9,692
edits
Changes
m
Correction
===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 sand 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 sand 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.