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    Mephibosheth's Avatar

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    Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

    The Scroungers Campaign Setting

    This post and those that follow contain all the rules modifications and new rules-related content used in the Scroungers campaign setting. This includes new classes, feats, spells, monsters, and equipment, as well as numerous modified classes and other variant rulers.

    Races

    Aasimar Racial Traits
    • Type: Humanoid (extraplanar)
    • +2 Constitution, -2 Dexterity: Aasimar are tough and resilient but can be slightly clumsier than average and not often naturally quick.
    • Medium: As Medium creatures, aasimar have no special bonuses or penalties due to their size.
    • An aasimar’s base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • +2 racial bonus on Wisdom-based skill checks.
    • Spell-Like Ability: An aasimar can use Daylight once per day as a spell-like ability. An aasimar’s caster level for this ability is equal to her character level.
    • +2 racial bonus to resist the negative effects of fire, cold and electricity (including direct damage from these elements).
    • Automatic Languages: Trade Pidgin and one regional language
    • Favored Class: Cleric


    Sea Dwarf Racial Traits
    • Type: Humanoid (dwarf)
    • +2 Constitution, -2 Charisma: Like their land-based cousins, sea dwarves are hardy and tough but tend to have somewhat caustic or gruff personalities.
    • Medium: As Medium creatures, sea dwarves have no special bonuses or penalties due to their size.
    • A Sea dwarf’s base land speed is 30 feet. Sea dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
    • Low-light vision
    • Salt Water Tolerance (Ex): Sea dwaves’ digestive systems have evolved to take sustenance from salt water, though not indefinitely. When a source of salt water is available to a sea dwarf, he can exist without fresh water for twice as long before suffering the negative effects of thirst.
    • Hold Breath (Ex): A sea dwarf can hold its breath for a number of rounds equal to 5 times its Constitution score before it risks drowning.
    • Extra Eyelids (Ex): Sea dwarves’ eyes are protected by a second, mostly transparent eyelid. They gain a +2 racial bonus on saves against gaze effects and effects that would hinder their vision.
    • +2 racial bonus to Profession (sailor), Swim and Use Rope checks. Swim is always a class skill for sea dwarves. Sea dwarves are born and raised on ships or near the sea. They’re naturally talented at skills required to succeed at sea.
    • Long Sighted (Ex): Sea dwarves’ eyes are used to straining at the horizon for danger and opportunity. For any given terrain, a sea dwarf can succeed on Spot checks at half again (1.5 times) the normal maximum distance.
    • +1 bonus to attack rolls against animals and magical beasts with the aquatic subtype. Sea dwarves come into frequent conflict with the denizens of the deep and have developed tried and true techniques for fighting them.
    • Automatic Languages: Trade Pidgin and one regional language
    • Favored Class: Ranger


    Tiefling Racial Traits
    • Type: Humanoid (extraplanar)
    • +2 Dexterity, -2 Strength: Tieflings are quick and adroit but aren’t usually as strong as members of other races.
    • Medium: As Medium creatures, tieflings have no special bonuses or penalties due to their size.
    • A tiefling’s base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • +2 racial bonus on Bluff and Hide checks.
    • Spell-Like Ability: A tiefling can use Darkness once per day as a spell-like ability. A tiefling’s caster level for this ability is equal to her character level.
    • +2 racial bonus to resist the negative effects of fire, cold and electricity (including direct damage from these elements).
    • Automatic Languages: Trade Pidgin and one regional language
    • Favored Class: Bard


    Vanar Racial Traits
    • Type: Humanoid (vanar)
    • +2 Dexterity, +2 Strength, -2 Wisdom: Vanar are quick, agile and powerful but their monkey nature causes them to be rash and to have short attention.
    • Medium: As medium creatures, vanar have no special bonuses or penalties due to their size.
    • A vanar’s base land speed is 30 feet. Vanar also have a climb speed of 15 feet and can take 10 on any climb check, even in circumstances where taking 10 is not normally allowed.
    • Low-light vision
    • Powerful Build (Ex): Vanar count as one size category larger for the purposes of weapon size. They do not count as larger for any other purpose.
    • +4 racial bonus on Jump checks, +2 racial bonus on Search and Spot checks and +8 racial bonus on Climb checks. Vanar are renowned for their prodigious jumping abilities, their monkey nature makes them at home in the trees, they are quite alert and they are surprisingly thorough searchers.
    • Improvised Weapon Familiarity (Ex): Vanar characters can wield improvised weapons without penalty. Vanar warriors are known for wielding tree-trunk clubs in melee combat and hurling rocks in ranged combat.
    • Change Size (Su): A vanar can increase or decrease his size, as the Enlarge Person or Reduce Person spells. This ability is a supernatural ability the vanar can use as a standard action that does not provoke an attack of opportunity. A vanar can change his size for a number of minutes per day equal to half his hit dice (minimum 1). These minutes can be distributed as the player desires but only in 1 minute blocks. A vanar can only use this ability to alter his own size.
    • Automatic Languages: Trade Pidgin and Vanar
    • Favored Class: Barbarian
    • Level Adjustment: +2


    Creating an Altered
    Altered is an inherited template that can be applied to any creature of the Humanoid type (hereafter called the base creature). Altered were exposed to the power of go-stones either within the first few weeks of life or while still in the womb. No creature older than 6 months can gain this template.

    Size and Type: The creature’s size and type do not change. They retain any subtypes they had prior to becoming Altered.
    Hit Dice: An Altered creature’s hit dice remain unchanged.
    Base Attack: The Altered creature has the same base attack as the base creature.
    Abilities: Change from the base creature as following: -2 Wisdom. Also, the character’s other ability scores may change depending on the creation rolls.
    Challenge Rating: --
    Level Adjustment: --
    Additionally, the chaotic nature of go-stone energy makes creating an Altered creature an inherently random process. In order to determine the traits a creature gains as a result of this template, roll three times on the “Substantive Characteristics” table below, two times on the positive column and once on the negative column. The results of these rolls determine how the template modifies the base creature. If you roll the same characteristic twice, re-roll until a new characteristic is chosen. Additionally, an Altered creature always has at least two cosmetic characteristics (determined by rolling at least twice on the “Cosmetic Characteristics” table). Players and DM’s can choose to roll for more than two cosmetic characteristics.

    Substantive Characteristics
    {table=head]Roll|Positive Characteristics|Negative Characteristics
    1|Roll twice on the positive characteristics column, taking the result of both rolls.| Roll twice on the negative characteristics column, taking the result of both rolls
    2|The creature’s base land speed increases by 10 feet, as the go-stone energy infuses the muscles in its legs.| The creature’s base land speed decreases by 10 feet as the go-stone energy causes the muscles in its legs to atrophy slightly. If the base creature’s base land speed was less than 30 ft, the speed only decreases by 5 feet.
    3|The go-stone energy has strengthened the creature’s internal organs. The creature gains a +2 racial bonus on all Fortitude saves.| The go-stone energy has warped the creature’s internal organs. The creature takes a -2 penalty to Fortitude saves.
    4|The go-stone energy has quickened the creature’s reaction time. The creature gains a +2 racial bonus on all Reflex saves.| The go-stone energy has altered the alignment of the creature’s muscles. The creature takes a -2 penalty to Reflex saves.
    5|The go-stone energy has fortified the creature’s mind. The creature gains a +2 racial bonus on all Will saves.| The go-stone energy has weakened the creature’s grasp on reality. The creature takes a -2 penalty to Will saves.
    6|The creature gains a +2 racial bonus to its Strength score| The go-stone energy has killed off a portion of the creature’s body’s defenses. The creature takes a -4 penalty to Fortitude saves to resist poison and disease.
    7|The creature gains a +2 racial bonus to its Dexterity score| The creature’s hands are large, clumsy and awkward. The creature takes a -4 penalty to skill checks involving writing or fine manipulation.
    8|The creature gains a +2 racial bonus to its Constitution score| The creature’s warped appearance is clearly noticeable. It takes a -4 penalty to Charisma-based skill checks (except Intimidate).
    9|The go-stone energy has caused the creature’s skin to grow in hard, chitinous sheets. The creature’s natural armor increase by +1.| The creature’s joints have become stiff and swollen. It takes a -2 penalty to Strength- and Dexterity-based skill checks
    10|A small amount go-stone energy has permeated the creature’s body. The creature can use one 0-level spell (chosen at creation) as a spell-like ability three times per day.| The creature’s senses are dulled and its response times sluggish. The creature takes a -2 penalty to initiative checks.
    11|The creature’s eyes are larger than normal, allowing it to gather more light. The creature gains low-light vision|
    12|The creature’s eyes are larger than normal, allowing it to gather more light. The creature gains darkvision with a range of 60 feet.|
    13|The go-stone energy has altered the creature’s muscles in a unique way. It gains a +3 racial bonus to either Balance, Climb, Jump or Tumble (roll 1d4 to determine).|
    14|The go-stone energy has distorted the creature’s appearance. The creature gains a +3 racial bonus to Intimidate checks.|
    15|The go-stone energy has made the creature’s eyes large and keen. The creature gains a +3 racial bonus to Spot checks.|
    16|The go-stone energy has made the creature’s ears large and keen. The creature gains a +3 racial bonus to Listen checks.|
    17|The go-stone energy has heightened the creature’s body’s heat production. The creature gains resistance 5 to fire and cold. An Altered creature with this characteristic is almost always sweating, even in cold weather.|
    18|The go-stone energy has warped the bones in the creature’s hands and arms. The creature gains a single natural claw or slam attack that deals 1d4 points of damage. If the creature already has a natural claw or slam attack, the damage increases by one size category.|
    19|The go-stone energy has altered the structure of the creature’s teeth and jaws. The creature gains a natural bite attack that deals 1d4 points of damage. If the creature already has a natural bite attack, the damage increases by one size category.|
    20|Go-stone energy pulses through the creature’s flesh. If the creature hits with an unarmed strike or natural attack, the target of the attack must make a DC 15 Fortitude save or take a -1 penalty to attack and damage rolls for 1 round[/table]

    Cosmetic Changes
    {table=head]Roll|Characteristic
    1| The creatures skin, hair and/or fur has a greenish tinge
    2| The creature’s hands and feet are webbed
    3| The creature loses all its hair and cannot grow any more
    4| The creature’s tongue is unnaturally long
    5| The skin discoloration around the creature’s eyes is stronger than normal and easily visible
    6| The creature’s arms are noticeably longer in proportion to its legs
    7| The creature suffers from severe scaring all over its body
    8| The creature’s skin peels and flakes incessantly
    9| The creature grows an extra digit or has one fewer digits on one or more of its limbs
    10| The creature becomes thin and gaunt, while its joints swell and distend[/table]
    Last edited by Mephibosheth; 2011-09-10 at 08:06 PM.
    The Scroungers Campaign Setting
    Main Thread | Crunch

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