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Stratovarius
2017-06-22, 06:27 AM
Wasteland Magic is not a magic system per se, although it does have some special rules, but rather it is a collection of content around and for those characters who live in and utilize the features of the wastes. Wastelands are defined as those full of snow, ice, sand, dust, disease, and ash. These frozen, diseased, and parched lands exist either because they have been created by those who utilize the magic of the wastes, or because such characters are drawn to the barren yet promising expanses.

Some of the material herein utilizes updated and modified content first created by Athas.org for Dark Sun 3.5. Their original content has undergone substantial modification.

Rules
Preserving & Defiling (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120099#post22120099)

Base Classes
Defiler (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120104#post22120104)
Preserver (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120109#post22120109)
Blightlord (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120112#post22120112)
Walker in the Wastes (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120120#post22120120)

Prestige Classes
Dustborn (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120126#post22120126)
Master of Dust (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120139#post22120139)
Parasite (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120150#post22120150)

Other
Desiccated One Template (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120124#post22120124)
Spells and Domains (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120153#post22120153)
Feats (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120161#post22120161)
Items (http://www.giantitp.com/forums/showthread.php?528004-Wasteland-Magic&p=22120163#post22120163)

Stratovarius
2017-06-22, 06:30 AM
The material here is adapted from or based on Dark Sun 3.5, and something I got interested in after building the Walker in the Wastes class mentioned below.

Preserving and Defiling
Magic-users using preserving and defiling drains energy from the surrounding soil. The method used labels these magic-users as defilers or preservers. Preservers have the self–control to gather energy without destroying plants, but the strength of their magic suffers as a result. Those who do not, or who feel no remorse about the damage caused, become defilers. Defilers leave behind sterile soil and infertile ash when they cast spells, slowly changing the world they inhabit into a barren wasteland. Such is the price of power.

Preserving and defiling is a cast mechanic that originally appeared in Dark Sun, where magic-users slowly turned the world into a barren desert in their pursuit of greater glory, but it is something that can be dropped onto any caster with ease. When using this ruleset, a magic-user chooses whether to be a preserver or defiler at character creation. In Dark Sun, this choice is only applied to arcane casters, but depending on the setting can be applied to any class. Walker in the Wastes (http://www.minmaxboards.com/index.php?topic=16817.0) is a defiling divine class, for instance.

Preserving
Preservers are those casters who have decided to protect the land, to take only what they need and nothing more. This can be for many reasons, be they noble, selfish, or otherwise, but universally preservers recognize the need to protect the plant life that fuels their magics. To a preserver, power might be just as important as to a defiler, but they can see the to the future, beyond a time when a momentary abuse of power strips away possibilities and options. Unlike defilers, a preserver can be of any alignment, for choosing to preserve the land in no way determines the strength or desires of a preserver's soul.

When casting a spell as a preserver, a magic-user leaves behind a circle of wilted, but not destroyed, plant life as he draws energy from the surrounding flora. The radius of this wilting is 5 ft. x spell slot level expended. While this loss of life energy does not kill the plants, if a preserver continues to draw on the same terrain repeatedly, he will eventually draw enough energy to turn the area to ash, much like a defiler. If a square is used to provide energy for more than three spells in a 24 hour period, the plant life in that square collapses to ash as if it had been defiled. This does not count as a use of defiling. Terrain types affect magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 1: Terrain Modifiers. In addition, preservers take a -2 penalty to caster level and spell DCs, for their magic is inherently weaker than that of defilers. Magic-users cannot draw energy to cast spells from inside an area that has been defiled. Any attempt to do so means the spell fails. Likewise, any attempt to cast a spell in a completely lifeless area (such as flying too high above the ground) will cause the spell to fail from lack of energy.

Defiling
The choice to defile is a voluntary one, one most often undertaken because it is the quickest and easiest route to power. Certainly, in a straight contest, a defiler will always succeed versus a preserver. But magical power such as that wielded by a defiler comes at a cost, both to the land and to the soul. Defilers cannot be good, and indeed are almost always evil, for to wield their magics they must voluntarily inflict pain and suffering upon those around them, often including their own allies.

When casting a spell using defiling, a magic-user leaves behind an ashen circle of destroyed plant life. The radius is 5 ft. x spell slot level expended. Creatures except the magic-user caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer 4 hp damage x spell level of the slot expended. Terrain types affect magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 1: Terrain Modifiers. Magic-users cannot draw energy to cast spells from inside an area that has already been defiled. Any attempt to do so means the spell fails. Likewise, any attempt to cast a spell in a completely lifeless area (such as flying too high above the ground) will cause the spell to fail from lack of energy.

Corruption & Atonement
At any time, a preserver can choose to cast a spell by defiling. This is usually done in a moment of extreme need, when the penalty to caster level from casting a spell via preserving makes taking the risk of defiling acceptable. It should be noted that this is an evil act, as the preserver is wilfully killing plant life and causing pain to living creatures when such is not necessary. It is this wanton disregard for the health of the ecosystem and the needs of those who live there that makes almost all defilers eventually fall to evil.

Any preservers who defile must roll a Will save DC 10 + spell level + amount of times previously defiled. Failing this save, they become defilers. Preservers succeeding the save lose their preserver status and become tainted. Tainted preservers are not defilers, but risk becoming so. Tainted preservers may seek redemption from a druid. The druid, if willing and able, can cast a conversion spell on the tainted preserver, restoring her preserver status (reset the number of times defiled to zero). The preserver loses 100 XP per spellcaster level. Defilers can also seek redemption, but lose 1000 XP per spellcaster level. Usually the defiler must undertake a quest or otherwise demonstrate a true willingness to redeem herself before the druid casts the conversion spell.

Repairing the land damaged by defiling requires the intercession of a nature priest or a druid. The means by which they can reinvigorate flora burnt to ash is by investing the drained terrain with magical energy drawn from another source through the use of the rejuvenate spell, detailed below.

Table 1: Terrain Modifiers


Terrain Type Examples DC Modifier Caster Level Modifier
-----------------------------------------------------------------------------------------------------
Lifeless Air, obsidian planes, negative energy plane Spell Fails Spell Fails
Desolate Salt flats, glaciers –2 –2
Barren Boulder fields, stony barrens, scrublands, taiga –1 –1
Infertile Cities, rocky badlands, stony barrens, scrubland +0 +0
Fertile Verdant plains, savannahs, swamps, mud flats +1 +1
Abundant Forests, oceans, gardens +2 +2

Stratovarius
2017-06-22, 06:32 AM
Defiler
"Text."
- Excasard the Brilliant, Human Defiler

Text

Making a Defiler
Text

Abilities: Intelligence is the ability that the Defiler uses to give him extra spells.

Races: Defiler appear amongst all races, for their talents are widespread.

Alignment: Defiler can only be nongood.

Table 1: The Defiler


Level BAB Ref Fort Will Abilities
--------------------------------------------------------------------------------------------------------------
1 +0 +0 +0 +2 Bonus Feat, Tainted Aura
2 +1 +0 +0 +3 Path Sinister
3 +1 +1 +1 +3 Moment of Power
4 +2 +1 +1 +4 Always Prepared, Bonus Feat
5 +2 +1 +1 +4 Razing Metamagic
6 +3 +2 +2 +5 Prepare the Way
7 +3 +2 +2 +5 Glee of Destructive Magic
8 +4 +2 +2 +6 Bonus Feat
9 +4 +3 +3 +6 Moment of Power
10 +5 +3 +3 +7 Sacrifice the Weak
11 +5 +3 +3 +7 Razing Metamagic
12 +6 +4 +4 +8 Bonus Feat
13 +6 +4 +4 +8 Expert Arcanist
14 +7 +4 +4 +9 All-Out Attack
15 +7 +5 +5 +9 Moment of Power
16 +8 +5 +5 +10 Bonus Feat
17 +8 +5 +5 +10 Razing Metamagic
18 +9 +6 +6 +11 Aura of Anguish
19 +9 +6 +6 +11 Death and Glory
20 +10 +6 +6 +12 Unending Assault, Bonus Feat

Game Rule Information
Defiler have the following game statistics.

Alignment: Any
Hit Die: d4
Starting Gold: As wizard
Starting Age: Complex (as wizard)

Class skills
As Wizard
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All the following are class features of the Defiler class.

Weapon and Armour Proficiency: As Wizard.
Spellcasting: As Wizard.
Defiling: The Defiler is a defiler (http://www.minmaxboards.com/index.php?topic=16816.0), and cannot cast spells without defiling.
Bonus Feats (Ex): At 1st, 4th, 8th, 12th, 16th, and 20th levels, the Defiler may choose a single Raze or Wizard feat for which he meets the requirements.
Tainted Aura (Ex): The Defiler is tainted by his arcane ways in such a manner that it is noticeable. People feel uncomfortable and wary when the Defiler is present and animals whimper when he approaches. The Defiler suffers a -1 circumstance penalty to Bluff, Diplomacy, Gather Information and Handle Animal checks for every odd level of Defiler gained. He receives a similar circumstance bonus to Intimidate checks. The tainted aura has a range of 5 feet per Defiler level.
Path Sinister (Ex): For each character level he has, the Defiler chooses two spells he knows from the evocation and/or necromancy schools. He increases the caster level cap (so fireball can now reach 11d6 instead of 10d6) by one. Every time he gains another level of defiler, he chooses two new spells.
Moment of Power (Ex): By defiling an area of 10 ft. per spell level in radius, the defiler may cast one spell that is in his spellbook but that he does not have currently memorized. He may do this a once per day at 3rd level, a second time at 9th and a 3rd time at 15th.
Always Prepared (Ex): A defiler can channel stored spell energy into casting necromancy or evocation spells he did not prepare ahead of time. The defiler can “lose” any prepared spell in order to cast a necromancy or evocation spell that is of the same spell level as the prepared spell or lower (just like a cleric can lose prepared spells in order to cast cure spells of the same level or lower.) He may do this once per day per two class levels.
Prepare the Way (Ex): A defiler has learned how to use his razing to open the way for his magic. Any creature who currently is under the effect of a penalty from his defiling and is then struck by a spell from the defiler must make a DC 10 + 1/2 class level + Int modifier save or become fatigued. If they are struck a second time, they become exhausted.
Glee of Destructive Magic (Ex): A defiler revels in the devastation that he causes. Any time he successfully affects an enemy with an evocation or necromancy spell a little fissure of joy fires through the defiler. For the rest of that round, if he must make a save against an effect, spell, or ability, he may roll twice and take the result of his choice.
Razing Metamagic (Ex): Once per day the Defiler can apply a metamagic feat he knows to a spell at casting time. This does not increase the spell’s level or require a higher level spell slot. Casting time metamagic doubles the casting time of the spell (a casting time of 1 action becomes 1 full round). At 11th level the Defiler can use casting time metamagic twice per day (3 times at 17th), but only once per spell. Only metamagic feats that would increase a spell slot by 3 or less may be applied with casting time metamagic.
Sacrifice the Weak (Ex): The Defiler can gather energy during spell preparation to improve his metamagic capacity. Spell slot level adjustments from metamagic feats are reduced by one (to a minimum of one), but only once per spell. For each use of Sacrifice the Weak, the Defiler defiles a 5 ft. radius where the spell is prepared. Preparation of multiple spells increase the radius by 5 ft. for each spell prepared with this ability.
Expert Arcanist (Ex): To a defiler, destruction is art to be perfected. Any time he successfully affects an enemy with an evocation or necromancy spell, he may defile again in order to reroll any dice rolled during the spell. He may choose to do this after knowing the result of those rolls.
All-Out Attack (Ex): When casting a standard action or longer spell, Defilers can cast a 1st, 2nd, or 3rd-level arcane evocation or necromancy spell simultaneously. The spell must have a casting time of 1 standard action or less.
Aura of Anguish (Ex): By now, a defiler is so steeped in his magic that it encompasses him. Any hostile creature that approaches within 60 ft. of the defiler is affected by defiling penalties as if the defiler had cast a spell of the highest level. This repeats for each round a hostile creature stays within the area. It does not defile the ground.
Death and Glory (Ex): A defiler sees those who do not do their utmost to gain power as weak and feeble. Any time he successfully slays an enemy with an evocation or necromancy spell, he regains the use of one necromancy or evocation spell of any level he had memorized at the beginning of the day. He cannot do this for spells of the highest level he knows.
Unending Assault (Ex): By now, a defiler has internalized all that is necessary in order for him to destroy what he wishes. He can now cast any evocation or necromancy in his spellbook without memorizing it, provided he can still defile appropriately.

Stratovarius
2017-06-22, 06:36 AM
Preserver
"Text."
- Excasard the Brilliant, Human Preserver

Text

Making a Preserver
Text

Abilities: Intelligence is the ability that the Preserver uses to give him extra spells.

Races: Preserver appear amongst all races, for their talents are widespread.

Alignment: Preserver can not be evil.

Table 1: The Preserver


Level BAB Ref Fort Will Abilities
--------------------------------------------------------------------------------------------------------------
1 +0 +0 +0 +2 Bonus Feat, Subdual Magic
2 +1 +0 +0 +3 Path Dexter
3 +1 +1 +1 +3 Hidden Casting
4 +2 +1 +1 +4 Always Prepared, Bonus Feat
5 +2 +1 +1 +4 Reactive Defense
6 +3 +2 +2 +5 Hidden Casting
7 +3 +2 +2 +5 In Safety, Life
8 +4 +2 +2 +6 Bonus Feat
9 +4 +3 +3 +6 Hidden Casting
10 +5 +3 +3 +7 Reactive Defense
11 +5 +3 +3 +7 Preserving Metamagic
12 +6 +4 +4 +8 Bonus Feat
13 +6 +4 +4 +8 Insight Mystical
14 +7 +4 +4 +9 Defend the Weak
15 +7 +5 +5 +9 Reactive Defense
16 +8 +5 +5 +10 Bonus Feat
17 +8 +5 +5 +10 Preserving Metamagic
18 +9 +6 +6 +11 Encompassing Boon
19 +9 +6 +6 +11 Against Harm
20 +10 +6 +6 +12 Preservation Unyielding, Bonus Feat

Game Rule Information
Preserver have the following game statistics.

Alignment: Any
Hit Die: d4
Starting Gold: As wizard
Starting Age: Complex (as wizard)

Class skills
As Wizard
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All the following are class features of the Preserver class.

Weapon and Armour Proficiency: As Wizard.
Spellcasting: As Wizard.
Preserving: The Preserver is a Preserver, and follows all the rules therein.
Bonus Feats (Ex): At 1st, 4th, 8th, 12th, 16th, and 20th levels, the Preserver may choose a single Conservation or Wizard feat for which he meets the requirements.
Subdual Magic (Ex): Preservers often seek to avoid bloodshed. When they cast spells that inflict damage (e.g. magic missile or fireball) they can choose to have a given spell deal non-lethal damage rather than normal damage.
Path Dexter (Ex): For each character level he has, the Preserver chooses two spells he knows from the divination and/or abjuration schools. He increases the caster level cap (so fireball can now reach 11d6 instead of 10d6) by one. Every time he gains another level of Preserver, he chooses two new spells.
Hidden Casting (Ex): At 3rd level, a Preserver learns to disguise his spellcasting so as not to reveal himself. All spells he casts are treated as if the Silent metamagic feat is applied. At 6th level, as if both the Silent and Still metamagic feats are applied. At 9th level, any spell he casts with a range of Personal or from the Divination school has no visual effect. Those with detect magic, see invisibility, or true seeing spells or effects active see whatever visual manifestations typically accompany the spell.
Always Prepared (Ex): A Preserver can channel stored spell energy into casting abjuration or divination spells he did not prepare ahead of time. The Preserver can “lose” any prepared spell in order to cast a abjuration or divination spell that is of the same spell level as the prepared spell or lower (just like a cleric can lose prepared spells in order to cast cure spells of the same level or lower.) He may do this once per day per two class levels.
Reactive Defense (Ex): Defending oneself against the predations of defilers is a common occurence for preservers, and so they are skilled in the matter. At 5th level, they gain the ability to cast any Personal range abjuration spell with a casting time of a standard action or less as an immediate action once per day. They gain another use at 10th level and 15th level.
In Safety, Life (Ex): To a preserver, life is sacred. Any time he successfully affects an ally with an abjuration or divination spell a moment of pleasure touches the preserver. For the rest of that round, if he must make a save against an effect, spell, or ability, he may roll twice and take the result of his choice.
Preserving Metamagic (Ex): Once per day the Preserver can apply a metamagic feat he knows to a spell at casting time. This does not increase the spell’s level or require a higher level spell slot. Casting time metamagic doubles the casting time of the spell (a casting time of 1 action becomes 1 full round). At 11th level the Preserver can use casting time metamagic once per day (2 times at 17th), but only once per spell. Only metamagic feats that would increase a spell slot by 3 or less may be applied with casting time metamagic.
Insight Mystical (Ex): When casting a divination spell, a preserver never needs to risk being detected. In addition, he gains a +1 bonus to caster level against any creature he has affected with a divination spell in the last 24 hrs.
Defend the Weak (Ex): When casting a standard action or longer spell, preservers can cast a 1st, 2nd, or 3rd-level arcane divination or abjuration spell simultaneously. The spell must have a casting time of 1 standard action or less.
Encompassing Boon (Ex): A preserver often works closely with allies, and needs to defend them. He can cast any personal range abjuration or divination spell on an ally within 5 feet, instead of himself.
Against Harm (Ex): Any time he successfully affects an enemy with an abjuration or divination spell, he regains the use of one abjuration or divination spell of any level he had memorized at the beginning of the day. He cannot do this for spells of the highest two levels he knows.
Preservation Unyielding (Ex): By now, a preserver has internalized all that is necessary in order for him to protect what he wishes. He can now cast any abjuration or divination spell in his spellbook without memorizing it.

Stratovarius
2017-06-22, 06:38 AM
Blightlord
"Follow me, for you are my pet!"
- Talkerx the Diseased, Human Blightlord

Corrupt priests who revel in decay, the blightlords are feared and reviled throughout the realms of the world. Their plagues have transformed parts of the western reaches into a foul green hell of diseased monsters and deadly poisons. Worse yet, the blightlords seek to infect the healthy forests and lands nearby with the same sickness. Under the tutelage of the horrible Rotting Man, the blightlords marshal their black horde, leading their infected minions forth to scourge the nearby lands.

Making a Blightlord
Most of the blightlords are drawn from those who see the world through a diseased lense. Often, they are those who were scarred in childhood by sickness, and now seek to place that scarring upon the world around them.

Abilities: Wisdom.

Races: Blightlord appear amongst all races.

Alignment: Blightlord are nongood.

Table 1: The Blightlord


Level BAB Ref Fort Will Abilities Blighted Ones
----------------------------------------------------------------------------
1 +0 +0 +2 +2 Domains, Blighted Ones 1
2 +1 +1 +3 +3 1
3 +2 +1 +3 +3 1
4 +3 +2 +4 +4 Sickening Odor 1
5 +3 +2 +4 +4 Blighted Ones 1
6 +4 +3 +5 +5 Blighted Wild Shape 2
7 +5 +3 +5 +5 2
8 +6 +2 +6 +6 Blighted Wild Shape 2
9 +6 +3 +6 +6 Blightmind 2
10 +7 +3 +7 +7 2
11 +8 +3 +7 +7 Blighted Wild Shape 3
12 +9 +4 +8 +8 Blightmind, Blighted Wild Shape 3
13 +9 +4 +8 +8 3
14 +10 +4 +9 +9 Blighted Ones 3
15 +11 +5 +9 +9 Blightmind, Blighted Wild Shape 3
16 +12 +5 +10 +10 Blighted Wild Shape 4
17 +12 +5 +10 +10 4
18 +13 +6 +11 +11 Blightmind 4
19 +14 +6 +11 +11 4
20 +15 +6 +12 +12 Winterheart, Blighted Wild Shape 4

Game Rule Information
Blightlord have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as Druid)

Class skills
Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (local, nature) (Int), Listen (Wis), Profession (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All the following are class features of the Blightlord class.

Weapon and Armour Proficiency: Blightlord are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
Spells: A Blightlord gains the ability to cast a number of divine spells, which are drawn from the Blightlord spell list. A Blightlord must choose and prepare his spells in advance. To prepare or cast a spell, a Blightlord must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Blightlord’s spell is 10 + the spell level + the Blightlord’s Wisdom modifier. Like other spellcasters, a Blightlord can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Blightlord. In addition, he receives bonus spells per day if he has a high Wisdom score. A Blightlord prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Blightlord may prepare and cast any spell on the Blightlord spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A Blightlord can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any Summon Blighted One spell of the same level or lower. Creatures summoned via Summon Blighted One automatically have the Blightspawn template (Unapproachable East) applied to them.
Spells Per Day: The Blightlord has the same spells per day as a Walker in the Wastes of equivalent level, except that one prepared spell each level must be from one of his domains.
Domains: The Blightlord can choose two domains, as a cleric, from the following list: blightbringer, chaos, cold, destruction, evil, hatred, pestilence, slime, suffering, and winter.
Blighted Ones: A Blightlord surrounds himself with the diseased spawn he has shaped. At 1st level, the Blightlord gains a single blighted one, a vermin or animal whose CR is equal to the Blightlord's class level -3 (min 1). At 5th level, the blightlord can trade in his existing blighted ones for a volodni warrior whose hit dice is equal to the Blightlord's class level -3. All blighted ones (animal, vermin, and volodni) gain the Blightspawned template (without undead transformation or create spawn). At 14th level, the Blightlord can instead apply the juju zombie template. If necessary, advance the blighted one until its CR is appropriate each time the Blightlord gains a level. The Blightlord gains another blighted one at 6th, 11th, and 16th level. The Blightlord cannot gain cohorts or companions via other means (leadership feat, thrallherd class, etc.).
Sickening Odor (Ex): A Blightlord is constantly surrounded by the smell of rot and disease. Anyone within 5 feet must make a Fortitude saving throw (DC 10 + 1/2 class level + Constitution bonus) or be sickened.
Blighted Wild Shape (Su): At 6th level, the Blightlord gains a version of the wild shape ability. Blighted wild shape functions like the druid’s wild shape ability, except that the Blightlord adds a version of the Blightspawn template to the forms he chooses to transform into, and transforms into vermin, instead of animals. The Blightlord’ form is altered as follows:
— Type changes to plant.
— +4 Strength, +2 Constitution
— Plant Traits (Ex): A Blightlord becomes immune to poison, sleep, paralysis, stunning, and polymorphing. He is not subject to critical hits or mind-affecting effects. He also has low-light vision.
— Blight Touch (Su): Supernatural disease—any natural attack, Fortitude save (DC 10 + 1/2 blightspawned’s HD + blightspawned’s Constitution modifier), incubation period 1d6 days; damage 1d4 temporary Constitution and 1d4 temporary Charisma. Unlike normal diseases, the effects of blight touch continue until the victim reaches Constitution 0 (and dies), Charisma 0 (becoming a blightspawned creature, if the victim qualifies; see Create Spawn, below), or receives a remove disease spell or similar magic (see Disease in Chapter 3: Running the Game in the DUNGEON MASTER’s Guide).
— Create Spawn (Su): An animal or plant infected by a blightspawned’s blight touch becomes a blightspawned itself if its Charisma reaches 0 before its Constitution does. When a creature infected by blight touch becomes a blightspawned, it recovers all ability score points lost to the progress of the disease. It is not under the control of the Blightlord.

At 8th level, the Blightlord gains the ability to change into a large vermin. At 11th, a tiny vermin. At 12th, plants. At 15th, huge vermins. At 16th, small, medium, and large oozes. At 20th, huge oozes. When the Blightlord gains the ability to Wild Shape into Plants or oozes, he applies the Blightspawn changes detailed above to those creatures as well. At 6th, 10th, 14th, and 18th levels he gains two uses of his Blighted Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
Blightmind (Su): On reaching 9th level, once per day as a standard action, a blightlord may establish a mental link with and dominate (as dominate monster) a single blightspawned creature within 60 feet. The mental link lasts for up to 1 minute per blightlord level and has a range of up to one mile. While the link is in effect, the blightlord may concentrate to receive sensory input from the linked creature or issue it instructions. (The creature obeys any orders to the best of its ability and need not be continuously directed in its assigned tasks.) The blightspawned creature receives a Will saving throw (DC 10 + blightlord’s class level + blightlord’s Wisdom modifier) to negate the effect. He gains another use at 12th, 15th, and 18th levels.
Winterheart (Ex): At 20th level, a blightlord’s infected blood effects a terrible change in her physiology. Her skin blackens and splits, becoming cold and slimy to the touch, although she does not bleed or suffer pain from this transformation. Her type changes to “plant,” which means (among other things) that she is no longer subject to poison, sleep, mind-affecting effects, paralysis, polymorphing, critical hits, sneak attacks, or spells and effects that affect humanoids only.


Blightlord Spell List
Spells without books listed are from the PHB.

First Babau Slime (SpC), Bane, Blood Wind (SpC), Burning Hands, Curse Water, Decomposition (Complete Divine), Detect Undead, Doom, Endure Elements, Ice Slick (Frost), Inflict Light Wounds, Invisibility to Animals, Lesser Shiving Touch (Frost), Magic Fang, Parching Touch (Sand), Produce Flame, Raging Flame (SpC), Ray of Enfeeblement, Rot of Ages (DrMagic) Silver Claws (BoED), Snowdrift (Frost), Snowsight (Frost), Summon Blighted One I (Sand), Sunstroke (Sand), Wall of Smoke (SpC), Waste Strider (Sand)
Second Align Fang (SpC), Ashstar (Sand), Black Sand (Sand), Blood Snow (Frost), Brumal Stiffening (Frost), Chill Metal, Chill Touch, Countermoon (SpC), Creeping Cold (SpC), Darkness, Death Knell, Desiccate (Sand), Drifts of the Shalm (ash only) (PHBII), Fire Trap, Flaming Sphere, Freedom of Breath (Sand), Halo of Sand (Sand), Heartfire (SpC), Heat Leech (Frost), Heat Metal, Inflict Moderate Wounds, Lesser Frostburn (Frost), Obscuring Snow (Frost), Produce Flame, Protection from Desiccation (Sand), Resist Elements, Scimitar of Sand (Sand), Snow Walk (Frost), Summon Blighted One II (Sand), Warp Wood
Third Arctic Frost (Frost), Artic Haze (Frost), Binding Snow (Frost), Body Blaze (Sand), Column of Ice (Frost), Contagion, Control Sand (Sand), Control Snow and Ice (Frost), Create Blightspawn, Crumble (SpC), Deeper Darkness, Dehydrate (SpC), Diminish Plants, Dispel Magic, Inflict Serious Wounds, Flashfreeze (Frost), Haboob (Sand), Heatstroke (SpC), Hypothermia (SpC), Infestation of Maggots (CoDi, SpC), Greater Magic Fang, Ice Shape (Frost), Junglerazer (SpC), Lesser Aura of Cold (Frost), Numbing Sphere (Frost), Poison, Protection from Elements, Shivering Touch (Frost), Stinking Cloud, Soul of the Waste (Sand), Storm Mote (Sand), Summon Blighted One III (Sand), Tormenting Thirst (Sand), Vampiric Touch, Whispering Sand (Sand), Zone of Glacial Cold (Frost)
Fourth Antiplant Shell, Blast of Sand (Sand), Bleakness (PHBII), Blight, Bright Worms (PHBII), Contingent Energy Resistance (SpC), Death Ward, Dispel Water (Sand), Flame Strike, Freeze Armour (Frost), Frostburn (Frost), Greater Creeping Cold (SpC), Giant Vermin, Inflict Critical Wounds, Langour (Complete Divine), Miasma of Entropy (SpC), Mindfrost (Frost), Parboil (Sand), Pyroburst (PHBII), Repel Vermin, Rusting Grasp, Sandform (Sand), Searing Exposure (Sand), Skin of the Cactus (Sand), Slipsand (Sand), Starvation (SpC), Superior Magic Fang (SpC), Summon Blighted One IV (Sand), Transmute Mud to Rock, Transmute Rock to Mud, Unholy Beast (CoR), Wall of Fire, Wall of Salt (Sand), Wall of Sand (Sand), Winter's Embrace (Frost), Wither (Sand), Wood Rot (SpC)
Fifth Antilife Shell, Blizzard (Frost), Boreal Wind (Frost), Call Avalanche (Frost), Choking Sands (Sand), Cold Snap (SpC), Contagious Touch (Complete Divine), Death Ward, Dispel Fire (Frost), Flaywind Burst (Sand), Forbiddance, Flesh to Salt (Sand), Frostbite (Frost), Fuse Sand (Sand), Hibernate (Frost), Inferno (SpC), Mass Contagion (SpC), Mass Desiccate (Sand), Repel Wood, Sleep Mote (Sand), Snow Wave (Frost), Summon Blighted One V (Sand), Transmute Sand to Glass (Sand), Harm, Transmute Sand to Stone (Sand), Transmute Stone to Sand (Sand), Toxic Weapon (PHBII), Unearthly Heat (Sand), Waves of Fatigue
Sixth Acid Fog, Antipathy, Ashen Union (Sand), Awaken Sand (Sand), Chasing Perfection (PHBII), Circle of Death, Cometfall (SpC), Death Hail (Frost), Energy Immunity (SpC), Entomb (Frost), Enveloping Cocoon (SpC), Finger of Death, Fleshiver (SpC), Greater Dispel Magic, Heartfreeze (Frost), Ice Rift (Frost), Mass Frostburn (Frost), Miasma (SpC), Mummify (Sand), Sandstorm (Sand), Scalding Mud (Sand), Summon Blighted One VI (Sand), Symbol of Thirst (Sand), Wall of Magma (Sand)
Seventh Control Weather, Earthquake, Firestorm, Greater Aura of Cold (Frost), Mass Flesh to Salt (Sand), Mephit Mob (Sand), Miasma (CD), Plague (PHBII), Pulse of Hate (PHBII), Raise Ice Forest (Frost), Repel Metal or Stone, Repulsion, Slime Wave (SpC), Summon Blighted One VII (Sand), Swamp Lumg (SpC), Vitrify (Sand), Whiteout (Frost), Wrack Earth (PHBII)
Eighth Bodak's Glare (SpC), Deadfall (SpC), Desert Binding (Sand), Dustbowl (see here (http://www.minmaxboards.com/index.php?topic=16818.0)), Fimbulwinter (Frost), Frostfell (Frost), Glacier (Frost), Heat Drain (SpC), Horrid Wilting, Mass Death Ward (SpC), Mind Blank, Red Tide (SpC), Shambler, Storm of Vengeance, Summon Blighted One VIII (Sand), Wall of Greater Dispel Magic
Ninth Cast in Stone (SpC), Detonate (PHBII), Energy Drain, Enervating Breath (SpC), Foresight, Iceberg (Frost), Incendiary Cloud, Summon Blighted One IX (Sand), Transmute Rock to Lava (SpC)

Stratovarius
2017-06-22, 06:40 AM
Thematically, the Walker in the Wastes is an anti-druid, a character that wants to see the verdant life of the forest, jungles, and plains reduced to nothing more than the chill deserts of snow and ice or burning wastes of sun-scorched earth. To that end, most of his class abilities are centred around either desiccation, defiling, or making the landscape inhospitable. Classes that sacrificed themselves/inspired this guy are the Walker in the Wastes, Blighter, Sand Shaper, Dark Sun Defiler, Arch-Defiler, and Leech. The Raze feats are modified, but originally from Dark Sun as well. The Desiccated One is a combination of a Dry Lich and a Dustform Creature, with a few modifications.

Walker in the Wastes
"Text."
- Excasard the Brilliant, Human Walker in the Wastes

Text

Making a Walker in the Wastes
Text

Abilities: Wisdom is the ability that the Walker in the Wastes uses to give him extra spells.

Races: Walker in the Wastes appear amongst all races, for their talents are widespread.

Alignment: Walker in the Wastes can only be nongood.

Table 1: The Walker in the Wastes


Level BAB Ref Fort Will Abilities 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
-----------------------------------------------------------------------------------------------------------------------------------------------
1 +0 +0 +2 +2 Defiling, Desiccating Burst, Tainted Aura 1 — — — — — — — —
2 +1 +0 +3 +3 Wasteland Living, Barren Magics 2 — — — — — — — —
3 +2 +1 +3 +3 Wasteland Shaping 2 1 — — — — — — —
4 +3 +1 +4 +4 Razing Bonus Feat 3 2 — — — — — — —
5 +3 +1 +4 +4 Local Drought 3 2 1 — — — — — —
6 +4 +2 +5 +5 Dustform Wild Shape 3 3 2 — — — — — —
7 +5 +2 +5 +5 The Wasting 4 3 2 1 — — — — —
8 +6 +2 +6 +6 Razing Bonus Feat, Improved Wasteland Shaping, Dustform Wild Shape (Large) 4 3 3 2 — — — — —
9 +6 +3 +6 +6 Wilderness Travel, Life in a Desert 4 4 3 2 1 — — — —
10 +7 +3 +7 +7 Improved Barren Magics 4 4 3 3 2 — — — —
11 +8 +3 +7 +7 Wasteland Slumber, Dryness of Dust, Dustform Wild Shape (Tiny) 4 4 4 3 2 1 — — —
12 +9 +4 +8 +8 Razing Bonus Feat, Greater Drought, Dustform Wild Shape (Plants) 4 4 4 3 3 2 — — —
13 +9 +4 +8 +8 Vigor of Sand 4 4 4 4 3 2 1 — —
14 +10 +4 +9 +9 Defiled Souls 4 4 4 4 3 3 2 — —
15 +11 +5 +9 +9 Dustform Wild Shape (Huge) 4 4 4 4 4 3 2 1 —
16 +12 +5 +10 +10 Razing Bonus Feat, Dustform Wild Shape (Elemental) 4 4 4 4 4 3 3 2 —
17 +12 +5 +10 +10 Champion of the Wastes 4 4 4 4 4 4 3 2 1
18 +13 +6 +11 +11 Greater Barren Magics 4 4 4 4 4 4 3 3 2
19 +14 +6 +11 +11 Born of Dust 4 4 4 4 4 4 4 3 3
20 +15 +6 +12 +12 Razing Bonus Feat, Desiccated One, Dustform Wild Shape (Huge Elemental) 4 4 4 4 4 4 4 4 4

Game Rule Information
Walker in the Wastes have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as Druid)

Class skills
Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, local, nature) (Int), Listen (Wis), Profession (herbalist) (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All the following are class features of the Walker in the Wastes class.

Weapon and Armour Proficiency: Walker in the Wastes are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
Spells: A Walker in the Wastes gains the ability to cast a number of divine spells, which are drawn from the Walker in the Wastes spell list. A Walker in the Wastes must choose and prepare his spells in advance. To prepare or cast a spell, a Walker in the Wastes must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Walker in the Wastes’s spell is 10 + the spell level + the Walker in the Wastes’s Wisdom modifier. Like other spellcasters, a Walker in the Wastes can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Walker in the Wastes. In addition, he receives bonus spells per day if he has a high Wisdom score. The Walker in the Wastes does not have access to any domain spells or granted powers, as a cleric does. A Walker in the Wastes prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Walker in the Wastes may prepare and cast any spell on the Walker in the Wastes spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A Walker in the Wastes can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any Summon Nature's Ally spell of the same level or lower. Creatures summoned via Summon Nature's Ally automatically have the Dustform template (Sandstorm) applied to them.
Defiling: The Walker in the Waste is a defiler (http://www.minmaxboards.com/index.php?topic=16816.0), and cannot cast spells without defiling.
Desiccating Burst: Starting at 1st level, as a standard action, a Walker in the Wastes can unleash a desiccating burst. This effect deals 1d4 points of desiccation damage to all creatures in a 10 foot burst (Fortitude half; save DC is 10 + 1/2 Walker in the Wastes’s class level + Walker in the Wastes’s Wis modifier). Range is 10 feet per class level, and the damage increases by 1d4 Desiccation damage at every odd level to a max of 10d4 at 19th level. Creatures that fail the save become fatigued.
Tainted Aura (Su): You are tainted by your wasteland ways in such a matter that it is noticeable. People feel uncomfortable and wary when you are present and animals whimper when you approach. You suffer a –1 circumstance penalty to Bluff, Diplomacy, Gather Information and Handle Animal checks for every even level of Walker in the Wastes you have. Likewise, you receive a +1 circumstance bonus to Intimidate checks for every odd level of Walker in the Wastes gained. The tainted aura has a range of 5 feet per Walker in the Wastes level.
Wasteland Living (Ex): You can survive even in the most extreme natural temperature conditions. You can exist normally in temperatures between -20 and 140 degrees, and gain a +2 fortitude bonus on saves against any temperature or weather related effects.
Barren Magics (Ex): When casting a spell that deals hit point damage, you may choose to reduce your caster level by 1. If you do, that spell deals desiccation damage instead of its normal type. Any caster level bonus from defiling is also applied as a bonus to desiccation damage dice.
Wasteland Shaping (Ex): You gain the ability to shape sand, silt, dust, snow, or ice as per the sand shape ability of the Sand Shaper (http://dndtools.pw/classes/sand-shaper/) prestige class.
Razing Bonus Feat: At each indicated level you gain a bonus feat from the list of Razing feats presented below. You must still meet all the prequisites of the feat in question.
Local Drought (Su): Beginning at 5th level, you can change conditions in a 20-foot-radius emanation with you at the center. The temperature band in that area rises by one step or to hot, whichever produces the hotter result. You may instead choose to lower the temperature by one step or to cold. You can suppress this effect for 1 round as a free action, but it renews automatically on your next turn unless you consciously suppress it again.
Dustform Wild Shape (Su): At 6th level, the Walker in the Wastes gains a version of the wild shape ability. Dustform wild shape functions like the druid’s wild shape ability, except that the Walker in the Wastes adds a version of the dustform template to the forms he chooses to transform into. The Walker in the Wastes’ form is altered as follows:
— Type changes to construct.
— Natural armor bonus is increased by +5
— +4 Strength, -2 Dexterity, no Constitution score.
— Blindsight (Ex): Dustform creatures are blind, but they can sense all creatures within 60 feet as a sighted creature would by defecting subtle vibrations in the air around them. Beyond that range, they treat all targets as having total concealment.
— Breath Weapon (Su): As a standard action every 2d4 rounds, a dustform creature can spew out a 10-foot cone of dust and sand. The cone deals 1d6 points of damage for each 2 Hit Dice the creature possesses, and creatures within the area can make Reflex saves for half damage. The save DC is Charisma-based. If the base creature already has a breath weapon, that breath weapon changes to sand, with a Charisma-based saving throw DC. Otherwise, all details remain the same. For example, a dustform juvenile blue dragon could spew forth a line of sand (rather than lightning) once every 1d4 rounds, dealing 8d8 points of damage, with a Reflex save DC of 19.
— Damage reduction 5/magic.

Unlike a normal Dustform creature, Dustform Wild Shape does not grant a slam attack, nor does it remove the base creature's special attacks or the weakness to bludgeoning weapons.

At 8th level, the Walker in the Wastes gains the ability to change into a large animal. At 11th, a tiny animal. At 12th, plants. At 15th, huge animals. At 16th, small, medium, and large elementals. At 20th, huge elementals. When the Walker in the Wastes gains the ability to Wild Shape into Plants or Elementals, he applies the Dustform changes detailed above to those creatures as well. At 6th, 10th, 14th, and 18th levels he gains two uses of his Dustform Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
The Wasting (Su): On reaching 7th level, your Desiccating Burst attack takes on a hideous disease. Opponents who fail the save against your Desiccating Burst contracts the wasting, a supernatural affliction that gradually mummifies its victims (see Disease, Sandstorm page 21). In addition, any spell you cast that deals desiccation damage also inflicts the wasting.
Improved Wasteland Shaping (Ex): You gain the ability to shape sand, silt, dust, snow, or ice as per the improved sand shape ability of the Sand Shaper (http://dndtools.pw/classes/sand-shaper/) prestige class.
Wilderness Travel (Sp): At 9th level and higher, you can fly as by means of the overland flight spell once per day. You must begin and end your flight on a square of waste (dust, salt, sand, snow, ice all qualify) terrain; if your movement crosses a different type of terrain, your flight ends immediately, dropping you abruptly (albeit safely) to the ground.
Life in a Desert (Ex): There are times when extreme measures are necessary, when the gift from plants alone is not enough. A Walker in the Wastes can cancel out penalties from the Terrain Modifier table by paying 2d8 hit points per point of penalty cancelled.
Improved Barren Magics (Ex): When casting a spell with a positive caster level bonus from defiling, you may instead apply a metamagic feat you know as a free action to the cast spell. The metamagic feat must have a spell slot adjustment equal to or less than the caster level bonus from defiling. You lose the caster level and DC bonus on any spell you apply a metamagic feat to.
Wasteland Slumber (Ex): At 11th level and higher, if you lie beneath surface the wastes, you regrow severed body members, mend broken bones, and restore ruined organs as though a regenerate spell had been cast upon you. The soil (including salt, dust, snow, ice, or sand) must be at least deep enough, and occupy a large enough area, to cover all but your face. You can use this ability once per day.
Dryness of Dust (Su): Whenever you are using Dustform Wild Shape, you gain an emanation that deals 1d4 desiccation damage each round to any creature within 10 ft. of you.
Greater Drought (Su): Beginning at 12th level, you can produce extreme conditions in a 100-foot radius emanation with you at the center. The temperature band in that area rises by two steps or to severe heat, whichever produces the hotter result. You may instead choose to lower the temperature by two steps or to severe cold. You can suppress this effect for 1 round as a free action, but it renews automatically on your next turn unless you consciously suppress it again. This effect supersedes that of the local drought ability.
Vigor of Sand (Ex): A Walker in the Wastes has learned how to drain the energy of the world into himself, rather than his spells. As a standard action, he may defile up to a 5 ft. per class level radius. For every 5 ft. of the radius, he heals 1d6 damage. Apply the bonus from the Terrain Modifier table as a benefit or a penalty to the 1d6 healing.
Defiled Souls (Ex): When pushed to the utmost, a Walker in the Wastes can draw power from the living creatures about him, instead of just the plantlife. Every living creature in the defiling area (including the Walker in the Wastes) takes 1d8 points of desiccation damage per spell level, and the casting time is increased to 1 round (or increased by an addition round, if it was already 1 round). The spell is cast with a -3 caster level penalty. A spell cast this way can be cast in an already defiled area.
Champion of the Wastes (Su): While in his Dustform Wild Shape, a Walker in the Wastes may defile up to a 5 ft. per class level radius as a standard action. For every 5 ft. of the radius, the duration of his Dustform Wild Shape increases by 1 hour. In addition, for every 5 ft. of the radius he gains a +1 bonus on attack rolls, damage rolls, and saving throws. These bonuses last for one minute after the defiling.
Greater Barren Magics (Ex): By doubling the area that you are defiling, you can choose to empower, enlarge, extend, silence, still, maximize or widen your spell as a free action.
Born of Dust (Su): Any creature slain by your defiling or desiccation damage rises after 1d4 days as a dustform creature under your control. You may control 4 hit dice worth of dustform creatures per class level.
Desiccated One: On reaching 20th level, you learn to apply the secrets of wasteland preservation to your own body, becoming a Desiccated one. See the Desiccated one template below for more information. If you enter Dustform Wild Shape after gaining this ability, you retain your Desiccated One abilities where they would overlap with any granted by Dustform Wild Shape.
Walker in the Wastes Spell List
Add these spells known to the spells known of the Blighter prestige class in Complete Divine.

First Babau Slime (SpC), Blood Wind (SpC), Ice Slick (Frost), Lesser Shiving Touch (Frost), Magic Fang, Parching Touch (Sand), Produce Flame, Raging Flame (SpC), Rot of Ages (DrMagic) Silver Claws (BoED), Snowdrift (Frost), Snowsight (Frost), Summon Nature's Ally I (Sand), Sunstroke (Sand), Wall of Smoke (SpC), Waste Strider (Sand)
Second Align Fang (SpC), Ashstar (Sand), Black Sand (Sand), Blood Snow (Frost), Brumal Stiffening (Frost), Countermoon (SpC), Creeping Cold (CoDi, SpC), Desiccate (Sand), Drifts of the Shalm (ash only) (PHBII), Freedom of Breath, (Sand), Halo of Sand (Sand), Heartfire (SpC), Heat Leech (Frost), Lesser Frostburn (Frost), Obscuring Snow (Frost), Protection from Desiccation (Sand), Scimitar of Sand (Sand), Snow Walk (Frost), Summon Nature's Ally II (Sand)
Third Animate Dustform (see here (http://www.minmaxboards.com/index.php?topic=16818.0)), Arctic Frost (Frost), Artic Haze (Frost), Binding Snow (Frost), Body Blaze (Sand), Column of Ice (Frost), Control Sand (Sand), Control Snow and Ice (Frost), Crumble (SpC), Dehydrate (SpC), Flashfreeze (Frost), Haboob (Sand), Heatstroke (SpC), Hypothermia (SpC), Infestation of Maggots (CoDi, SpC), Greater Magic Fang, Ice Shape (Frost), Junglerazer (SpC), Lesser Aura of Cold (Frost), Numbing Sphere (Frost), Shivering Touch (Frost), Soul of the Waste (Sand), Storm Mote (Sand), Summon Nature's Ally III (Sand), Tormenting Thirst (Sand), Whispering Sand (Sand), Zone of Glacial Cold (Frost)
Fourth Blast of Sand (Sand), Bleakness (PHBII), Bright Worms (PHBII), Contingent Energy Resistance (SpC), Dispel Water (Sand), Freeze Armour (Frost), Frostburn (Frost), Greater Creeping Cold (SpC), Giant Vermin, Miasma of Entropy (SpC), Mindfrost (Frost), Parboil (Sand), Pyroburst (PHBII), Sandform (Sand), Searing Exposure (Sand), Skin of the Cactus (Sand), Slipsand (Sand), Starvation (SpC), Superior Magic Fang (SpC), Summon Nature's Ally IV (Sand), Unholy Beast (CoR), Wall of Salt (Sand), Wall of Sand (Sand), Winter's Embrace (Frost), Wither (Sand), Wood Rot (SpC)
Fifth Blizzard (Frost), Boreal Wind (Frost), Call Avalanche (Frost), Choking Sands (Sand), Cold Snap (SpC), Death Ward, Dispel Fire (Frost), Flaywind Burst (Sand), Flesh to Salt (Sand), Frostbite (Frost), Fuse Sand (Sand), Hibernate (Frost), Inferno (SpC), Mass Contagion (SpC), Mass Desiccate (Sand), Sleep Mote (Sand), Snow Wave (Frost), Summon Nature's Ally V (Sand), Transmute Sand to Glass (Sand), Transmute Sand to Stone (Sand), Transmute Stone to Sand (Sand), Toxic Weapon (PHBII), Unearthly Heat (Sand)
Sixth Ashen Union (Sand), Awaken Sand (Sand), Cometfall (SpC), Death Hail (Frost), Energy Immunity (SpC), Entomb (Frost), Enveloping Cocoon (SpC), Chasing Perfection (PHBII), Fleshiver (SpC), Heartfreeze (Frost), Ice Rift (Frost), Mass Frostburn (Frost), Miasma (SpC), Mummify (Sand), Sandstorm (Sand), Scalding Mud (Sand), Summon Nature's Ally VI (Sand), Symbol of Thirst (Sand), Wall of Magma (Sand)
Seventh Greater Aura of Cold (Frost), Mass Flesh to Salt (Sand), Mephit Mog (Sand), Plague (PHBII), Pulse of Hate (PHBII), Raise Ice Forest (Frost), Slime Wave (SpC), Summon Nature's Ally VII (Sand), Swamp Lumg (SpC), Vitrify (Sand), Whiteout (Frost), Wrack Earth (PHBII)
Eighth Bodak's Glare (SpC), Deadfall (SpC), Desert Binding (Sand), Dustbowl (see here (http://www.minmaxboards.com/index.php?topic=16818.0)), Fimbulwinter (Frost), Frostfell (Frost), Glacier (Frost), Heat Drain (SpC), Horrid Wilting, Mass Death Ward (SpC), Red Tide (SpC), Summon Nature's Ally VIII (Sand), Wall of Greater Dispel Magic
Ninth Cast in Stone (SpC), Detonate (PHBII), Energy Drain, Enervating Breath (SpC), Iceberg (Frost), Summon Nature's Ally IX (Sand), Transmute Rock to Lava (SpC)

Stratovarius
2017-06-22, 06:43 AM
Desiccated One

The dust of the waste is not all arid dirt and fine sand. Creatures long-dead eventually become dust, and as dust they can return. Desiccated Ones appear more or less as they did in life, though in form only: Even casual observation reveals that they are composed entirely of compacted dust, like realistic but not quite finished statues.

Creating a Desiccated One

“Desiccated One” is an acquired template that can be added to any living creature (referred to hereafter as the base creature).

A Desiccated One uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature's type changes to construct. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Change all current and future Hit Dice to d10s.
Armor Class: The base creature's natural armor bonus increases by 5.
Attack: A Desiccated One retains all the attacks of the base creature.
Full Attack: A Desiccated One fighting without weapons uses its natural weapons (if it has any).
Special Attacks: A Desiccated One retains all the special attacks of the base creature, and gains those described below. Saves have a DC of 10 + 1/2 Desiccated One's HD + Desiccated One's Cha modifier unless noted otherwise.

Breath Weapon (Su): As a standard action every 1d4 rounds, a Desiccated One can spew out a 30-foot cone of salt. The cone deals 1d6 points of desiccation damage per Hit Dice the creature possesses, and creatures within the area can make Reflex saves for half damage. The save DC is Charisma-based. If the base creature already has a breath weapon, that breath weapon changes to salt. Otherwise, all details remain the same.

Special Qualities: A Desiccated One retains all the special qualities of the base creature and gains the following abilities:

Blindsight (Ex): Desiccated Ones are blind, but they can sense all creatures within 120 feet as a sighted creature would by defecting subtle vibrations in the air around them. Beyond that range, they treat all targets as having total concealment.
Construct Traits: Constructs have immunity to poison, sleep, paralysis, stunning, and mind-affecting spells and abilities. They are not subject to extra damage from critical hits or flanking. In addition, a Desiccated One cannot be polymorphed.
Desiccated Healing (Ex): A Desiccated One heals 2 hit points for every 5 hit points of desiccation damage it deals.
Wasteland Toughness (Ex): A Desiccated One gains a bonus to its hit points equal to its Charisma bonus (minimum +1) times its Hit Dice.
Desert Shroud (Ex): A Desiccated One gains the ability to come back to life under certain consitions. If the remains of its deceased body lie in the soil of the waste (silt, sand, dust, snow, or ice) for 10 minutes, its is restored to life as though a resurrection spell had been cast upon it, provided it has not been dead for more than one hundred years. The soil must be deep enough, and occupy a large enough area, to cover its entire body (based on its size when the effect is complete).
Damage Reduction (Su): Desiccated Ones have damage reduction 10/bludgeoning and magic. A Desiccated One's own natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Abilities: Increase from the base creature as follows: Str +2, Wis +2, Cha +4. As a construct creature, a desiccated one has no Constitution score. Unlike most constructs, it retains its Intelligence score.
Skills: Desiccated Ones have a +8 racial bonus on Hide and Move Silently checks made in a wasteland environment. Otherwise same as the base creature.
Environment: Desiccated Ones are found exclusively in wastelands.
Challenge Rating: Same as the base creature +3.
Treasure: None.
Alignment: Always neutral.
Advancement: None.
Level Adjustment: Same as the base creature +3.

Stratovarius
2017-06-22, 06:45 AM
Dustborn
"Text."
- Excasard the Brilliant, Human Dustborn

Text

Making a Dustborn
Text

Abilities: Text

Races: Dustborn appear amongst all races, for their talents are widespread.

Alignment: Dustborn can only be nongood.

Table 1: The Dustborn


Level BAB Ref Fort Will Abilities
------------------------------------------------------------------------------------------------------------
1 +0 +0 +2 +2 Dustform Wild Shape (Large)
2 +1 +0 +3 +3 Dustcrafter Feat
3 +2 +1 +3 +3 Dustform Wild Shape (Tiny)
4 +3 +1 +4 +4 Dustcrafter Feat
5 +3 +1 +4 +4 Dustform Wild Shape (Plants)
6 +4 +2 +5 +5 Dustcrafter Feat
7 +5 +2 +5 +5 Dustform Wild Shape (Huge)
8 +6 +2 +6 +6 Dustform Wild Shape (Elementals), Dustcrafter Feat
9 +6 +3 +6 +6 Desiccation Born
10 +7 +3 +7 +7 Dustform Wild Shape (Huge Elementals), Dustcrafter Feat

Class skills (4 + Int modifier per level): Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, local, nature) (Int), Listen (Wis), Profession (herbalist) (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)

Requirements:
Skills: Knowledge (nature) 8, Survival 8, Knowledge (geography) 4
Class Abilities: Dustform Wild Shape

Class Features
All the following are class features of the Dustborn class.

Dustform Wild Shape (Su): At 1st level, the Dustborn gains the ability to change into a large animal. At 3rd, a tiny animal. At 5th, plants. At 7th, huge animals. At 8th, small, medium, and large elementals. At 10th, huge elementals. When the Dustborn gains the ability to Wild Shape into Plants or Elementals, he applies the Dustform changes to those creatures as well. At 2nd, 4th, 6th, and 8th levels he gains two uses of his Dustform Wild Shape, with each use lasting for one hour. At 10th level, he can use Dustform Wild Shape at will for any duration he chooses.
Dustform Feat (Ex): At every even level, the Dustborn chooses either Dustcrafter or a feat which has Dustcrafter as a prequisite as a bonus feat. The benefits of these feats apply only to himself when he is in his Dustform Wild Shape.
Desiccation Born (Ex): If a dustborn touches the corpse of a creature slain by desiccation damage, the dustborn can expend a use of his Dustform Wild Shape to turn into a dustform version of that creature. Regardless of other abilities he might have, the transformation lasts only one hour.

Stratovarius
2017-06-22, 06:49 AM
Master of Dust
"They breed but to be killed"
- Lanlinariu, Elven Master of Dust

Text

Becoming a Master of Dust
Text

Table 1: The Master of Dust
Hit Die: d8


Level BAB Ref Fort Will Special Abilities Spellcasting
----------------------------------------------------------------------------------
1 +0 +0 +2 +2 Animate Dustform, Cinder Mastery ---
2 +1 +0 +3 +3 Breath of Desiccation +1 Caster Level
3 +2 +1 +3 +3 Dustform Feat +1 Caster Level
4 +3 +1 +4 +4 Lesser Mastery of Dust +1 Caster Level
5 +3 +1 +4 +4 Memories of Ash +1 Caster Level
6 +4 +2 +5 +5 Dustform Feat +1 Caster Level
7 +5 +2 +5 +5 Drift Magic +1 Caster Level
8 +6 +2 +6 +6 Greater Mastery of Dust +1 Caster Level
9 +6 +3 +6 +6 Dustform Feat +1 Caster Level
10 +7 +3 +7 +7 One With Dust +1 Caster Level

Class skills (4 + Int modifier per level): Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, local, nature) (Int), Listen (Wis), Profession (herbalist) (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)

Requirements:
Skills: Knowledge (arcana) 8, Knowledge (nature) 8, Survival 8
Spells: Must be able to cast Animate Dustform
Feats: Dustcrafter

Class Features
Text

Spellcasting: The Master of Dust increases his caster level as if the character had gained a level in the class used to enter Master of Dust at each indicated level.
Cinder Mastery (Su): Beginning at first level, and every 3 levels thereafter, the amount of dustform a Master of Dust can control increases by 1x HD, so at level 1 he may control 3x HD, at level 4 4x HD, at level 7 5x HD, and 6x at 10th level.
Animate Dust (Sp): Twice per day, the Master of Dust may cast Animate Dustform as a spell-like ability.
Breath of Desiccation (Su): The Master of Dust has learned how to spew a desiccating 60 ft. cone of ash, salt, and dust as a standard action every 1d4 rounds. It deals 1d8 desiccation damage per character level, reflex of 10 + 1/2 character level + charisma for half. This counts as a breath weapon for purposes of all prerequisites.
Dustform Feat (Ex): At 3rd, 6th, and 9th level, the Master of Dust chooses a Dustform feat as a bonus feat.
Memories of Ash (Ex): When creating a dustform creature, the Master of Dust no longer removes that creature's special attacks.
Lesser Mastery of Dust (Ex): A Master of Dust has focused his whole being on creating the perfect dustform creatures, and has learned to use his skills to create additional benefits for his children. These bonuses apply to every dustform creature the Master of Dust has created, provided he had the applicable feat when he created that creature.

Ashen Cauldron: The dustform breath weapon now deals 1d6 per hit dice, instead of 1d6 per 2 hit dice, and increases its range to 30 ft.
Choking Collapse: The Fortitude save is increased to DC 10 + 1/2 hit dice + charisma modifier if higher than DC 15.
Deadly Parch: Dustform creatures now heal 1 hit point for every 3 points of desiccation damage they do.
Improved Adhesion: Dustform creatures can no longer be destroyed by dissolution, and gain fast healing 1 in any dry environment.
Resilient Form: The damage reduction doubles to 6/magic and bludgeoning.
Thickened Dust: The dustform creature adds its Charisma modifier to its Reflex and Fortitude saves (minimum of a +2 bonus).

Drift Magic (Su): The Master of Dust gains Drift Magic (Sandstorm, p49) as a bonus feat.
Greater Mastery of Dust (Ex): A Master of Dust now understands how to perfect his dustform creations. These bonuses apply to every dustform creature the Master of Dust has created, provided he had the applicable feat when he created that creature.

Ashen Cauldron: Whenever a dustform creature uses its breath weapon, the squares affected by the cone are thereafter treated as shallow sand (Sandstorm, p18). Its range increases to 60 ft.
Choking Collapse: When struck by a melee attack, a dustform creature releases a burst of dust that fills every square adjacent to it for one round, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away have total concealment.
Deadly Parch: Any creature struck by two or more desiccating natural attacks in a round must make a DC 10 + 1/2 hit dice + charisma modifier fortitude save or become dehydrated (Sandstorm, p15).
Improved Adhesion: The dustform creature now gains bonus hit points based on its size. See the table below.
Resilient Form: The damage reduction doubles again, to 12/magic and bludgeoning.
Thickened Dust: The dustform creature can engulf creatures one or more size categories smaller if it successfully hits with its slam attack. As part of hitting the target, the dustform creature moves into its square if desired. Creatures must make a DC 10 + 1/2 hit dice + strength modifier reflex save to avoid being engulfed. Engulfed opponents are considered grappled and are trapped within the dustform creature's body. The dustform creature deals 1d6+3 points of damage to trapped opponents each round after the one in which it engulfed them. Opponents that need to breathe risk suffocation.

One With Dust (Su): At 10th level, the Master of Dust becomes a dustform creature. His type changes to construct (recalculate hit dice), he increases (or gains if he did not have one before) his natural armour score by +5, gains +4 Strength, gains blindsight out to 60 ft., and gains damage reduction 10/magic. In addition, if the Master of Dust lies beneath the surface of the wastes, he regrows severed bodyparts, mends broken bones, and restores ruined organs as though a regenerate spell had been cast upon him. The dust must be at least deep enough, and occupy a large enough area, to cover all but his face. He can use this ability once per day.



Dustform Size Bonus Hit Points
--------------------------------
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80

Stratovarius
2017-06-22, 06:54 AM
Parasite
"Pain, both your own and that of others, is a threshold you must overcome."
– Gorgatohr, Human Parasite

Parasites are magic-users who have discovered how to utilize the life force of animals, intelligent beings, and even themselves, to power their magic. This is not without consequences, for Parasites cause animals and people to be nervous in their presence. To command their magics and cannibalize their own bodies, a Parasite needs physical stamina. Some sages claim the methods used by Parasites are similar to that of the ritual magic wielded by martyrs, however the only similarity is the use of life force from living beings to power spells. Parasites are but dabblers in their field compared to the depth of sacrifice a martyr undergoes.

Becoming a Parasite
Parasites can be found anywhere. Some are loners, practicing their art in secrecy, while others seek employment and safety in organizations and groups that ask few questions.

Table 1: The Parasite
Hit Die: d4


Level BAB Ref Fort Will Special Abilities Casting
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––
1 +0 +0 +0 +2 Tainted Aura, Life-draining +1 Casting
2 +1 +0 +0 +3 Cannibalize +1 Casting
3 +1 +1 +1 +3 Twinned Power +1 Casting

Class skills (2 + Int modifier per level): Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Requirements:
Skills: Concentration 8 ranks, Knowledge (arcana, religion, or nature) 8 ranks, Spellcraft 5 ranks.
Feats: Great Fortitude.
Spells: Able to cast 2nd level spells.
Alignment: Nongood.

Class Features
Text

Casting: The Parasite increases all casting features as if the character had gained a level in the appropriate class at each indicated level.
Tainted Aura: The Parasite is tainted by her magical ways in such a manner that it is noticeable. People feel uncomfortable and wary when she is present and animals whimper when she approaches. The Parasite suffers a -2 circumstance penalty to Bluff, Diplomacy, Gather Information and Handle Animal checks for every level of Parasite gained. She receives a similar circumstance bonus to Intimidate checks. The tainted aura has a range of 5 feet per Parasite level.
Life-draining (Ex): Living beings caught in the Parasite’s defiling or preserving radius suffer 2 points of damage per level of the spell being cast, but plant life (aside from plant creatures) are unaffected. Plant creatures take double the damage from life-draining. Instead of the Terrain Modifier table presented above, a Parasite uses the Creature Modifiers table from below.
Cannibalize (Ex): The Parasite can cannibalize her own life force to power her spells. When casting a spell, a Parasite can choose to cannibalize herself instead of draw energy from her preserving or defiling radius. She takes 1d8+1 damage per spell level of the spell cast. This damage ignores temporary hit points and any means of damage prevention or redirection, but does not cause a concentration check during casting. This requires no extra actions as part of casting a spell.
Twinned Power (Ex): By both cannibalizing herself and draining energy from the land around her, a Parasite can boost her spells to heights other casters could never manage. While casting a spell, the Parasite can increase her caster level by one in exchange for 1d8 points of damage, or by two in exchange for 3d8 points of damage, or by three in exchange for 5d8 points of damage. This damage ignores temporary hit points and any means of damage prevention or redirection, but does not cause a concentration check during casting. This requires no extra actions as part of casting a spell.

Table 1: Creature Modifiers


Creatures in Radius DC Modifier Caster Level Modifier
----------------------------------------------------------
0 Spell Fails Spell Fails
1 –2 –2
2-3 –1 –1
4-5 +0 +0
6-7 +1 +1
8+ +2 +2

Stratovarius
2017-06-22, 06:56 AM
Spells

Animate Dustform - Animate a creature using the dustform template
Conversion - Redeem defilers and fallen preservers
Create Blightspawn - Create a blightspawned creature
Dustbowl - Create area of barren heat and storms
Rejuvenate - Undo the effects of defiling
Summon Blighted One - Summon blightspawned creatures


Spell Descriptions

Animate Dustform
Transmutation
Level: Walker in the wastes 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or bodies of dead creatures into dustform creatures (Sandstorm p163) that follow your spoken commands.

The dustform creatures can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed dustform creature can’t be animated again.)

The dustform creatures you create remain under your control indefinitely. No matter how many times you use this spell, however, you can only control creatures whose total combined CR is equal to your ECL. If you exceed this, excess dustform creatures become uncontrolled. (You choose which creatures are released.) You can never create a creature through this spell that has a CR greater than your ECL -2.

Material Component
You must place a chalcedony gem worth at least 25 gp per Hit Die of the dustform creature into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

Conversion
Abjuration
Level: Drd 5
Components: V, S, M, F, XP
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

This spell removes the burden of acts of defiling from a magic-user. The magic-user seeking atonement must be truly repentant and desirous of setting right their destruction of plant life. If the subject defiled while under some sort of magical or psionic compulsion or was otherwise unwilling, conversion operates normally at no cost to you. However, if the defiling was deliberate and wilful, you must expend personal energy to cleanse the subject. This costs the caster 500 experience points to expunge the subject’s taint of defiling. Naturally, many casters first assign the subject some sort of quest (via geas/quest) or similar penance to make sure the creature is truly repentant before casting conversion on its behalf. The caster must be at least one level higher that the subject. Conversion may be cast for one of several purposes, depending on being cast on a preserver or a defiler:
Preserver: This removes all taint of defiling from the spellcaster. Thus, the Will save DC to resist falling to the path of the defiler is now reset to 10 + level of spell cast by defiling.
Defiler: A repentant defiler becomes a preserver and can cast spells without damaging plant life.
XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP. If the subject is a defiler, this cost is doubled.
Material Component: Burning incense.
Focus: Rare plants and herbs worth at least 500 Gp.

Create Blightspawned
Transmutation
Level: Blighter 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more creatures touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No

This spell turns living animals, vermin, and plants into blightspawned creatures (Unapproachable East) that follow your spoken commands.

The blightspawned creatures you create remain under your control indefinitely. No matter how many times you use this spell, however, you can only control creatures whose total combined CR is equal to your ECL. If you exceed this, excess blightspawned creatures become uncontrolled. (You choose which creatures are released.) You can never create a creature through this spell that has a CR greater than your ECL -2.

Material Component
You must place an emerald gem worth at least 10 gp per Hit Die of the blightspawned creature into the mouth each creature you intend to transform. The magic of the spell turns these gems into worthless, burned-out shells.

Dustbowl
Transmutation [Fire]
Level: Cleric 9, druid 8, sorcerer/wizard 8, walker in the wastes 8
Components: V, S, XP
Casting Time: 10 minutes (see text)
Range: 1 mile/level
Area: 1 mile/level radius, centred on you
Duration: 4d12 weeks
Saving Throw: None
Spell Resistance: No

You change the weather to a state of permanent sweltering heat and wind. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what conditions you want to manifest; the strength of the dustbowl depends on the existing climate and season of the area.


Season Possible Weather
-----------------------------------------------------------------------
Spring Frequent duststorms, daily heat
Summer Constant duststorms, occasional sandstorms, severe heat
Autumn Frequent duststorms, daily heat
Winter Moderate temperatures, occasional thunderstorms, constant rain
Daily wind and temperature adjustment during a dustbowl are determined using the table below. Add +8 to the roll when cast during summer, +4 in spring or autumn, –2 in winter, +2 for a hot climate, –2 for a temperate climate, and –6 for a cold climate. Roll separately for wind and temperature. The temperature and wind shown are the maximum possible for the day; at your option, there can be less wind or temperature.

d20 Roll Temperature Adjustment Amount of Wind
0 or less -10 degrees Weak (0–10 mph)
1—5 0 degrees Weak (0–10 mph)
6—10 +10 degrees Moderate (11+ mph)
11—15 +20 degrees Moderate (11+ mph)
16—20 +30 degrees Strong (21+ mph)
21—25 +40 degrees Strong (21+ mph)
26+ +50 degrees Very strong (31+ mph)
You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).
XP Cost: 100 XP.

Rejuvenate
Transmutation
Level: Clr 6, Drd 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Circle of ground extending out to range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

Ash and dust is whirled up into the air and takes on a bright green glow, resembling that of fireflies. As they fall on the sterile land, the ground feels soft and moist once more. You grant the ability to support vegetation to an area of ground. In the case of ground made sterile by defiler magic, rejuvenate dispels the ground’s sterility, making it immediately capable of supporting vegetation. A circle of ground extending out from you is enriched and moistened, and a blanket of fine grass appears instantly. The soil and grass are not magical, however, and are subject to normal weather conditions. However, the grass will survive for at least a week, even in the worst of weather. The spell may also be cast on any ground short of solid rock. If cast on an area that can already support plant life, rejuvenate increases the ground’s fertility as the enrichment effect of the spell plant growth, and the range is a half mile.
Material Component: A seed (any kind) and a drop of water.

Summon Blighted One I
Conjuration (Summoning)
Level: Blightlord 1
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a blighted animal, plant, or vermin of appropriate CR, as described below (Ignore the blightspawned template when choosing which CR is appropriate). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a porpoise may only be summoned in an aquatic environment.

Summon Blighted One CR table


Spell Level Summon CR Summon 1d3 CR Summon 1d4+1 CR
–––––––––––––––––––––––––––––––––––––––––––––––––– ––––––––
1 1/2 N/A N/A
2 1 1/2 N/A
3 2 1 1/2
4 3 2 1
5 5 3 2
6 7 5 3
7 8 6 4
8 9 7 5
9 11 9 7

Summon Blighted One II
Level: Blightlord 2

As Summon Blighted One I

Summon Blighted One III
Level: Blightlord 3

As Summon Blighted One I

Summon Blighted One IV
Level: Blightlord 4

As Summon Blighted One I

Summon Blighted One V
Level: Blightlord 5

As Summon Blighted One I

Summon Blighted One VI
Level: Blightlord 6

As Summon Blighted One I

Summon Blighted One VII
Level: Blightlord 7

As Summon Blighted One I

Summon Blighted One VIII
Level: Blightlord 8

As Summon Blighted One I

Summon Blighted One IX
Level: Blightlord 9

As Summon Blighted One I

Dust Domain
Granted Power: Rebuke or command dustform creatures 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 damage reduction 2/- against desiccation damage.

Dust Domain Spells
1st: Halo of Sand
2nd: Haboob
3rd: Animate Dustform
4th: Choking Sands
5th: Desiccate, Mass
6th: Sandstorm
7th: Awaken Sand
8th: Horrid Wilting
9th: Dustbowl

Stratovarius
2017-06-22, 07:01 AM
Feats

Conservation Feats
Conservation feats are feats that require the spellcaster to be a preserver, and can only be applied when preserving. Multiple conservation feats can be applied simultaneously. A wizard’s bonus feats can be used to acquire conservation feats if the wizard fulfils the feat prerequisites.

Efficient Gathering [Conservation]
You can gather energy more efficiently, utilizing the maximum energy potential of a given terrain.
Benefits: Treat the terrain you gather energy in as one category better when you preserve. E.g. a spell cast in barren terrain is treated as if cast in infertile terrain.

Powerful Gathering [Conservation]
You can gather energy from a larger area.
Benefits: When preserving, you can spend a move action to gain a +1 caster level bonus. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Your preserving radius increases by 10 ft. when using Powerful Gathering.

Distant Gathering [Conservation]
You can gather energy for spells at a distance.
Benefits: You can move the centre of your preserving circle (on the ground) up to 10 feet per caster level, in effect moving the entire circle of preserving.
Normal: Your preserving circle is centred on you.


Dustform Feats
Dustform feats are those that apply to the creation of dustform creatures, primarily, although a few apply the tenets of dust to the magic of the wielder. As such, they are mostly used by those who wish to see the world become a wasteland, a barren thing, although there are those who see the use of dust as merely a strong tool in the arsenal of a magic user.

Arenose Beginning [Dustform, Metamagic]
Prerequisites: Dustcrafter
Benefit: You can alter a spell that deals damage to foes. Any living creature that could normally be animated as a dustform creature and that does not possess more than double your Hit Dice, when slain outright by a arenose beginning spell, rises as a dustform creature under your control at the beginning of your next action. Even if you kill several creatures with a single arenose beginning spell, you can't create more Hit Dice of dustform than twice your caster level. The standard rules for controlling dustform (see animate dustform) apply to newly created dustform gained through this metamagic feat. An arenose beginning spell uses up a spell slot three levels higher than the spell's actual level.

Arenose Dehydrate [Dustform, Metamagic]
Prerequisites: Dustcrafter
Benefit: You can alter a spell that deals damage to foes so that any creature that is dealt damage also becomes dehydrated for 1 minute. An arenose dehydrate spell uses up a spell slot two levels higher than the spell's actual level.

Arenose Laming [Dustform, Metamagic]
Prerequisites: Dustcrafter
Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also takes a -4 penalty to Dexterity for 1 minute. Dexterity penalties from multiple spells enhanced by the Arenose Laming feat do not stack. An Arenose Laming spell uses up a spell slot one level higher than the spell's actual level.

Arenose Reinforcement [Dustform, Metamagic]
Prerequisites: Dustcrafter
Benefit: Any numerical bonus granted by a spell modified with this feat increases by +2 for all dustform creatures it affects. This increase does not apply to factors such as range, save DC, healing, or other numerical factors relating to a spell. Only effects described as bonuses gain this benefit. An Arenose Reinforcement spell uses up a spell slot one level higher than the spell's actual level.

Ashen Cauldron [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create reduces the recharge time on its breath weapon to 1d4 rounds and increases the range to a 20 ft. cone. In addition, if its charisma score is below 10, it is treated as 10 for the purposes of the braeth weapon's reflex DC.

Buried Under Ash [Dustform]
Prerequisites: Dustcrafter, three other dustform feats
Benefit: When one of your dustform creatures strikes an opponent with a melee attack, the target provokes an attack of opportunity from all other dustform creatures within melee range of that target. With this ability, your dustform creatures can make an attack of opportunity against a particular target only once per round. In addition, dustform creatures do not grant cover against your enemies when targeted by other dustform creatures.

Choking Collapse [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create releases a burst of choking dust upon its death. Every creature within a 10-foot spread (Fortitude DC 15) has its lungs filled with sand and must make Constitution checks to avoid suffocation. Alternately, they can cough up the sand by taking a full-round action. In addition, for 1 round per 2 hit dice of the dustform creature, a thick haze of swirling dust and sand fills the 10 ft. spread. The effect obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away have total concealment.

Deadly Parch [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create deals an extra 1d6 desiccation damage with its natural weapons.

Dustcrafter [Dustform]
Prerequisites: None
Benefit: Each dustform creature you create gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

Embrace of Dust [Dustform]
Prerequisites: Dustcrafter
Benefit: When your dustform creatures form a flank with another dustform creature, they gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.

From The Earth Born [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create gains a burrow speed equal to half its normal movement speed.

Improved Adhesion [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create gains a +4 bonus on saves to resist dissolution via bludgeoning weapons.

Memories of Dust [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create gains a +4 enhancement bonus to Charisma and a +2 bonus on saving throws.

Oncoming Storm [Dustform]
Prerequisites: Dustcrafter
Benefit: Dustform creatures you control can charge across difficult terrain and can turn up 90 degrees during a charge.

Press of Ages [Dustform]
Prerequisites: Dustcrafter, five other dustform feats
Benefit: If three or more of your dustform creatures strike a target in the same round, that target must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the third dustform creature to strike or be destroyed. This can affect undead, constructs, and other creatures normally immune to critical hits.

Resilient Form [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create gains damage reduction 3/magic and bludgeoning in place of its existing damage reduction.

The Softest Hammer [Dustform]
Prerequisites: Dustcrafter, three other dustform feats
Benefit: If three or more of your dustform creatures strike a target in the same round, that target must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the third dustform creature to strike or be staggered for one round.

Thickened Dust [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create gains a +2 bonus to natural armour.


General Feats
General feats are those that are generally applicable to the world of the wastes, but do not have to directly apply to dustform, preserving & defiling, or the classes that comprise the wasteland setting.

Rejected Vows
Prerequisites: Must be an ex-druid
Benefit: You forsake all prior druidic knowledge, dismissing it as a foolish notion for wistful dupes. You may trade in your druid levels for walker in the wastes levels, including replacing any feats for which you no longer meet the prerequisites (this does not apply to Rejected Vows). In addition, you now possess a smouldering hatred for all things green and bountiful. Your spells and abilities increase their DC by +1 when affecting animals and plants, and you increase your caster level by an additional +1 when defiling in Fertile or Abundant terrain.


Raze Feats
Raze feats are feats that require the spellcaster to be a defiler, and can only be applied when defiling. Multiple raze feats can be applied simultaneously. For example, a defiler who has Distance Raze, Destructive Raze and Fast Raze can benefit from all of them when casting a single spell. A wizard’s bonus feats can be used to acquire Raze feats if the wizard fulfills the feat prerequisites.

Agonizing Radius [Raze]
Your defiling techniques are particularly painful.
Benefits: The penalties for being caught within your defiling radius increase by one (i.e. from –1 to –2).

Ashen Raze [Raze]
When you defile, you raise a cloud of ash.
Benefits: When defiling, the area you raze becomes affected as if by an obscuring mist spell for one round.

Controlled Raze [Raze]
You increase your defiling radius and may specify unaffected squares.
Benefits: Your defiling radius increases by 5 feet. You can specify one 5 ft. square per 5 ft. radius of your defiling circle that is unaffected by your energy gathering. Creatures in unaffected squares do not suffer the adverse effects of being caught in the defiling circle, nor is vegetation in that square turned to ash.

Distance Raze [Raze]
You can gather energy for spells at a distance.
Benefits: You can move the centre of your defiling circle (on the ground) up to 10 feet per caster level, in effect moving the entire circle of defiling.
Normal: Your defiling circle is centred on you.

Desiccating Raze [Raze]
Your defiling techniques suck the moisture out of the living, as well as from plants
Benefits: Creature that would take a penalty from your defiling also takes 1d4 desiccation damage per point of penalty.

Destructive Raze [Raze]
You can focus the energy you absorb from plants to increase the damage your spells inflict.
Benefits: Add +1 to damage per damage die inflicted by your spells when defiling.

Draining Raze [Raze]
When you defile, you pull strongly on the lifeforce of those inside the circle of ash.
Benefits: A creature that would take a penalty from your defiling also takes 1 point of constitution damage.

Efficient Raze [Raze]
You can gather energy more efficiently, utilizing the maximum energy potential of a given terrain.
Benefits: Treat the terrain you gather energy in as one category better when you defile. E.g. a spell cast in barren terrain (–1 spell save DC and –1 penalty to caster level checks) is treated as if cast in infertile terrain (no spell save modifier and no penalty to caster level checks). In abundant terrain the bonuses to spell save DCs and spell checks are increased by an additional +1.

Exterminating Raze [Raze]
Your defiling techniques are particularly damaging to plant creatures.
Benefits: Plant creatures caught in your defiling radius suffer 8 points of damage per spell level.
Normal: Plant creatures caught in your defiling radius suffer 4 points of damage per spell level

Fast Raze [Raze]
You can gather energy faster.
Benefits: When defiling, you can spend a move action to gain a +1 caster level bonus. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Your defiling radius increases by 5 ft. when using Fast Raze.

Fields of Waste [Raze]
The terrain you defile becomes even more ruined and lumpen.
Benefits: The area you defile becomes difficult terrain.

Sickening Raze [Raze]
Your defilement makes others sick.
Prerequisites: Agonizing Radius.
Benefits: Creatures within your defiling radius become sickened in addition to any other penalties for 1 round.

Stratovarius
2017-06-22, 07:02 AM
Wasteland Items

Blackened Orb: This magical orb of elegantly crafted obsidian, weighing about two pounds and engraved with deep carvings, can be used to contain plant energy for fueling spells without defiling at casting time. The defiler can at any time use the orb as a conduit for defiling magic, tapping into the land at his current location, and leaving behind a circle of ash equal to 5 ft. per spell level of energy gathered into the orb. The orb can store spell levels equal to the crafter’s caster level. Stored energy can be used to substitute energy gathering at casting time, as a free action. For example, with an unmodified blackened orb, a defiler could cast any combination of spells that total seven spell levels before the orb is depleted of energy (for this purpose, cantrips are treated as 0.5 spell levels).
Moderate transmutation; CL 7th, Blight; Craft Wondrous Item; Cost: 3,000gp.

Verdant Speculum: This magical circle of metal, etched with curling and sinuous patterns, is actually a portal of magical essence, allowing a preserver to draw power from a verdant grove or private arboretum that he has been able to protect against the ravages of the outside world. By attuning the verdant speculum to the location where the preserver is standing, an act that takes 100 XP and three hours to perform, the preserver can then draw from that area as a free action when casting a spell, regardless of how far away he is from it. However, he must be careful not to draw too much energy and accidentally defile the chosen location.
Moderate transmutation; CL 12th, Commune with Nature; Craft Wondrous Item; Cost: 9,000gp.

Stratovarius
2017-06-28, 02:54 PM
Athasian Gladiator
"Text."
- Excasard the Brilliant, Human Athasian Gladiator

The arena is the battlefield of the gladiator. From hand–to–hand combat in the mud pits of small forts to the grand games of the city-states, the gladiator is a warrior who fights to the sounds of people cheering his name or cursing his presence. They train to best wild beasts in deadly games for the amusement of the masses. They fight for glory, wealth, prestige and power. They fight to survive. Some are merely slaves, having to fight and perhaps hoping to win a chance to obtain freedom, while some fight willingly for the thrill of combat or the promise of riches and fame.

Making a Athasian Gladiator
Gladiators are among the best one–on–one fighters in all the Tablelands. They are trained in hand–to–hand combat before moving on to the use of exotic weapons of the arena. They learn to improvise weapons, wielding broken bones or wooden shafts with deadly precision. They learn how to taunt and tease opponents, driving them to reckless acts and taking advantage of the situation to strike down or maim a foe. After all, a long, drawn-out combat is more a crowd pleaser than a ten-second bout.

Abilities: Athasian Gladiators are heavily martial classes

Races: Athasian Gladiator appear amongst all races, for their talents are widespread.

Alignment: Any

Table 1: The Athasian Gladiator


Level BAB Ref Fort Will Abilities
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1 +1 +2 +2 +2 Bonus Feats, Mercy, Bare Hands
2 +2 +3 +3 +3 Bare Hands
3 +3 +3 +3 +3 Uncanny Dodge
4 +4 +4 +4 +4 Bonus Feats, Bare Hands
5 +5 +4 +4 +4
6 +6 +5 +5 +5
7 +7 +5 +5 +5 Improved Uncanny Dodge
8 +8 +6 +6 +6 Bonus Feats
9 +9 +6 +6 +6
10 +10 +7 +7 +7
11 +11 +7 +7 +7
12 +12 +8 +8 +8 Bonus Feats
13 +13 +8 +8 +8
14 +14 +9 +9 +9
15 +15 +9 +9 +9
16 +16 +10 +10 +10 Bonus Feats
17 +17 +10 +10 +10
18 +18 +11 +11 +11
19 +19 +11 +11 +11
20 +20 +12 +12 +12 Bonus Feats

Game Rule Information
Athasian Gladiator have the following game statistics.

Alignment: Any
Hit Die: d12
Starting Gold: As paladin
Starting Age: Complex (as paladin)

Class skills
Balance, Bluff, Climb, Diplomacy, Heal, Intimidate, Jump, Listen, Perform, Profession, Ride, Sense Motive, Spot, Swim, Tumble.
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All the following are class features of the Athasian Gladiator class.

Weapon and Armour Proficiency: The Athasian Gladiator is proficient in all weapons, armour, and shields, including exotics and improvised weapons, shields, and armour.
Bonus Feats (Ex): At 1st, 4th, 8th, 12th, 16th, and 20th levels, the Athasian Gladiator gains a bonus Style (https://dndtools.net/feats/categories/style/) or tactical (https://dndtools.net/feats/categories/tactical/) feat. He does not need to meet the prerequisites of these feats. At the start of each day, he can choose to change these bonus feats to any other Style or Tactical feats.
Mercy (Ex): At 1st level, the Athasian Gladiator suffer no penalty to attack rolls when attacking with a weapon to inflict nonlethal damage.
Bare Hands (Ex): At 1st level, the Athasian Gladiator gains Improved Unarmed Strike as a bonus feat. At 2nd level, he gains Versatile Unarmed Strike as a bonus feat. At 4th level, he gains Superior Unarmed Strike as a bonus feat.
Uncanny Dodge (Ex): At 3rd level, you retain your Dexterity bonus to AC (if any) even if you are caught flatfooted or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): At 7th level and higher, you can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you have gladiator levels. If you already have uncanny dodge (see above) from a second class, the levels from all classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank you.
Are You Not Entertained? (Ex): A gladiator is often called upon to delay his own actions, risking injury, to heighten the tension in the arena. The gladiator can choose to not use his move action during his turn. If he does so, until the start of his next turn, he may use his move action by spending an immediate action to do so. At 9th level, he may choose to do this with his standard or move actions. At 15th, with his full-round action. He gains his audience bonus on any rolls he makes as part of these delayed actions.
BonusStuff (Ex):
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The Athasian Gladiator draws strength from playing to a crowd, as listed on the table below. He gains a bonus to his rolls based on the number of people in the audience. Members of the audience must be indifferent or better to provide a benefit, and have an intelligence score of at least 8. Allies, animated, created, magically conjured, and summoned creatures do not count as part of the audience. This does not stack with any use of Aid Another from any listeners.


Audience Bonus
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1-5 +1
6-10 +2
11-20 +3
21-40 +4
41-80 +5
80+ +6