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Project # 415! This is an idea that I've had in my head for a little while. Essentially, it's an earth-aligned counterpart to the wind mage.
{{author
|author_name=Luigifan18
|date_created=December 13, 2017
|adopter=
|date_adopted=
|status=Just started
|editing=
|balance=High
}}
{{3.5e Class Data
|summary=A mage who uses sand as his weapon of choice, manipulating it through invocations.
|length=20
|minlevel=0
|bab=Moderate
|fort=Good
|ref=Poor
|will=Good
|ability=Invocations
|progression=Full
|align=lg, ng, cg, ln, n, cn, le, ne, ce
}}
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
==Sand Mage==
Unless you can fly, the earth is constantly beneath your feet. We hardly even notice it until it becomes a hazard to life and limb. Sand mages are specialists in manipulating the primal force of earth to do their bidding, using it to whittle their foes down to nothing.
===Making a Sand Mage===
What sand mages lack in raw power, they make up for in reliability. This reliability is a consequence of their taking the concept of "death of a thousand cuts" to extreme and literal heights by attacking primarily with sand. Getting hit with a single grain of sand technically hurts, but it's so insignificant that you'll hardly notice (unless you're hit in a sensitive place, such as an eye, in which case taking a grain of sand to the eye is still preferable to taking a dagger to the eye). Getting hit by several thousand grains of sand in quick succession can tear a person to shreds. What this all boils down to is that sand mages can deal lots of damage just by hitting thousands of times with a single attack. But because they rely on quantity rather than quality, their attacks can be easily resisted; just having good armor and/or reflexes means a potential victim takes fewer hits, and because each hit is so weak, damage reduction severely hinders a wind mage's offense. But with enough sand at their disposal, they can easily work around this drawback.
'''Abilities:''' [[SRD:Charisma|Charisma]] is paramount for a sand mage, as it governs [[#Invocations|his invocations]]. [[SRD:Dexterity|Dexterity]] is extremely helpful for [[Armor Class]], since the wind mage isn't exactly able to use anything more protective than light armor, and it also helps with ranged attack rolls, since the sand mage is heavily reliant on hitting several times; it also helps shore up his poor Reflex saves. [[SRD:Constitution|Constitution]] is always useful for extra hit points. [[SRD:Strength|Strength]] is also useful if the sand mage cares to try his hand at melee combat — a role that he's not horrible in, though he's not superb, either.
'''Races:''' Any.
'''Alignment:''' Any, though sand mages lean a little towards law on average.
'''Starting Gold:''' 5d4×10 gp (125 gp).
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.
{| class="zebra d20"
|+
<div>{{Anchor|Table: The Sand Mage}}</div>
Hit Die: d6
|-
! rowspan="2" | Level
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | Special
! rowspan="2" | Invocations Known
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
|1st||class="left" | +0 || +2 || +0 || +2
| class="left" | [[#Sand Blast|''Sand Blast'']], [[#Earth Focus|Earth Focus]], <!-- [[#Tornado Cloak|Tornado Cloak]] -->, [[#Invocations|Invocations (Least)]] || 1
|-
|2nd||class="left" | +1 || +3 || +0 || +3
| class="left" | [[#Elemental Summoning|Elemental Summoning]] || 2
|-
|3rd||class="left" | +2 || +3 || +1 || +3
| class="left" | <!-- [[#Fast Movement|Fast Movement +10 ft.]] --> || 3
|-
|4th||class="left" | +3 || +4 || +1 || +4
| class="left" | [[#Sandy Weapon|Sandy Weapon (Terran)]] || 3
|-
|5th||class="left" | +3 || +4 || +1 || +4
| class="left" | [[#Earth Power|Earth Power]] || 4
|-
|6th||class="left" | +4 || +5 || +2 || +5
| class="left" | [[#Sand Without Earth|Sand Without Earth]], <!-- [[#Fast Movement|Fast Movement +20 ft.]] --> || 4
|-
|7th||class="left" | +5 || +5 || +2 || +5
| class="left" | [[#Invocations|Invocations (Lesser)]] || 5
|-
|8th||class="left" | +6/+1 || +6 || +2 || +6
| class="left" | [[#Sandy Weapon|Sandy Weapon (???)]] || 5
|-
|9th||class="left" | +6/+1 || +6 || +3 || +6
| class="left" | <!-- [[#Fast Movement|Fast Movement +30 ft.]], [[#Tornado Cloak Swish|Tornado Cloak Swish]] --> || 6
|-
|10th||class="left" | +7/+2 || +7 || +3 || +7
| class="left" | [[#Earth Adaption|Earth Adaption]], [[#Sand Aura|Sand Aura]] || 6
|-
|11th||class="left" | +8/+3 || +7 || +3 || +7
| class="left" | <!-- [[#Tornado Cloak Sweep|Tornado Cloak Sweep]] --> || 7
|-
|12th||class="left" | +9/+4 || +8 || +4 || +8
| class="left" | <!-- [[#Fast Movement|Fast Movement +40 ft.]],--> [[#Grinding Sand|''Grinding Sand'']] --> || 7
|-
|13th||class="left" | +9/+4 || +8 || +4 || +8
| class="left" | [[#Invocations|Invocations (Greater)]] || 8
|-
|14th||class="left" | +10/+5 || +9 || +4 || +9
| class="left" | [[#Elemental Body|Elemental Body]] || 8
|-
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9
| class="left" | <!-- [[#Fast Movement|Fast Movement +50 ft.]], [[#Wind Catapult|''Wind Catapult'']] --> || 9
|-
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10
| class="left" | <!-- [[#Greater Wind Bullet|''Greater Wind Bullet'']] -->, [[#Greater Earth Power|Greater Earth Power]] || 9
|-
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10
| class="left" | [[#Sandy Haven|''Sandy Haven'']] || 10
|-
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11
| class="left" | <!-- [[#Fast Movement|Fast Movement +60 ft.]] --> || 10
|-
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11
| class="left" | [[#Invocations|Invocations (Final)]] || 11
|-
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12
| class="left" | [[#Born of Earth|Born of Earth]] || 11
|- class="noalt"
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br/>
<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below. If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
{{3.5e Skills|Appraise,
Balance,
Bluff,
Climb,
Concentration,
Craft,
Decipher Script,
Disguise,
Hide,
Intimidate,
Knowledge (arcana) (geography) (the planes),
Listen,
Move Silently,
Search,
Sense Motive,
Speak Language,
Spellcraft,
Spot,
Survival,
Use Magic Device,
Use Rope}}
|}
====Class Features====
All of the following are class features of the Sand Mage.
'''Weapon and Armor Proficiency:''' Sand mages are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus all martial hammers, all martial shields, saps, clubs, chakrams, atlatls, and ???. Sand mages are proficient with [[SRD:Armor Proficiency (Light)|light armor]] and [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]). Although the sand mage uses spell-like abilities, they are affected by [[SRD:Arcane Spell Failure Chance|arcane spell failure]] if wearing anything more than light armor. A sand mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure. A [[SRD:Multiclass Characters|multiclass]] sand mage still incurs the normal [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] for arcane spells received from other [[SRD:Classes|classes]].
'''{{Anchor|Bonus Language}}:''' A sand mage knows Terran, the language of earth-type beings, which he learns upon taking his first level in wind mage. Terran is a free language for a sand mage; he knows it in addition to his regular allotment of languages and it doesn't take up a language slot.
{{:User/Luigifan18/Sand Mage (3.5e Class)/Sand Blast}}
*'''{{Anchor|Grinding Sand}}:''' At 12th level, the ''sand blast''<nowiki>'</nowiki>s ability to overcome damage reduction improves; all of the damage counts as magic, slashing, and bludgeoning for the purpose of overcoming damage reduction.
'''{{Anchor|Sandy Weapon}} {{Su}}:''' At 4th level, a sand mage can channel the power of earth into the weapons he wields (including the [[#Sand Blast|''sand blast'']], ''eldritch/sand glaive'', and any other effect which requires an [[SRD:Attack Roll|attack roll]]). The weapon gains the ''terran'' enhancement<ref name="mic">[[Publication:Magic Item Compendium|Magic Item Compendium]]</ref>, automatically overcoming the [[SRD:Damage Reduction|damage reduction]] of creatures with the <nowiki>[</nowiki>[[Special:SearchByProperty/Subtype/Air|air]]<nowiki>]</nowiki> subtype and dealing an extra 2d6 damage to such creatures. This stacks with the actual ''terran'' enhancement.
At 8th level, the sand mage can grant the ??? enhancement to his weapons, stacking with the actual ''??'' enhancement.
'''{{Anchor|Earth Power}} {{Ex}}:''' A 5th-level sand mage's skill with manipulating the air has grown beyond the capabilities of less specialized mages. He gets a +1 increase to the caster/manifester/initiator/meldshaper level (if applicable) and save DC of all <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> effects he casts, manifests, initiates, shapes, or otherwise uses, including his invocations and spell-like effects. (This ability should not be confused with the Pokemon move or [[Earth Power (3.5e Spell)|the spell]] sharing the same name.
*'''{{Anchor|Greater Earth Power}} {{Ex}}:''' At 16th level, Earth Power is improved to grant a +2 increase to the caster/manifester/initiator/meldshaper level (if applicable) and save DC of all <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> effects the sand mage casts, manifests, initiates, shapes, or otherwise uses, including his invocations and spell-like effects.
'''{{Anchor|Sand Without Earth}} {{Su}}:''' At 6th level, a sand mage can generate sand, soil, and other earth-related things from out of nothing, allowing him to use <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> effects in places where it shouldn't be possible, such as strongly air-dominant areas and the vacuum of space. <!--He can breathe comfortably in such places (as well as anywhere else [[SRD:Environment#Slow Suffocation|that breathable air isn't normally easy or even possible to procure]], such as [[SRD:Environment#Water Dangers|underwater]]) and generate enough oxygen for as much as one Medium creature (other than himself) per class level to survive indefinitely. (This only protects the wind mage and other creatures from [[SRD:Environment#Suffocation|suffocation]]; it doesn't protect them from ''other'' dangers of total vacuum or burial, such as [[SRD:Environment#Cold Dangers|lack of heat]] or being crushed. It also doesn't prevent suffocation due to blockage or damage to the respiratory system, such as being strangled or having one's lungs ripped out.)-->
'''{{Anchor|Earth Adaption}} {{Ex}}:''' At 10th level, a sand mage starts gaining partial traits of an earth elemental. He gains 25% [[SRD:Fortification|fortification]] as his vitals are transformed into earth, and he becomes immune to [[SRD:Sleep|sleep]] and [[SRD:Poison|poison]], and no longer needs to sleep or breathe, though he must still eat. He also gains the <nowiki>[</nowiki>[[Special:SearchByProperty/Subtype/Air|Air]]<nowiki>]</nowiki> subtype, if he doesn't have it already.
'''{{Anchor|Earth Aura}} {{Su}}:''' At 10th level, a sand mage can manipulate wind which he isn't responsible for. The sand mage effectively grants [[SRD:Spell Resistance|spell resistance]] equal to 10 + his HD to himself and all allies within 30 feet, but only against <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> effects or effects that involve the manipulation of the ground or soil (such as [[SRD:Earthquake|''earthquake'']], [[Veles Whirl (3.5e Spell)|''Veles whirl'']], etc.). If an opponent fails to breach this spell resistance, the sand mage takes control and can shape the terrain alterations as he sees fit, placing holes, channels, and other parts of safety and suppressing tremors and upheavals completely while in the aura. Terrain modifications so suppressed return once out of range of your aura if their duration has not expired.
Mundane terrain-related events can be manipulated this way, automatically failing against the spell resistance as they have no caster level. (Note that this ability does not let the sand mage freely mess with people trying to modify the terrain through mundane means, such as digging holes or plowing soil.)
'''{{Anchor|Elemental Body}} {{Su}}:''' At 14th level, a sand mage gains stronger elemental traits. He gains 50% fortification, does not need to eat, and becomes immune to [[SRD:Stunned|stunning]] and [[SRD:Paralyzed|paralysis]].
====Epic Sand Mage====
{| class="zebra d20"
|+ class="epic" |
<div>{{Anchor|Table: The Epic Sand Mage}}</div>
Hit Die: d6
|-
! Level !! Special !! Invocations Known
|-
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|- class="noalt"
| colspan="42" class="skill" |
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
|}
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
'''{{Anchor|Bonus Feats}}:''' The epic sand mage gains a bonus feat (selected from the list of epic sand mage bonus feats) every 4 levels after 20th.
''Epic Sand Mage Bonus Feat List:'' <-list of bonus epic feats->.
====Gnome Sand Mage Starting Package====
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
{| class="zebra d20"
|-
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
|- class=
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable, put "—"->
|- class=
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable, put "—"->
<-copy and paste the rows as necessary.->
|}
'''Feat:''' <-1st-level feat selection->.
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level.->.
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
'''Gold:''' <-Starting gold using this package.->.
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
===Campaign Information===
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
====Playing a <-class name->====
'''Religion:''' <-Description of how this class typically (but not exclusively) approaches religion, including likely portfolios it would worship.->.
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes.->.
'''Combat:''' <-Typical role in combat.->.
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options.->.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
====<-pluralized class name-> in the World====
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->|src=<-where they said it->}}
<-Where characters of this class fit in a d20 world.->
'''Daily Life:''' <-day in the life of a character of this class->.
'''Notables:''' <-notable NPCs of this class->.
'''Organizations:''' <-Info on what, where, when, and how characters of this class congregate and assemble.->.
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
====<-class name-> Lore====
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
{| class="zebra d20"
|+ <-the appropriate skills->
! DC || class="left" | Result
|-
| 5 || class="left" | <-common knowledge->.
|-
| 10 || class="left" | <-not so common knowledge->.
|-
| 15 || class="left" | <-rare information->.
|-
| 20 || class="left" | <-very rare information->.
|}
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
====<-pluralized class name-> in the Game====
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
'''Adaptation:''' <-Possible variant conceptions of this class.->.
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC, including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
----
{{3.5e Base Classes Breadcrumb}}
[[Category:3.5e]]
[[Category:User]]
[[Category:Class]]
[[Category:Base Class]]
{{Navboxes}}
|author_name=Luigifan18
|date_created=December 13, 2017
|adopter=
|date_adopted=
|status=Just started
|editing=
|balance=High
}}
{{3.5e Class Data
|summary=A mage who uses sand as his weapon of choice, manipulating it through invocations.
|length=20
|minlevel=0
|bab=Moderate
|fort=Good
|ref=Poor
|will=Good
|ability=Invocations
|progression=Full
|align=lg, ng, cg, ln, n, cn, le, ne, ce
}}
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
==Sand Mage==
Unless you can fly, the earth is constantly beneath your feet. We hardly even notice it until it becomes a hazard to life and limb. Sand mages are specialists in manipulating the primal force of earth to do their bidding, using it to whittle their foes down to nothing.
===Making a Sand Mage===
What sand mages lack in raw power, they make up for in reliability. This reliability is a consequence of their taking the concept of "death of a thousand cuts" to extreme and literal heights by attacking primarily with sand. Getting hit with a single grain of sand technically hurts, but it's so insignificant that you'll hardly notice (unless you're hit in a sensitive place, such as an eye, in which case taking a grain of sand to the eye is still preferable to taking a dagger to the eye). Getting hit by several thousand grains of sand in quick succession can tear a person to shreds. What this all boils down to is that sand mages can deal lots of damage just by hitting thousands of times with a single attack. But because they rely on quantity rather than quality, their attacks can be easily resisted; just having good armor and/or reflexes means a potential victim takes fewer hits, and because each hit is so weak, damage reduction severely hinders a wind mage's offense. But with enough sand at their disposal, they can easily work around this drawback.
'''Abilities:''' [[SRD:Charisma|Charisma]] is paramount for a sand mage, as it governs [[#Invocations|his invocations]]. [[SRD:Dexterity|Dexterity]] is extremely helpful for [[Armor Class]], since the wind mage isn't exactly able to use anything more protective than light armor, and it also helps with ranged attack rolls, since the sand mage is heavily reliant on hitting several times; it also helps shore up his poor Reflex saves. [[SRD:Constitution|Constitution]] is always useful for extra hit points. [[SRD:Strength|Strength]] is also useful if the sand mage cares to try his hand at melee combat — a role that he's not horrible in, though he's not superb, either.
'''Races:''' Any.
'''Alignment:''' Any, though sand mages lean a little towards law on average.
'''Starting Gold:''' 5d4×10 gp (125 gp).
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.
{| class="zebra d20"
|+
<div>{{Anchor|Table: The Sand Mage}}</div>
Hit Die: d6
|-
! rowspan="2" | Level
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | Special
! rowspan="2" | Invocations Known
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
|1st||class="left" | +0 || +2 || +0 || +2
| class="left" | [[#Sand Blast|''Sand Blast'']], [[#Earth Focus|Earth Focus]], <!-- [[#Tornado Cloak|Tornado Cloak]] -->, [[#Invocations|Invocations (Least)]] || 1
|-
|2nd||class="left" | +1 || +3 || +0 || +3
| class="left" | [[#Elemental Summoning|Elemental Summoning]] || 2
|-
|3rd||class="left" | +2 || +3 || +1 || +3
| class="left" | <!-- [[#Fast Movement|Fast Movement +10 ft.]] --> || 3
|-
|4th||class="left" | +3 || +4 || +1 || +4
| class="left" | [[#Sandy Weapon|Sandy Weapon (Terran)]] || 3
|-
|5th||class="left" | +3 || +4 || +1 || +4
| class="left" | [[#Earth Power|Earth Power]] || 4
|-
|6th||class="left" | +4 || +5 || +2 || +5
| class="left" | [[#Sand Without Earth|Sand Without Earth]], <!-- [[#Fast Movement|Fast Movement +20 ft.]] --> || 4
|-
|7th||class="left" | +5 || +5 || +2 || +5
| class="left" | [[#Invocations|Invocations (Lesser)]] || 5
|-
|8th||class="left" | +6/+1 || +6 || +2 || +6
| class="left" | [[#Sandy Weapon|Sandy Weapon (???)]] || 5
|-
|9th||class="left" | +6/+1 || +6 || +3 || +6
| class="left" | <!-- [[#Fast Movement|Fast Movement +30 ft.]], [[#Tornado Cloak Swish|Tornado Cloak Swish]] --> || 6
|-
|10th||class="left" | +7/+2 || +7 || +3 || +7
| class="left" | [[#Earth Adaption|Earth Adaption]], [[#Sand Aura|Sand Aura]] || 6
|-
|11th||class="left" | +8/+3 || +7 || +3 || +7
| class="left" | <!-- [[#Tornado Cloak Sweep|Tornado Cloak Sweep]] --> || 7
|-
|12th||class="left" | +9/+4 || +8 || +4 || +8
| class="left" | <!-- [[#Fast Movement|Fast Movement +40 ft.]],--> [[#Grinding Sand|''Grinding Sand'']] --> || 7
|-
|13th||class="left" | +9/+4 || +8 || +4 || +8
| class="left" | [[#Invocations|Invocations (Greater)]] || 8
|-
|14th||class="left" | +10/+5 || +9 || +4 || +9
| class="left" | [[#Elemental Body|Elemental Body]] || 8
|-
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9
| class="left" | <!-- [[#Fast Movement|Fast Movement +50 ft.]], [[#Wind Catapult|''Wind Catapult'']] --> || 9
|-
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10
| class="left" | <!-- [[#Greater Wind Bullet|''Greater Wind Bullet'']] -->, [[#Greater Earth Power|Greater Earth Power]] || 9
|-
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10
| class="left" | [[#Sandy Haven|''Sandy Haven'']] || 10
|-
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11
| class="left" | <!-- [[#Fast Movement|Fast Movement +60 ft.]] --> || 10
|-
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11
| class="left" | [[#Invocations|Invocations (Final)]] || 11
|-
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12
| class="left" | [[#Born of Earth|Born of Earth]] || 11
|- class="noalt"
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br/>
<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below. If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
{{3.5e Skills|Appraise,
Balance,
Bluff,
Climb,
Concentration,
Craft,
Decipher Script,
Disguise,
Hide,
Intimidate,
Knowledge (arcana) (geography) (the planes),
Listen,
Move Silently,
Search,
Sense Motive,
Speak Language,
Spellcraft,
Spot,
Survival,
Use Magic Device,
Use Rope}}
|}
====Class Features====
All of the following are class features of the Sand Mage.
'''Weapon and Armor Proficiency:''' Sand mages are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus all martial hammers, all martial shields, saps, clubs, chakrams, atlatls, and ???. Sand mages are proficient with [[SRD:Armor Proficiency (Light)|light armor]] and [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]). Although the sand mage uses spell-like abilities, they are affected by [[SRD:Arcane Spell Failure Chance|arcane spell failure]] if wearing anything more than light armor. A sand mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure. A [[SRD:Multiclass Characters|multiclass]] sand mage still incurs the normal [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] for arcane spells received from other [[SRD:Classes|classes]].
'''{{Anchor|Bonus Language}}:''' A sand mage knows Terran, the language of earth-type beings, which he learns upon taking his first level in wind mage. Terran is a free language for a sand mage; he knows it in addition to his regular allotment of languages and it doesn't take up a language slot.
{{:User/Luigifan18/Sand Mage (3.5e Class)/Sand Blast}}
*'''{{Anchor|Grinding Sand}}:''' At 12th level, the ''sand blast''<nowiki>'</nowiki>s ability to overcome damage reduction improves; all of the damage counts as magic, slashing, and bludgeoning for the purpose of overcoming damage reduction.
'''{{Anchor|Sandy Weapon}} {{Su}}:''' At 4th level, a sand mage can channel the power of earth into the weapons he wields (including the [[#Sand Blast|''sand blast'']], ''eldritch/sand glaive'', and any other effect which requires an [[SRD:Attack Roll|attack roll]]). The weapon gains the ''terran'' enhancement<ref name="mic">[[Publication:Magic Item Compendium|Magic Item Compendium]]</ref>, automatically overcoming the [[SRD:Damage Reduction|damage reduction]] of creatures with the <nowiki>[</nowiki>[[Special:SearchByProperty/Subtype/Air|air]]<nowiki>]</nowiki> subtype and dealing an extra 2d6 damage to such creatures. This stacks with the actual ''terran'' enhancement.
At 8th level, the sand mage can grant the ??? enhancement to his weapons, stacking with the actual ''??'' enhancement.
'''{{Anchor|Earth Power}} {{Ex}}:''' A 5th-level sand mage's skill with manipulating the air has grown beyond the capabilities of less specialized mages. He gets a +1 increase to the caster/manifester/initiator/meldshaper level (if applicable) and save DC of all <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> effects he casts, manifests, initiates, shapes, or otherwise uses, including his invocations and spell-like effects. (This ability should not be confused with the Pokemon move or [[Earth Power (3.5e Spell)|the spell]] sharing the same name.
*'''{{Anchor|Greater Earth Power}} {{Ex}}:''' At 16th level, Earth Power is improved to grant a +2 increase to the caster/manifester/initiator/meldshaper level (if applicable) and save DC of all <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> effects the sand mage casts, manifests, initiates, shapes, or otherwise uses, including his invocations and spell-like effects.
'''{{Anchor|Sand Without Earth}} {{Su}}:''' At 6th level, a sand mage can generate sand, soil, and other earth-related things from out of nothing, allowing him to use <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> effects in places where it shouldn't be possible, such as strongly air-dominant areas and the vacuum of space. <!--He can breathe comfortably in such places (as well as anywhere else [[SRD:Environment#Slow Suffocation|that breathable air isn't normally easy or even possible to procure]], such as [[SRD:Environment#Water Dangers|underwater]]) and generate enough oxygen for as much as one Medium creature (other than himself) per class level to survive indefinitely. (This only protects the wind mage and other creatures from [[SRD:Environment#Suffocation|suffocation]]; it doesn't protect them from ''other'' dangers of total vacuum or burial, such as [[SRD:Environment#Cold Dangers|lack of heat]] or being crushed. It also doesn't prevent suffocation due to blockage or damage to the respiratory system, such as being strangled or having one's lungs ripped out.)-->
'''{{Anchor|Earth Adaption}} {{Ex}}:''' At 10th level, a sand mage starts gaining partial traits of an earth elemental. He gains 25% [[SRD:Fortification|fortification]] as his vitals are transformed into earth, and he becomes immune to [[SRD:Sleep|sleep]] and [[SRD:Poison|poison]], and no longer needs to sleep or breathe, though he must still eat. He also gains the <nowiki>[</nowiki>[[Special:SearchByProperty/Subtype/Air|Air]]<nowiki>]</nowiki> subtype, if he doesn't have it already.
'''{{Anchor|Earth Aura}} {{Su}}:''' At 10th level, a sand mage can manipulate wind which he isn't responsible for. The sand mage effectively grants [[SRD:Spell Resistance|spell resistance]] equal to 10 + his HD to himself and all allies within 30 feet, but only against <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> effects or effects that involve the manipulation of the ground or soil (such as [[SRD:Earthquake|''earthquake'']], [[Veles Whirl (3.5e Spell)|''Veles whirl'']], etc.). If an opponent fails to breach this spell resistance, the sand mage takes control and can shape the terrain alterations as he sees fit, placing holes, channels, and other parts of safety and suppressing tremors and upheavals completely while in the aura. Terrain modifications so suppressed return once out of range of your aura if their duration has not expired.
Mundane terrain-related events can be manipulated this way, automatically failing against the spell resistance as they have no caster level. (Note that this ability does not let the sand mage freely mess with people trying to modify the terrain through mundane means, such as digging holes or plowing soil.)
'''{{Anchor|Elemental Body}} {{Su}}:''' At 14th level, a sand mage gains stronger elemental traits. He gains 50% fortification, does not need to eat, and becomes immune to [[SRD:Stunned|stunning]] and [[SRD:Paralyzed|paralysis]].
====Epic Sand Mage====
{| class="zebra d20"
|+ class="epic" |
<div>{{Anchor|Table: The Epic Sand Mage}}</div>
Hit Die: d6
|-
! Level !! Special !! Invocations Known
|-
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|- class="noalt"
| colspan="42" class="skill" |
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
|}
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
'''{{Anchor|Bonus Feats}}:''' The epic sand mage gains a bonus feat (selected from the list of epic sand mage bonus feats) every 4 levels after 20th.
''Epic Sand Mage Bonus Feat List:'' <-list of bonus epic feats->.
====Gnome Sand Mage Starting Package====
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
{| class="zebra d20"
|-
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
|- class=
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable, put "—"->
|- class=
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable, put "—"->
<-copy and paste the rows as necessary.->
|}
'''Feat:''' <-1st-level feat selection->.
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level.->.
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
'''Gold:''' <-Starting gold using this package.->.
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
===Campaign Information===
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
====Playing a <-class name->====
'''Religion:''' <-Description of how this class typically (but not exclusively) approaches religion, including likely portfolios it would worship.->.
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes.->.
'''Combat:''' <-Typical role in combat.->.
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options.->.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
====<-pluralized class name-> in the World====
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->|src=<-where they said it->}}
<-Where characters of this class fit in a d20 world.->
'''Daily Life:''' <-day in the life of a character of this class->.
'''Notables:''' <-notable NPCs of this class->.
'''Organizations:''' <-Info on what, where, when, and how characters of this class congregate and assemble.->.
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
====<-class name-> Lore====
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
{| class="zebra d20"
|+ <-the appropriate skills->
! DC || class="left" | Result
|-
| 5 || class="left" | <-common knowledge->.
|-
| 10 || class="left" | <-not so common knowledge->.
|-
| 15 || class="left" | <-rare information->.
|-
| 20 || class="left" | <-very rare information->.
|}
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
====<-pluralized class name-> in the Game====
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
'''Adaptation:''' <-Possible variant conceptions of this class.->.
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC, including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
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