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Old 08-19-2011, 02:11 PM   Top  -  End  -  #1
Mephibosheth
Ogre in the Playground
 
 
Join Date: Jul 2005
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At the home of the blues
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Default [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

This thread is intended to be the repository of homebrew mechanical content for the Scroungers Campaign Setting, a campaign setting I have been working on for some time. This campaign setting attempts to create a world of desperation, scarcity, and conflict where resourcefulness and creativity are encouraged and crucial elements of high fantasy are maintained.

You can find the world-building elements of the setting at the above link and the new and modified mechanical game content here. I welcome any comments on any aspect of the setting.

I know that there are some things included in this thread that I have posted in the past. In these cases, I have made updates and modifications since the original post and wanted to include them. As much as possible I have edited old threads, but some were locked, necessitating new posts. I crave your indulgence.

Mephibosheth
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Old 08-19-2011, 02:13 PM   Top  -  End  -  #2
Mephibosheth
Ogre in the Playground
 
 
Join Date: Jul 2005
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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
RollPositive CharacteristicsNegative Characteristics
1Roll 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
2The 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.
3The 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.
4The 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.
5The 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.
6The 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.
7The 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.
8The 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).
9The 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
10A 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.
11The creature’s eyes are larger than normal, allowing it to gather more light. The creature gains low-light vision 
12The creature’s eyes are larger than normal, allowing it to gather more light. The creature gains darkvision with a range of 60 feet. 
13The 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). 
14The go-stone energy has distorted the creature’s appearance. The creature gains a +3 racial bonus to Intimidate checks. 
15The go-stone energy has made the creature’s eyes large and keen. The creature gains a +3 racial bonus to Spot checks.
16The go-stone energy has made the creature’s ears large and keen. The creature gains a +3 racial bonus to Listen checks. 
17The 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. 
18The 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. 
19The 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. 
20Go-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 

Cosmetic Changes
RollCharacteristic
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
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Old 08-19-2011, 02:17 PM   Top  -  End  -  #3
Mephibosheth
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Join Date: Jul 2005
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Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

Base Classes

Cleric Game Rule Information

Spoiler


Druid Game Rule Information

Spoiler


Fighter Game Rule Information

Spoiler


Ranger Game Rule Information

Spoiler


Wizard Game Rule Information

Spoiler


Psi Shard: Wilder Alternate Class Feature

Spoiler


Beguiler, Dread Necromancer, and Warmage Game Rule Information

Spoiler


Note: a feat marked with an * is a new feat in the Scroungers campaign setting.
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Old 08-19-2011, 02:19 PM   Top  -  End  -  #4
Mephibosheth
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Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

Other Classes

Racial Paragon Classes

Vanar Paragon Class

Spoiler


Altered Paragon Class

Spoiler


Regional Substitution Levels
A substitution level is a level of a given class that you take instead of the level described for the standard class. Selecting a substitution level is not the same as multiclassing – you remain within the class for which the substitution level is taken. The class features of the substitution level simply replace those of the standard level.

To qualify for a regional substitution level, you must be of the proper region. For example, to select a regional substitution level of Genzland druid, you must be from the Genzland region.

For each class with regional substitution levels, you can select each substitution level only at a specific class level. When you take a substitution level for your class at a given level, you give up the class features gained at that level for the standard class and you gain the substitution level features instead. You cannot go back and gain the class features for the level you swapped out – when you take your next level in the standard class, you gain the next level higher as if you had gained the previous level normally.

Unless otherwise noted, a character who takes a regional substitution level gains spellcasting ability (increases in spells per day and spells known, if applicable) as if she had taken this level in the standard class.

A character need not take all the substitution levels provided for a class. For instance, a Genzland druid might decide to take only the regional substitution level at 3rd level, ignoring the other substitution levels. When a substitution level changes the standard class’ Hit Dice or class skill list, the change applies only to that specific substitution level, not to any other class levels.

Genzland Druid
Many of the druids of Genzland focus on swift and deadly hunting skills rather than the shapeshifting typical of other druids. They wield spears, staves, and spells with equal skill.

Spoiler


Prestige Classes

Prophet
The gods have disappeared, wreaking havoc on Stha Lui’s spiritual life. Clerics who used to be able to contact the gods found their spells impossible to cast. Wizards who had the ability to speak with denizens of other planes found themselves unable to establish the necessary arcane connections. It was as if Stha Lui were completely cut off from the rest of the multiverse.

Soon, however, rumors began to spread of a few individuals who had been blessed with the gift of prophesy. Unlike others, they were able to hear the words of the gods’ servants and spread messages of hope to the world. These prophets, few in number but dispersed throughout the continent, spoke of the possible return of the gods and of an individual or group of individuals who would be instrumental in the return.

It quickly became clear that the prophets are blessed with unique abilities of foresight and prediction. Their divinations succeed where others failed. They can use their glimpses into the future to aid them in their travels.

Prophets receive mixed receptions wherever they go. Some revere them and look to them as the hope for the future, the gods’ return and the re-emergence of the halcyon days of the imagined past. Others view them with suspicion, suspecting them of being charlatans and tricksters. Still others actively seek to harm them, looking to prevent the return of the gods.

Spoiler


Shard-Touched Priest
The discovery of go-stone and its myriad uses has transformed the post-Torrent society. Go-stone-powered ships can travel farther and faster than sail- or oar-driven vessels. Go-stone weapons and machinery have made many of the benefits previously reserved to magic more widely available. Certain individuals have used go-stone to unlock latent psionic abilities, allowing their minds to bend the laws of reality in their favor. Interactions with go-stones have even resulted in a new race of people whose bodies and minds were altered by the energy contained within the simple grey rocks.

Go-stones have even altered the way some clerics cast their divine spells. No one knows how or why, but certain priests who suffer prolonged exposure to go-stone energy learn strange and powerful new spells that mimic the energy-draining nature of go-stone. Some of these clerics are Altered, having been exposed to go-stone before their birth. Others are victims of catastrophic go-stone explosions. Still others have simply worked extensively with go-stone over a long period of time, enduring and healing damage to their life energy in the interest of creating powerful go-stone devices.

These clerics are shard-touched priests. They are able to use their quasi-spiritual connection to go-stone to enhance their spellcasting and gain access to a unique array of spells.

Spoiler


The Strangers in the Dark
The four prestige classes below exemplify the unique skills of the Strangers in the Dark, a secretive organization of assassins and criminals outlined in chapter 8. Each prestige class focuses on a different specialty, designed to work together in small, deadly groups. They envelop their foes in magical darkness, where they are able to maneuver and fight freely while their opponents blunder around blindly. The Knives in the Dark are unparalleled infiltrators and backstabbers, able to appear out of the darkness and strike with precision and speed. The Screams in the Dark project terrifying images into the darkness, allowing fear and intimidation to wear down their opponents’ defenses. The Swords in the Dark are masters of melee combat, using shadowy illumination to gain tactical advantages and providing much-needed muscle. Finally, the Voices in the Dark are adept at coordinating and assisting their allies, using magical darkness to heal and support.

Knife in the Dark

Spoiler


Scream in the Dark

Spoiler


Sword in the Dark

Spoiler


Voice in the Dark

Spoiler
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Old 08-19-2011, 02:21 PM   Top  -  End  -  #5
Mephibosheth
Ogre in the Playground
 
 
Join Date: Jul 2005
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Gender: Male
Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

Skill Modifications and New Usages

Appraise Haggling

Craft (Cartography) (Int)

Spoiler


Speak Language (None; Trained Only)

Spoiler


New Feats

Metamagic Feats
The abilities represented by metamagic feats substantially increase spellcasting versatility and provide valuable options for spellcasters. In the Scroungers setting, spontaneous spellcasters are no longer required to spend a full round action to cast a spell augmented by a metamagic feat. The spell retains the same casting time it would normally require.

General Feats

CONCUSSING BLOW [General, Fighter]
Prerequisite: Power Attack, BAB +6
Benefit: As a standard action, you target an opponent’s head with a single powerful attack. You must use the Power Attack feat to reduce your BAB by at least one to use this feat. If you are successful, in addition to taking damage as normal, the target is dazed for one round and deafened for a number of rounds equal to your Strength modifier. The target can make a Fortitude save to negate the deafness. The DC for this save is equal to 10 + the penalty to attack rolls you took as part of the Power Attack feat.
Special: A fighter may select Concussing Blow as one of her fighter bonus feats.

DEEPEN DEAFNESS [General]
Benefit: Whenever you deafen a creature or impose an effect described as being substantially similar to deafening, its hearing and speech are even further impaired than normal. The spell failure chance for casting spells with verbal components increases to 50%. At character level 10, the spell failure chance increases to 75%.

GO-STONE FORTITUDE [General]
Prerequisite: Constitution 13+, Craft (Go-Stone Tech) 5 ranks
Benefit: You gain a +4 circumstance bonus to Fortitude saves to resist the negative effects of handling go-stone.
GO-STONE RESISTANCE [General]
Prerequisite: Constitution 15, Go-Stone Fortitude
Benefit: You gain damage reduction 5 against hit point damage of all types resulting from go-stone energy. This includes weapons that use go-stone as ammunition as well as explosions resulting from a piece of broken or misfiring go-stone equipment. Your damage reduction applies against all unique go-stone weaponry, but not against normal weapons enhanced with go-stone (like a go-stone longsword +1).

GO-STONE IMMUNITY [General]
Prerequisite: Constitution 15, Go-Stone Fortitude, Craft (Go-Stone Tech) 8 ranks
Benefit: You are immune to ability damage caused by exposure to go-stone.
GO-STONE RELOAD [General, Fighter]
Prerequisite: Exotic Weapon Proficiency (Go-Stone Rifle)
Benefit: You can reload a go-stone rifle as a swift action. Reloading a go-stone rifle no longer provokes an attack of opportunity.
Special: A fighter may select Go-Stone Reload as one of her fighter bonus feats.

GREATER UNARMED STRIKE [General, Fighter]
Prerequisite: Improved Unarmed Strike
Benefit: You count as one size category larger for the purpose of determining the damage dealt by your unarmed strikes. For example, a Medium character with this feat would deal 1d4 points of damage with his unarmed strikes, instead of the usual 1d3 points of damage.

Non-monks gain an additional benefit from this feat. For any character that has no monk levels (or levels in classes that grant similar bonuses to unarmed strike damage), your size continues to increase over time for the purpose of determining your unarmed strike damage. For every 5 character levels you have, your size increases by another step for this purpose only.
Special: A fighter may select Greater Unarmed Strike as one of her fighter bonus feats.

IMPALE [General, Fighter]
Prerequisites: Proficiency with any weapon that can be readied against a charge, Strength 13+
Benefit: Whenever you ready your weapon against a charge, if you hit your target, in addition to dealing damage as normal, the target must make a Reflex save opposed by your attack roll or be impaled on the end of your weapon and unable to leave her current square until she is freed. The target can free herself as a standard action but takes additional damage equal to the damage you initially dealt. You can remove your weapon as a free action, dealing the additional damage in the process.

KEEP YOUR DISTANCE [General, Fighter]
Prerequisites: Proficiency with any hafted piercing weapon, BAB +5
Benefit: A spear’s construction makes it ideal for striking at the limit of its reach. You have learned to use this capability to your advantage to keep your foes at an awkward distance. As a standard action you attack an enemy with a hafted piercing weapon. If you hit successfully your opponent is unbalanced and takes a -2 penalty to AC for 2 rounds. If they attempt to attack you with a melee weapon before your next turn, the penalty increases to -3.
In order for an enemy to be affected by this maneuver, he must have reach equal or less than to yours. For example, a human wielding a shortspear may use this maneuver on any foe with a 5-foot reach. A human wielding a longspear may use this maneuver on any foe with up to a 10-foot reach.
Special: A fighter may select Keep Your Distance as one of her fighter bonus feats.

MASTER PIKEMAN [General, Fighter]
Prerequisite: Weapon Focus (any spear)
Benefit: When using a spear of any type to attack a creature at least one size category larger than you, you gain a +4 bonus to attack and damage rolls. You also gain this bonus when attacking any mounted opponent, as long as the opponent’s mount is at least the same size category as you.
Special: A fighter may select Master Pikeman as one of her fighter bonus feats.

NATURAL SPELL [General]
Prerequisite: Wis 13+, wild shape ability
Benefit: When you take this feat, you choose a number of spells that you know equal to your Wisdom modifier. You can complete the verbal and somatic components necessary cast these spells (and only these spells) while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. The spells selected must be third level or lower.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
Special: This version of the Natural Spell feat replaces the version published in the Player’s Handbook.

POWERFUL SHOT [General, Fighter]
Prerequisite: Str 13+, Point Blank Shot
Benefit: When wielding any ranged weapon or thrown weapon, you can sacrifice accuracy for greater penetrating power. At ranges up to 60 feet, you may subtract a number from your attack rolls and add that number to your damage rolls when wielding a ranged weapon. The number subtracted from your attack rolls cannot exceed your base attack bonus.
Special: A fighter may select Powerful Shot as one of her fighter bonus feats.

PRACTICED CRAFTSMANSHIP [General]
Prerequisite: Craft (Go-Stone Tech) 8 ranks, must have successfully crafted the selected item or performed the selected enhancement at least once in the past.
Benefit: Select one go-stone item or go-stone enhancement. Whenever you are crafting that item or performing that enhancement, the crafting time is halved.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new item or enhancement.

PSI SHARD [Psionic]
Prerequisite: Psicrystal Affinity
Benefit: By spending one day in intense meditation, you have managed to fuse your psicrystal with a piece of go-stone of at least minor strength. Your psicrystal gains a +1 bonus to all attack rolls and a +1 bonus to its natural armor. Additionally, if your psicrystal grants you a bonus to a skill check, the bonus increases to +5. If your psicrystal grants you a bonus to a saving throw or initiative roll, the bonus increases to +3. If you fuse your psicrystal to a go-stone shard of greater strength, all of these bonuses increase by 1 for each additional step.

PUMMEL [General, Fighter]
Clasping your hands together, you are able to make powerful two-handed attacks
Prerequisites: Strength 13+, BAB +4, Improved Unarmed Strike, Power Attack
Benefit: When making an unarmed attack, you apply 1.5 times your strength modifier as a bonus to damage rolls. Additionally, when using the Power Attack feat, you add twice the number subtracted from your attack rolls as a bonus to damage rolls.
Special: When using this feat, you may take advantage of extra attacks from any source except two weapon fighting, multi-weapon fighting, or any ability that explicitly relies on you attacking with multiple arms at the same time. A fighter can select Pummel as one of her fighter bonus feats.

REFINED FOCUS [Psionic]
Prerequisites: Concentration 8 ranks, Knowledge (Psionics) 5 ranks
Benefit: You know how to use more powerful shards of go-stone to manifest psionic powers. A number of times per day equal to your manifesting ability modifier, when using a go-stone of at least minor strength as a focus for your psionic powers, the power point cost of any power you manifest is reduced by two. If you use a go-stone of greater power, this reduction increases by one for each additional step.
Normal: You only need a depleted or miniscule shard of go-stone to serve as a focus for your psionic abilities.

RESOUNDING BLOW [General, Fighter]
Prerequisites: Str 13+, Power Attack, BAB +5
Benefit: You make a single attack as a standard action or as part of a charge, targeting your opponent’s chest. If your attack connects, the target is knocked straight back 5 feet and nauseated for 1 round while he fights for breath. The target can negate both effects with a successful Fortitude save (DC = damage dealt). The save DC increases by 2 if you use a bludgeoning weapon to deliver the attack.
Special: A fighter may select Resounding Blow as one of her fighter bonus feats.

SHARD BLADE [Psionic]
Prerequisites: Mind Blade Enhancement class ability, Knowledge (Psionics) 5 ranks
Benefit: If you use a piece of go-stone of at least minor strength as your focus for manifesting your mind blade, your mind blade’s total enhancement level counts as one higher than it normally would be at your level. However, this does not allow you to add additional or more powerful weapon special abilities. For example, a 6th level soulknife’s mind blade would count as a +2 weapon, but she would only be able to add special abilities as if her mind blade’s maximum enhancement were +1.

TRAMPLING CHARGE [General, Fighter]
Prerequisites: Mounted Combat, Ride 9 ranks
Benefit: When mounted, you can make an overrun attempt as part of a charge action, running down the target of the charge or running over a creature to get to the target of the charge. You gain a +4 circumstance bonus to the overrun attempt, and the overrun resolves as if you had the Trample feat. If you are overrunning the target of the charge, the target takes damage from your attack as well as the effect of the Trample feat.
Special: A fighter may select Trampling Charge as one of her fighter bonus feats.

WEIGHTED THRUST [General, Fighter]
Prerequisites: Power Attack, Proficiency with any hafted piercing weapon, BAB +5
Benefit: You know how to use your weight to deal extra damage to a prone opponent when wielding a spear-like weapon. When you attack a prone opponent using a hafted weapon that deals piercing damage you deal 2 points of extra damage for every 1 point of your attack bonus you subtract using Power Attack. When you use this tactic with a two-handed weapon, you deal 3 points of extra damage for every 1 point of your attack bonus you subtract using Power Attack.
Special: A fighter may select Weighted Thrust as one of her fighter bonus feats.

Regional Feats

RegionFeats
Aadipura Barter Master, Pidgin Orator, River Driver, Seaborn Caster
The Fádech Desert Heat Adapted, Natural Mage, Razzia Warrior
Genzland Home Guard, Genzland Spearman, Natural Mage, Practiced Woodworker, Woodsman
The Hinterlands Farsighted, Grassland Gait, Wayfarer’s Fortitude, Pidgin Orator
Home Territory Artful Dodger, Crowd Control Mage, Magical Polyglot, Natural Linguist
The Mountains Altitude Adapted, Landborn Skirmisher, Mountain Warrior, Tunnel Fighter, Tunnel Mage
Tanu ya Nzadi Baleful Mage, Light Steps, Marshland Fortitude, Tell the Tale
Qileka Armored Sailor, Barter Master, Born Marine, Sailor’s Blood, Tell the Tale
Śetaig Born Marine, Sailor’s Blood, Seaborn Caster, Wanderer
The Śathadva Islands Improvised Weapon Mastery, Isolated, Powerful Jumper
Shokhestan Landborn Skirmisher, Practiced Woodworker, Woodsman, Shokhanid Scholar

ALTITUDE ADAPTED [Regional]
Your body has become accustomed to the cold and thin air of your mountainous home.
Prerequisite: Born in the Mountains
Benefit: You gain a +1 bonus to saves made to resist the effects of cold weather and high altitude. You also gain a +1 bonus on saves made to avoid becoming fatigued or exhausted.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

ARTFUL DODGER [Regional]
You have a knack for moving through crowds.
Prerequisite: Born in the Home Territory
Benefit: Your rate of movement does not decrease when moving through squares containing crowds. Additionally, you gain a +2 circumstance bonus to Hide checks when attempting to hide in a crowd.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

ARMORED SAILOR [Regional]
You are used to swimming while wearing armor.
Prerequisite: Born in Qileka
Benefit: You do not double the normal armor check and encumbrance penalties to Swim checks, though normal penalties still apply.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

BARTER MASTER [Regional]
Your status as a trade middleman has made you a shrewd bargainer.
Prerequisite: Born in Aadipura or Qileka
Benefit: You gain a +2 bonus on Appraise checks made as part of the haggling process.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

BALEFUL MAGE [Regional]
You are skilled at using your magic to hinder your foes.
Prerequisite: Born in Tanu ya Nzadi
Benefit: When you cast a spell which imposes a penalty on a creature’s attack rolls, damage rolls, saves, skill and ability checks or AC, the DC to resist the spell’s effects increases by 1. This bonus does not affect spells like Blindness/Deafness or Entangle, which impose penalties as a result of a condition rather than as the direct result of the spell.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

BORN MARINE [Regional]
You’ve been fighting on the deck of a ship for as long as you can remember.
Prerequisite: Born in Śetaig or Qileka
Benefit: You gain a +1 bonus on weapon damage rolls when fighting on a ship, boat, or other water craft.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

CROWD CONTROL MAGE [Regional]
Your childhood surrounded by masses of people has given you a keen understanding of mob behavior.
Prerequisite: Born in the Home Territory
Benefit: When you affect two or more creatures with a non-damaging area-of-effect spell or other spell that affects multiple creatures within a certain area or distance (for example, Haste), your caster level increases by one for the purpose of adjudicating the spell’s effects.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

HEAT ADAPTED [Regional]
You know how to survive in blistering heat and scorching sun
Prerequisite: Born in the Fádech Desert
Benefit: You gain a +2 bonus on saves to resist the effects of hot weather and on Survival and Knowledge (Nature) checks made in regard to arid environments.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

HOME GUARD [Regional]
The closer you are to your home, the more desperately you fight.
Prerequisite: Born in Genzland
Benefit: When fighting within 50 miles of the place you consider home, you gain a +1 bonus to all damage rolls. Each character may only have one home and must have lived at that location for at least six months before it can be considered home. Most characters consider their town of origin home.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

FARSIGHTED [Regional]
Your eyes are accustomed to the wide-open spaces of your homeland.
Prerequisite: Born in the Hinterlands
Benefit: You gain a +2 bonus on Spot checks. Additionally, the distance at which you can begin to make Spot checks is doubled for all terrain types.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

GENZLAND SPEARMAN [Regional]
You have years of training in the stoic guard units employed by the towns, kingdoms, and fiefs of Genzland.
Prerequisite: Born in Genzland
Benefit: When wielding a spear, if you ready your weapon against a charge, your reach increases by 5 feet. If you hit a charging opponent because of this reach increase (i.e. if the opponent charges through the extra threatened area granted by this feat), you must take a 5-foot step toward the opponent.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

GRASSLAND GAIT [Regional]
The tall grasses and scrub of the Hinterlands can be extremely difficult to traverse, but you’ve mastered the art of moving through the tangled prairie.
Prerequisite: Born in the Hinterlands
Benefit: You can move through light undergrowth at no penalty.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

IMPROVIZED WEAPON MASTERY [Regional]
Your people make extensive use of improvised weapons.
Prerequisite: Born in the Śathadva Islands
Benefit: You gain a +1 bonus on damage rolls when wielding an improvised weapon.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

ISOLATED [Regional]
Your homeland is seldom visited and few outsiders are familiar with your speech your mannerisms.
Prerequisite: Born in the Śathadva Islands
Benefit: Creatures attempting to use Sense Motive against you take a -4 penalty to their Sense Motive Checks. You also gain a +2 bonus on Sense Motive and Spot checks to identify someone attempting to disguise as a resident of your home region.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

LANDBORN SKIRMISHER [Regional]
You are a veteran of countless raids on newcomer settlements and military outposts, and know just how to fight them.
Prerequisite: Born in the Mountains or Shokhestan
Benefit: You gain a +1 bonus on attack rolls against members of newcomer military, militia or guard units. This bonus only applies against formal military organizations, not against mercenaries or ad hoc companies composed of newcomers. However, newcomers with formal military backgrounds but who are currently a part of an ad hoc company still trigger this bonus.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

LIGHT STEPS [Regional]
You know the tricks required to move effectively in the tangled brush and boggy swamps of your homeland.
Prerequisite: Born in Tanu ya Nzadi
Benefit: Undergrowth and bog squares count as one category lighter for you when determining movement rates and penalties to skill checks.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

MAGICAL POLYGLOT [Regional]
Your familiarity with different cultures and languages makes your spells more potent.
Prerequisite: Born in the Home Territory
Benefit: When you cast a spell with the “Language-Dependant” descriptor, your caster level counts as being one higher for the purposes of adjudicating the spell’s effects. You also gain this benefit when casting spells like Hideous Laughter, where language or culture is explicitly referenced as a reason for variations in the spell’s mechanics.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

MARSHLAND FORTITUDE [Regional]
You have grown accustomed to the fetid odors of your marshy homeland.
Prerequisite: Born in Tanu ya Nzadi
Benefit: You gain a +2 bonus on saves to resist being sickened or nauseated.
Special: You my select this feat only as a 1st-level character. You may only have one regional feat.

MOUNTAIN WARRIOR [Regional]
You are skilled at fighting opponents unaccustomed to your home environment
Prerequisite: Born in the Mountains
Benefit: The environment of your homeland is very taxing on the body, and many invaders are easily worn down by the harsh conditions. You have become familiar with the way a body reacts to this tiredness and gain a +1 circumstance bonus on attack rolls against opponents who are fatigued or exhausted.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

NATURAL LINGUIST [Regional]
You are at home in the chaos, diversity, and rapid pace of the Home Territory.
Prerequisite: Born in the Home Territory
Benefit: You gain one additional bonus language known. Additionally, you only take a -2 penalty to language-based skill and ability checks when you only know the rudiments of a language (see the Speak Language skill).
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

NATURAL MAGE [Regional]
The potency of your spellcasting prowess increases when you cast spells that affect or reflect the natural world around you.
Prerequisite: Born in Genzland or the Fádech Desert
Benefit: Your caster level increase by one when casting spells that appear on the Animal, Earth, Plant or Water domains.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

PIDGIN ORATOR [Regional]
You are experienced at using Trade Pidgin to communicate about complex topics.
Prerequisite: Born in the Hinterlands or Aadipura
Benefit: You only take a -2 penalty to all skill and ability checks when using Trade Pidgin to communicate about non-economic topics.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

POWERFUL JUMPER [Regional]
You’ve spent years learning techniques that allow you to jump higher and farther than many would believe possible.
Prerequisites: Born in the Śathadva Islands
Benefit: You count as one size category larger for the purpose of determining the maximum possible height of your jumps.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

PRACTICED WOODWORKER [Regional]
Years surrounded by abundant supplies for woodworking have helped you hone your skills as a craftsman.
Prerequisite: Born in Genzland or Shokhestan
Benefit: You gain a +2 bonus on all Craft checks involving wood. Additionally, the time required for you to craft an object out of wood is halved.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

RAZZIA WARRIOR [Regional]
You’ve mastered the stealth and ambush techniques of desert warfare.
Prerequisite: Born in the Fádech Desert
Benefit: You gain a +2 bonus on Hide checks when in an area of arid environment. You also gain a +1 bonus to weapon damage rolls made during a surprise round.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

RIVER DRIVER [Regional]
You’ve spent your life on the river and are comfortable in and on the water.
Prerequisite: Born in Aadipura
Benefit: You gain a +2 bonus to all Profession (sailor) and Swim checks made in relation to rivers, streams, creeks, canals or similar bodies of water.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

SAILOR’S BLOOD [Regional]
You were born on the coast and have been sailing since before you could walk.
Prerequisite: Born in Śetaig or Qileka
Benefit: You gain a +2 bonus to Profession (Sailor) and Use Rope checks.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

SEABORN CASTER [Regional]
You have the innate ability to draw power from the ocean.
Prerequisite: Born in Aadipura or Śetaig
Benefit: When you are within sight of the ocean, your caster level for non-damaging spells increases by 1.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

TELL THE TALE [Regional]
Your mind is full of tales and legends from the past.
Prerequisite: Born in Tanu ya Nzadi or Qileka
Benefit: You gain a +2 bonus on Knowledge (history) and Decipher Script checks.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

TUNNEL FIGHTER [Regional]
You’ve spent your life fighting to defend your subterranean home.
Prerequisite: Born in the Mountains
Benefit: You’ve learned how best to defend a tunnel and give ground only reluctantly. When you are within 10 feet of at least two walls in any configuration, you gain a +1 dodge bonus to your armor class.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

TUNNEL MAGE [Regional]
You’ve perfected the art of spellcasting in enclosed places.
Prerequisite: Born in the Mountains
Benefit: Any time when the area covered by your spell somehow exceeds the physical dimensions of an enclosed space, the DC to resist the effects of that spell increases by one. This feat only comes into effect when there is no way that the spell could be cast without exceeding the area of the space. For example, casting a fireball spell in a 50 ft. x 50 ft. room would not trigger the effects of this feat, even if you center the spell such that it cannot expand to its full radius in one or more directions. However, casting the same fireball spell in a 10 ft. x 10 ft. tunnel would trigger the effects of this feat.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

WANDERER [Regional]
You’ve traveled far and wide
Prerequisite: Born in Śetaig
Benefit: You gain a +2 bonus on Knowledge (geography) and Ride checks.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

WAYFARER’S FORTITUDE [Regional]
You’ve taken many a long journey in the wide open Hinterlands, and know how to push your body to the utmost.
Prerequisite: Born in the Hinterlands
Benefit: You gain a +2 bonus on saves to resist becoming fatigued or exhausted and Constitution checks to avoid nonlethal damage during a forced march.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

WOODSMAN [Regional]
You feel more comfortable amongst the trees than you do anywhere else on Stha Lui.
Prerequisite: Born in Genzland or Shokhestan
Benefit: You gain a +2 bonus to Knowledge (Nature), Spot and Survival checks when in a forested area.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

SHOKHANID SCHOLAR [Regional]
You were educated in the Yu Quan educational establishment.
Prerequisite: Born in Shokhestan
Benefit: You gain a +2 bonus to Knowledge (religion) and Knowledge (psionics). Additionally, if you have the Bardic Knowledge, Lore or similar class ability, you gain a +1 bonus to these checks.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.
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Last edited by Mephibosheth : 03-03-2013 at 05:24 PM.
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Old 08-19-2011, 02:24 PM   Top  -  End  -  #6
Mephibosheth
Ogre in the Playground
 
 
Join Date: Jul 2005
Location: 
At the home of the blues
Gender: Male
Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

Adventuring Equipment

Weapons
Barbed Weapon (15 gp) – This modification can be added to any weapon that deals double damage when readied against the charge. When the wielder uses the weapon in conjunction with the Impale feat, the Reflex save DC to avoid being impaled is increased by +2.

Miscellaneous Items
Shadow Ink (20 gp) – Shadow ink is a rare substance crafted primarily (but not exclusively) by the alchemists of the Strangers in the Dark. After being applied to a surface, it fades over 5 rounds until it is completely invisible. However, when viewed within an area of darkness or shadowy illumination by a creature with darkvision, the writing appears and can be read easily.

Special Materials
Sponge Coral – This unique type of coral can be used to make items that absorb the damaging effects of go-stone. It occurs naturally in coral reefs throughout the world of Stha Lui and is especially prevalent around the Śathadva Islands. It is pale white in color and typically takes the shape of a semi-circular fan approximately ¼ of an inch thick. Sponge coral is typically used to make two types of items: coral-lined armor and storage containers.

Any type of armor can be lined with sponge coral. A suit of sponge coral armor has the statistics of a standard suit of armor of its type. Additionally, it can absorbe up to 10 points of ability damage or ability drain from any source other than poison. Once it absorbs these 10 points, the sponge coral turns black, rots, and must be removed from the suit of armor before it starts to smell like rotting fish. A suit of sponge coral armor costs 2000 gp in addition to the base price of the armor.

Any rigid storage container can be made of sponge coral. These containers can be used to store go-stones for a limited time while shielding those around it from their damaging effects. When full, it can store go-stones for up to 50 days before it absorbs all the damage it can and becomes useless. Those within 10 feet of the box are still affected by the go-stones, but gain a +4 circumstance bonus on their saves to resist the go-stones’ effects. A storage container made of sponge coral costs 2000 gp in addition to the normal price for the container.


Go-Stone

History and Description
600 years ago the world was overrun by the Torrent. Millions perished, caught beneath the rising ocean, their final gasps trapped by the crushing depths. Years later, explorers venturing into newly-risen volcanic islands discovered strangely-magical shards of stone that possessed mystical properties. They discovered that these shards could be used to power ships and enhance weapons, armor, and other items.

These shards, commonly referred to as “go-stone,” appear at first glance to be little more than rocks. A piece of go-stone is dull grey in color, rough and jagged in texture and is commonly streaked with smooth, silvery bands. Go-stones are found in a wide variety of sizes and shapes, though are rarely (if ever) larger than 6 inches in length. Touching a piece of go-stone reveals the only notable aspect of its physical appearance: it is warm and seems to pulse or beat.

Go-stones are found concentrated at specific locations throughout the world. So far, no one has been able to determine what conditions allow for go-stone formation or why they can be found at some locations but not others. They are most commonly found around undersea volcanoes and volcanic islands, near rifts in the sea floor and in other locations throughout the world’s ocean. While go-stone mining is a relatively simple process (most are simply chipped from the surrounding bedrock with picks and chisels), the remote location of most go-stone deposits and their propensity to attract dangerous land and marine life makes go-stone mining a dangerous operation.

Go-stone are most commonly used as a power source for important machines (especially ship engines) and as an energy source for a wide variety of weapons, items and item enhancements. Go-stone-powered machines are expensive to purchase and maintain but provide a degree of reliability and power that other energy sources cannot match. Go-stones are also frequently used in the creation of enhanced items, though they can produce a smaller variety of effects than are possible through magical enhancement.

Few (if any) are aware of the true nature of go-stones. The stones came into being when the life and soul energy of individuals killed in the Torrent was somehow trapped by the rising water. Over the years, various magical and geological processes caused these trapped energies to lithify along with particulate matter in the ocean, creating the solid go-stones discovered and mined by scroungers. This trapping and lithification of life energy only occurred around areas where the inherent magic of the world was especially powerful, resulting in the concentration of go-stones around specific geographical locations. Go-stone technology is in its infancy and is plagued with uncertainty and danger.

Go-Stone in the Game

Strength CategoryValueChargesSave DCMax Enhancement
Minor200 gp1015+1
Moderate700 gp2020+2
Major1400 gp3025+3

Go-stones have different levels of power and can be used to create different items and achieve different effects. There are three power categories for go-stones; minor, moderate and major.

Minor go-stones are the smallest and weakest usable fragments of go-stone. They can be used to temporarily enhance a weapon, piece of armor or similar item, providing the equivalent of a +1 enhancement bonus to the item and allowing the use of special enhancements with base costs equivalent to a +1 bonus. Using two minor go-stones does not allow you to create an item with an equivalent +2 enhancement. They can also be used to create or power certain go-stone items, as shown on the chart below. Characters with 6 ranks in the Craft (Go-Stone Tech) skill can create items using a minor go-stone with a successful DC 25 Craft (Go-Stone Tech) skill check. Finally, any detrimental effects of a minor go-stone (whether from prolonged exposure or accidents in the crafting process) can be avoided or lessened with a successful DC 15 save, as described in the specific effect.

Moderate go-stones are larger and more powerful than minor go-stones and have a wider range of applications. They can be used to temporarily enhance a weapon, piece of armor or similar item, providing up to the equivalent of a +2 enhancement bonus to the item and allowing the use of special enhancements with base costs less than or equal to a +2 bonus. They can also be used to create or power certain go-stone items, as shown on the chart below. Characters with 9 ranks in the Craft (Go-Stone Tech) skill can create items using a moderate Go-stone with a successful DC 30 Craft (Go-Stone Tech) skill check. Finally, any detrimental effects of a moderate go-stone (whether from prolonged exposure or accidents in the crafting process) can be avoided or lessened with a successful DC 20 save, as described in the specific effect.

Major go-stones are the largest and most powerful available go-stones, and have the widest range of uses. They can be used to enhance a weapon, piece of armor or similar item, providing the equivalent of a +3 enhancement bonus to the item and allowing the use of special enhancements with base costs less than or equal to a +3 bonus. They can also be used to create or power certain go-stone items, as shown on the chart below. Characters with 12 ranks in the Craft (Go-Stone Tech) skill can create items using a major go-stone with a successful DC 35 Craft (Go-Stone Tech) skill check. Finally, any detrimental effects of a major go-stone (whether from prolonged exposure or accidents in the crafting process) can be avoided or lessened with a successful DC 25 save, as described in the specific effect.

Handling and manipulating go-stone is dangerous, both because of the high amounts of energy present in the material and because of the go-stone’s propensity to draw life energy into it. Twice per day while crafting a go-stone item, the primary crafter and everyone substantially involved in the crafting process must make a Fortitude Save or take 1d2 points of Wisdom and Constitution damage. The DC for this check is based on the power category of the go-stone used. If working with multiple pieces of go-stone, everyone involved must make saves for each piece of Go-stone being used.

Despite deriving their power from lithified life and soul energy, go-stones are not “alive” and would not register on spells designed to detect or locate “life” and living creatures. They would not be hedged out by an Antilife Shell spell nor are they affected in any way by spells that affect only living creatures.

Craft (Go-Stone Tech)
This skill is a new sub-skill of the already-existing Craft skill. Except as noted below it functions identically to the Craft skill. It is used primarily to allow characters with ranks in the skill to manipulate Go-stones and create Go-stone-enhanced items.

Check
The basic function of the Craft (Go-Stone Tech) skill is to create items enhance by, powered by or dependent upon go-stones. The DC depends on the complexity and power of the item created. DC’s for specific items and enhancements are listed below. Creating a go-stone item or performing a go-stone enhancement requires one day for every 200 gp of the base price of the item or enhancement. The crafter is required to spend half the base value of the item in raw materials. Most of this expenditure goes toward the cost of the go-stone required.

The Craft (Go-Stone Tech) skill allows you to make a very specific set of items, presented below. As a general guideline, Craft (Go-Stone Tech) can only be used to create or enhance weapons, armor, items substantially similar to weapons and armor and special go-stone items (presented below). The skill DCs and costs to craft an item are included in the item write-up. You cannot take 10 on a Craft (Go-Stone Tech) skill check.

The results of a Craft (Go-Stone Tech) skill check can never be achieved using Fabricate or any similar spell.

Failure
If you fail to pass a Craft (Go-Stone Tech) skill check by 4 or less, the piece of go-stone you are using with is ruined and cannot be used for any further crafting but there are no further negative consequences. If you fail the check by 5 or more, there is a chance of a catastrophic accident. Roll on the following chart to determine the outcome.

RollResult
1-5The piece of go-stone you are using is wasted, but you suffer no other detrimental effects
6The piece of go-stone you are using explodes. All creatures and objects within a 10 foot radius of the piece of go-stone takes 2d6 damage per power category of the go-stone (Minor, Moderate, or Major). Creatures affected can make a Reflex save to take half damage. The piece of go-stone is (obviously) ruined.
7The piece of go-stone you are using explodes violently. This functions as if you had rolled a 6, but the piece of go-stone is treated as one power category larger for the purposes of damage dealt and Reflex save DC. Major go-stones deal 8d6 damage and the Reflex save DC is 30. The piece of go-stone is (obviously) ruined.
8Energy Leak. All characters within a 10 foot radius of the piece of go-stone take 1 point of Wisdom and Constitution drain per power category of the go-stone. Characters can make a Fortitude save to turn the ability drain into ability damage.
9Explosion & Energy Leak. All characters and objects within a 10 foot radius of the piece of go-stone take damage and ability drain as if you had rolled both a 6 and an 8. The piece of go-stone is (obviously) ruined.
10Absorption. The piece of go-stone absorbs the life energy of the primary craftsman. This creature must make a Fortitude save or die. If he fails this save, the go-stone’s potency increase 1 power category.

Item Enhancement
As previously noted, go-stones can be used to enhance any masterwork weapon, armor or any high-quality (usually masterwork or similarly priced) item substantially similar to weapons and armor. The table below outlines the types of enhancement that can be created using go-stone and the cost for purchasing an item with a specific enhancement.

Items enhanced in this manner are permanently imbued with the ability to accept a single type of enhancement, much the same way that normal magic items always carry the same enhancement. However, a go-stone enhancement is not always active and requires an expenditure of go-stone energy to activate (a free action). Thus, a sword enhanced with the flaming property will always manifest this property but requires go-stone energy to function. Unlike normal magic items, an item need not carry a simple +1 enhancement before accepting a special property. Thus, it is entirely possible to use go-stone to create a flaming longsword without first imbuing the sword with a +1 enhancement.

As mentioned above, a go-stone enhancement requires the expenditure of go-stone energy to activate. A go-stone enhancement requires a free action to activate and the enhancement lasts for the duration of the encounter. A minor go-stone contains 10 charges, or enough energy to activate an enhancement 10 times. A moderate go-stone contains 20 charges and a major go-stone contains 30 charges. A single piece of go-stone can be used until all its energy is expended, at which point the character must insert a new piece of go-stone (a standard action that provokes an attack of opportunity) to continue using the enhancement. A single go-stone charge powers an enhancement for 1 minute.

Except in extremely rare and special circumstances (as determined by the DM), go-stones cannot be used to grant an item an equivalent enhancement greater than +3. Unless otherwise stated, multiple go-stones of the same power category cannot be used together to create more powerful effects. For example, you can create a +1 sword using a minor go-stone, but cannot create a +1 flaming sword using two minor go-stones. Adding additional enhancements to an item requires a go-stone of the power category necessary to create a weapon of the total equivalent enhancement bonus. For example, adding the flaming property to a +1 sword would require a moderate go-stone, while adding the flaming property to a +2 sword would require a major go-stone.

In addition to the go-stone cost for enhancing an item, the enhancement process requires mundane materials equaling the base cost of the item being enhanced. These materials are used to craft the special bracket for installing the go-stone and to enhance the conduction of the go-stone’s energy. These materials are usually small quantities of alchemical substances, mundane construction materials, and rare metals like mithral and adamantine.

Finally, it should be noted that go-stone enhancement and magical enhancement cannot be used on the same item.

Go-Stone Items and Enhancements

Weapon Enhancements
EnhancementCost
+1 Enhancement500 gp
+2 Enhancement1500 gp
+3 Enhancement3000 gp
Corrosive+1 equivalent
Flaming+1 equivalent
Frost+1 equivalent
Shocking+1 equivalent
Keen+1 equivalent
Vicious+1 equivalent
Ghost Touch+1 equivalent
Thundering+1 equivalent
Disruption+2 equivalent
Acidic Burst+2 equivalent
Flaming Burst+2 equivalent
Icy Burst+2 equivalent
Shocking Burst+2 equivalent
Wounding+2 equivalent
Desiccating+2 equivalent
Energy Leach+2 equivalent

All of the above enhancements function as normal. New enhancements are described below.

Energy Leach: A weapon enhanced with the energy leach property is infused with the warping energy of go-stone. When struck with an energy leach weapon, a creature must make a DC 20 Will save or take 2 points of Wisdom damage.

Armor Enhancements
EnhancementCost
+1 Enhancement500 gp
+2 Enhancemen1500 gp
+3 Enhancement3000 gp
Fortification, Light500 gp – can be added to another minor go-stone, doesn’t count for max equivalent enhancement.
Fortification, Moderate+1 equivalent
Bashing+1 equivalent
Blinding+1 equivalent
Acid Resistance3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
Cold Resistance3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
Electricity Resistance3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
Fire Resistance3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
Sonic Resistance3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
Ghost Touch3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement

Other Go-Stone Items
  • Go-Stone Rifle (200 gp) – Exotic Ranged Weapon, 1d12 (1d10) damage (20/x4), 80 ft range increment, 20 lb.

    A go-stone rifle is a powerful ranged weapon that fires a shot of metal shrapnel and intense heat. The weapon consists of a backpack-like chamber connected to the rifle itself. When fired, go-stone energy is released, causing the backpack chamber to expand before collapsing forcefully and propelling the shot out of the rifle.

    A go-stone rifle requires no ammunition as such, but expends some of the power from a go-stone with each shot. A minor go-stone allows the rifle to fire 30 shots before reloading is required (a full-round action). More powerful go-stones allow an additional 30 shots per power category above minor before being expended. Because firing the weapon is relatively time-consuming, firing go-stone rifle is always a standard action.

    Because the shot from a go-stone rifle is mostly go-stone energy, go-stone rifles count as having a +1 enhancement, even though the weapon itself is not enhanced. You can enhance a go-stone rifle as if it already had a +1 enhancement bonus. Go-stone rifles and go-stone burst guns count as the same weapon for purposes of feat selection.

    Craft: A go-stone rifle can be constructed by a successful DC 30 Craft (Go-Stone Tech) skill check.
  • Go-Stone Burst Gun (500 gp) – Exotic Ranged Weapon, 1d8 (1d6) damage (19-20/x2), 50 ft range increment, 25 lb.

    A go-stone burst gun sacrifices the sheer power of a go-stone rifle for a more rapid rate of fire. They are identical in appearance and function to a go-stone rifle, save for the rifle itself, which consists of a number of smaller rifle barrels in a circular configuration that rotate as they are fired.

    A go-stone burst gun requires no ammunition as such, but expends some of the power from a go-stone with each shot. A minor go-stone allows the rifle to fire 60 shots before reloading is required (a full-round action). More powerful go-stones allow an additional 60 shots per power category above minor before being expended. A character wielding a go-stone burst gun can fire a number of shots per round equal to the number of iterative attacks allowed by his base attack bonus. A character can apply the Rapid Shot feat to a go-stone burst rifle.

    Because the shot from a go-stone burst gun is mostly go-stone energy, go-stone burst guns count as having a +1 enhancement, even though the weapon itself is not enhanced. You can enhance a go-stone burst gun as if it already had a +1 enhancement bonus. Go-stone rifles and go-stone burst guns count as the same weapon for purposes of feat selection.

    Craft: A go-stone burst gun can be constructed with a successful DC 32 Craft (Go-Stone Tech) skill check.
  • Go-Stone Grenade (250 gp) – Go-stone grenades are devices designed to unleash all of the energy from a go-stone in one destructive burst. A go-stone grenade consists of a shard of go-stone contained within a device that initiates the energy release and magnifies its effect. A go-stone grenade deals 2d6 points of force damage and 2d6 points of fire damage to all creatures and objects within a 10 foot radius. Affected creatures can make a DC 17 Reflex save to halve the damage they take from the explosion. A go-stone grenade uses a minor go-stone.

    Craft: A go-stone grenade can be constructed with a successful DC 25 Craft (Go-Stone Tech) skill check.
  • Go-Stone Cannon (3500 gp) – Exotic Ranged Weapon (Siege), 4d8 damage (20/x3 critical), 100 ft range increment.

    Go-stone cannon are the most advanced siege and ship-to-ship weapons available. They are essentially oversized go-stone rifles in appearance and function. They are fixed in place upon a mount or swivel, taking up a rectangle five feet wide and ten feet long. A medium or smaller creature attempting to fire a go-stone cannon takes a -2 penalty to attack rolls. A single minor go-stone allows a go-stone cannon to fire five shots before reloading is required (a full-round action). More powerful go-stones allow an additional five shots per power category above minor before being expended.

    Craft: A go-stone cannon can be constructed with a successful DC 35 Craft (Go-Stone Tech) skill check.
  • Go-Stone Engine (60,000 gp) – Go-stone engines are large constructions of metal and wood that, when attached to an ocean-going vessel, can propel the craft for long distances, even in the absence of wind. The engine consists of a large rear paddle-wheel connected to pistons that harness go-stone energy to turn the wheel.

    A go-stone engine requires at least a moderate go-stone to function. A single moderate go-stone will allow a ship equipped with a go-stone engine to travel 500 miles (about 1 week’s travel for an average sailing ship). It requires a DC 15 Craft (Go-Stone Tech) check every day, covering basic maintenance and day-to-day tasks. Failing this check reduces the distance traveled by that piece of go-stone by 20 miles. Failing the check by 5 or more results in a 10% chance of more serious damage. If more serious damage should occur (as determined by rolling percent dice), roll 1d6. On a roll of 1-5, the engine shuts down completely. On a roll of 6, the engine explodes, crippling the ship and dealing damage as shown on the “Failure Results” table above, plus an additional 3d6 points of bludgeoning damage (as if you had rolled a 6 on a d10).
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Old 08-19-2011, 02:27 PM   Top  -  End  -  #7
Mephibosheth
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Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

Class Spell Lists

Cleric Spells
The cleric spell list in the Scroungers setting is subject to the following modifications. These modifications do not affect domain spell lists.
  • In the four deities’ absence, Augury, Divination, Scrying and Greater Scrying no longer function for Clerics. Pre-Torrent tomes and prayerbooks still contain information about these spells and they could theoretically cast but they have no in-game effect. Clerics of post-Torrent generations are generally not familiar with these spells.
  • Create Water and Purify Food and Drink are 1st level spells. Create Food and Water is a 4th level spell. Heroes’ Feast is a 7th level spell.
  • The following spells are eliminated from the cleric spell list, though they may still be cast as rituals: Atonement, Commune, Control Weather, Create Greater Undead, Earthquake, Plane Shift, Reincarnate, Regenerate, Speak with Dead and Miracle.
  • Wind Walk replaces Control Weather as the Air Domain’s 7th level spell.
Druid Spells
The druid spell list in the Scroungers setting is subject to the following modifications.
  • Create Water and Purify Food and Drink are 1st level spells.
  • The following spells are eliminated from the druid spell list, though they may still be cast as rituals: Atonement, Control Weather, Earthquake, Plant Growth, Reincarnate and Regeneration.
Wizard Spells
The wizard spell list in the Scroungers setting is subject to the following modifications:
  • Contact other Plane longer functions. Wizards retain the knowledge of this spell and could theoretically cast it but it has no in-game effect. Pre-Torrent tomes still refer to this spell and ancient spellbooks still contain its arcane formula. However, most wizards of post-Torrent generations are unfamiliar with this spell.
  • Minor Creation is a 5th level spell. Major Creation and Fabricate are 6th level spells.
  • The following spells are eliminated from the wizard spell list, though they may still be cast as rituals: Antimagic Field, Create Greater Undead, Plane Shift, Greater Teleport, Trap the Soul and Wish.
Specific Spell Modifications
Certain spells, while still appearing in class spell lists, have been altered as follows in keeping with the tone of the Scroungers setting.
  • All wall spells originally listed as having an instantaneous duration now have a duration of 1 minute per class level. All wall spells can be made permanent by use of the Permanency spell. However, any material removed from these walls or otherwise altered after the initial casting ceases to exist immediately upon alteration or removal.
  • As a general rule, spells that create food, water, wood or other important resources should be one level higher in the Scroungers setting than they normally are. Spells that modify already-existing materials are, in general, unchanged.
New Spells

Coral Shape (Transmutation)
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: Coral touched, up to 10 cu. ft./ level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can form an existing piece of living or non-living coral into any shape that suits your purpose. While it’s possible to make crude coffers, doors, boat hulls and so forth with coral shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work. Living coral is killed in the process of casting the spell and does not continue to grow after the spell has been cast.

Material Component: A small piece of coral of the same type as the coral you’re shaping, which is ground into a powder and sprinkled over the coral while the verbal component is uttered.

Detect Go-Stone (Divination)
Level: Brd 0, Radiation 1, Rgr 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft. (see text)
Effect: cone-shaped emanation
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistance: No

You gain the ability to detect the presence of go-stone. The amount of information you gain depends on how long you study a particular area.

1st Round:
You detect the presence of go-stone somewhere within the area

2nd Round:
Specific location of each shard or vein of go-stone. You also detect areas covered in go-stone dust.

3rd Round:
Strength category of a given shard of go-stone

Note that the range of this spell is halved if you are trying to detect raw, unprocessed go-stone. Go-stone shards that have been mined, processed and used in item creation or enhancement emit far stronger auras and are easier to detect by means of this spell.

Each round, you can turn to detect go-stone in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt blocks it.

Detect go-stone can be made permanent with a permanency spell.

Habush’s Iron-Clad Contract (Divination)
Level: Bard 2, Cleric 2, Wizard 2
Components: V, S, F
Casting Time: 10 minutes
Range: Close (25 feet + 5 ft./2 levels)
Target: Up to one willing creature/level
Duration: See text
Saving Throw: None
Spell Resistance: No

This spell was created to assist in the enforcement of contracts, especially when the reliability of one or more parties is in doubt. If one of the targets of this spell violates the terms of the contract, all other targets are immediately notified. The notification comes in the form of a brief telepathic message, no more than a few sentences long, that specifies who broke the contract and in what way.

This spell lasts as long as the terms of the contract in question stipulate. However, if a target violates the contract, the spell immediately ends for that target only. Other targets remain under the effect of the spell until the contract expires or they themselves violate its terms.

Focus: A written copy of the contract in question, which all targets of the spell must sign during casting.

Imposing Visage (Illusion [Glamer])
Level: Hexblade 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: No

Upon casting this spell, you are surrounded by a dark miasma and appear to grow larger and more threatening in the minds of your opponents. Your effective size category increases by one for the purpose of adjudicating Intimidate checks. Additionally, your effective size increases by one additional category for every 5 caster levels. Thus, a character with CL 5 appears to increase two size categories. Intelligent creatures targeted with an Intimidate check by the caster may make a Will save to disbelieve the illusion and thereby negate the effect of the spell on the ensuing Intimidate check.

Involuntary Fast (Necromancy)
Level: Asceticism 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft./2 levels)
Target: One living creature
Duration: One round per level
Saving Throw: None
Spell Resistance: No

Upon casting this spell, you enforce a fast upon your opponent. The target cannot eat, drink or swallow anything for the duration of the spell. In addition, the target must make a Constitution check (DC 15, + 1 for every previous check) each round or take 1d6 points of nonlethal damage as if from starvation. Creatures that do not need to eat automatically avoid the nonlethal damage but are still prevented from ingesting anything.

Irradiate (Transmutation)
Level: Clr 3, Radiation 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: Object touched
Duration: 1 minute/level (see text)
Saving Throw: Fortitude negates (see text)
Spell Resistance: No

This spell causes an object to emit a powerful field of energy that saps the vitality of creatures within a 20 foot radius. The effect is immobile but it can be cast on a mobile object. Every round, all creatures within the radius take 2 points of Wisdom and Constitution damage. A creature can make a Fortitude save each round to attempt to negates this damage, even if it has already been effected. The DC for this save increase by one for every round after the first that the creature remains within the radius. Moving out of the radius does not reset the save DC but rounds spent outside the radius do not increase the save DC.

The potency of this field decreases rather quickly. When half the duration has expired, the damage dealt by the field decreases to 1 point of Wisdom and Constitution damage per round. When three quarters of the duration has expired, the field deals either 1 point of Wisdom damage or 1 point of Constitution damage (flip a coin or roll 1d2 to determine which).

Material Component: A small amount of go-stone dust

Mapmaking (Transmutation)
Level: Clr 4, Navigation 4, Sor/Wiz 3
Components: S, M
Casting Time: 10 minutes
Range: Close (25 feet + 5 ft./2 levels)
Target: One map or writing surface
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell can either craft a new map or it can enhance and correct an existing map. During casting, the caster spreads the material component on a flat surface and specifies the location she desires to map. Over the course of the casting, an accurate map of the desired location (up to 500 square miles) is created on the medium. If the medium is already a map, any errors are corrected and detail is enhanced as necessary. In order to map an area, the caster must have been physically present within the boundaries of the area or experienced the area through a divination spell of 3rd level or higher (or an equivalent), but does not need to be familiar with the entire location, nor does the caster's memory of the location need to be perfect.

Maps created by this spell are reasonably detailed and exceedingly accurate. They show mountain ranges and hills, major rivers and other bodies of water, major cities and roads, and other prominent geographical features (forests, deserts, etc).

Material Component: A map or writing surface (paper, hide, parchment, etc) of at least 10” x 10”. This material component becomes the map and so cannot be reused.

Meltdown (Evocation)
Level: Clr 7, Radiation 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Area: All creatures within a 20 ft. radius burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

A wave of powerful radiation surges out from you, dealing 3d6 points of Wisdom and Constitution damage to all creatures within its radius. Creatures that succeed on a Fortitude save take half damage as their body fights the decay caused by the high concentration of energy.

Material Component: A small shard of go-stone, which is destroyed in the process of casting the spell.

Plot Position (Divination)
Level: Brd 3, Clr 4, Navigation 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: No

During the casting of this spell, the caster spreads out a map and places a crystal on the map. The crystal and the map then move to show the caster’s exact location on the map. If the caster is above sea level, the crystal hovers above the map. If the caster is below sea level, the map hovers above the crystal. The spell automatically adjusts to the scale of the map used, including for distances above and below sea level.

This spell in no way alters the map or crystal used. It does not add detail to the map, nor does it correct any inaccuracies in the map used.

Focus: A map and a piece of crystal, spread out on a flat surface.

Radiation Signature (Transmutation)
Level: Brd 2, Clr 2, Radiation 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 1 day/caster level
Saving Throw: None
Spell Resistance: Yes

As part of the casting process, you touch the target and transfer a small amount of powdered go-stone. The go-stone gives off traces of radiation that you can detect until the duration of the spell expires (even if the original powdered go-stone is somehow removed), allowing you to know (roughly) the location of the radiation relative to your current position. This radiation has a unique signature that allows you to identify it, even amidst other areas of radiation, and you need not use a spell like Detect Go-Stone to sense this radiation. You must be within 400 ft plus 40 ft/level of the radiation to sense it but do not need to take any special action to do so.

Material Component: A small amount of go-stone dust

Selective Location (Divination)
Level: Navigation 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 10 minutes
Range: Unlimited (see text)
Target: 10 creatures/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions similarly to Plot Position, with the exception that it allows the caster to find the location of a number of creatures equal to 10/level. These creatures must be linked by a common characteristic (i.e. all elves, all iron golems, all arcane casters, etc). This characteristic can be of any level of specificity.

To cast this spell, the caster spreads a map out on a flat surface and places a pile of small stones or markers in the center of the map. As the spell is cast, the stones spread out to show the exact location of one of the members of the specified group (similar to the functioning of Plot Position. The spell reveals all creatures (up to the spell’s limit) within the area shown on the map, regardless of the size of the map.

Focus: A map and a number of small stones or markers.

Stay on Course (Divination)
Level: Brd 1, Clr 2, Navigation 2, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Upon casting this spell, the caster specifies by name a specific location (the name of a city, address, geographical feature, etc). She then knows when she is on course to arrive at that location. She does not know exactly how to get there but rather is alerted whenever she strays from the correct course. The spell selects the shortest, most direct physical route to the specified location but does not take into account objects or creatures along that route nor does it alert the caster of specific actions to take in order to successfully arrive at the destination. However, it does select a course that avoids relatively permanent physical obstacles (walls, chasms, mountain ranges, etc) wherever possible. Both the caster and the specified location must be on the same plane and must be within 100 miles of each other. The spell lasts until the duration expires or the caster arrives at the destination.

Focus: A map showing the terrain around the specified location. This map doesn’t have to include the route between the caster and the location, nor does it have to be extremely detailed or accurate.

Stomach of the Sea Dwarf (Transmutation)
Level: Drd 2, Rgr 1
Components: V, S, M
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes

With an uncomfortable sloshing feeling, the stomach and digestive tract of the creature touched toughens and changes, gaining some of the qualities of a sea dwarf’s digestive tract. For the duration of the spell, the creature can digest salt water and gain sustenance therefrom as if the salt water were pure rain water.

Material Component: A small amount of sea water, which is drizzled down the target’s throat during the casting of the spell.

Taproot (Transmutation)
Level: Drd 2, Rgr 1
Components: V, S
Casting Time: Standard action
Range: Touch
Target: 1 plant touched/2 caster levels
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

The caster touches one or more plants, granting them hardiness and nourishment even when uprooted. The target plants remain alive without water or soil for the duration of the spell, as if they had not been uprooted. They can be re-planted at any time during the duration of the spell without ill effect, though re-planting them immediately ends the spell.

This spell functions in all ways (including duration but excluding range) as the Haste spell if cast on a plant creature.

Class Spell Lists

Spells marked with an * are new spells described in this book. 8th and 9th level spells included in these domains are only included to facilitate use of these domains in settings other than Scroungers.

Asceticism Domain

Granted Power: You can go without water for two days plus a number of hours equal to twice your Constitution score before being required to make checks to avoid the negative effects of thirst. You can go without food for 1 week before being required to make checks to avoid the negative effects of hunger.

Asceticism Domain Spells
  1. Horrible Taste (SC)
  2. Resist Energy
  3. Involuntary Fast*
  4. Divine Power
  5. Commune
  6. True Seeing
  7. Repulsion
  8. (Un)Holy Aura – depending on cleric’s alignment
  9. Miracle
Music Domain

Granted Power: You add Perform to your list of class skills. You also gain the ability to use Ghost Sound as a spell-like ability 3 times/day.

Music Domain Spells
  1. Hypnotism
  2. Sound Burst
  3. Sculpt Sound
  4. Charm Monster
  5. Song of Discord
  6. Sympathetic Vibration
  7. Shout, Greater
  8. Irresistible Dance
  9. Wail of the Banshee
Navigation Domain

Granted Power: The character adds Survival and Knowledge (Geography) to her list of class skills. The character also gains the ability to use Know Direction as a spell-like ability 3 times/day.

Navigation Domain Spells
  1. Locate Object
  2. Stay on Course*
  3. Plot Position*
  4. Mapmaking*
  5. Freedom of Movement
  6. Selective Location*
  7. Find the Path
  8. Discern Location
  9. Teleportation Circle
Radiation Domain

Granted Power: You are able to channel your deity’s power into a ward that protects against the damaging effects of radiation. As a standard action, you grant someone you touch a +2 bonus on saves to avoid taking ability damage, ability drain or negative levels. This ward lasts for one minute and can be used once per day.

Radiation Domain Spells
  1. Detect Go-Stone*
  2. Radiation Signature*
  3. Irradiate*
  4. Contagion – Note: when cast as a radiation domain spell, the disease inflicted is considered radiation poisoning (though the mechanical effects are identical) and the spell does not carry the evil descriptor
  5. Transmute Rock to Mud
  6. Antilife Shell
  7. Meltdown*
  8. Earthquake
  9. Energy Drain
Rituals

Rituals are a form of magic more complicated and powerful than normal spells. They require substantial knowledge and study. Few individuals are wise and skilled enough to lead in the performing of a ritual. The increased complexity of rituals allows those performing them to control power beyond the grasp of most magi.

Rituals can only be performed by a group of at least 2 participants. Each participant must have at least 4 ranks in the Knowledge skill associated with the ritual. One participant is considered the leader of the ritual. In order to lead a ritual, an individual must be able to cast at least 3rd level spells of the appropriate type (arcane spells for rituals based on Knowledge (arcane) and divine spells for rituals based on Knowledge (religion) or Knowledge (nature)).

In performing a ritual, one participant acts as the leader. A number of additional participants equal to half the leader’s character level can assist in the ritual attempt. All participants in a ritual must remain within 60 feet of each other for the duration.

To perform a ritual, the leader must succeed in a Knowledge check of the appropriate type, with the secondary participants providing bonuses to this check that allow the leader to meet or exceed the high Knowledge DC’s for most rituals. The DC for this check depends on the difficulty of the specific ritual (see below). Each secondary participant who succeeds on a DC 20 Knowledge check grants a bonus to the leader’s Knowledge check equal to +2 for every 5 ranks the secondary participant has invested in the relevant Knowledge skill.

Performing a ritual requires 10 minutes for every 10 points of the ritual’s DC. If the spell duplicated has a duration other than instantaneous, that duration begins when the time required to perform the ritual has ended. Material components, expensive or otherwise, and XP components are consumed as normal in the process of performing the ritual (XP components are paid by the leader). Unless otherwise noted, the ritual functions exactly as the spell of the same name. All components of the ritual that depend on caster level are calculated using the leader’s caster level.

Rituals by Knowledge Skill

Knowledge (Arcana)
  • Antimagic Field (DC 70) – The field created by this ritual is identical to that created by the spell of the same name, save that it’s duration is increased to 1 hour per level.
  • Create Greater Undead (DC 60)
  • Plane Shift (DC 60)
  • Teleport, Greater (DC 60)
  • Trap the Soul (DC 70)
  • Wish (DC 80)
Knowledge (Nature)
  • Atonement (DC 50) – This ritual functions as the spell of the same name, save that the XP cost required must be paid by the beneficiary of the ritual rather than the leader.
  • Control Weather (DC 50)
  • Earthquake (DC 50)
  • Plant Growth (DC 60)
  • Reincarnate (DC 50) – This ritual functions as the spell of the same name. Use the following chart to determine the race of the reincarnated creature.
1d10Incarnation
1Original Race
2Aasimar
3Deep Dwarf
4Elf
5Halfling
6Human
7Sea Dwarf
8Tiefling
9Vanar
0Original race, but apply the Altered template

Knowledge (Religion)
  • Atonement (DC 50)
  • Commune (DC 40) – This ritual functions as the spell of the same name, save that the duration of the effect is 1 minute per level. This ritual may only be performed with a prophet as the leader, though other characters may assist.
  • Control Weather (DC 50)
  • Create Greater Undead (DC 50)
  • Earthquake (DC 60)
  • Plane Shift (DC 60)
  • Regenerate (DC 50)
  • Reincarnate (DC 50)
  • Speak with Dead (DC 40)
  • Miracle (DC 80)
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Last edited by Mephibosheth : 12-06-2012 at 06:57 PM.
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Old 08-19-2011, 02:29 PM   Top  -  End  -  #8
Mephibosheth
Ogre in the Playground
 
 
Join Date: Jul 2005
Location: 
At the home of the blues
Gender: Male
Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

Monsters

Iconic Creatures

Some iconic D&D creatures have a special place in the Scroungers setting. Others fill different roles in the world’s ecosystem or have different origins. This section outlines these iconic creatures.

As a general rule, the land of Stha Lui is populated almost exclusively by sentient beings, domesticated animals and mundane wild animals. The pressures of the sudden post-Torrent population influx and the newcomers’ expansion across the Hinterlands resulted in the extinction of most of Stha Lui’s “monsters.” Those that were able fled the continent for the safety of island homes. Rumors continue to circulate about strange creatures hiding in extremely remote or inhospitable areas like the Mountains, the swamps of Tanu ya Nzadi or the depths of the Fádech Desert.

The areas outside of the settled, domesticated shores of Stha Lui, however, are far wilder and more dangerous. Here creatures of all types can find places to thrive in the vast unexplored oceans or on the thousands or millions of islands that still dot the surface.

Aberrations
While aberrations in their very nature defy rational explanations, there are some of these strange creatures whose origins are known to Stha Lui's wisest sages. These aberrations, often called "the Lords of Madness" are unified by powerful mental or magical abilities and their hostility toward mortal life. They include aboleths, beholders, illithids, neogi, grells, and tsochari.

These strange creatures are similar in their origins to the Altered who live among the humanoids of Stha Lui. They were originally normal creatures before exposure to massive amounts of go-stone warped their basic biology, creating their current twisted forms. Sages believe that aboleths originally began as sea creatures (probably sharks or eels), beholders as flies, illithids as aquatic or subterranean humanoids, neogi as spiders, grells as octopi, and tsochari as snakes. But the effects of enormous quantities of go-stone (far, far more than the quantities responsible for Altered) changed the building blocks of their bodies, creating new species with uncanny powers and strange appetites.

Elementals
Rather than being denizens of elementally-aligned planes of existence, elementals in the Scroungers setting are the product of interactions between areas of concentrated magical energies and extreme environmental processes. Fire elementals, for example, come into being where areas of natural magical power coincide with volcanoes or extremely hot forest fires. Water elementals spawn when magical energies seep into the deepest ocean trenches or the most powerful waterfalls. Air elementals are born as the world’s most violent windstorms pass over these areas of magical concentration. Earth elementals live their lives in deep caves or under high mountains.

In addition to deriving their existence from extreme natural phenomena, elementals can interact with the world around them to similarly alter the physical landscape. A war between air and water elementals might result in hurricanes or tidal waves. Forest fires might burn all the hotter when fire elementals are present. Earth and fire elementals might inadvertently accelerate tectonic activity by simply existing in large numbers in close proximity.

Rust Monsters
Like many other aberrations in the Scroungers setting, rust monsters arose in the years following the Torrent. Sages believe that their progenitors were colonies of ants living near areas of volcanic activity. Noting the frequent association of volcanic activity with both metal and go-stone deposits, scholars argue that these ant colonies were exposed to massive amounts of go-stone, resulting in changes to their basic biology similar to (though on a vastly greater scale than) those associated with Altered individuals. It is no coincidence that rust monsters survive by consuming metal; the volcanic locations where go stones are so often found are also often rich in metal deposits. Scholars believe that the metals in the soil and bedrock that surrounded the colonies of the rust monsters' progenitors were incorporated into their bodies by the go-stone energy, creating the rust monsters' unique physiology


New Monsters of Stha Lui and Beyond

Angler Fish Swarm

Air Breather

Breach Gnawer

Breach Gnawer Swarm

Dire Angler Fish

Go-Stone Golem

Spoiler

Rust Monarch

Rustling

Spoiler


Salkylos

Spoiler


Shard Swarm

Spoiler


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Last edited by Mephibosheth : 02-12-2013 at 12:44 PM.
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