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View Full Version : D&D 3.x Class Walker in the Wastes [Base]



Stratovarius
2015-10-01, 12:54 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


Level BAB Ref Fort Will Abilities 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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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


Terrain Type Examples DC Modifier Caster Level Modifier
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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 (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 (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), Dessicate (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 Dessication (Sand), Scimitar of Sand (Sand), Snow Walk (Frost), Summon Nature's Ally II (Sand)
Third Animate Dustform (see below), 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 Dessicate (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 below), 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)


Raze Feats

Multiple raze feats can be applied simultaneously. For example, a character who has Distance Raze, Destructive Raze and Fast Raze can benefit from all of them when casting a single spell.

Agonizing Radius
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).

Controlled 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
You can gather energy for spells at a distance.
Benefits: You can move the center 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 centered on you.

Desiccating 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
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.

Efficient 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
Your defiling techniques are particularly damaging to plant creatures.
Benefits: Plant creatures caught in your defiling radius suffer 4 points of damage per spell level.
Normal: Plant creatures caught in your defiling radius suffer 2 points of damage per spell level

Fast 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 still require an extra round to be cast in this manner. Your defiling radius increases by 5 ft. when using Fast Raze.
Normal: It takes one round to gain the caster level benefit.

Sickening 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.

Desiccated One
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.

Spells
I realize I need to create an Animate Dustform spell. Like so:

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.

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.

ImperatorV
2015-10-01, 02:47 PM
Not sure what this does to deserve the "non-good only" rating. The original WinW had the undead stuff, this one... Kills plants and messes with the ambient temperature? And said messing with the temperature can be suppressed without a lot of trouble?

Review of the actual class features later. I have to say I love the idea of combining the desert and artic, it makes a lot of sense but it's not something most people would think of.

EDIT: Took a more in-depth look at the class features. I'm not going to comment on the terrain casting feature, as it's very DM and setting dependent. The other stuff... It looks a lot like a druid that lost its animal friend and got a whole ton of other free stuff. You have a free template addition to SNA and wildshape, almost all the Sand Shaper class features, the Walker in the Waste stuff and the raze feats. Your spellcasting is almost equal to a druid's as well - sure, you have one fewer spell slot of lower level spells and a more limited list, but what's on the list is really good. As of now, I'd rate this class at tier one (not that that's necessarily a bad thing).

The class also does have one mechanical problem, in that it only gives the ability to survive temperatures of -20, and unless I'm mistaken this class can push temperatures lower then that. Sure, you can swap your aura to heat if that happens, but then you'll start thawing things out.

Stratovarius
2015-10-01, 04:14 PM
Not sure what this does to deserve the "non-good only" rating. The original WinW had the undead stuff, this one... Kills plants and messes with the ambient temperature? And said messing with the temperature can be suppressed without a lot of trouble?

That's from a combination of the flavour, but also from the Defiling mechanic it uses to cast spells (And stolen from the Dark Sun Defiler). Basically, unless you kill plant life (and also draw some energy from living creatures too), you can't cast spells. So using any spell actively kills living beings. Even healing.


Review of the actual class features later. I have to say I love the idea of combining the desert and artic, it makes a lot of sense but it's not something most people would think of.

It wasn't entirely intentional - but it came about because those are the two books that strongly support wasteland type material. I was also looking for opposites to the "verdant forest" Druid archetype. So when I went to build the class and flesh out the spell list, that's where I ended up. Because of the base material though, the class is definitely tilted towards Desert environments.

ImperatorV
2015-10-01, 04:25 PM
Not sure what this does to deserve the "non-good only" rating. The original WinW had the undead stuff, this one... Kills plants and messes with the ambient temperature? And said messing with the temperature can be suppressed without a lot of trouble?

Review of the actual class features later. I have to say I love the idea of combining the desert and artic, it makes a lot of sense but it's not something most people would think of.

EDIT: Took a more in-depth look at the class features. I'm not going to comment on the terrain casting feature, as it's very DM and setting dependent. The other stuff... It looks a lot like a druid that lost its animal friend and got a whole ton of other free stuff. You have a free template addition to SNA and wildshape, almost all the Sand Shaper class features, the Walker in the Waste stuff and the raze feats. Your spellcasting is almost equal to a druid's as well - sure, you have one fewer spell slot of lower level spells and a more limited list, but what's on the list is really good. As of now, I'd rate this class at tier one (not that that's necessarily a bad thing).

The class also does have one mechanical problem, in that it only gives the ability to survive temperatures of -20, and unless I'm mistaken this class can push temperatures lower then that. Sure, you can swap your aura to heat if that happens, but then you'll start thawing things out.

Quoting myself so you see the edit you swordsage'd.


That's from a combination of the flavour, but also from the Defiling mechanic it uses to cast spells (And stolen from the Dark Sun Defiler). Basically, unless you kill plant life (and also draw some energy from living creatures too), you can't cast spells. So using any spell actively kills living beings. Even healing.

Hmmm... I still dislike alignment limiting options and don't see the problem with killing plants, but I now see the part about causing pain to any living thing in a 5ft radius when you cast, so I guess I don't have an objection.


It wasn't entirely intentional - but it came about because those are the two books that strongly support wasteland type material. I was also looking for opposites to the "verdant forest" Druid archetype. So when I went to build the class and flesh out the spell list, that's where I ended up. Because of the base material though, the class is definitely tilted towards Desert environments.

I just love the whole "Antarctica is a desert" thing, and glaciers being as barren a landscape as the desert is a good thematic fit that I didn't think of. Also expands the class's options outside of warm climates.

Stratovarius
2015-10-01, 05:08 PM
Took a more in-depth look at the class features. I'm not going to comment on the terrain casting feature, as it's very DM and setting dependent. The other stuff... It looks a lot like a druid that lost its animal friend and got a whole ton of other free stuff. You have a free template addition to SNA and wildshape, almost all the Sand Shaper class features, the Walker in the Waste stuff and the raze feats. Your spellcasting is almost equal to a druid's as well - sure, you have one fewer spell slot of lower level spells and a more limited list, but what's on the list is really good. As of now, I'd rate this class at tier one.

That free template is actually a power nerf. I wrote the handbook (http://www.minmaxboards.com/index.php?topic=14085.0) on it, and it makes your animal summons crappier by taking away all their special attacks. And by making all of the Druid's nice animal-boosting spells and feats never work on them (this applies to Dustform Wild Shape as well). The other (partial) nerf is that the class has to move each round before casting - it can't cast a spell while standing in a desecrated area, so he has to get outside the area he desecrated to cast another one. Combined with the sometimes slower cast time of spells, and his casting is definitely weaker.

On the other hand, the Dustform Wild Shape provides some interesting options, as do some of the class features, and it doesn't have the dead levels of CoDzilla. I'd personally put it at the upper end of Tier 2, if we're playing base class 20s. This is mostly due to the massive splat support Druid/Cleric/Wiz/Sorc/Spirit Shaman/Favoured Soul have to their spell lists.


The class also does have one mechanical problem, in that it only gives the ability to survive temperatures of -20, and unless I'm mistaken this class can push temperatures lower then that. Sure, you can swap your aura to heat if that happens, but then you'll start thawing things out.

Severe Cold is actually -20F (page 9, Frostburn), so he's okay. I need to knock the heat down to 140F though - that's the upper bound of Severe Heat, not 160 like I was remembering.


Hmmm... I still dislike alignment limiting options and don't see the problem with killing plants, but I now see the part about causing pain to any living thing in a 5ft radius when you cast, so I guess I don't have an objection.

It's 5 feet * spell level, so it's actually a fairly decent area at the upper levels. As well as causing friendly fire (without a feat you'll probably have), so you might not make your allies happy.


I just love the whole "Antarctica is a desert" thing, and glaciers being as barren a landscape as the desert is a good thematic fit that I didn't think of. Also expands the class's options outside of warm climates.

Yeah, I didn't want the Walker to be stuck if he ever left a desert. Although I'm not sure how well he'd do in a dungeon crawl - a number of his spells become non-functional there. While aquatic campaigns are right out.

On another note, I've got a pair of changes I'm noodling - one is dropping Desiccating Cold for being too powerful/thematically a little off, and the other is turning Defilement of Salt into a Raze feat instead of what it is now. Thoughts?

ImperatorV
2015-10-01, 05:47 PM
That free template is actually a power nerf. I wrote the handbook (http://www.minmaxboards.com/index.php?topic=14085.0) on it, and it makes your animal summons crappier by taking away all their special attacks. And by making all of the Druid's nice animal-boosting spells and feats never work on them (this applies to Dustform Wild Shape as well). The other (partial) nerf is that the class has to move each round before casting - it can't cast a spell while standing in a desecrated area, so he has to get outside the area he desecrated to cast another one. Combined with the sometimes slower cast time of spells, and his casting is definitely weaker.

On the other hand, the Dustform Wild Shape provides some interesting options, as do some of the class features, and it doesn't have the dead levels of CoDzilla. I'd personally put it at the upper end of Tier 2, if we're playing base class 20s. This is mostly due to the massive splat support Druid/Cleric/Wiz/Sorc/Spirit Shaman/Favoured Soul have to their spell lists.

Oh wow did not catch that. Teach me to skim things. Definitely puts a damper on things.


Severe Cold is actually -20F (page 9, Frostburn), so he's okay. I need to knock the heat down to 140F though - that's the upper bound of Severe Heat, not 160 like I was remembering.

Huh. More 3.5 arbitrariness I guess.


It's 5 feet * spell level, so it's actually a fairly decent area at the upper levels. As well as causing friendly fire (without a feat you'll probably have), so you might not make your allies happy.

This definitely removes any doubts I may have had about the alignment and power level. With a 20-45ft radius you're basically guaranteed to be hurting something, and how exactly do you get to another verdant area to cast another full power spell when your movement rate is 30ft? You need to spend combat wildshaped into something fast if you want to cast, and you have to watch were you're moving and the ranges. It's a big drawback and I like it.


Yeah, I didn't want the Walker to be stuck if he ever left a desert. Although I'm not sure how well he'd do in a dungeon crawl - a number of his spells become non-functional there. While aquatic campaigns are right out.

Dungeon crawls... Would rely on summons I guess? Hard to go wrong with an SNA. The solution to the aquatic campaign problem is to dry up the ocean. Duh :smallwink:


On another note, I've got a pair of changes I'm noodling - one is dropping Desiccating Cold for being too powerful/thematically a little off, and the other is turning Defilement of Salt into a Raze feat instead of what it is now. Thoughts?

My first thought would be to make desiccating cold into a reserve-type feat (maybe also raze feat), with max 5d4/5d4 cold/desiccation. Having an at-will weaker power on a class with limited spell slots is always nice, but 20d4 is too much. Or make it into two separate feats since cold and desiccation don't make a whole lot of sense together. How would The Wasting be affected by that though? Defilement of Salt into a Raze feat also sounds good.

Stratovarius
2015-10-01, 06:14 PM
This definitely removes any doubts I may have had about the alignment and power level. With a 20-45ft radius you're basically guaranteed to be hurting something, and how exactly do you get to another verdant area to cast another full power spell when your movement rate is 30ft? You need to spend combat wildshaped into something fast if you want to cast, and you have to watch were you're moving and the ranges. It's a big drawback and I like it.

Unless you've got some form of fast movement (from Dustform Wild Shape, probably), you don't. So you have to plan what level of spell you can unleash carefully. Especially since you need a move action and not just a 5' step, so you will be generating AoOs.


Dungeon crawls... Would rely on summons I guess? Hard to go wrong with an SNA. The solution to the aquatic campaign problem is to dry up the ocean. Duh :smallwink:

This is probably true - end up going down the Dustform Wild Shape/combat spell route, although underground you'll be taking decent penalties to your caster level as well.


My first thought would be to make desiccating cold into a reserve-type feat (maybe also raze feat), with max 5d4/5d4 cold/desiccation. Having an at-will weaker power on a class with limited spell slots is always nice, but 20d4 is too much. Or make it into two separate feats since cold and desiccation don't make a whole lot of sense together. How would The Wasting be affected by that though? Defilement of Salt into a Raze feat also sounds good.

I stuck the two of them together because I didn't want to use cold/fire - that's the realm of Rimefire Witches and their kin, and I didn't think a single type would work. Given the class's focus on desiccation though, dropping down to just that is probably a good start. And I'll move Defilement over.

Stratovarius
2015-10-02, 07:56 AM
My first thought would be to make desiccating cold into a reserve-type feat (maybe also raze feat), with max 5d4/5d4 cold/desiccation. Having an at-will weaker power on a class with limited spell slots is always nice, but 20d4 is too much. Or make it into two separate feats since cold and desiccation don't make a whole lot of sense together. How would The Wasting be affected by that though? Defilement of Salt into a Raze feat also sounds good.

Defilement of Salt became 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.

Aergoth
2015-10-02, 11:39 AM
Yeah, I didn't want the Walker to be stuck if he ever left a desert. Although I'm not sure how well he'd do in a dungeon crawl - a number of his spells become non-functional there. While aquatic campaigns are right out.

Aquatic fresh-water campaigns aren't especially good for this, but imagine an aquatic defiler that tries to turn bodies of water into the dead sea. Salt everywhere, undrinkable water, skeletal salt sharks and fossil undead for everyone!

Stratovarius
2015-10-02, 06:34 PM
First off, have tweaked Defiling and the Terrain Modifier table to be a little more explicit about when spells fail from lack of life energy. Also, as it came up elsewhere, if a Walker in the Waste is flying or otherwise outside the range of the plant energy he needs, his defiling (and thus his spell) fails.


Aquatic fresh-water campaigns aren't especially good for this, but imagine an aquatic defiler that tries to turn bodies of water into the dead sea. Salt everywhere, undrinkable water, skeletal salt sharks and fossil undead for everyone!

He's certainly got enough desiccation ability tucked away in the class chassis. Plus with Greater Drought he can slowly boil away the sea, or at least try. Annoyingly though, there isn't a Sandstorm version of the Fimbulwinter spell, so no scorching heat waves on command. It looks easy enough to homebrew up, I just can't think of what to have for the weather.

Zaydos
2015-10-02, 10:01 PM
What would the interior of a castle or a dungeon count as? Or on a boat? Guessing Desolate, but had to ask.

Stratovarius
2015-10-03, 05:26 AM
What would the interior of a castle or a dungeon count as? Or on a boat? Guessing Desolate, but had to ask.

Castle is probably desolate or even lifeless, if you're high enough off the ground there's no plant life at all (say, atop a guard tower). Boats, on the other hand, are verdant, provided you aren't at the top of the mast. All that water is full of rich life you can boil away for power.

But that kind of thing is ultimately up to the DM.

Aergoth
2015-10-03, 09:02 AM
Your theoretical Big Scorch spell would probably create a dustbowl. That means you're going to have heat accompanied by a lot of wind, initially thunderstorms (even if it's only dry thunder) and possibly even tornadoes, followed by things starting to just catch fire.

Castles might be less desolate than you think for. You get a lot of moss and lichen depending on the climate, the area is rarely entirely paved and you'd likely have access to small vermin if the castle is functioning.

Stratovarius
2015-10-03, 09:23 AM
Your theoretical Big Scorch spell would probably create a dustbowl. That means you're going to have heat accompanied by a lot of wind, initially thunderstorms (even if it's only dry thunder) and possibly even tornadoes, followed by things starting to just catch fire.

Currently working on rebuilding my Martyr class, but once I've got that done I'll take a look at the weather conditions in Sandstorm and steal those for Dustbowl.


Castles might be less desolate than you think for. You get a lot of moss and lichen depending on the climate, the area is rarely entirely paved and you'd likely have access to small vermin if the castle is functioning.

This kind of thing is always down to the GM, but I could easily see it being Infertile, or even up to Abundant, if you're casting spells in the middle of the castle garden or orchard. It's always going to depend where exactly you're standing.

Stratovarius
2015-10-03, 11:53 AM
Your theoretical Big Scorch spell would probably create a dustbowl. That means you're going to have heat accompanied by a lot of wind, initially thunderstorms (even if it's only dry thunder) and possibly even tornadoes, followed by things starting to just catch fire.

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.

Jeriah
2015-10-03, 05:58 PM
This looks interesting. Basically I'm getting the vibes of a Druid/WitW hybrid with Dark Sun style arcane magic. Interesting concept for certain.

Stratovarius
2015-10-04, 01:25 AM
This looks interesting. Basically I'm getting the vibes of a Druid/WitW hybrid with Dark Sun style arcane magic. Interesting concept for certain.

Oddly the Druid wasn't ever part of the class concept - I was originally thinking of a way to turn the Blighter into a base class. And then I started looking at related classes (Talontar Blightlord, Walker in the Wastes, Sand Shaper), and from there ended up with the desert/wasteland vibe. Which led me straight to Defiler and Dark Sun, my favourite campaign setting by far. It was only when I wanted to replace Undead Wild Shape with something more fitting that I looked up the Druid's Wild Shape progression.

And I realize I need to create an Animate Dustform spell. Like so:

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.

Stratovarius
2015-12-04, 06:22 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.

Dusk Raven
2015-12-05, 11:59 PM
Hmmm... I still dislike alignment limiting options and don't see the problem with killing plants, but I now see the part about causing pain to any living thing in a 5ft radius when you cast, so I guess I don't have an objection.

Yes, but think of what depends on that plant life to survive - everything. Without the jungle, for instance, thousands upon thousands of species that depend on it for food, shelter, sometimes even water, will die, slowly. The end goal of the Walker in the Wastes, it seems, is the destruction of the vast majority of life in the setting, and that kind of power, and the desire to use it, can never be anything but evil, to me.

As you can imagine, I consider this a pretty terrifying class... and scarily enough, I may have a role for them in my setting, though being a base class complicates that...

Stratovarius
2015-12-06, 07:15 AM
As you can imagine, I consider this a pretty terrifying class... and scarily enough, I may have a role for them in my setting, though being a base class complicates that...

So, I'm actually in the process of pulling together my wasteland material into a single thread over here, but if you're looking for more of this material, this thread (http://www.minmaxboards.com/index.php?topic=16823.0) should help. Preserving and Defiling is the casting mechanic, broken out separately from the Walker in the Waste base class.