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View Full Version : Titans of Sand[Wastelander remake;1 base + 3 PrCs and feats]]



PersonMan
2011-08-04, 05:14 PM
The Wastelander was one of the first base classes I homebrewed. I put it on here a while ago, and while looking over it I felt an urge to remake it-the original, found here in a slightly edited form (http://www.giantitp.com/forums/showthread.php?p=8406258#post8406258), suffered from a few problems, like a lack of high-level class features. I (hopefully) fixed those problems with the remake. I'll be redoing the Wasteland Slayer and Survivor as well, in addition to making a new PrC for Wastelander gishes. I'll be reserving four posts after this one, so please don't comment until then.


The Wastelander

Wastelanders are desert-dwelling warriors who gain a measure of control over the sand they live in constant contact with. They become incredibly hardy over time, slowly absorbing the strength of their environment and reaching a state of great power by channeling the energy of the sands.


Class Skills
The Wastelander's class skills (and the key ability for each skill) are....
Balance(Dex), Climb(Str), Craft(Dex), Handle Animal(Cha), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(nature)(Int), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis), Swim(Str) and Tumble(Dex)

Skills Points at Each Level: 4 + Intelligence modifier

Hit Dice: d12



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Natural Armor Bonus


1st
+0
+2
+2
+0
Survival, Toughness, Sand Strike 1/day
+0


2nd
+1
+3
+3
+0
Track, Evasion, Resilience
+0


3rd
+2
+3
+3
+1
Healing Pool, Reduce Damage
+1


4th
+3
+4
+4
+1
Endurance, Endure Elements, Sand Strike 2/day
+1


5th
+3
+4
+4
+1
Sand Blast
+1


6th
+4
+5
+5
+2
Spell Resistance
+2


7th
+5
+5
+5
+2
Resistance, Sand Strike 3/day
+2


8th
+6/+1
+6
+6
+2
Greater Survival, Sand Surge
+2


9th
+6/+1
+6
+6
+3
Damage Reduction
+3


10th
+7/+2
+7
+7
+3
Enhanced Senses, Sand Strike 4/day
+3


11th
+8/+3
+7
+7
+3
Sand Cloak
+3


12th
+9/+4
+8
+8
+4
Ignore Effects
+4


13th
+9/+4
+8
+8
+4
Sand Strike 5/day
+4


14th
+10/+5
+9
+9
+4
Supreme Senses
+4


15th
+11/+6/+1
+9
+9
+5
Writhing Sand
+5


16th
+12/+7/+2
+10
+10
+5
Improved Toughness, Sand Strike 6/day
+5


17th
+12/+7/+2
+10
+10
+5
Flowing Stability
+5


18th
+13/+8/+3
+11
+11
+6
Improved Evasion
+6


19th
+14/+9/+4
+11
+11
+6
Sand Strike 7/day
+6


20th
+15/+10/+5
+12
+12
+6
Form of the Sands
+6



Weapon Proficiencies: The wastelander gains proficiency with all simple and martial weapons. They are also proficient with light armor, medium armor, heavy armor and all shields, including tower shields.

Natural Armor Bonus: A wastelander's skin is toughened by sand, giving the wastelander a degree of protection from attacks. A wastelander gains the number indicated on the table as a bonus to her natural armor. This bonus stacks with that from all other sources.

Survival (Ex): At first level a Wastelander gains the ability to force their body back into life even when they are on the brink of death. If a Wastelander is below 0 hit points, and they are able to stabilize they also heal a number of hit points equal to of their Wastelander level(minimum 1). Additionally, a wastelander's chance to stabilize increases by 5% per class level.

Toughness (Ex): At first level a wastelander gains incredible stamina and constitution. They gain 1 extra hit point per level. They also gain a bonus to resisting nonlethal damage(such as from a forced march) equal to twice their Wastelander level. This bonus also applies to Constitution checks to continue running, to hold your breath, etc.

Sand Strike (Ex): At first level a wastelander's control over sand is enough to empower their melee attacks with additional force. Once per day, as a swift action, a wastelander can add 1.5 x their wastelander level to the attack and damage roll for a single melee attack.

Track (Ex): A wastelander gains the Track feat as a bonus feat at second level.

Evasion (Ex): At 2nd level a wastelander can create a momentary shield of sand to protect themselves as they avoid danger. If a wastelander makes a successful Reflex save against a spell or ability that normally deals half damage on a successful save, they instead take no damage. This ability does not function while the wastelander is helpless

Resilience (Ex): At 2nd level a wastelander gains a slightly greater link to the sand of their home. They gain Great Fortitude as a bonus feat.

At 5th level a wastelander gains either Lightning Reflexes or Iron Will as a bonus feat. At level 7 they gain the remaining feat as a bonus feat.

Healing Pool (Ex): At 3rd level a wastelander can heal an amount of damage equal to their wastelander level x their Constitution modifier. Healing damage is a move action. The healing can be split up into any number of uses. A wastelander's Healing Pool is refilled after a complete rest cycle.

Reduce Damage (Ex): At 3rd level a Wastelander can ignore some damage from attacks. Once per round, when they take damage, they can make a Fortitude save(DC=damage dealt by the attack or effect) to ignore an amount of damage equal to their Wastelander level from that attack. This cannot reduce damage taken to below 0.

Endurance (Ex): At 4th level a Wastelander gains the Endurance feat as a bonus feat.

Endure Elements (Ex): At 4th level a wastelander's body begins to become less susceptible to slow-acting heat or cold damage. A wastelander can now survive comfortably in temperatures ranging from -40 to 120 degrees Fahrenheit(-40 to 50 degrees Celsius)

Sand Blast (Ex): A wastelander of 5th level or higher can send bursts of sand flying from their weapons. A sand blast is a standard action to use, and has a maximum range of 150 feet with a range increment of 30 feet. A sand blast deals 1d6 damage per two class levels(rounded down) on a successful ranged attack.

At 10th level the damage becomes 1d8 per two class levels.

Spell Resistance (Ex): At sixth level a Wastelander gains a degree of complete resistance to spells. They gain spell resistance equal to 10+their wastelander level. This resistance can be lowered to allow friendly spells, but only for one spell per round. Lowering spell resistance is an immediate action.

Resistance (Ex): A wastelander's body eventually becomes resilient to even a magically altered or incredible hostile environment. At 7th level they can ignore an amount of damage from one energy type equal to 5+1/2 their wastelander level.

At 14th and 18th levels the wastelander chooses another energy type to gain resistance to.

Greater Survival (Ex): As a wastelander has more brushes with death, she becomes more able to resist its clutches. At eighth level a Wastelander can now make a Fortitude save (DC 15 + the wastelander's hit dice) to stabilize and heal 2d8 + Constitution modifier hit points. This ability cannot be used in conjunction with Survival. Additionally, a wastelander now stays alive until her hit points reach -10 -1 x her hit dice.

Sand Surge (Ex): At level 8 a wastelander can channel a blast of sand through themselves, giving them a burst of vitality. Activating Sand Surge is an immediate action. When activating Sand Surge, a wastelander gains a bonus to either a saving throw or Armor Class against a single attack, spell, ability or environmental effect equal to half her class level. A wastelander can use Sand Surge a number of times per day equal to 3 + their Constitution modifier.

Damage Reduction (Ex): At 9th level a wastelander gains the ability to simply ignore a certain amount of physical damage. The wastelander gains Damage Reduction equal to half of their class level(round up). This stacks with Damage Reduction from any other source and is not bypassed by any material, alignment, etc.

Enhanced Senses (Ex): At tenth level a wastelander's senses become sharpened. A wastelander gains a bonus to Listen and Spot checks equal to half of their wastelander level.

Sand Cloak (Ex): At level 11 a wastelander can cloak herself in a surging mass of sand. Activating Sand Cloak is a swift action and uses one use of Sand Surge. Until the wastelander's next turn, she gains concealment. This concealment can only be pierced by spells or effects that can see through one foot of sand.

Ignore Effects (Ex): At 12th level a wastelander becomes more able to simply ignore the damaging effects of spells or other abilities. Whenever a wastelander successfully makes a save against a spell or other ability and would take damage or receive any sort of negative effect anyways, they can ignore it.

Flowing Movement (Ex): At 13th level a wastelander can use a swift action to, while retrieving an object, using a magic item or do a similar action that would normally provoke an attack of opportunity, make a Tumble check(DC=20 + 2 per threatening enemy) to avoid provoking an attack of opportunity.

Supreme Senses (Ex): At 14th level a wastelander's senses become even sharper, and their bonuses to spot and Listen become three-fourths of their class level.

Writhing Sand (Ex): At 15th level a wastelander becomes more flexible and can seemingly flow out of the grip of others. The wastelander gains a bonus on grapple checks to escape a pin or grapple equal to one third of her class level.

Improved Toughness (Ex): At 16th level, a wastelander quickly gains an enormous amount of physical endurance. The wastelander gains 1/2 of their wastelander level in extra HP(rounded down) every level until level 20, starting at 16th.

Flowing Stability (Ex): At 17th level a wastelander's legs seem to flow as they move and the wastelander gains amazing stability. A wastelander gains a bonus to Strength or Dexterity checks made to avoid being tripped equal to one third of her level. A wastelander also gains a +2 bonus on Balance checks, and can balance without being flat-footed if she cannot already do so.

Improved Evasion (Ex): As the Rogue special ability, a wastelander of 18th level or higher takes no damage on a successful Reflex save for half damage, and takes half damage even if they fail the save.

Form of the Sands (Ex): At 20th level, a wastelander can channel the energy of the sands. For a number of rounds per day equal to their Constitution modifier, they can enter a state of glowing power. This gives them Fast Healing 10, DR 15/-, +2 spell resistance and a +8 morale bonus to all saves.

PersonMan
2011-08-04, 05:15 PM
Wasteland Slayer

Entry Requirements

Base Attack Bonus: +3
Sand Strike: 2 or more uses per day
Special: Sand Blast class feature


Alignment: Any
Hit Die: d10

Class Skills:
Balance(Dex), Climb(Str), Craft(Dex), Handle Animal(Cha), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(nature)(Int), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis), Swim(Str) and Tumble(Dex)
Skill Points at Each Level: 4 + Int modifier



Level
BAB
Fort
Ref
Will
Special
Natural Armor Bonus


1st
+1
+2
+0
+0
Sand Strike +1/day, Overblast 1/day
+0


2nd
+2
+3
+0
+0
Slowing Wounds
+0


3rd
+3
+3
+1
+1
Sand Strike +1/day, Overblast 2/day, Stupefying Wounds
+1


4th
+4
+4
+1
+1
Rend, Improved Sand Blast I
+1


5th
+5
+4
+1
+1
Sand Strike +1/day, Overblast 3/day, Bleeding Wounds
+1


6th
+6/+1
+5
+2
+2
Crippling Wounds
+1


7th
+7/+2
+5
+2
+2
Sand Blast +1/day, Overblast 4/day, Bewildering Wounds
+2


8th
+8/+3
+6
+2
+2
Improved Sand Blast II
+2


9th
+9/+4
+6
+3
+3
Sand Strike +1/day, Overblast 5/day, Defacing Wounds
+2


10th
+10/+5
+7
+3
+3
Double Wound
+2



Weapon and Armor Proficiency: A wasteland slayer gains no proficiency with weapons or armor.

Natural Armor Bonus: A wasteland slayer's skin continues to toughen, albeit more slowly than a normal wastelander's due to their concentration on offensive power. This bonus stacks with all others, as well as the wastelander's natural armor bonus.

Sand Blast (Ex): As wastelander ability. Wasteland slayer levels stack with your wastelander levels for determining Sand Strike and Sand Blast bonuses. At level 1, 3, 5, 7 and 9 you gain an additional daily use of Sand Strike.

Overblast (Ex): A wasteland slayer gains the ability to augment their Sand Blast. An Overblast does normal Sand Blast damage, but also deals 1d4 extra damage per class level of the wasteland slayer. At level 1 a wasteland slayer can only use Overblast once per day, but at 3rd, 5th, 7th and 9th levels they gain an additional daily use.

Slowing Wounds(Ex): At second level a wasteland slayer can use a blast of sand to slice tendons rather than rip flesh. A wasteland slayer can, when using a Sand Blast, instead of gaining the normal bonuses on her attack and damage roll, choose to inflict a Slowing Wound on the target, which deals two points of Dexterity damage and reduces the target's speed by 10 feet(to a minimum of 5 feet) on a successful hit. Multiple Slowing Wounds do not stack.

At fifth level, this damage increases to four points of Dexterity damage and reduces the target's speed by 20 feet(to a minimum of 5 feet).

At ninth level, this damage increases to six points of Dexterity damage and reduces the target's speed by 30 feet(to a minimum of 5 feet).

Stupefying Wounds (Ex): At level 3 a wasteland slayer can attack in such a way that causes confusion within her target. A wasteland slayer can, when using a Sand Blast, choose to, instead of gaining the normal bonuses on her attack and damage roll, inflict a Stupefying Wound on the target which deals 2 points of Wisdom damage. Multiple Stupefying Wounds do not stack.

At level 6 this ability deals 4 points of Wisdom damage.

At level 9 this ability deals 4 points of Wisdom damage, and the target must make a Will save(before the damage is dealt, DC is 10 + half the wasteland slayer's class level + the wasteland slayer's Strength modifier) or be Confused, as the spell, for one round.

Rend (Ex): At 4th level, a wasteland slayer's attacks rip the target as the claws of some beasts do. If a wasteland slayer hits a target more than once in a single round, the target takes an additional 1d8+1.5 x the wasteland slayer's Strength modifier points of damage, of the same type as is normally dealt by whatever weapon the wasteland slayer wields.

Improved Sand Blast I (Ex): At 4th level a wasteland slayer deals 1d8 damage per two class levels(wastelander and wasteland slayer levels stack for this purpose) with her Sand Blast

Bleeding Wounds (Ex): At 5th level a wasteland slayer can inflict terrible bleeding wounds on a target. A wasteland slayer can, when using a Sand Blast, instead of gaining the normal bonuses on her attack and damage roll, choose to inflict a Bleeding Wound on the target, which deals 2 points of Constitution damage on a successful hit. Multiple Bleeding Wounds do not stack.

At 8th level this damage increases to 4 points of Constitution damage.

Crippling Wounds (Ex): At 6th level a wasteland slayer can inflict deep wounds that damage muscles and keep them from moving correctly. A wasteland slayer can, when using a Sand Blast, instead of gaining the normal bonuses on her attack and damage roll, choose to inflict a Slowing Wound on the target, which deals 3 points of Strength damage on a successful hit. Multiple Crippling Wounds do not stack.

At 9th level this damage increases to 6 points.

Bewildering Wounds (Ex): At level 7 a wasteland slayer can inflict wounds that constantly interfere with the target's thoughts, making it difficult for them to fully apply their intellect. A wasteland slayer can, when using a Sand Blast, instead of gaining the normal bonuses on her attack and damage roll, choose to inflict a Bewildering Wound on the target, which deals 2 points of Intelligence damage on a successful hit. Multiple Bewildering Wounds do not stack.

At level 9 this damage increases to 4 points.

Improved Sand Blast II (Ex): At level 8 a wasteland slayer's Sand Blast improves once again. The range of the sand blast is increased by 50 feet(to 200 feet), and the range increment by 10 feet(to 40 feet). Additionally, those struck by the Sand Blast must make a Fortitude save(DC 10 + 1/2 class level + wasteland slayer's Constitution modifier) or be blinded for 1 round.

Defacing Wounds (Ex): At level 9 a wasteland slayer can inflict a horrible, defacing wound that saps the victim's personality. A wasteland slayer can, when using a Sand Blast, instead of gaining the normal bonuses on her attack and damage roll, choose to inflict a Defacing Wound on the target, which deals 4 points of Charisma damage. Multiple Defacing Wounds do not stack.

Double Wound (Ex): At level 10 a wasteland slayer can exchange a blast of raw power for one more carefully calculated. A wasteland slayer can choose to use one daily Overblast use to inflict two different Wounds(such as Crippling and Slowing) on one target with a single attack.

PersonMan
2011-08-04, 05:17 PM
Wasteland Survivor


Entry Requirements
Sand Strike
Skills: Survival 8 ranks
Ignore Effects class feature
or
Mettle class feature

Alignment: Any
Hit Die: d12

Class Skills:
Balance(Dex), Climb(Str), Craft(Dex), Handle Animal(Cha), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(nature)(Int), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis), Swim(Str) and Tumble(Dex)
Skill Points at Each Level: 4 + Int modifier



Level
BAB
Fort
Ref
Will
Special
Natural Armor Bonus


1st
+0
+2
+2
+2
Superior Toughness
+1


2nd
+1
+3
+3
+3
Immunities I, DR 2/-
+1


3rd
+1
+3
+3
+3
Maximum Healing, Anti-Energy Skin
+2


4th
+2
+4
+4
+4
Immunities II, DR 4/-
+2


5th
+2
+4
+4
+4
Sand Strike +1/day, Strengthened Will
+3


6th
+3
+5
+5
+5
Sustain, DR 6/-
+3


7th
+3
+5
+5
+5
Unbreakable Resolve
+4


8th
+4
+6
+6
+6
Unstoppable Metabolism, DR 8/-
+4


9th
+4
+6
+6
+6
Unbreakable Skin
+5

[tr]
10th
+5
+7
+7
+7
Ultimate Survival, DR 10/-
+5

Sand Strike: Your wasteland survivor levels stack with your wastelander levels to determine Sand Strike bonuses. At 5th level you gain one daily use of the ability.

Natural Armor Bonus: Your wasteland survivor Natural Armor Bonus stacks with that from wastelander levels and that from any other source.

Healing Pool: Your wasteland survivor levels stack with your wastelander levels to determine Healing Pool amounts.

Spell Resistance: Each level of Wasteland Survivor you take counts as 1.5 levels of Wastelander for purposes of calculating spell resistance.

Superior Toughness (Ex): At 1st level, a wasteland survivor's body becomes even more hardy than it was before. They gain the Diehard feat as a bonus feat and gain an additional 1 hit point per hit die they have.

Immunities I: At 2nd level, a wasteland survivor's body becomes more resistant to slow-acting threats. The wasteland survivor is now immune to poison and disease, both natural and supernatural.

Damage Reduction: Starting at 2nd level, a wastelander's body becomes difficult to damage with weapons. The wastelander gains DR 2/-.

At level 4, 6, 8 and 10 this increases by 2.

Maximum Healing (Ex): Starting at 3rd level, a wasteland survivor draws the energy from healing spells into his body in the most efficient manner possible. A wasteland survivor always heals full possible points from any healing spell, as if it had been affected by the Maximize Spell feat, with no cost to the caster.

Anti-Energy Skin (Ex): At 3rd level a wasteland survivor's skin becomes resistant to energy attacks. The wasteland survivor gains energy resistance equal to 1.5 x his class level against one type of energy chosen by the wasteland survivor. This energy resistance stacks with that gained from wastelander levels or other permanent sources, but not with temporary ones.

At levels 5, 7 and 9 the wasteland survivor's resistance applies to an additional type of energy, chosen by the wasteland survivor.

Immunities II: At 4th level a wasteland survivor's body recovers from physical strain too quickly to be tired out. A wasteland survivor is now no longer effected by the fatigued and exhausted conditions.

Strengthened Will (Ex): At level 5 a wasteland survivor's will is strengthened, making him more difficult to influence with magic. The wasteland survivor gains a +4 bonus to saves against mind-affecting spells or abilities.

At level 9 a wasteland survivor becomes immune to compulsion effects.

Sustain (Ex): Starting at 6th level, a wasteland survivor gains a bonus to Fortitude saves against nonlethal damage due to thirst/hunger equal to their class level. Additionally, they add half their class level in days to the time that they can go without food and water before making saves against nonlethal damage.

Unbreakable Resolve (Ex): At 7th level a wasteland survivor's mind begins to become as fortified as his body. A wasteland survivor is now immune to fear effects.

Unstoppable Metabolism (Ex): At 8th level a wasteland survivor's metabolism strengthens as well, making it almost impossible to stop. A wasteland survivor is now immune to spells and effects that cause him to be stunned.

Unbreakable Skin (Ex): At level 9 a wasteland survivor's skin becomes completely unbreakable in some places. These patches of skin also absorb spell energy, making them essentially invulnerable. Any attack or targeted spell(such as a ray) used against the wasteland survivor has 10% miss chance.

Ultimate Survival (Ex): At 10th level a wasteland survivor can survive even things that should kill him outright. When a wasteland survivor fails a save against a spell or effect that kills the target on a failed save, he is instead reduced to -5 hit points, but is stable.

PersonMan
2011-08-04, 05:18 PM
Wasteland Spellstriker


Entry Requirements
Sand Strike class feature
Skills: Knowledge(arcana) 6 ranks, Survival 6 ranks
Spellcasting: Able to cast 2nd level arcane spells

Alignment: Any
Hit Die: d8

Class Skills:
Balance(Dex), Craft(Dex), Heal(Wis), Hide(Dex), Knowledge(Arcana)(Int), Knowledge(Nature)(Int), Listen(Wis), Move Silently(Dex), Spellcraft(Int), Spot(Wis), Survival(Wis) and Tumble(Dex)

Skill Points at Each Level: 4 + Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special|Natural Armor Bonus

1st|+0|+0|+2|+2| |+0

2nd|+1|+0|+3|+3| |+0

3rd|+2|+1|+3|+3| |+1

4th|+3|+1|+4|+4| |+1

5th|+3|+1|+4|+4| |+1

6th|+4|+2|+5|+5| |+1

7th|+5|+2|+5|+5| |+2

8th|+6/+1|+2|+6|+6| |+2

9th|+6/+1|+3|+6|+6| |+2

10th|+7/+2|+3|+7|+7| |+2[/table]

PersonMan
2011-08-04, 05:19 PM
Feats of the Wasteland

Introduced here is a new type of feat: a Wasteland feat, marked with the [wasteland] descriptor. Many Wasteland feats can only be taken by users with Sand Strike.

Feat Name [Feat Type]
Flavor text.
Prerequisites:
Benefits:
Normal:
Special:

Endurance of Sand [Wasteland]
Your link with sand empowers your body more than normal.
Prerequisites: Sand Strike
Benefits: You gain two hit points per Wasteland feat you possess.

Impossible Spell Resistance [Wasteland*, Epic]
Your spell resistance is beyond that of lesser creatures.
Prerequisites: Improved Spell Resistance, Constitution 15+
Benefits: Spells that normally ignore Spell Resistance must penetrate yours normally, although it is treated as being 5 lower for such spells. Additionally, your Spell Resistance increases by 2.
Normal: Spell Resistance: No spells ignore spell resistance

*If your Spell Resistance comes from Wastelander or Wasteland Survivor levels, this is a Wasteland feat. Otherwise it is General.

Improved Overblast [Wasteland]
You can channel an unbelievable amount of power into your attacks.
Prerequisites: Overblast
Benefits: You roll d6s for extra Overblast damage.
Normal: You roll d4s for extra Overblast damage
Special: Additionally, for every Wasteland feat you have, not including this one, you deal 1 extra point of damage with your Overblast.

Improved Spell Resistance [Wasteland*]
Your innate resistance to spells is more powerful than average for your race or class.
Prerequisites: Spell Resistance, Constitution 13+
Benefits: You gain an additional 2 points of Spell Resistance, and can lower it to allow friendly spells once per round as a free action if you could not already. If you could already do so, you may now to is as an immediate action.
Special: If you take this feat as a Wasteland feat, you gain 1 additional point of Spell Resistance per 2 Wasteland feats you have.

*If your Spell Resistance comes from Wastelander or Wasteland Survivor levels, this is a Wasteland feat. Otherwise it is General.

Reflexive Sand [Wasteland]
You can use sand to empower your attacks with a mere thought.
Prerequisites: Sand Strike
Benefits: You can use your Sand Strike as a free action. You may still only apply Sand Strike to an attack once.
Normal: Using Sand Strike is a swift action.
Special: You can apply your Sand Strike to one additional melee attack for every Wasteland feat you have.

Sand Acolyte [Wasteland]
You have a link with the sands.
Prerequisites: Cannot already have Sand Strike
Benefits: You can use Sand Strike once per day. Your wastelander level is considered one-half of your character level.
Special: Your effective wastelander level becomes one higher per Wasteland feat you take, up to a maximum of your character level.

Sand Boon [Wasteland]
You are endowed with a greater control of sand.
Prerequisites: Sand Strike
Benefits: You gain one daily use of Sand Strike, in addition to your normal uses.
Special: You gain one additional daily use of Sand Strike per three Wasteland feats you have, not counting Sand Boon. You may take this feat multiple times. Its effects stack.

Wound Focus [Wasteland]
You find it easily to use one type of Wound.
Prerequisites: One or more Wounds abilities(Bleeding Wounds, etc.)
Benefits: The amount of ability damage you deal with your chosen Wound increases by one. If you have four or more Wasteland feats you deal an additional one point of ability damage with your chosen Wound.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, you choose a new type of Wound.