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Stratovarius
2015-12-11, 05:00 PM
Wasteland magic is an outgrowth of my fascination with Dark Sun and the Sandstorm book, and is a collection of material that generally uses preserving and defiling spellcasting, dustform creatures, and is somewhat loosely tied together by a wasteland aesthetic.

Rules
Preserving & Defiling (http://www.giantitp.com/forums/showthread.php?471832-Wasteland-Material&p=20182920#post20182920)

Base Classes
Walker in the Wastes (http://www.giantitp.com/forums/showthread.php?471832-Wasteland-Material&p=20182927#post20182927)

Prestige Classes
Master of Dust (http://www.giantitp.com/forums/showthread.php?471832-Wasteland-Material&p=20182932#post20182932)
Parasite (http://www.giantitp.com/forums/showthread.php?471832-Wasteland-Material&p=20182936#post20182936)

Spells
Spells (http://www.giantitp.com/forums/showthread.php?471832-Wasteland-Material&p=20182942#post20182942)

Feats
Feats (http://www.giantitp.com/forums/showthread.php?471832-Wasteland-Material&p=20182946#post20182946)

Races
None

Magic Items & Artefacts
Items (http://www.giantitp.com/forums/showthread.php?471832-Wasteland-Material&p=20182950#post20182950)

Monsters & Templates
Desiccated One (http://www.giantitp.com/forums/showthread.php?471832-Wasteland-Material&p=20182955#post20182955)

Other
None

Stratovarius
2015-12-11, 05:02 PM
The material here is adapted from Dark Sun, and something I got interested in after building the Walker in the Wastes class mentioned below.

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

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

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

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

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

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

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

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

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

Table 1: Terrain Modifiers


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

Stratovarius
2015-12-11, 05:03 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 prestige class, Blighter, Sand Shaper, Dark Sun Defiler, Arch-Defiler, and Leech.
Walker in the Wastes

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

Text

Making a Walker in the Wastes
Text

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

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

Alignment: Walker in the Wastes can only be nongood.

Table 1: The Walker in the Wastes


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

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

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

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

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

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

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

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


Walker in the Wastes Spell List

Add these spells known to the spells known of the Blighter prestige class in Complete Divine.

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

Stratovarius
2015-12-11, 05:04 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

Stratovarius
2015-12-11, 05:05 PM
Parasite

"Pain, both your own and that of others, is a threshold you must overcome."
– Gorgatohr, Human Parasite

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

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

Table 1: The Parasite
Hit Die: d4

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

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

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

Class Features
Text

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


[B]Table 1: Creature Modifiers[/B

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

Stratovarius
2015-12-11, 05:07 PM
Spells

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


Dust Domain
Granted Power: Rebuke or command dustform creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. You also gain damage resistance 2 against desiccation damage.

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

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

This spell turns the bones or bodies of dead creatures into dustform creatures (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.

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

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

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

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


Season Possible Weather
-----------------------------------------------------------------------
Spring Frequent duststorms, daily heat
Summer Constant duststorms, occasional sandstorms, severe heat
Autumn Frequent duststorms, daily heat
Winter Moderate temperatures, occasional thunderstorms, constant rain

Daily wind and temperature adjustment during a dustbowl are determined using the table below. Add +8 to the roll when cast during summer, +4 in spring or autumn, –2 in winter, +2 for a hot climate, –2 for a temperate climate, and –6 for a cold climate. Roll separately for wind and temperature. The temperature and wind shown are the maximum possible for the day; at your option, there can be less wind or temperature.


d20 Roll Temperature Adjustment Amount of Wind
0 or less -10 degrees Weak (0–10 mph)
1—5 0 degrees Weak (0–10 mph)
6—10 +10 degrees Moderate (11+ mph)
11—15 +20 degrees Moderate (11+ mph)
16—20 +30 degrees Strong (21+ mph)
21—25 +40 degrees Strong (21+ mph)
26+ +50 degrees Very strong (31+ mph)

You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).
XP Cost: 100 XP.

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

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

Stratovarius
2015-12-11, 05:08 PM
Feats

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

Stratovarius
2015-12-11, 05:09 PM
Wasteland Items

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

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

Stratovarius
2015-12-11, 05:10 PM
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.