-|-
4|6|3|21|-|-|-|-
5|6|4|3|-|-|-|-
6|6|4|3|-|-|-|-
7|6|4|4|21|-|-|-
8|6|4|4|3|-|-|-
9|6|4|4|3|-|-|-
10|6|4|4|4|21|-|-
11|6|4|4|4|3|-|-
12|6|4|4|4|3|-|-
13|6|4|4|4|4|21|-
14|6|4|4|4|4|3|-
15|6|4|4|4|4|3|-
16|6|5|4|4|4|4|21
17|6|5|5|4|4|4|3
18|6|5|5|5|4|4|3
19|6|5|5|5|5|4|4
20|6|5|5|5|5|5|4
1 Provided the Warcaster has a high enough Intelligence score to have a bonus spell of this level.
Arcanist's Insight (Ex): In recent years, each Sumran Warcaster is trained to combat other mages. The Warcaster adds his intelligence modifier to his Will Saves against spells and spell-like abilities.
Desert Strike (Ex): Sumran Warcasters are trained to fight with finesse and skill within their lands. When in a desert environment, they deal an extra 1d4 damage on each attack with a weapon (Manufactured or Natural). The target must be within 30 ft of the Warcaster for this ability to function. If the target of the attack is immune to Sneak Attacks then they are immune to this ability.
At 6th level, and every 6th levels thereafter, the extra damage dealt by Desert Strike increases by 1d4.
Desertsight (Su): Upon reaching 2nd level, a Sumran Warcaster has attuned himself to the sounds of the desert night. As long as he is in the Desert, he has Tremorsense. The Surman Warcaster's tremorsense extends outwards to 30 ft. This range increases by an additional 30 ft at 6th level and again at 16th.
Endurance: A soldier must have stamina to endure the pain of battle. At 2nd level, a Sumran Warcaster gains Endurance as a bonus feat.
Battle Aptitude: At 3rd level, a Sumran Warcaster counts as a fighter of his level -2 for the purposes of feat prerequisites.
Desert Legion (Ex): Each army of Sumran Warcasters are taught to fight as single unit, like a grain in a sandstorm. A Sumran Warcaster of 3rd level, gains a +1 morale bonus to attack rolls and armour class if there is an ally adjacent to him.
In addition he grants a +1 morale bonus to attack rolls and armour class to each adjacent ally.
At 9th level, the bonuses granted by this ability increase to +2. At 15th level, the bonuses granted by this ability increased to +3.
Resist Desert's Curse (Ex): Upon reaching 4th level, a Sumran Warcaster has grown acustom to the harsh conditions of the desert. For the Warcaster the temperature is always considered one step closer to Moderate. In addition he is immune to sun glare and sunburn.
At 8th level, the temperature is always considered three steps closer to Moderate.
Blast of Sand (Su): A Sumran Warcaster of 5th level and above can unleash the force of the desert at a whim. As a standard action, the Sumran Warcaster can make a ranged touch attack against a target within 30 feet. This deals 1d8 slashing damage per three levels of Sumran Warcaster. This attack is subject to Desert Strike.
When this ability is used, it reduces the Sumran Warcaster Sand Points by 1. This ability cannot be used if the Sumran Warcaster's lacks Sand Points.
Living Desert (Su): By gripping the sands, a Warcaster can bring the desert with him. Upon reaching 5th level, a Sumran Warcaster can spend a full-round action while in the desert to gain 1d10 sand points. A Sumran Warcaster cannot have more Sand Points than double his Warcaster level.
A Warcaster can spend these Sand Points on his abilities, or he can release them as a Move-Action. This causes 1 cubic foot of sand to spray out of his hands per two sand points he possesses. If this is done, he must release all the Sand Points he currently has.
Eye of the Storm (Ex): Upon reaching 6th level, a Sumran Warcaster becomes attuned with the destructive sandstorms of Sumra. The Warcaster is immune to the effects of Windstorm or weaker winds.
At 10th level, the Warcaster becomes immune to the effects of Hurricane or weaker winds. At 20th level, the Warcaster becomes immune to the effects of Tornado or weaker winds.
Sand Skimmer (Ex): A warrior cannot fight if he cannot move. A Sumran Warcaster of 7th level may move through any sort of desert at his normal speed and without taking damage or suffering any other impairment.
Desert areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Blade of the Desert (Sp): By merging the sands with the heat of the desert sun, a Sumran Warcaster is never without a weapon. Upon reaching 9th level he may cast Flame Blade as a standard action. This is a Spell-Like Ability, with a caster level equal to your class level. This ability can be used at-will but only while in the desert, or by expending three Sand Points.
Dune Dependency (Su): A Sumran Warcaster of 10th level becomes permanently linked to the desert, allowing him to survive the dangers of long wars. While within a desert or possessing a Sand Point; he doesn't need to breath, eat, or sleep. In addition, while in the desert the Warcaster's aging slows, making every two years count as one.
Wasted Life (Su): When the Sumran Warcasters lay waste to a foe, all that is left is the sands. If a Sumran Warcaster of 11th level kills an enemy with an attack which had Desert Strike, he may turn the corpse to sand as a free action. This counts the targets corpse as destroyed.
Arcane Mirage (Sp): By merging heat of the desert and the deception of mirages, a Sumran Warcaster can weave deceit into the land. Upon reaching 12th level he may cast Hallucinatory Terrain as a standard action. This is a Spell-Like Ability, with a caster level equal to your class level. This ability can be used at-will but only while in the desert, or by expending five Sand Points.
Grip of the Sands (Su): As of 13th level, a Sumran Warcaster can walk and travel on vertical surfaces or even traverse ceilings as well as a spider does.
The Warcaster doesn’t need his hands free to climb in this manner and can use his feet. The subject gains a climb speed equal to his land speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down) or slopes. A creature with this ability retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.
This only allows travel on sand surfaces, or surfaces covered in a layer of sand.
Shifting Sands (Su): Upon attaining 14th level, a Sumran Warcaster can make the desert change to suit his purposes. As a standard action he may either raise or lower the sand in an 50 ft. by 50 ft. by 10 ft. area.
Lower Sand: This effect causes sand to reduce its depth by as much as 10 feet, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression. In extremely large and deep sand pules, such as a sand dune, this creates a pit that sucks creatures downward (no damage) towards the centre of the hole.
Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.
The effects of this ability last only 1 hour. This ability can be used 5 times per day.
Phantoms of the Waste (Sp): By sacrificing water to the desert, the Warcaster can listen to the phantom's wisdom. Upon reaching 15th level he may cast Commune by expending a full-round action and sacrificing at least one gallon of water. This is a Spell-Like Ability, with a caster level equal to your class level. This ability can be used 1/week but only while in the desert, or by expending ten Sand Points.
Sandstorm (Su): A Sumran Warcaster of 16th level can create a Duststorm. This requires the Warcaster expending 10 Sand Points. The Duststorm created covers an area of a 100 ft. radius from the Warcaster, moving with the Warcaster. This Duststorm lasts for 1d6 hours and can be used 1/day.
At 19th level, the Warcaster can expend 5 more Sand Points to increase the radius of the duststorm to 1 mile. Or spend 10 more Sand Points to allow it to last for 3d6 additional hours.
Sand Form (Sp): Upon reaching 17th level he may cast Fluid Form as a standard action. This is a Spell-Like Ability, with a caster level equal to your class level. This functions as normal, except that the Warcaster gains a Burrow speed rather than a swim speed. This ability can be used at-will but only while in the desert, or by expending five Sand Points.
Warrior of the Wastes (Ex): Upon reaching the pinnacle of his power, he becomes eternally bonded to the desert. He gains the Earth subtype, gains several benefits while being within a desert or possessing at least one Sand Point:
10 Fire Resistance.
5 Cold Resistance.
Ceases to Age.
Gains a burrow speed equal to his landspeed, cannot pass through solid rock with this movement.
Gains immunity to Overheating and Hypothermia.
Level 0 Warcaster Spells do not consume any slots and may be used again.
Range of Desert Sense increases to 120 ft.
Sumran Warcaster Spell List
Level Zero: Create Water, Detect Poison, Flare, Know Direction, Light, Message, Purify Food and Drink, Resistance, Spark.
Level One: Abundant Ammunition, Cause Fear, Cloak of Shade, Endure Elements, Expeditious Retreat, Flare Burst, Feather Fall, Feather Step, Invigorate, Lesser Confusion, Magic Mouth, Reinforce Armaments, Restful Sleep, Stone Fist, Remove Fear, Unprepared Combatant.
Level Two: Accute Senses, Blur, Cat's Grace, Communal Endure Elements, Communal Reinforce Armaments, Create Pit, Darkness, Delay Poison, Fire Breath, Gust of Wind, Heat Metal, Hold Person, Invisibility, Magic Siege Engine, Mirror Image, Misdirection, Produce Flame, Pyrotechics, Scare, Scorching Ray, Silence, Tactical Acumen, Telekinetic Assembly, Whispering Wind.
Level Three: Blink, Campfire Wall, Cloak of Winds, Confusion, Coordinated Effort, Create Food and Water, Cup of Dust, Daylight, Deeper Darkness, Displacement, Fear, Gaseous Form, Gentle Repose, Haste, Hide Campsite, Invisibility Sphere, Mass Feather Step, Mass Invigorate, See Invisibility, Shifting Sand, Slow, Spiked Pit, Tiny Hut, Wind Wall.
Level Four: Dimension Door, Firefall, Fire Shield, Freedom of Movement, Greater Invisibility, Greater Magic Siege Engine, Hold Monster, Invisibility Purge, Neutralize Poison, Obsidian Flow, Secure Shelter, Spike Stones, Wall of Fire, Zone of Silence.
Level Five: Blessing of the Salamander, Dream, Energy Siege Shot, Fire Snake, Mind Fog, Mislead, Nightmare, Sands of Time, Stoneskin, Suffocation, Transmute Rock to Mud, Waves of Fatigue.
Level Six: Contagious Flame, Dustform, Find the Path, Getaway, Greater Energy Siege Shot, Mass Cat's Grace, Project Image, Sirocco.
New Feats
Desert Within
Once you absorb the essence of the waste, you are never without it.
Prerequiste: Living Desert.
Benefit: Whenever Sand Points would be expended to activate an ability, the Sand Point cost is reduced by one.
Special: This feat can be taken multiple times, the reductions stack with each other.
Sandstorm Strike
When within the burning sands, you are truly skilled at finding your mark.
Prerequiste: Desert Strike +2d4.
Benefit: The addition damage dice dealt by Desert Strike increase by one. Example, from d4 to d6, or d6 to d8.
Special: This feat can be taken multiple times, each time increases the damage dice of Desert Strike by one. This cannot be gained if the damage dice is d12.
Step of the Wastes
The sands weave around your feet, making each step the perfect choice.
Prerequiste: Grip of the Sands.
Benefit: While within a Desert environment he gains a +30 ft. bonus to speed.
Twister in the Ruins
As your body gives into the sands, you can take to the sky.
Prerequiste: Sand Form.
Benefit: While in Sand Form, you gain fly speed equal to double your land speed. This has perfect maneuverability.