Sand Shaper

(Sandstorm variant, p. 76)

Sand shapers are part prophet, part priest, part magician, and part assassin.

#### Requirements

**Skills:** Knowledge (local) 5 ranks, Knowledge (nature) 1 ranks , Survival 1 ranks

**Alignment:** Any neutral.

**Spells or Spell-Like Abilities:** Arcane caster level 5th.

#### Class Features

All of the following are class features of the sand shaper prestige class.

**Spellcasting:** At each level except 1st and 9th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefi t a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a sand shaper, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

**Dust Magic (Ex):** Your magic is more powerful in wastelands environments. When casting arcane spells in any sort of waste terrain, your caster level is considered to be one level higher than your actual caster level. Even in nonwaste environments, as long as you carry 15 or more pounds of sand as part of your equipment, you gain the benefit of this class feature.

**Desert Insight:** As a member of this class, you gain knowledge of additional spells (see the list below). If you were a caster who previously prepared spells (such as a wizard), you can prepare these spells like any other spell to which you have access. If you are a spontaneous caster (such as a sorcerer), these spells are available to you like any other spell you know. You cannot cast a spell of higher level than the maximum spell level you can cast. These spells become options for you when you gain access to the appropriate spell level.

*1st—bear's endurance, bull's strength, cat's grace, endure elements, parching touch, speak with animals, summon desert ally I.*
*2nd—eagle's splendor, fox's cunning, heat metal, owl's wisdom, resist energy, summon desert ally II, summon swarm.*
*3rd—control sand, desiccate, dispel magic, dominate animal, haboob, slipsand, summon desert ally III, sunstroke, tormenting thirst, wind wall.*
*4th—blast of sand, summon desert ally IV, wall of sand, wither.*
*5th—choking sands, flaywind burst, flesh to salt, summon desert ally V, transmute sand to stone, transmute stone to sand.*
*6th— awaken sand, mummify, sandstorm, summon desert ally VI.*
*7th—mass flesh to salt, summon desert ally VII.*
*8th—summon desert ally VIII, whirlwind.*
*9th—summon desert ally IX.*

**Sand Shape (Sp):** All sand shapers know how to magically sculpt the soil of the waste (generally desert sand, dust, or gravel) into mundane objects. You can create any solid object you can imagine, provided you have access to a sufficient quantity of the appropriate soil and you can successfully make a caster level check. The DC of the check is determined by the size and complexity of the item:

 1.1—2.0 cu. ft.
 2.1—4.0 cu. ft.
 4.1—8.0 cu. ft.
 8.1—12.0 cu. ft.
 12.1—16.0 cu. ft.
 16.1—24.0 cu. ft.
 24.1—30.0 cu. ft.

 Functioning tool
 Functioning armor/weapon
 Multiple parts
 Masterwork version
 Moving parts

For example, Osrutek, a 6th-level wizard/8th-level sand shaper, decides to use his sand shape ability to create barding for his horse. The DM determines that the total volume of the barding is about 6 cubic feet, and so assigns his attempt a base DC of 10. Because barding is armor (+5), and consists of multiple parts (+5), the DM assigns an additional +10 modifier to the DC, bringing it up to 20. Osrutek's caster level check bonus is +13, so he must roll a 7 or higher to complete the barding.

Each attempt to create an item requires a number of minutes equal to the DC. (Osrutek's attempt to create horse barding would require 20 minutes.) You can take 10 on this check. Created items persist for 10 minutes per sand shaper level, and can only be solid objects; you cannot use this ability to create liquids, gases, or living matter. The objects created have no magical properties, though they radiate faint transmutation magic.

You can create and maintain a number of objects equal to your sand shaper level. If you create an additional item, the item that has been in existence the longest reverts back to sand. Items you create using this ability otherwise persist for the duration of this use of the ability, regardless of their distance from you. If you use the alchemical item shapesand (see page 102) to create an item, you do not count that item against your limit, in addition to the other benefits provided by shapesand.

All items created in this fashion have hardness 5 and hit points according to their size: Fine 1; Diminutive 2; Tiny 3; Small 5; Medium 8; Large 10; Huge 15; Gargantuan 20; Colossal 25.

**Sandform (Sp):** At 2nd level and higher, you have the ability to transform your body into animated sand, along with all your gear, once per day for up to 1 minute + 1 round per sand shaper level. This ability works in all other respects like the spell of the same name (see page 119).

**Sand Stride (Sp):** At 3rd 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 terrain; if your movement crosses a different type of terrain, your flight ends immediately, dropping you abruptly (albeit safely) to the ground.

**Improved Sand Shape (Sp):** At 4th level, you learn to magically sculpt the soil of the waste generally desert sand, dust, or gravel) into animate objects. You can create one of the creatures described below, provided a sufficient quantity of the appropriate soil (3 cubic feet unless otherwise noted) is available and you can successfully make a caster level check; the DC is based on the specific creature. Every creature you create has damage reduction 5—, but sand shaped creatures reduced to 0 hit points are destroyed.

Each attempt to create a creature requires a number of minutes equal to the DC indicated for the creature. You can take 10 on this check. Created items persist for 1 minute + 1 round per sand shaper level.

You can create and maintain a number of creatures and objects (when using sand shape and improved sand shape simultaneously) equal to your sand shaper level. If you create an additional creature or item, the creature or item that has been in existence the longest reverts to sand. Creatures you create using this ability otherwise persist for the duration of this use of the ability unless otherwise noted), regardless of their distance from you.

Available creatures include the following.

*Desert Eagle (DC 20):* With its superior vision and ability to range far ahead and above, the desert eagle is the perfect scout. It responds to your mental commands, and you can, as a full-round action, see things from the eagle's perspective (using the eagle's Spot modifier and point of view). It is in all other respects identical to a normal eagle (see page 272 of the Monster Manual).

*Dust Jackal (DC 15):* A dust jackal is a master of stealth and cunning; it can creep virtually undetected into hidden places and enemy encampments, and there either carry out attacks or retrieve small items. A dust jackal is otherwise the same as an ordinary jackal (see the small dog entry, page 271 of the Monster Manual).

*Golden Camel (DC 15):* A golden camel is the animal of choice for bearing burdens. It responds only to your mental commands. Otherwise, it is identical to an ordinary camel (see page 270 of the Monster Manual). Unlike other creatures created with this ability, a golden camel persists for 10 minutes per sand shaper level. It appears equipped with a saddle, tack, and harness. Creating this sand-shaped creation requires 10 cubic feet of soil.

*Mirage Hound (DC 15):* A mirage hound is a faithful companion that fearlessly guards its creator at all times. It can be commanded to attack, but it does so only if it can remain within 20 feet of you. A mirage hound is otherwise the same as an ordinary small dog (see the small dog entry, page 271 of the Monster Manual).

*Sand Scorpion (DC 20):* A sand scorpion is identical to a Tiny monstrous scorpion (see page 287 of the Monster Manual). You can mentally command it, and it is most often used as a tool of assassination. Creating this sand-shaped creation requires only 1 cubic foot of soil.

*Sun Steed (DC 15):* A sun steed is a courageous mount that can be ridden into battle as though it were a light warhorse (see page 274 of the Monster Manual). It appears equipped with a saddle, tack, and harness. Creating this sand-shaped creation requires 10 cubic feet of soil.

**Improved Dust Magic (Ex):** At 5th level, your affinity with the waste increases, and your spells grow even more potent. Three times per day, when you cast an arcane spell in any sort of waste terrain, you can empower, enlarge, extend, silence, or still your spell, as the appropriate metamagic feats. These options have the same general effect as the metamagic feats of the same name, except that they do not use up higher-level spell slots, and even if you prepare spells, you can decide to alter them with this ability as you cast a spell.

None of these abilities stack with the benefits of the metamagic feats of the same name—for example, you cannot use improved dust magic to empower an empowered fireball. You can, however, maximize a spell already modified by a different metamagic feat.

Using this ability with a spontaneously cast spell increases the casting time as described on page 88 of the Player's Handbook.

You gain an additional use of this ability at 7th level and at 9th level. At 9th level and higher, uses of this ability count as uses of greater dust magic (see below).

**Desert Slumber (Ex):** At 7th level and higher, if you lie in the soil of the waste (generally desert sand, dust, or gravel), you regrow severed body members, mend broken bones, and restore ruined organs as though a regenerate spell had been cast upon you. The soil 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.

**Greater Dust Magic (Ex):** By 9th level, your affinity with the waste has almost reached its peak. Five times per day, when you cast spells in any sort of waste terrain, you can choose to maximize or widen your spell. Uses of this ability and of improved dust magic (see above) come from the same pool, so you can use both abilities a total of five times per day. For example, you could empower four times per day and maximize once, or widen three times and enlarge two times. These options have the same general effect as the metamagic feats of the same name, except that they do not use up higher-level spell slots, and even if you prepare spells, you can decide to alter them with this ability as you cast a spell.

None of these abilities stack with the metamagic feats of the same name; that is, you cannot use greater dust magic to maximize a maximized ice storm, for example. You can, however, maximize a spell already modified by a different metamagic feat. You can also combine greater dust magic with improved dust magic—maximizing an enlarged ice storm, for example.

Using this ability with a spontaneously cast spell increases the casting time as described on page 88 of the Player's Handbook.

**Desert Shroud (Ex):** At 10th level, you gain the ability to come back to life under certain consitions. If the remains of your deceased body lie in the soil of the waste (generally desert sand, dust, or gravel) for 10 minutes, you are restored to life as though a resurrection spell had been cast upon you, provided you have not been dead for more than one hundred years. The soil must be deep enough, and occupy a large enough area, to cover your entire body (based on your size when the effect is complete).