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

    Base Classes

    Cleric Game Rule Information

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    The cleric class in the Scroungers campaign has been heavily modified, making use of two variants published in Unearthed Arcana and available online in the SRD. All clerics in the Scroungers campaign setting use a modified version of the “cloistered cleric” variant and the “spontaneous divine caster” variant rules. The rules for the Scroungers version of this class are presented below.

    Hit Dice: A cleric uses a d6 for his Hit Die (and has hit points at 1st level equal to 6 + Con modifier).

    Class Skills: A cleric's class skills are Concentration (con), Decipher Script (int), Diplomacy (cha), Heal (wis), Knowledge (all skills taken separately) (int), Profession (wis), Speak Language, and Spellcraft (int)
    Skill Points at First Level: (6 + int modifier) x4
    Skill Points at Subsequent Levels: 6 + int modifier

    The Cleric
    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1st|2nd|3rd|4th|5th|6th|7th
    1|+0|+2|+0|+2|Turn/Rebuke Undead|4|2||||||
    2|+1|+3|+0|+3|Lore|5|3||||||
    3|+1|+3|+1|+3||5|3|2|||||
    4|+2|+4|+1|+4|Divine Blessing|6|4|3|||||
    5|+2|+4|+1|+4||6|4|3|2||||
    6|+3|+5|+2|+5||6|5|4|3||||
    7|+3|+5|+2|+5|Divine Blessing|7|5|4|3||||
    8|+4|+6|+2|+6||7|5|5|4|2|||
    9|+4|+6|+3|+6||7|5|5|4|3|||
    10|+5|+7|+3|+7|Divine Blessing|7|6|5|5|4|||
    11|+5|+7|+3|+7||7|6|6|5|4|2||
    12|+6/+1|+8|+4|+8||7|6|6|6|5|3||
    13|+6/+1|+8|+4|+8|Divine Blessing|7|6|6|6|5|4||
    14|+7/+2|+9|+4|+9||7|6|6|6|6|4|2|
    15|+7/+2|+9|+5|+9||7|6|6|6|6|5|3|
    16|+8/+3|+10|+5|+10|Divine Blessing|7|6|6|6|6|5|4|
    17|+8/+3|+10|+5|+10||7|6|6|6|6|5|4|2
    18|+9/+4|+11|+6|+11||7|6|6|6|6|6|5|3
    19|+9/+4|+11|+6|+11|Divine Blessing|7|6|6|6|6|6|5|4
    20|+10/+5|+12|+6|+12|Glimpse of the Divine|7|6|6|6|6|6|5|5[/table]

    Class Features

    Weapon and Armor Proficiency: Clerics are proficient with simple weapons and with light armor.

    Spellcasting: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs. He can cast any spell he knows without preparing it ahead of time. To learn and cast a spell a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

    Like all spellcasters, clerics can cast a limited number of spells per day. The number of spells a cleric can cast per day is shown above. A cleric also knows a limited number of spells drawn from the cleric spell list, as shown on the following table. In addition to the number of spells known shown below, whenever a cleric learns a new spell level, he also gains the two domain spells granted by his domains as additional spells known. Whenever the chart shows zero spells known, the cleric knows his domain spells of that level but no additional spells.

    Upon reaching 4th level, and at every even-numbered cleric level after that (6th, 8th, and so on), a cleric can choose to learn a new spell in place of one he already knows. In effect, the cleric “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level wizard spell the cleric can cast. A cleric may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Cleric Spells Known
    {table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th
    1|5|3||||||
    2|6|3||||||
    3|6|4|0|||||
    4|7|4|2|||||
    5|7|5|3|0||||
    6|8|5|3|2||||
    7|8|6|4|3||||
    8|9|6|4|3|0|||
    9|9|6|5|4|2|||
    10|10|6|5|4|3|||
    11|10|6|6|5|3|0||
    12|10|6|6|5|4|2||
    13|10|6|6|6|4|3||
    14|10|6|6|6|5|3|0|
    15|10|6|6|6|5|4|2|
    16|10|6|6|6|6|4|3|
    17|10|6|6|6|6|5|3|0
    18|10|6|6|6|6|5|4|2
    19|10|6|6|6|6|6|4|3
    20|10|6|6|6|6|6|5|4[/table]

    Finally, clerics do not gain any special ability to cast cure spells spontaneously, other than via their normal spellcasting mechanic.

    Turn/Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

    A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

    A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

    Lore (Ex): At 2nd level, a cleric gains the Lore class feature. Thanks to long hours of study and frequent discourse with studied individuals, a cleric has a wide range of stray knowledge. This ability is identical to the bard’s bardic knowledge class feature, using the cleric’s class level in place of the bard level.

    Divine Blessing (Su): Beginning at 4th level, the fervency of a cleric’s faith empowers him in certain ways, depending on the nature of his service to his deity or cause. The cleric may select one ability from the list below. The cleric learns additional Divine Blessing abilities as shown above. He can use his Divine Blessing abilities a number of times per day equal to his Wisdom modifier, but no more than once per encounter. Unless otherwise noted, a cleric cannot learn a Divine Blessing ability more than once.

    Using a Divine Blessing ability requires that the cleric succeed on a DC 20 Knowledge (religion) check. Unless otherwise stated, making this check is a free action and the bonuses granted last for 1 round per 2 class levels (rounded down). A cleric can only have one Divine Blessing ability active at a time. When the ability’s duration expires, the cleric must make a Fortitude save (DC 10+half the cleric’s character level) or be fatigued for the duration of the encounter.

    Whenever he learns a new Divine Blessing ability, a cleric may select from the following list:
    • Combat Medic: The healing spells the cleric casts are empowered by his devotion, healing 1 extra point of hit point damage per caster level (even if this would exceed the normal limits for the spell) or 1 extra point of ability damage. For every 10 by which his Knowledge check exceeds DC 20, the bonus healing granted by this ability increases by 1 point.
    • Commander of the Faithful: The cleric invokes his deity and calls upon his allies to perform deeds of valor. All allies within 30 feet of the cleric gain a +1 moral bonus to attack and damage rolls. If an ally shares the cleric’s alignment, this bonus increases to +2. This bonus increases by +1 for every 10 by which his Knowledge check exceeds DC 20.
    • Divine Bastion: The cleric stands tall and firm in his convictions, unmovable and resolute. He gains a +2 deflection bonus to his AC and a +2 morale bonus to saving throws. These bonuses increase by an additional +1 for every 10 by which his Knowledge check exceeds DC 20.
    • Help of the Faithful: The cleric’s caster level for all divine spells with a saving throw designated as harmless increases by one for the duration of the effect. This caster level bonus increases by an additional +1 for every 10 by which his Knowledge check exceeds DC 20. This bonus does not apply to spells of the Conjuration (healing) subschool.
    • Holy Strength: The cleric’s faith makes him stronger and faster. He a +2 bonus to his Strength and Dexterity scores for the duration of the effect. These bonuses increase by +2 for every 10 by which his Knowledge check exceeds DC 20.
    • Might of God: The cleric’s body is fortified by his faith. He gains bonus hit points equal to his class level and damage reduction 5/good (for evil clerics) or 5/evil (for good clerics). Neutral clerics choose which alignment overcomes their damage reduction. The cleric’s damage reduction increases by 2 for every 10 by which his Knowledge check exceeds DC 20.
    • Scourge of Infidels: The cleric is blessed with the ability to hunt and destroy enemies of his faith. When the cleric targets a creature or character of the opposing alignment (evil as opposed to good, chaotic as opposed to lawful) with a spell or spell-like ability, all save DC’s associated with that spell or spell-like ability increase by 1 for the duration of the effect. This save bonus increases by an additional +1 for every 10 by which his Knowledge check exceeds DC 20. Note: True neutral clerics may not select this ability. Clerics with a neutral component to their alignment may only use this ability in conjunction with their non-neutral alignment component.
    • Warrior of the Faith: The cleric is imbued with the martial power of his faith and becomes a formidable warrior for a short period of time. He gains a +2 bonus to attack and damage rolls. The bonuses to attack and damage increase by an additional +1 for every 10 by which his Knowledge check exceeds DC 20.
    • Wielder of the Holy Fire: The cleric’s caster level for all hit point damaging divine spells increases by one for the duration of the effect. This caster level bonus increases by an additional +1 for every 10 by which his Knowledge check exceeds DC 20.

    Glimpse of the Divine (Su): At 20th level, the strength of a cleric’s faith is unmatched. Once per day, he can activate up to three of his Divine Blessing abilities at once, calling forth unmatched divine power to bolster him and his allies in combat. Using Glimpse of the Divine still only uses one daily Divine Blessing use. However, channeling this much divine energy is taxing and leaves the cleric fatigued for one hour after the duration of the Glimpse of the Divine expires.


    Druid Game Rule Information

    Spoiler
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    The druid class in the Scroungers campaign setting differs slightly from the standard druid class, making use of the spontaneous divine spellcasting variant published in Unearthed Arcana and available online in the SRD. This variant results in the following changes:

    Spells per Day and Known: Like all spellcasters, druids can cast a limited number of spells per day. The number of spells a druid can cast per day is shown below:

    Druid Spells per Day
    {table=head]0|1st|2nd|3rd|4th|5th|6th|7th
    1|4|2||||||
    2|5|3||||||
    3|5|3|2|||||
    4|6|4|3|||||
    5|6|4|3|2||||
    6|6|5|4|3||||
    7|7|5|4|3||||
    8|7|5|5|4|2|||
    9|7|5|5|4|3|||
    10|7|6|5|5|4|||
    11|7|6|6|5|4|2||
    12|7|6|6|6|5|3||
    13|7|6|6|6|5|4||
    14|7|6|6|6|6|4|2|
    15|7|6|6|6|6|5|3|
    16|7|6|6|6|6|5|4|
    17|7|6|6|6|6|5|4|2
    18|7|6|6|6|6|6|5|3
    19|7|6|6|6|6|6|5|4
    20|7|6|6|6|6|6|5|5[/table]
    Additionally, a druid knows a limited number of spells drawn from the druid spell list, as shown on the following table. In addition to the number of spells known shown below, whenever a druid learns a new spell level, he also gains the appropriate Summon Nature’s Ally spell as an additional spell known. Whenever the chart shows zero spells known, the druid knows the Summon Nature’s Ally spell of that level, but no additional spells.

    Upon reaching 4th level, and at every even-numbered druid level after that (6th, 8th, and so on), a druid can choose to learn a new spell in place of one he already knows. In effect, the druid “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level druid spell the wizard can cast. A druid may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Druid Spells Known
    {table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th
    1|5|3||||||
    2|6|3||||||
    3|6|4|0|||||
    4|7|4|2|||||
    5|7|5|3|0||||
    6|8|5|3|2||||
    7|8|6|4|3||||
    8|9|6|4|3|0|||
    9|9|6|5|4|2|||
    10|10|6|5|4|3|||
    11|10|6|6|5|3|0||
    12|10|6|6|5|4|2||
    13|10|6|6|6|4|3||
    14|10|6|6|6|5|3|0|
    15|10|6|6|6|5|4|2|
    16|10|6|6|6|6|4|3|
    17|10|6|6|6|6|5|3|0
    18|10|6|6|6|6|5|4|2
    19|10|6|6|6|6|6|4|3
    20|10|6|6|6|6|6|5|4[/table]
    Finally, druids do not gain the ability to cast Summon Nature’s Ally spells spontaneously, other than via their normal spellcasting mechanic.


    Fighter Game Rule Information

    Spoiler
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    The fighter class in the Scroungers campaign has been heavily modified. The rules for the Scroungers version of this class are presented below.

    Hit Die: d10

    Class Skills
    The fighter’s class skills are: Climb (str), Craft (int), Intimidate (cha), Jump (str), Listen (wis), Profession (wis), Ride (dex), Spot (wis), Swim (str), and Use Rope (dex)
    Skill Points at First Level: (4 + int modifier) x4
    Skill Points at Subsequent Levels: 4 + int modifier

    The Fighter
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0|Combat School, Bonus Feat
    2|+2|+3|+0|+0|Bonus Feat
    3|+3|+3|+1|+1|Heroic Transition I
    4|+4|+4|+1|+1| Bonus Feat, Seasoned Combatant +1
    5|+5|+4|+1|+1|Luck Favors the Prepared 1/day
    6|+6/+1|+5|+2|+2| Bonus Feat
    7|+7/+2|+5|+2|+2|Heroic Transition II
    8|+8/+3|+6|+2|+2| Bonus Feat, Seasoned Combatant +2
    9|+9/+4|+6|+3|+3|
    10|+10/+5|+7|+3|+3|Luck Favors the Prepared 2/day
    11|+11/+6/+1|+7|+3|+3| Bonus Feat
    12|+12/+7/+2|+8|+4|+4|Seasoned Combatant +3
    13|+13/+8/+3|+8|+4|+4|Heroic Transition III
    14|+14/+9/+4|+9|+4|_4| Bonus Feat
    15|+15/+10/+5|+9|+5|+5|Luck Favors the Prepared 3/day
    16|+16/+11/+6/+1|+10|+5|+5|Seasoned Combatant +4
    17|+17/+12/+7/+2|+10|+5|+5| Bonus Feat
    18|+18/+13/+8/+3|+11|+6|+6|
    19|+19/+14/+9/+4|+11|+6|+6|
    20|+20/+15/+10/+5|+12|+6|+6|Seasoned Combatant +5, Heroic Apotheosis[/table]

    Class Abilities

    Weapon and Armor Proficiencies: A fighter is proficient with all simple and martial weapons, and with all armor.

    Combat School: At level 1, a fighter begins to develop a signature combat style. The fighter chooses a combat school from the list below. This combat school adds to the fighter's class skill list, as well as the list of bonus feats available to the fighter. When incorporating fighter feats from other sources than those included here, players and DMs should work together to determine within which combat school the feat fits best. In addition to determining skill and feat selection, the fighter's combat school grants her a special ability at 3rd, 7th, 13th, and 20th levels. These special abilities are described in the combat school description. A fighter may only have one combat school and cannot change her combat school by any means. A fighter's feat and skill selection combine with the special abilities granted by the combat school to represent the character's increasing prowess. Note that the combat schools presented here are by no means the limit of possible combat schools, and players and DM's are encouraged to create new combat schools.

    Bonus Feats: Beginning at level 1 and continuing at levels 2, 4, 6, 8, 11, 14, and 17, a fighter gains a bonus feat from the fighter feat list. Whenever she gains a bonus feat, a fighter (regardless of combat school) may select from the following list of feats: Blind-Fight, Combat Expertise, Dodge, Greater Unarmed Strike, Improved Critical, Improved Initiative, Mounted Combat, Point Blank Shot, Power Attack, Cleave, Quick Draw, Toughness, Two-Weapon Fighting and Weapon Finesse.

    Seasoned Combatant (Ex): Beginning at 4th level, a fighter’s experience in battle aids her in avoiding harmful effects. The fighter gains a +1 competence bonus to all saves and a +1 dodge bonus to AC. This bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level.

    Luck Favors the Prepared (Ex): A fighter accumulates extensive experience with a bewildering variety of situations over her career. This experience can help her avoid danger that might otherwise affect her. Once per day beginning at 5th level, a fighter can re-roll the result of a single attack roll, save or skill check. The fighter can choose to make this roll after hearing the result of the first roll and gains a +1 bonus on the re-roll. At 10th level and 15th level, she gains an additional daily use of this ability.

    Fighter Combat Schools

    Devoted Defender School
    A devoted defender is a noble character, committed to high ideals of selflessness, chivalry, and doing what is right. A devoted defender reviles trickery and treason of all kinds, and holds brave deeds and martial prowess to be the highest of ideals
    Class Skills: A fighter focusing on the devoted defender school adds Diplomacy, Knowledge (nobility & royalty) and Sense Motive to her list of class skills.
    Heroic Transition I (Ex): Upon reaching 3rd level, a fighter focusing on the devoted defender school gains a +2 bonus on Diplomacy and Sense Motive checks. This bonus increases by +1 at levels 5, 10, 15, and 20.
    Heroic Transition II (Su): Upon reaching 7th level, a fighter focusing on the devoted defender school gains the ability to use Shield Other at a caster level equal to her class level on any ally within 30 ft thrice per day.
    Heroic Transition III (Ex): Upon reaching 13th level, a number of times per day equal to 3 + her Wisdom modifier, a devoted defender may switch places with any creature within 30 ft as a Swift action once per round. Unwilling targets are allowed a Will save (DC 10 + the fighter’s class level + the fighter’s Charisma modifier) to negate this effect.
    Heroic Apotheosis: Upon reaching 20th level, a fighter focusing on the devoted defender school gains a +4 bonus to her Strength score. Additionally, she gains the ability to confer certain magical defenses to her allies. Thrice per day, a devoted defender may, by touching an ally (a standard action), grant that ally spell resistance equal to 25 plus the devoted defender’s charisma modifier. This spell resistance lasts for 5 rounds. A devoted defender can only grant spell resistance to an ally, not to herself.
    Devoted Defender Bonus Feats: Whenever she gains a bonus feat, a devoted defender may select from the following list in addition to the general fighter bonus feat list: Combat Reflexes, Concussing Blow*, Impale*, Improved Bull Rush, Improved Disarm, Improved Overrun, Improved Shield Bash, Improved Sunder, Keep Your Distance*, Master Pikeman*, Negotiator, Trampling Charge*, Weighted Thrust*.

    Daring Adventurer School
    The daring adventurer might be the dashing young privateer captain. He might be the youngest son of a duke whose audacious exploits in the military become famous. He might be the nobleman who risks his life shepherding innocents out of an oppressive country. Above all, a daring adventurer is skilled, dexterous, adaptable, and audacious.
    Class Skills: A fighter focusing on the daring adventurer school adds Balance, Perform, and Tumble to her class skills.
    Heroic Transition I (Ex): Upon reaching 3rd level, a fighter focusing on the daring adventurer school gains a +2 bonus on Bluff and Perform checks. This bonus increases by +1 at levels 5, 10, 15, and 20.
    Heroic Transition II (Ex): Upon reaching 7th level, a fighter focusing on the daring adventurer school adds her dexterity bonus to damage rolls when wielding a weapon in conjunction with the Weapon Finesse feat. This damage bonus is applied in addition to the daring adventurer’s strength bonus on damage rolls.
    Heroic Transition III (Ex): Upon reaching 13th level, a fighter focusing on the daring adventurer school gains the Acrobatic Charge ability as a 6th level duelist. She may charge over difficult terrain that normally slows movement or allies blocking her path. She may make Jump, Tumble, or any other appropriate checks as part of the charge, should the situation require it.
    Heroic Apotheosis (Ex): Upon reaching 20th level, a fighter focusing on the daring adventurer school gains a +4 bonus to her Dexterity score. In addition, for a number of rounds per day equal to her class level (divided as the fighter chooses), a daring adventurer may act under the influence of the Freedom of Movement spell. This is considered an extraordinary ability.
    Daring Adventurer Bonus Feats: Whenever she gains a bonus feat, a daring adventurer may select from the following list in addition to the general fighter bonus feat list: Greater Unarmed Strike, Improved Disarm, Improved Feint, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two Weapon Defense.

    Doughty Veteran School
    This guy's been around, and he can take any kind of punishment you give him. Forced marches and heavy loads? No problem. Hold the door against the horde while we make our escape? Sure, I can do that. He's smart and strong, but above all, he can take a beating and keep on going, no matter what. He's seen it all.
    Class Skills: A fighter focusing on the doughty veteran school adds Concentration, Heal, and either Knowledge (Geography) or Knowledge (Strategy & Tactics) to her class skills.
    Heroic Transition I (Ex): Upon reaching 3rd level, a fighter focusing on the doughty veteran school gains a +2 bonus on Heal checks and a +2 bonus on Constitution checks to avoid the detrimental effects of a forced march. This bonus increases by +1 at levels 5, 10, 15, and 20.
    Heroic Transition II (Ex): Upon reaching 7th level, a fighter focusing on the doughty veteran school can fight through wounds that would kill a less hardened warrior. This ability functions as a Rogue’s Defensive Roll ability, except the doughty veteran may reduce damage by half on a successful Fortitude Save instead of a successful Reflex Save. This ability is usable thrice per day.
    Heroic Transition III (Ex): Upon reaching 13th level, a fighter focusing on the doughty veteran school is immune to fatigue. She can, however, by fatigued by an effect that would normally cause her to become exhausted.
    Heroic Apotheosis (Ex): Upon reaching 20th level, a fighter focusing on the doughty veteran school gains a +4 bonus to her Constitution score. Additionally, the doughty veteran gains Damage Reduction 20/--.
    Doughty Veteran Bonus Feats: Whenever she gains a bonus feat, a doughty veteran may select from the following list in addition to the general Archetype Fighter bonus feat list: Concussing Blow*, Endurance, Improved Grapple, Improved Bull Rush, Improved Critical, Improved Shield Bash, Great Fortitude, Greater Unarmed Strike, Pummel*, Resounding Blow, Weighted Thrust*.

    Cunning Outlaw School
    A cunning outlaw is a daring hero living on the fringes of society. Often, they protect the disenfranchised from those with power who would oppress them. Cunning outlaws are known for their brilliant and audacious ambushes, infiltrations, and tactics.
    Class Skills: A fighter focusing on the cunning outlaw school adds Hide, Move Silently, and either Knowledge (Nature) or Knowledge (Local) to her list of class skills.
    Heroic Transition I (Ex): Upon reaching 3rd level, a fighter focusing on the cunning outlaw school gains a +2 bonus on Hide and Move Silently checks. This bonus increases by +1 at levels 5, 10, 15, and 20.
    Heroic Transition II (Ex): Upon reaching 7th level, a fighter focusing on the cunning outlaw school adds her intelligence modifier to damage rolls with any weapon she is proficient with. In the case of ranged weapons, she only adds this bonus to damage when within 60 ft of the target.
    Heroic Transition III: Upon reaching 13th level, a cunning outlaw gains the ability to use the spell Alter Self as a spell-like ability at will at a caster level equal to her class level.
    Heroic Apotheosis (Ex): Upon Reaching 20th level, a fighter focusing on the cunning outlaw school gains a +4 bonus to her Intelligence score. Additionally, she gains the Hide in Plain Sight ability.
    Cunning Outlaw Bonus Feats: Whenever she gains a bonus feat, a cunning outlaw may select from the following list in addition to the general fighter bonus feat list: Combat Reflexes, Go-Stone Reload*, Improved Trip, Powerful Shot*, Precise Shot, Rapid Shot, Shot on the Run, Skill Focus, Stealthy.

    Skilled Hunter School
    A skilled hunter is above all things a survivor. Able to live off the land for extended periods of time and track her quarry through the most inhospitable terrain imaginable, a skilled hunter prizes efficiency, resourcefulness, and awareness above almost all other qualities.
    Class Skills: A fighter focusing on the skilled hunter school adds Search, Survival, and either Knowledge (Nature) or Knowledge (Geography) to her class skills.
    Heroic Transition I (Ex): Upon reaching 3rd level, a fighter focusing on the skilled hunter school gains a +2 bonus on Spot and Survival checks. This bonus increases by +1 at levels 5, 10, 15, and 20.
    Heroic Transition II: Upon reaching 7th level, a fighter focusing on the skilled hunter school can use Endure Elements as a spell-like ability at a caster level equal to her class level thrice per day.
    Heroic Transition III (Ex): Upon reaching 13th level, a skilled hunter gains the ability to analyze the weaknesses of her opponents in combat by their actions and what the skilled hunter can deduce about them from past contacts/tracking/etc. As a Swift action, the skilled hunter can make a Wisdom check to analyze the opponent’s weaknesses. If her Wisdom check successfully beats a DC equal to the opponent’s character level or hit dice (whichever is higher), the skilled hunter gains a bonus to damage rolls or armor class equal to her Wisdom modifier (minimum +1) against that opponent. This bonus lasts until the end of the encounter. This ability can only be used to affect one opponent at a time and can be used thrice per day. Failure to beat the DC ruins the attempt to analyze that opponent and wastes a daily use of the ability. If the skilled hunter encounters the same opponent in more than one encounter, she must analyze that opponent’s weaknesses again in order to gain the bonuses.
    Heroic Apotheosis (Ex): Upon reaching 20th level, a fighter focusing on the skilled hunter school gains a +4 bonus to her Wisdom score. Additionally, she can act as if under the influence of the Steadfast Perception psionic power for a number of rounds per day equal to her class level, divided as she chooses. A skilled hunter can activate or deactivate this ability as a free action.
    Skilled Hunter Bonus Feats: Whenever she gains a bonus feat, a skilled hunter may select from the following list in addition to the general fighter bonus feat list: Endurance, Far Shot, Go-Stone Reload*, Improved Trip, Impale*, Improved Disarm, Keep Your Distance*, Manyshot, Mobility, Powerful Shot*, Self-Sufficient, Skill Focus, Track, Weighted Thrust*.

    Beloved Leader School
    In the literature of almost every culture, you can find tales of leaders so skilled and so charismatic that they inspire the very best in their followers and set examples for future leaders to follow. A beloved leader is one such individual, with the charisma to capture the hearts of his or her followers and the skills to lead them successfully into history’s pages.
    Class Skills: A fighter focusing on the beloved leader school adds Concentration, Diplomacy, and either Knowledge (History) or Knowledge (Strategy & Tactics) to her class skills.
    Heroic Transition I (Ex): Upon reaching 3rd level, a fighter focusing on the beloved leader school gains a +2 bonus on Diplomacy and Intimidate checks. This bonus increases by +1 at levels 5, 10, 15, and 20.
    Heroic Transition II (Ex): Upon reaching 7th level, a fighter focusing on the beloved leader school can grant a moral bonus on attack rolls equal to half her Charisma modifier (minimum +1) to any single ally within 30 feet. A beloved leader cannot grant this benefit to herself. She can initiate this ability and change the target of this bonus as a Swift action. This bonus lasts a number of rounds equal to the beloved leader’s class level (rounded down) and can be used thrice per day.
    Heroic Transition III (Ex): Upon reaching 13th level, a beloved leader can grant a moral bonus on attack and damage rolls equal to her Charisma modifier (minimum +1) to all allies (including herself) within 60 ft. This bonus lasts a number of rounds equal to the beloved leader’s class level and can be used five times per day. This ability replaces the beloved leader's Heroic Transition II ability.
    Heroic Apotheosis (Ex): Upon reaching 20th level, a fighter focusing on the beloved leader school gains a +4 bonus to her Charisma score. Additionally, thrice per day as a standard action, a beloved leader can grant all allies within 30 feet the ability to immediately make a full-round attack. Allies must make a simple full-round attack and cannot trip, disarm, grapple, or use any other maneuvers that replace attacks. If an ally had used the Power Attack, Combat Expertise, or similar feats or abilities during the preceding round, the modifications from these abilities are applied to this full-round attack as well.
    Heroic Leader Bonus Feats: Whenever she gains a bonus feat, a beloved leader may select from the following list in addition to the general fighter bonus feat list: Great Cleave, Impale*, Iron Will, Keep Your Distance*, Master Pikeman*, Negotiator, Ride-by Attack, Skill Focus, Spirited Charge, Trampling Charge*, Weighted Thrust*.


    Ranger Game Rule Information

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    The Scroungers campaign setting presents a number of additional options for rangers beyond those available in the Player’s Handbook. These options and modifications are presented below.

    Skills: Rangers in the Scroungers campaign setting add Balance to their list of class skills.

    Additional Combat Styles: At second level, a ranger can select from the following list of combat styles, in addition to those presented in the Player’s Handbook.

    {table=head]Combat Style|2nd Level Feat|6th Level Feat|11th Level Feat
    Thrown Weapons|Quick Draw|Powerful Shot|Far Shot
    Mounted Combat|Ride-By Attack|Spirited Charge|Trampling Charge
    Spear Hunter|Power Attack|Master Pikeman|Powerful Shot
    Unarmed Combat
    |Greater Unarmed Strike|Improved Grapple|Improved Trip[/table]


    Wizard Game Rule Information

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    The wizard class is in many ways identical to the standard wizard class. Unless noted below, use the description of the wizard class from the Player’s Handbook. The following are the unique characteristics of the Scroungers setting version of the wizard class.

    The Wizard
    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1st|2nd|3rd|4th|5th|6th|7th
    1|+0|+0|+0|+2|Summon Familiar|4|2||||||
    2|+1|+0|+0|+3|Scribe Scroll|5|3||||||
    3|+1|+1|+1|+3||5|3|2|||||
    4|+2|+1|+1|+4|Arcane Improvization|6|4|3|||||
    5|+2|+1|+1|+4|Bonus Feat|6|4|3|2||||
    6|+3|+2|+2|+5||6|5|4|3||||
    7|+3|+2|+2|+5| Arcane Improvization |7|5|4|3||||
    8|+4|+2|+2|+6||7|5|5|4|2|||
    9|+4|+3|+3|+6||7|5|5|4|3|||
    10|+5|+3|+3|+7| Arcane Improvization, Bonus Feat |7|6|5|5|4|||
    11|+5|+3|+3|+7||7|6|6|5|4|2||
    12|+6/+1|+4|+4|+8||7|6|6|6|5|3||
    13|+6/+1|+4|+4|+8| Arcane Improvization |7|6|6|6|5|4||
    14|+7/+2|+4|+4|+9||7|6|6|6|6|4|2|
    15|+7/+2|+5|+5|+9|Bonus Feat|7|6|6|6|6|5|3|
    16|+8/+3|+5|+5|+10| Arcane Improvization |7|6|6|6|6|5|4|
    17|+8/+3|+5|+5|+10||7|6|6|6|6|5|4|2
    18|+9/+4|+6|+6|+11||7|6|6|6|6|6|5|3
    19|+9/+4|+6|+6|+11| Arcane Improvization |7|6|6|6|6|6|5|4
    20|+10/+5|+6|+6|+12|Bonus Feat, Spell Fusion|7|6|6|6|6|6|5|5[/table]

    Wizard Spells Known
    {table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th
    1|5|3||||||
    2|6|3||||||
    3|6|4|2|||||
    4|7|4|2|||||
    5|7|5|3|2||||
    6|8|5|3|2||||
    7|8|6|4|3||||
    8|9|6|4|3|2|||
    9|9|6|5|4|3|||
    10|10|6|5|4|3|||
    11|10|6|6|5|4|2||
    12|10|6|6|5|4|3||
    13|10|6|6|6|5|3||
    14|10|6|6|6|5|4|2|
    15|10|6|6|6|6|4|3|
    16|10|6|6|6|6|5|3|
    17|10|6|6|6|6|5|4|3
    18|10|6|6|6|6|6|4|3
    19|10|6|6|6|6|6|5|4
    20|10|6|6|6|6|6|5|5[/table]

    Class Skills: The wizard’s class skills are Bluff, Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, Spellcraft.

    Class Features

    Weapon and Armor Proficiencies: Wizards are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a wizard’s gestures, which can cause his spells with somatic components to fail.

    Spells: A wizard casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

    Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score. A wizard’s selection of spells is extremely limited. A wizard begins play knowing five 0-level spells and three 1st-level spells of your choice. At each new wizard level, he gains one or more new spells, as indicated on Table: Wizard Spells Known. (Unlike spells per day, the number of spells a wizard knows is not affected by his Intelligence score; the numbers on Table: Wizard Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the wizard has gained some understanding of by study. The wizard can’t use this method of spell acquisition to learn spells at a faster rate, however.

    Upon reaching 4th level, and at every even-numbered wizard level after that (6th, 8th, and so on), a wizard can choose to learn a new spell in place of one he already knows. In effect, the wizard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level wizard spell the wizard can cast. A wizard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    A wizard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

    Familiar: A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.

    If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.

    Scribe Scroll: At 2nd level, a wizard learns the most common method of recording instructions for spellcasting. He gains Scribe Scroll as a bonus feat.

    Arcane Improvisation: Beginning at 4th level, a wizard learns to alter certain characteristics of his spells, selecting one ability from the list below for which he fulfills the prerequisites (if any). The wizard learns an additional Arcane Improvisation ability at 10th, 13th, 16th, and 19th level, and he can use his Arcane Improvisation abilities a total number of times per day equal to his Intelligence modifier. Unless otherwise noted, a wizard cannot learn an Arcane Improvisation ability more than once.

    Using an Arcane Improvisation ability requires that the wizard succeed on a Spellcraft check. The DC for this check is equal to 15 plus the level of the spell the wizard is attempting to modify. Making this Spellcraft check (and thus, using this ability) is part of casting the spell and does not require a separate action. A wizard can only use one Arcane Improvisation ability per spell.

    Whenever he learns a new Arcane Improvisation ability, a wizard may select from the following list:
    • Area: The area covered by the spell increases, depending on the type of spell. Spells with the burst shape have a radius 5 feet larger. Spells with the cone shape are 5 feet longer. Spells with the line shape are 5 feet wider. For every 10 by which the wizard’s skill check exceeds the Spellcraft DC required to use this ability, the area of the spell increases by an additional 5 feet.
    • Component: If his skill check beats the Spellcraft DC required to use this ability, the wizard can cast the spell without one of the components (verbal, somatic, material, etc.) normally required. The wizard cannot use this ability to eliminate XP components or costly material components.
    • Duration: The duration of the spell increases by a number of rounds equal to the wizard’s Intelligence modifier. If the wizard’s skill check exceeds the Spellcraft DC required to use this ability by 10 or more, the duration increases by a number of minutes equal to the wizard’s Intelligence modifier.
    • Energy: The wizard changes the energy descriptor and the damage the spell deals to a different type. If the wizard beats the Spellcraft DC required to use this ability, he can select between fire, cold, and electricity. If he beats the DC by 10 or more, he can also choose between acid and sonic. If he beats the DC by 20 or more, he can choose to have the spell deal force damage.
    • Experience: The wizard’s caster level for the spell increases by one. For every 10 by which the wizard’s skill check exceeds the Spellcraft DC required to use the ability, the bonus to the wizard’s caster level for the spell increases by one. Prerequisite: Caster Level 10+
    • Range: The range of the spell increases by 10 feet. For every 5 by which the wizard’s skill check exceeds the Spellcraft DC required to use this ability, the range of the spell increases an additional 10 feet. This ability only affects spells with ranges greater than touch.
    • Research: The wizard can select one additional spell known, even if this would bring his total number of spells known for that level beyond the maximum listed on Table: Wizard Spells Known. The wizard can select any spell that appears on the sorcerer/wizard spell list, but the spell must be at least one level lower than the highest level spell the wizard can cast. A wizard can learn this ability more than once, gaining a new spell known each time.
    • Shape: The wizard can change the shape of an area-of-effect spell, choosing between the burst, cone, line and ray shapes. The spell always uses the dimensions of the original spell (for example, a 30 ft cone becomes a 30 ft burst). Spells altered to use the burst shape always have a Medium range, and cones and lines always originate in the caster’s square. Additionally, the wizard can exclude one 5-foot square from the spell’s area for every 10 by which his Spellcraft check exceeds the required DC. Prerequisite: Caster Level 13+
    • Tenacity: The save DC to avoid the effects of the spell increases by one. For every 10 by which the wizard’s skill check exceeds the Spellcraft DC required to use this ability, the bonus to the spell’s save DC increases by one.


    Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery, The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

    These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

    Spell Fusion: At 20th level, a wizard’s skill at modifying her spells on the fly has reached its peak. A number of times per day equal to her Intelligence modifier, when she casts a spell, a wizard can combine the spell’s properties with those of a second spell she knows. Both spells must have the same casting time and must be of fifth level or lower, but only the spell slot of the higher-level spell is expended. The wizard can choose which range and target or area to apply to the fused spell. The effects of both spells take place as they normally would, requiring their normal saves and lasting their normal durations. If the wizard chooses to combine a single-target spell and an area-of-effect spell and chooses to use the area of the later for the fused spell, all creatures within the area are subject to the effects of the single-target spell.

    For example, a wizard might choose to use this ability to combine a Hold Person spell and a Fireball spell. The wizard can choose to give the fused spell the range of either spell (medium and long, respectively) and the area or target of either spell (one humanoid creature or a 20 foot radius spread, respectively). In this example, the wizard chooses to take both the range and area of the Fireball spell. All creatures within the 20 foot radius spread must make a Reflex save for half damage from the Fireball spell and a Will save to negate the effects of Hold Person. The wizard must roll to overcome spell resistance for both spells.


    Psi Shard: Wilder Alternate Class Feature

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    Wilders manifest their psionic powers in instinctive, chaotic bursts of raw power. Their abilities are the result of an unexplained something inherent in their minds or their souls that interacts with psionic energies and go-stone energies in unique ways. As their powers develop, the connection between wilder and go-stone becomes closer, until the two are literally sharing life energy and consciousness.

    Level: 2nd
    Replaces: If a wilder selects this class feature, she does not gain the Elude Touch class ability.
    Benefit: At 2nd level, the wilder gains Psicrystal Affinity and Psi Shard as bonus feats. If the wilder is not already using a minor go-stone as her psionic focus item, she is required to spend 100 gp to acquire one.


    Beguiler, Dread Necromancer, and Warmage Game Rule Information

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    Beguilers, dread necromancers and warmages are, except as noted below, unchanged from their original published versions (found in the Player’s Handbook 2, Heroes of Horror and Complete Arcane respectively).

    Spells per Day: Like all other spellcasters, beguilers, dread necromancers and warmages are limited in the number of spells per day they can cast. Except as noted here, their spellcasting mechanics are identical to those presented in the original class description. Despite the 0-level spells column on the chart, dread necromancers do not know or cast 0-level spells. Dread necromancers simply disregard the 0-level spells column.

    Spells per Day
    {table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th
    1|4|2||||||
    2|5|3||||||
    3|5|4||||||
    4|6|4|2|||||
    5|6|4|3|||||
    6|6|5|4|2||||
    7|7|5|4|3||||
    8|7|5|5|4||||
    9|7|5|5|4|2|||
    10|7|6|5|5|3|||
    11|7|6|6|5|4|||
    12|7|6|6|6|5|2||
    13|7|6|6|6|5|3||
    14|7|6|6|6|6|4||
    15|7|6|6|6|6|5|2|
    16|7|6|6|6|6|5|3|
    17|7|6|6|6|6|5|4|
    18|7|6|6|6|6|6|5|2
    19|7|6|6|6|6|6|5|3
    20 |7|6|6|6|6|6|5|5[/table]


    Note: a feat marked with an * is a new feat in the Scroungers campaign setting.
    Last edited by Mephibosheth; 2013-03-01 at 11:50 AM.
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