Sand Type

**SAND**
TYPE

Sand Manipulation: This ability allows the character
to create a mass of sand equal to 5 times his body weight as part of releasing
his zanpakutou. The character's Zanpakutou disappers upon release. The sand
floats harmlessly around the character when first released. Using the sand
around him, the character is able to form shapes of sand to attack his enemies.
The character can use a mass of sand equal to his body weight to deliver an
attack within 30 feet. The character still threatens only the squares adjacent
to him despite the range of this attack. The attack deals damage equal to your
zanpakutou's damage. The character can only manipulate an amount of sand equal
to the sand created by the character's Sand Manipulation ability a turn. The
sand also gains a +4 bonus to grapple checks. This ability may be taken
multiple times, each time the attack increases in size by 1[bw] and the range by
10 feet.

Improved Sand Manipulation: Requires Sand
Manipulation. The amount of sand the character can manipulate increases by 1x
body weight. This ability can be taken multiple times. It's effects stack.

Sand's Embrace: Requires Sand Manipulation. So
long as the character remains within 30 feet of any sand, including his own,
but not including sand used for other effects, the character gains a +4
deflection bonus to AC against all attacks targeting him. In addition, the
character can move up to 5 times his body weight of sand with him for all forms
of movement except Flash Step, unless he possess the Powerful Flash Step feat.
This ability can be taken multiple times, each time adds +2 to the deflection
bonus gained.

Sand Armor: Requires Sand Manipulation and
Sand's Embrace. The character may protect himself with a layer of sand as a
move action. Doing so increases his DR by 5/- and increases his fire and
electricity resistance by 5. This ability lasts until dismissed or until
knocked unconscious. This ability uses up the character's weight in sand for as
long as the ability lasts.

Sandstorm: Requires Sand Manipulation. As a
standard action, the character can cause sand to pelt all creatures in a 20'
wide, 40' tall cylinder in medium range, causing 3d6 damage and halving all
land and flight speeds for 3 rounds. This ability uses twice the characters
weight in sand to use. Any character with the Sand's Embrace ability is immune
to the effects of this ability. This ability can be taken multiple times, either
to increase the damage by 1d6, the duration by 1 round, or the area by 5'x10'.
It's effects stack.

Sand Cocoon: Requires Sand Armor. As an
Immediate action, the character can create a dome of sand to protect himself or
another creature from damage for 1 round. The target gains total cover for as
long as the dome lasts. The dome has 10 hardness and 20 hp. Using Sand Cocoon
uses an amount of sand equal to the user's body weight until the ability ends.
This ability can be taken multiple times, either to increase the duration by
one round, the dome's hardness by 5, or the dome's hp by 10. It's effects
stack.

Sand Coffin: Requires Sand Manipulation. This
ability uses sand as its main focus to trap a creature (or one of its limb) in
sand as a standard action in order to crush it at a later time. If the target
fails its saving throw, two things may happen: either the user targeted one of
its limb with the sand and the target will be Entangled as per condition of the
same name, or the victim is completely covered with sand and held completely
immobile and helpless. An immobilized creature cannot move or perform any
actions requiring freedom of movement. The creature can attempt to break
through the hold each round by spending a full-round action making a Break check
(DC 15+character level+strength mod). This ability lasts as long as the user
concentrates on it or until the target breaks free. This ability uses twice the
target's body weight in sand to immobilize, or one quarter it's weight to
entangle.

Desert Avalanche: Requires Sand Manipulation
twice and Improved Sand Manipulation. The user creates a gigantic wall of sand
to crush his enemies as a full-round action. From the user's current location,
a 40 feet wide and 10 feet tall wave of sand will rush onward at the speed of
45 feet per round the user concentrates. Any creature of Large or smaller
caught in the avalanche must succeed a Reflex save or be pushed backward 1d6x5
feet. Creatures of Medium-size or smaller will be pushed backward 2d6x5 feet
and must succeed a Fortitude save to avoid being sufficiently buried to be
subject for Desert Funeral or Desert Requiem instead. Flying creatures are not
affected unless the wave reaches up to them, and Huge or larger creature simply
shrug it off. The wave stops once the user stops concentrating. Buried
creatures can escape by burrowing as a type of movement or making two Escape
Artist checks as a full round action. This ability requires 5 times the user's
body weight of sand to use. This ability can be taken multiple times, each time
increases the size of creature that can be affected by one step.

Desert Prison: Requires Sand Cocoon. This
ability allows the user to trap the target in a sphere of sand as a standard
action for the duration of the ability. The sphere can be moved by the Sand
Manipulation ability providing it is light enough. It requires a mass of sand
equal to the weight of the target. If the subject fails a reflex save, it is
trapped in a compact sphere of sand. It can breathe and move freely around the
tight area, but it does not have line of sight or effect to anything other than
what's trapped in the sphere. The sphere can be attacked from within at a -4
penalty (AC +12), has a hardness of 10 and 20 hit points. The target can be
affected by Desert Funeral or Desert Requiem. This ability can me taken
multiple times, either to increase the save dc by 2, the sphere's hardness by
5, the sphere's hp by 10, or make it affect an additional target. Each
additional target requires one additional body weight's worth of sand.

Desert Funeral: Requires Sand Coffin. This
ability can only be used on a creature that is held immobilized by Sand Coffin,
trapped by Desert Prison, or buried by Desert Avalanche as a standard action.
The target takes 2d6 points of damage, ignoring DR. This ability can be taken
multiple times, each time adds 1d6 to the damage dealt.

Desert Requiem: Requires Desert Funeral. This
ability can only be used on a creature that is buried by Desert Avalanche or
trapped by Desert prison as a standard action. This ability inflicts 4d8 points
of damage, ignoring DR, to all creatures affected by those abilities. This
ability may be taken multiple times, each time increases the damage by 1d8.

Erosion: Requires Sand Manipulation and 1
other Sand ability. This ability allows the character to turn a 5' square of
dirt or mud into one body weight's worth of sand. This ability can be taken
multiple times to increase the types of ground affected, adding clay and then
stone.