Author Topic: Walker in the Wastes [Base]  (Read 6254 times)

Offline Stratovarius

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Walker in the Wastes [Base]
« on: October 01, 2015, 01:53:42 PM »
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
Code: [Select]
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

Table 2: Terrain Modifiers
Code: [Select]
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
 

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: When casting a spell, Walkers in the Wastes leave behind an ashen circle of destroyed plant life when casting spells. The radius is 5 ft. x spell slot level expended. Creatures except the Walker in the Wastes 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 2 hp damage x spell level of the slot expended. When defiling, a Walker in the Wastes can extend the casting time of her spells to 1 round and gain a +1 bonus to caster level. Her defiling radius increases by 5 ft. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Terrain types affect Walker in the Wastes 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 2: Terrain Modifiers. The Walker in the Wastes 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.
  • 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 dessication 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 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 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
(click to show/hide)

Raze Feats
(click to show/hide)

Desiccated One
(click to show/hide)

Spells
(click to show/hide)
« Last Edit: December 04, 2015, 05:03:36 PM by Stratovarius »

Offline Stratovarius

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Re: Walker in the Wastes [Base]
« Reply #1 on: October 02, 2015, 08:58:34 AM »
Defilement of Salt has become Desiccating Raze as a feat.

Desiccating Burst now doesn't deal cold damage (so it's down 10d4 damage), but does cause Fatigue on a failed save. Still not entirely happy with it though.

Offline Stratovarius

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Re: Walker in the Wastes [Base]
« Reply #2 on: October 02, 2015, 03:34:09 PM »
Was there a rule that he can't cast without defiling? If so, I missed it. Just sorta assumed a Defiled area counted as the Waste / a -2 CL area.

Last line of Defiling is your answer:

Quote
The Walker in the Wastes cannot draw energy to cast spells from inside an area that has already been defiled. Any attempt to do so means the spell fails.

Offline Gazzien

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Re: Walker in the Wastes [Base]
« Reply #3 on: October 02, 2015, 05:45:53 PM »
Was there a rule that he can't cast without defiling? If so, I missed it. Just sorta assumed a Defiled area counted as the Waste / a -2 CL area.

Last line of Defiling is your answer:

Quote
The Walker in the Wastes cannot draw energy to cast spells from inside an area that has already been defiled. Any attempt to do so means the spell fails.
I obviously just didn't read thoroughly enough. Whoops.

Offline Leviathan

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Re: Walker in the Wastes [Base]
« Reply #4 on: October 02, 2015, 05:55:13 PM »
So, once a walker in the wastes has cast a sufficiently high-level spell in a room, neither he nor any other walker in the wastes will ever again be able to cast in that room?

Offline Gazzien

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Re: Walker in the Wastes [Base]
« Reply #5 on: October 02, 2015, 06:07:58 PM »
So, once a walker in the wastes has cast a sufficiently high-level spell in a room, neither he nor any other walker in the wastes will ever again be able to cast in that room?
Does the entire Defiling radius need to be un-Defiled, or only the square the Walker is in?

Offline Leviathan

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Re: Walker in the Wastes [Base]
« Reply #6 on: October 02, 2015, 06:30:57 PM »
So, once a walker in the wastes has cast a sufficiently high-level spell in a room, neither he nor any other walker in the wastes will ever again be able to cast in that room?
Does the entire Defiling radius need to be un-Defiled, or only the square the Walker is in?
How does one un-defile an area?

Offline Gazzien

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Re: Walker in the Wastes [Base]
« Reply #7 on: October 02, 2015, 07:01:11 PM »
So, once a walker in the wastes has cast a sufficiently high-level spell in a room, neither he nor any other walker in the wastes will ever again be able to cast in that room?
Does the entire Defiling radius need to be un-Defiled, or only the square the Walker is in?
How does one un-defile an area?
What if you're flying, and defile a circle of air? Does defiling a circle of air even do anything? Does that circle move when the wind blows?

Offline Stratovarius

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Re: Walker in the Wastes [Base]
« Reply #8 on: October 02, 2015, 07:14:10 PM »
So, once a walker in the wastes has cast a sufficiently high-level spell in a room, neither he nor any other walker in the wastes will ever again be able to cast in that room?
Does the entire Defiling radius need to be un-Defiled, or only the square the Walker is in?
How does one un-defile an area?

Depending on the duration of a campaign, but effectively, yes. Defiling is a type of spellcasting that comes from Dark Sun originally, which, if you don't know the campaign setting, is a mostly lifeless desert, the landscape ruined and destroyed by defilers stripping the flora in pursuit of magical power. As such, it seemed a perfect mechanic for a class that desired that as their end goal.

The precise rule/flavour text in 3.5 that deals with terrain that's been defiled is this:
Defiler's ash is black and totally devoid of life-giving properties. It is the tell-tale sign of wizardry. Nothing grows in a defiled area for years. Even if the defiler's ash moves with the wind, the ground remains a lifeless scar.

The way to undo it is a 5th level Druid spell the Walker in the Wastes doesn't get access to called Rejuvenate. It's spoilered below. However, it's a spell that's very unlikely to see play in most campaigns, since it comes from the DS 3.5 core rules, not a location most people look for content. On the whole, I don't mind the Walker in the Wastes being unable to cast in defiled areas, because he still has enough combat options to be effective. Especially as he gets ways to cast spells in defiled areas eventually.
(click to show/hide)

What if you're flying, and defile a circle of air? Does defiling a circle of air even do anything? Does that circle move when the wind blows?

Your spell fails - you didn't drain any energy from plant life. I'll make that explicit.

Offline FireInTheSky

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Re: Walker in the Wastes [Base]
« Reply #9 on: October 02, 2015, 09:27:13 PM »
Now I want to play a Walker in the Wastes / Nullblade.

Offline Stratovarius

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Re: Walker in the Wastes [Base]
« Reply #10 on: October 03, 2015, 08:16:04 AM »
Now I want to play a Walker in the Wastes / Nullblade.

A Void Walker? I'm not sure you'd find too many allies, thematically. It would be an interesting backstory though, trying to undo everything in the world.

Walker in the Wastes is a class I'd love to play (which isn't always true for some I create). I can just see it being a very fun character, and with some strong thematic elements. It's also making me think about creating a "Preserver" type class, although the Druid does cover that fairly well already.

Offline Stratovarius

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Re: Walker in the Wastes [Base]
« Reply #11 on: October 03, 2015, 12:53:09 PM »
As suggested elsewhere in relation to this class, I've flipped the Fimbulwinter spell from Frostburn into Dustbowl, since there isn't an equivalent spell in Sandstorm.

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.
Code: [Select]
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.
Code: [Select]
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.

Offline Stratovarius

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Re: Walker in the Wastes [Base]
« Reply #12 on: October 04, 2015, 02:28:22 AM »
I realized I need to create an Animate Dustform spell, primarily because of the Born of Dust class feature. So I did:

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 (template from Sandstorm) 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.)

Regardless of the type of dustform creatures you create with this spell, you can’t create more HD of dustform creatures than twice your caster level with a single casting of animate dustform.

The dustform creatures you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of dustform creatures creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess dustform creatures from previous castings become uncontrolled. (You choose which creatures are released.)

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.

Offline Stratovarius

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Re: Walker in the Wastes [Base]
« Reply #13 on: December 04, 2015, 03:27:27 PM »
Debating combining this thread and Preserving and Defiling, and working up a few prestige classes. First one around dustform wild shape, probably.

Offline Stratovarius

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Re: Walker in the Wastes [Base]
« Reply #14 on: December 04, 2015, 06:21:33 PM »
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



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

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.

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.

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

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.

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

Offline Stratovarius

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Re: Walker in the Wastes [Base]
« Reply #15 on: December 04, 2015, 09:43:57 PM »
A second set of dustform feats.

Dustform Feats
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.

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.

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.

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.

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

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

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.

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.