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    Bugbear in the Playground
     
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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
    Last edited by Mephibosheth; 2011-08-19 at 02:31 PM.
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    Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

    The Scroungers Campaign Setting

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

    Races

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


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


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


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


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

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

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

    Cosmetic Changes
    {table=head]Roll|Characteristic
    1| The creatures skin, hair and/or fur has a greenish tinge
    2| The creature’s hands and feet are webbed
    3| The creature loses all its hair and cannot grow any more
    4| The creature’s tongue is unnaturally long
    5| The skin discoloration around the creature’s eyes is stronger than normal and easily visible
    6| The creature’s arms are noticeably longer in proportion to its legs
    7| The creature suffers from severe scaring all over its body
    8| The creature’s skin peels and flakes incessantly
    9| The creature grows an extra digit or has one fewer digits on one or more of its limbs
    10| The creature becomes thin and gaunt, while its joints swell and distend[/table]
    Last edited by Mephibosheth; 2011-09-10 at 08:06 PM.
    The Scroungers Campaign Setting
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    Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

    Base Classes

    Cleric Game Rule Information

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

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

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

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

    Class Features

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

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

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

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

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

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

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

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

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

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

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

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

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

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


    Druid Game Rule Information

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

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

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

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

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


    Fighter Game Rule Information

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

    Hit Die: d10

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

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

    Class Abilities

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

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

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

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

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

    Fighter Combat Schools

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

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

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

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

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

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


    Ranger Game Rule Information

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

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

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

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


    Wizard Game Rule Information

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

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

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

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

    Class Features

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


    Psi Shard: Wilder Alternate Class Feature

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

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


    Beguiler, Dread Necromancer, and Warmage Game Rule Information

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

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

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


    Note: a feat marked with an * is a new feat in the Scroungers campaign setting.
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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
    Show
    Class Skills: The vanar paragon’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
    Skill Points at First Level: (2 + int modifier) x4
    Skill Points at Subsequent Levels: 2 + int modifier

    Vanar Paragon
    {table=head]Level]|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0|Powerful jump, improvised weapon mastery
    2|+2|+3|+0|+0|Swift size change
    3|+3|+3|+1|+1|Improved size change[/table]

    Class Features

    Powerful Jump (Ex): A vanar paragon adds twice his class level as a bonus to all Jump checks.
    Improvised Weapon Mastery: A vanar paragon gains Improvised Weapon Mastery as a bonus feat. If he already has this feat, the bonus to damage increases to +4.
    Swift Size Change: At 2nd level, a vanar paragon can use his Change Size ability as a swift action instead of a standard action. Additionally, a vanar barbarian may use his ability while raging.
    Improved Size Change: At 3rd level, a vanar paragon may increase or decrease his size an additional step, becoming huge or tiny. However, each minute spent in this larger or smaller form requires two minutes of the vanar’s use of the ability for the day. For example, a vanar with 10 hit dice could act as if under the effect of Enlarge Person for five minutes per day. If he chooses to increase his size to huge for one minute, he would have three minutes remaining to use for that day.


    Altered Paragon Class

    Spoiler
    Show
    Class Skills: The altered paragon’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Profession (Wis)
    Skill Points at First Level: (4 + int modifier) x4
    Skill Points at Subsequent Levels: 4 + int modifier.

    Altered Paragon
    {table=head]Level]|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+2|+0|+0|Ongoing alteration|+1 level of existing class
    2|+1|+3|+0|+0|Ongoing alteration|+1 level of existing class
    3|+2|+3|+1|+1|Ongoing alteration|+1 level of existing class [/table]

    Class Features

    Ongoing Alteration: Through continued exposure to go-stone, an altered paragon’s physiology continues to change. Roll twice on the positive characteristics chart and gain the indicated benefits, using the standard rules for selecting positive characteristics.
    Spellcasting: At each level, an altered paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of altered paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly.

    If a character had more than one spellcasting class before he became an altered paragon, he must decide to which class he adds each level of altered paragon. If an altered paragon has no levels in a spellcasting class, this class feature has no effect.


    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
    Show
    Hit Dice: d8
    Requirements: To take a Genzland druid substitution level, a character must be from Genzland and about to take her 3rd, 8th, or 14th level or druid.
    Skills: Genzland druid substitution levels grant the same class skills and skill points as the standard druid class.

    Genzland Druid
    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    3rd|+2|+3|+1|+3|Guarded Spellcasting|As standard druid
    8th|+6/+1|+6|+2|+6|Battlecaster 2/day|As standard druid
    14th|+10/+5|+9|+4|+9|Battlecaster 4/day|As standard druid[/table]

    Class Features:

    Guarded Spellcasting: At 3rd level the Genzland druid learns to weave melee combat and spellcasting together gracefully and seamlessly. She gains a bonus equal to her base attack bonus on Concentration checks made to cast defensively and to avoid losing a spell when damaged while casting. If the weapon she is wielding has an enhancement bonus on attack rolls (magical or otherwise), she also adds the enhancement bonus to her Concentration checks. She only gains this bonus when she is wielding a melee weapon with which she is proficient and that has a significant wooden component.

    In addition, the Genzland druid can use the weapon she wields as a focus for the purposes of casting spells with a divine focus component. She can only do so, however, when wielding a weapon as described above.

    Battlecaster: At 8th level the Genzland druid learns to more fully integrate spellcasting and conventional combat. Twice per day, she can cast a druid spell as a swift action. The spell’s original casting time must be a standard action or quicker. Casting in this way while threatened still provokes an attack of opportunity.

    At 14th level the Genzland druid gains two additional daily uses of her battlecaster ability. Additionally, casting in this way while threatened no longer provokes an attack of opportunity.


    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
    Show
    Hit Dice: d6
    Requirements:
    Skills: Concentration 8 ranks, Knowledge (religion) 13 ranks, Knowledge (history) 5 ranks
    Feats: Spell Focus (divination)
    Spellcasting: Ability to cast 4th level divine spells, including at least three spells of the divination school
    Special: Must have been chosen by a deity to deliver at least one significant prophesy
    Class Skills:
    The prophet’s class skills are Concentration (con), Decipher Script (int), Diplomacy (cha), Heal (wis), Knowledge (history) (int), Knowledge (religion) (int), Knowledge (the planes) (int), Profession (wis), Speak Language and Spellcraft (int)
    Skill Points at Each Level: 4 + int modifier

    The Prophet
    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+0|+0|+2|Prophet spells, gift of prophesy, prescient reflexes|+1 level of existing class
    2|+1|+0|+0|+3|Prophetic trance|+1 level of existing class
    3|+1|+1|+1|+3|Prophetic insight +2|+1 level of existing class
    4|+2|+1|+1|+4|Glimpse of the future 1/day|+1 level of existing class
    5|+2|+1|+1|+4|Prophetic insight +4|+1 level of existing class
    6|+3|+2|+2|+5|Improved prophetic trance|+1 level of existing class
    7|+3|+2|+2|+5|Prophetic insight +6|+1 level of existing class
    8|+4|+2|+2|+6|Glimpse of the future 2/day|+1 level of existing class
    9|+4|+3|+3|+6|Prophetic insight +8|+1 level of existing class
    10|+5|+3|+3|+7|Greater prophetic trance|+1 level of existing class[/table]

    Class Features:

    Spellcasting: At each level, a prophet gains new spells per day and spells known as if she had gained a level in a spellcasting class to which she had belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would gain (improved chance of turning or destroying undead, for example). If she had more than one spellcasting class before becoming a prophet, she must decide which class to add each level for the purpose of determining spells per day and spells known.

    Prophet Spells: At first level, a prophet automatically adds Augury, Clairaudience/Clairvoyance, Divination, Scrying, Greater Scrying and Contact Other Plane to her list of spells known. These spells are available to her like any other spells she knows. She cannot cast a spell of higher level than the maximum spell level she can cast. Higher level spells become available to her when she gains access to the appropriate spell level. She can successfully cast these spells, even though castings of them normally fail for other casters. Finally, prophets can successfully lead Commune rituals. They remain unable to contact the deities themselves, interacting with the gods’ servants or other celestial beings instead.

    Gift of Prophesy: At 1st level, a prophet may select two divination spells of second level or lower to learn as spell-like abilities. She can use these abilities a total number of times per day equal to her Wisdom modifier.

    Prescient Reflexes (Su): A prophet gains an insight bonus to her Initiative equal to half her class level (rounded down, minimum +1).

    Prophetic Trance (Su): Beginning 2nd level, a prophet gains the ability to enter into a trance-like state in which glimpses of the future heighten their combat prowess, giving them an uncanny ability to avoid blows. A prophet can enter this trance once per day for every 2 class levels, gaining a +2 insight bonus to AC and saves. This trance lasts a number of rounds equal to 3 + the prophet’s Wisdom modifier.

    Prophetic Insight (Ex): Beginning at 3rd level, a prophet’s familiarity with vague and ambiguous prophesies grants her heightened interpretive skills. She gains a +2 insight bonus to Decipher Script, Knowledge (arcana) and Spellcraft checks. This bonus increases to +4 at 5th level, +6 at 7th level and +8 at 9th level.

    Glimpse of the Future (Su): At 4th level, a prophet begins to receive brief glimpses of the immediate future and to see the results of her decisions. Once per day as an immediate action, a prophet can choose to re-do a single standard or move action. Whatever effect her original action had is completely undone. She can use that action again and can choose to use it for a different purpose should she so desire. In effect, the action she chooses to re-do was merely a brief vision of the result of her intentions and never actually happened. She gains an additional daily use of this ability at 8th level.

    Improved Prophetic Trance: At 6th level, the bonuses granted by a prophet’s Prophetic Trance increase to +4.

    Greater Prophetic Trance: At 10th level, the bonuses granted by a prophet’s Prophetic Trance increase to +6.

    Prophets in the Game:
    Being a prophet requires that the character, from time to time (and at the DMs discretion) deliver divinely-inspired prophesies. Indeed, entering the prestige class requires that the character have delivered at least one significant prophesy. For games starting at higher levels, it is easy for players to simply write delivering prophesy into their backstories. However, in low-level games, DMs should work with interested players to weave delivering prophesy into the campaign. Prophesies delivered outside of the character’s class abilities should deal with very significant events but be somewhat vague and open to multiple interpretations. They need not be directly related to the events of the campaign.


    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
    Show
    Hit Dice: d6
    Requirements:
    Skills: Craft (go-stone tech) 5 ranks OR Knowledge (architecture and engineering) 5 ranks
    Spellcasting: Ability to cast 4th level divine spells
    Special: Must have suffered at least 6 points of ability damage as a direct result of exposure to go-stone OR
    Race: Altered
    Class Skills:
    The shard-touched priest’s class skills are Concentration (con), Decipher Script (int), Diplomacy (cha), Heal (wis), Knowledge (history) (int), Knowledge (religion) (int), Knowledge (the planes) (int), Profession (wis), Speak Language and Spellcraft (int)
    Skill Points at Each Level: 6 + int modifier

    The Shard-Touched Priest
    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+2|+0|+2|Go-stone fortitude, turn undead|+1 level of existing class
    2|+1|+3|+0|+3|Radiation domain, shard-changed|+1 level of existing class
    3|+1|+3|+1|+3|Shardcasting|+1 level of existing class
    4|+2|+4|+1|+4|Shard-changed|+1 level of existing class
    5|+2|+4|+1|+4|Shard-touched resilience|+1 level of existing class[/table]

    Class Features:

    Spellcasting: At each level, a shard-touched priest gains new spells per day and spells known as if she had gained a level in a spellcasting class to which she had belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would gain (improved chance of turning or destroying undead, for example). If she had more than one spellcasting class before becoming a shard-touched priest, she must decide which class to add each level for the purpose of determining spells per day and spells known.

    Go-Stone Fortitude: The shard-touched priest gains the Go-Stone Fortitude feat as a bonus feat at 1st level.

    Turn Undead: If the shard-touched priest has the ability to turn or rebuke undead from another class, her class levels stack to determine her effective turning level.

    Radiation Domain: The shard-touched priest gains access to the radiation domain in addition to her other domains (if any). She can use the domain’s granted power and automatically adds the domain spells to her list of spells known at the appropriate level.

    Shard-Changed (Ex): Prolonged exposure to go-stone inevitably alters a shard-touched priest’s physiology. At 2nd and 4th levels, she gains one randomly-generated characteristic from the list of positive Altered characteristics.

    Shardcasting: Beginning at 3rd level, the shard-touched priest is able to use go-stone energy directly to enhance her spellcasting. When casting a divine spell, she can spend one or more charges from a piece of go-stone to increase her caster level for the purpose of that spell. For each charge she spends, she increases her caster level for that spell by one, up to a maximum caster level increase equal to her class level. Expending go-stone energy in this way is a free action. The shard-touched priest must be holding the piece of go-stone in her hand in order to use this ability.

    Shard-Touched Resilience (Su): At 5th level, the shard-touched priest’s strange connection to go-stone protects her completely from its damaging effects. The shard-touched priest is immune to ability score penalties, ability damage, ability drain, and energy drain.


    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
    Show
    Hit Dice: d6
    Requirements:
    Base Attack Bonus: +3
    Skills: Hide 8 ranks, Move Silently 8 ranks, Slight of Hand 6 ranks
    Special: Ability to use Darkness as a spell, spell-like ability or special attack
    Special: Sneak Attack, Skirmish, or Sudden Strike +1d6
    Class Skills:
    The Knife in the Dark’s class skills are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).
    Skill Points at Each Level: 6 + Int modifier

    Knife in the Dark
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+0|+0|+2|+0|Familiarity
    2|+1|+0|+3|+0|Extra darkness, Trick of the dark
    3|+2|+1|+3|+1|Sneak attack +1d6
    4|+3|+1|+4|+1|
    5|+3|+1|+4|+1|Trick of the dark
    6|+4|+2|+5|+2|Sneak attack +2d6
    7|+5|+2|+5|+2|Trick of the dark
    8|+6|+2|+6|+2|
    9|+6|+3|+6|+3|Sneak attack +3d6
    10|+7|+3|+7|+3|Trick of the dark[/table]

    Class Features:

    Familiarity (Ex): Beginning at 1st level, a Knife in the Dark is unaffected by her own Darkness ability and can attack and maneuver within its radius at no penalty.

    Extra Darkness: Beginning at 2nd level, a Knife in the Dark gains the ability to use her Darkness ability additional times per day equal to half her class level (min +1/day). If the Knife in the Dark casts Darkness as a spell, she gains the ability to use Darkness as a spell-like ability a number of times per day equal to half her class level.

    Trick of the Dark (Su): Beginning at 2nd level, a Knife in the Dark gains her signature ability to alter her Darkness. At 2nd, 5th, 7th, and 10th level, a Knife in the Dark may select one of the following tricks:
    1. Widen Darkness – A Knife in the Dark may use this trick to double the radius of her Darkness ability.
    2. Extend Darkness – A Knife in the Dark may use this trick to double the duration of her Darkness ability.
    3. Deepen Darkness – A Knife in the Dark may use this trick to make her Darkness ability generate an area of total darkness instead of shadowy illumination. If this Darkness interacts with a Daylight spell, the result is an area of shadowy illumination in the radius of the Darkness effect. Prerequisite – ability to use at least one other Trick of the Dark
    4. Darker Vision – A Knife in the Dark may use this trick to gain the ability to see in magical darkness or to give this ability to her allies. She may expend a use of her Darkness ability to gain the ability to see in magical and non-magical darkness at a range of 15 ft for 1 min/level or to bestow this same ability on her allies as a melee touch attack (a standard action).
    5. Cloak of Darkness – A Knife in the Dark may use this trick to wrap herself in a cloak of darkness. This ability expends a use of her Darkness ability and grants the Knife in the Dark concealment (20% miss chance) for 1 min/level. The Knife in the Dark’s vision remains unaffected.
    6. Target Darkness – A Knife in the Dark may use this trick to cloud the vision of a single creature as a ranged touch attack with a range of 60 ft. The target is allowed a Will save (DC 10 + the Knife in the Dark’s class level + her Charisma modifier) to resist the effect. If the target fails the save, she behaves as if in an area of shadowy illumination for the normal duration of the Darkness effect.
    7. Extra Darkness – A Knife in the Dark who selects this trick gains an additional daily use of her Darkness ability or spell.
    8. Silencing Darkness – A Knife in the Dark can use this trick to duplicate the effects of a Silence spell within the radius of her Darkness. The save DC for this effect is 10 + the Knife in the Dark's class level + her Charisma modifier.
    9. Persistent Darkness – A Knife in the Dark may use this trick to prevent her Darkness from being dispelled by Dispel Magic and similar spells. A Knife in the Dark adds her class levels when determining the DC of dispel checks made to dispel her Darkness (thus, the dispel DC for Darkness cast by a Tiefling Rogue 7/ Knife in the Dark 5 is 16). If the Knife in the Dark casts Darkness as a spell, her class levels stack with levels of her casting class for determining dispel DC’s (thus, the dispel DC for Darkness cast by a Human level 3 Cleric/level 5 Rogue/level 5 Knife in the Dark is 11 + Cleric levels + Sword in the Dark levels, or 19 [11+3+5]). Unlike other Tricks of the Dark, a Knife in the Dark can use an additional use of her Darkness ability to create an area of darkness that is affected by Persistent Darkness as well as another Trick.

    Only one Trick of the Dark can be used on any Darkness effect. Thus, a Knife in the Dark could use a use of her Darkness ability to create a Widened Darkness but not a Deepened Widened Darkness.

    Sneak Attack (Ex): This is exactly like the rogue ability of the same name. At 3rd, 6th and 9th level, a Knife in the Dark’s sneak attack damage increases by +1d6. If a Knife in the Dark gets a sneak attack bonus from another source, the bonuses to damage stack.


    Scream in the Dark

    Spoiler
    Show
    Hit Dice: d10
    Requirements:
    Skills: Hide 2 ranks, Intimidate 8 ranks, Move Silently 2 ranks
    BAB: +7
    Spellcasting: Ability to cast Darkness as an arcane spell
    Special: Hexblade’s Curse class feature
    Class Skills:
    The Scream in the Dark’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcane) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex) and Spellcraft (Int).
    Skill Points at Each Level: 4 + Int modifier

    Scream in the Dark
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+0|+0|+2|Hexblade’s Curse, familiarity, afraid of the dark|+1 level of existing class
    2|+2|+0|+0|+3|Shadow curse 2|+1 level of existing class
    3|+3|+1|+1|+3|Extra Darkness |+1 level of existing class
    4|+4|+1|+1|+4|Afraid of the dark|+1 level of existing class
    5|+5|+1|+1|+4|Augment Darkness |+1 level of existing class
    6|+6|+2|+2|+5|Shadow curse 4|+1 level of existing class
    7|+7|+2|+2|+5|Primal Terror|+1 level of existing class
    8|+8|+2|+2|+6|Augment Darkness |+1 level of existing class
    9|+9|+3|+3|+7|Curse of blindness|+1 level of existing class
    10|+10|+3|+3|+7|Shadow curse 6, Shadows in the dark|+1 level of existing class [/table]

    Class Features:

    Hexblade’s Curse: Scream in the Dark class levels count as hexblade levels for the purpose of determining your daily uses of the Hexblade’s Curse class ability and the save DC to resist your curse ability.

    Familiarity (Ex): Beginning at 1st level, a Scream in the Dark is unaffected by her own darkness spell and can attack and maneuver within its radius at no penalty.

    Afraid of the Dark (Su): Beginning at 1st level, a Scream in the Dark gains a circumstance bonus to Intimidate checks equal to her class level as long as either she or the target of her Intimidate check is within an area of shadowy illumination or darkness.

    Shadow Curse (Su): At 2nd level, a Scream in the Dark’s baleful power is enhanced by the magical darkness she creates. The penalties imposed by her Hexblade’s Curse increase by 2 whenever a creature affected by her curse is within an area of magical darkness. The penalty imposed by her curse returns to normal if the creature moves out of the magical darkness and increases again every time the creature moves back in. Additionally, the increase granted by this ability increases to 4 at 6th level and 6 at 10th level.

    Extra Darkness: At 3rd level, a Scream in the Dark gains the ability to use Quickened darkness as a spell-like ability once per day. She gains an additional daily use of this ability at every subsequent odd level.

    Afraid of the Dark (Su): At 4th level, a Scream in the Dark learns to use the power of fear to demoralize and defeat her foes. When she is within an area of magical darkness, all creatures within 30 feet of her who can see her must make a Will save (DC 10 + the Sword in the Dark’s class level + her Charisma modifier) or become shaken for 4d6 rounds, as the Frightful Presence ability. This ability only functions if the Scream in the Dark is within an area of magical darkness, though those affected by the Scream in the Dark’s frightful presence need not be. Creatures the Scream in the Dark considers allies are immune to this ability.

    Augment Darkness (Su): At 5th level, the darkness created by a Scream in the Dark's spells or spell-like ability is considered a 3rd level spell when determining its interaction with light-producing spells. At 8th level, it is considered a 4th level spell for this purpose. If the Scream in the Dark uses a spell to create magical darkness, it still uses a 2nd level spell slot.

    Primal Terror (Su): At 7th level, a Scream in the Dark’s skill at using darkness to inspire fear is legendary. The areas of magical darkness she creates are filled with terrifying images and strange moving shapes that evoke a reaction even from the most hardened foes. She can attempt to affect foes with fear-causing spells, spell-like abilities or Intimidate checks even if they are normally immune to fear effects. The target(s) must be within the radius of an area of magical darkness she created. She must also succeed on a character level check (DC = the target(s) hit dice or character level, whichever is higher). Elementals and constructs, if they are normally immune to fear effects, remain immune.

    Curse of Blindness (Su): At 9th level, a Scream in the Dark learns to pour her baleful power into her opponent’s eyes. Whenever she targets an opponent with her Hexblade’s Curse, she can choose blind them for the duration of the curse instead of the normal penalties. The curse’s target can still make a Will save to negate the effect, as with a normal Hexblade’s Curse.

    Shadow in the Dark (Su): At 10th level, the combination of magical darkness and the Scream in the Dark’s baleful powers is so potent that few can withstand it. All creatures affected by the Scream in the Dark’s frightful presence are paralyzed with fear for 4d6 rounds instead of shaken. Additionally, the Scream in the Dark gains a +4 bonus on level checks to affect fear-immune opponents with her frightful presence.


    Sword in the Dark

    Spoiler
    Show
    Hit Dice: d8
    Requirements:
    Base Attack Bonus: +5
    Skills: Hide 4 ranks, Move Silently 4 ranks
    Feats: Combat Expertise, Improved Disarm, Improved Trip, Weapon Focus (any), Stealthy
    Special: Ability to use Darkness as a spell, spell-like ability or special attack
    Class Skills:
    The Sword in the Dark’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), and Swim (Str)
    Skill Points at Each Level: 4 + int modifier

    Sword in the Dark
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+0|+0|+2|Familiarity
    2|+2|+0|+0|+3|Extra Darkness, Darkness tactics +2
    3|+3|+1|+1|+3|Trick of the dark
    4|+4|+1|+1|+4|Shadow jump 40 ft
    5|+5|+1|+1|+4|Darkness tactics +4
    6|+6|+2|+2|+5|Trick of the dark
    7|+7|+2|+2|+5|Shadow jump 60 ft
    8|+8|+2|+2|+6|Darkness tactics +6
    9|+9|+3|+3|+7|Trick of the dark
    10|+10|+3|+3|+7|Shadow jump 80 ft[/table]

    Class Features:

    Familiarity (Ex): Beginning at 1st level, a Sword in the Dark is unaffected by her own Darkness ability and can attack and maneuver within its radius at no penalty.

    Extra Darkness: Beginning at 2nd level, a Sword in the Dark gains the ability to use her Darkness ability additional times per day equal to half her class level (min +1/day). If the Sword in the Dark casts Darkness as a spell, she gains the ability to use Darkness as a spell-like ability a number of times per day equal to half her class level.

    Darkness Tactics (Ex): Beginning at 2nd level, a Sword in the Dark becomes adept at exploiting the illusive properties of darkness to increase her combat ability. While in an area of shadowy illumination or total darkness and not subject to any miss chance, the Sword in the Dark gains a +2 bonus to opposed checks made to trip, disarm or bull rush an opponent. This bonus increases to +4 at 5th level and +6 at 8th level.

    Trick of the Dark (Su): Beginning at 3rd level, a Sword in the Dark gains the ability to alter any Darkness she creates. Only one Trick of the Dark can be used on any Darkness effect. At 3rd, 6th, and 9th level, a Sword in the Dark may select one of the following tricks:
    1. Widen Darkness – A Sword in the Dark may use this trick to double the radius of her Darkness ability.
    2. Extend Darkness – A Sword in the Dark may use this trick to double the duration of her Darkness ability.
    3. Darker Vision – A Sword in the Dark may use this trick to gain the ability to see in magical darkness or to give this ability to her allies. She may expend a use of her Darkness ability to gain the ability to see in magical and non-magical darkness at a range of 15 ft for 1 min/level,or to bestow this same ability on her allies as a melee touch attack (a standard action).
    4. Ensnaring Darkness – A Sword in the Dark may use this trick to create an area of shadowy illumination that grabs at the bodies of individuals within its area. The area of Darkness created functions as an Entangle spell but is otherwise identical to the Darkness created normally by the Sword in the Dark’s spell or spell-like ability. The save DC for this effect is 10 + the Sword in the Dark's class level + her Charisma modifier.
    5. Solid Darkness – A Sword in the Dark may use this trick to create an area of shadowy illumination that severely impedes movement. The area of Darkness created functions as a Solid Fog spell but is otherwise identical to the Darkness normally created by the Sword in the Dark’s spell or spell-like ability. Prerequisite – ability to use one other Trick of the Dark.
    6. Persistent Darkness – A Sword in the Dark may use this trick to prevent her Darkness from being dispelled by Dispel Magic and similar spells. A Sword in the Dark adds her class levels when determining the DC of dispel checks made to dispel her Darkness (thus, the dispel DC for Darkness cast by a Tiefling level 6 Fighter/level 5 Sword in the Dark is 16). If the Sword in the Dark casts Darkness as a spell, her class levels stack with levels of her casting class for determining dispel DC’s (thus, the dispel DC for Darkness cast by a Human level 3 Cleric/level 3 Fighter/level 5 Sword in the Dark is 11 + Cleric levels + Sword in the Dark levels, or 19 [11+3+5]). Unlike other Tricks of the Dark, a Sword in the Dark can use an additional use of her Darkness ability to create an area of darkness that is affected by Persistent Darkness as well as another Trick.
    7. Revealing Darkness – A Sword in the Dark may use this trick to cause an area of Darkness she generates to duplicate the effect of the Glitterdust spell within its radius. The Glitterdust effect last for 1 round/class level after a creature’s initial exposure, and functions both within the radius of Darkness and outside of it, should a creature move outside the radius. Any creature moving into the radius becomes affected by the Glitterdust effect.
    8. Extra Darkness – A Sword in the Dark who selects this trick gains an additional daily use of her Darkness ability or spell.

    Shadow Jump (Su): Beginning at 4th level, a Sword in the Dark gains the Shadow Jump ability up to a maximum daily distance as shown above. This ability functions identically to the Shadowdancer ability of the same name, with the exception that a Sword in the Dark can only jump between areas of shadowy illumination she has created.


    Voice in the Dark

    Spoiler
    Show
    Hit Dice: d6
    Requirements:
    Skills: Perform (any) 8 ranks, Spellcraft 8 ranks, Hide 5 ranks, Move Silently 5 ranks
    Spellcasting: Ability to cast Darkness as an arcane spell
    Special: Bardic Music class ability
    Class Skills:
    The Voice in the Dark’s class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skill Points at Each Level: 6 + int modifier

    Voice in the Dark
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+0|+0|+2|Bardic music, familiarity|--
    2|+2|+0|+0|+3|Extra Darkness|+1 level of existing class
    3|+3|+1|+1|+3|Darkness casting|+1 level of existing class
    4|+4|+1|+1|+4|Augment Darkness|+1 level of existing class
    5|+5|+1|+1|+4|Music of the night|+1 level of existing class
    6|+6|+2|+2|+5|Darkness casting|+1 level of existing class
    7|+7|+2|+2|+5|Darkvision|+1 level of existing class
    8|+8|+2|+2|+6|Augment Darkness|+1 level of existing class
    9|+9|+3|+3|+7|Music of the night|+1 level of existing class
    10|+10|+3|+3|+7|Darkness casting|+1 level of existing class [/table]

    Class Features:

    Bardic Music – Voice in the Dark levels stack with bard levels for the purpose of determining the Voice in the Dark’s daily uses of her Bardic Music abilities, the value of the bonus granted by Inspire Courage (if any) and the number of allies the Voice in the Dark can affect with her Inspire Greatness ability (if any).

    Familiarity (Ex): Beginning at 1st level, a Voice in the Dark is unaffected by her own Darkness spell and can attack and maneuver within its radius at no penalty.

    Spellcasting – At 2nd level, A Voice in the Dark gains new spells per day as if she had also gained a level in a spellcasting class he belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Voice in the Dark, she must decide to which class she adds the new level for purposes of determining spells per day. A Voice in the Dark's caster level increases as show on the above table.

    Extra Darkness – Beginning at 2nd level, a Voice in the Dark gains the ability to use Quickened darkness as a spell-like ability a number of times per day equal to half her class level (rounded down).

    Darkness Casting (Su): Beginning at 3rd level, a Voice in the Dark gains improved spellcasting versatility when in an area of magical darkness. At 3rd level, a Voice in the Dark may cast any spell with the “harmless” designation in its saving throw entry as if under the influence of the Enlarge Spell metamagic feat. A Voice in the Dark need not have Enlarge Spell in order to use this ability nor does the use of this ability require an increase in spell-level or casting time.

    At 7th level, a Voice in the Dark may cast any spell with the “harmless” designation and a range of touch at a greater range. This functions exactly like the Reach Spell metamagic feat, except that the Voice in the Dark may target any creature within the same area of magical darkness as the Voice in the Dark. A Voice in the Dark need not have Reach Spell in order to use this ability nor does the use of this ability require an increase in spell-level or casting time.

    At 10th level, a Voice in the Dark become so in tune with magical darkness that she can cast any spell with the “harmless” designation on any creature within an area of magical darkness, even if the Voice in the Dark and the target are in different areas of darkness. This ability allows the Voice in the Dark to affect a number of creatures equal to half her class level, even with spells that only target a single creature. If the spell itself affects more people, this number supersedes the limits placed on this class ability. This ability functions only if the Voice in the Dark and the target are both within the radius of darkness and within 60 feet of each other.

    Augment Darkness – Beginning at 4th level, the darkness created by a Voice in the Dark's spells and spell-like ability is considered a 3rd level spell when determining its interaction with light-producing spells. At 8th level, the darkness is considered a 4th level spell for this purpose. If the Voice in the Dark uses a spell to create magical darkness, it still uses a 2nd level spell slot.

    Music of the Night (Su) – Beginning at 5th level, a Voice in the Dark can influence the very nature of magical darkness and can imbue the darkness with the power of her musical abilities, causing the darkness to resonate with her music. At 5th level, while located in an area of magical darkness, the effects of a Voice in the Dark's music last longer than normal, as if under the influence of the Lingering Song feat. This increase in duration occurs only within areas of magical darkness. If the Voice in the Dark already has the Lingering Song feat, the duration increases a further 2 rounds inside areas of darkness. Additionally, at 9th level, the bonuses granted by a Voice in the Dark's music increase by one while the Voice in the Dark initiates their use in an area of magical darkness. Note that nothing prevents the music from having effects outside of areas of darkness but rather that their effects are magnified by the darkness.

    Darkvision (Ex): Beginning at 7th level, a Voice in the Dark becomes acclimatized to darkness and gains darkvision out to a range of 60 ft. If the Voice in the Dark already has darkvision, this ability has no effect.
    Last edited by Mephibosheth; 2013-03-19 at 09:05 AM.
    The Scroungers Campaign Setting
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    Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

    Skill Modifications and New Usages

    Appraise Haggling

    Craft (Cartography) (Int)

    Spoiler
    Show
    This skill allows you to make maps and charts based on your personal travel experiences, other maps and charts, descriptions from other travelers and any other sources of information that might be helpful. Crafting a map requires one day for every 10 points of the Craft DC required to successfully make the map and consumes raw materials as described below.

    Unlike other Craft skills, failing to meet the base DC to craft a map does not mean you are unable to finish the map. Instead, if you fail to meet the required DC the final map contains certain inaccuracies. Failing by 5 or less results in minor inaccuracies that are more inconvenient than truly dangerous or destructive. Failing by more than 5 can results in truly catastrophic inaccuracies.

    The Craft DC’s and costs to create maps are described below. DM’s can add additional circumstance penalties or bonuses as they see fit.

    {table=head]Map Description|Craft DC|Raw Materials Cost
    Simple map covering 500 square miles or less|20|10 gp
    +500 square miles of coverage|+5|+8 gp
    Detailed map|+5|+20 gp
    Showing a specific route|+2|+10 gp
    Showing subterranean, underwater, or aerial terrain|+10|+20 gp
    Cartographer has no personal experience of the area|+5|+5 gp[/table]


    Speak Language (None; Trained Only)

    Spoiler
    Show
    This skill governs the ability of a character to speak one of the many languages of the Scroungers setting.

    Action:
    Not applicable

    Try Again:
    Not applicable. There are no Speak Language checks to fail.

    Skill Function:
    The Speak Language skill doesn’t work like other skills. Languages work as follows:
    • You start at 1st level knowing at least two languages (based on your race and region), plus an additional number of languages equal to your starting Intelligence bonus. If you were born on or near Stha Lui, one of the two automatic languages known is always Trade Pidgin. If you were not born on or near Stha Lui, you only know one language (usually a racial or regional language) automatically upon character creation.
    • You can purchase Speak Language just like any other skill but instead of buying ranks in it, you choose a new language that you can speak. Learning the rudiments of a language costs one skill point, while actual proficiency requires the expenditure of two skill points. If you only know the rudiments of a language, you take a -4 penalty to all Bluff, Diplomacy, Disguise, Gather Information and Sense Motive checks as well as language-based ability checks when attempting to communicate in that language.
    • You don’t make Speak Language checks. You either know a language or you don’t.
    • A literate character (anyone but a barbarian who has not spent skill points to become literate) can read and write any language she speaks. Each language has an alphabet, though sometimes several spoken languages share a single alphabet.

    Trade Pidgin:
    Trade Pidgin is a language unique to the Scroungers setting. It is a simple, direct language cobbled together from a wide variety of linguistic traditions for the purpose of facilitating trade relations between different language groups. The development of Trade Pidgin was a gradual process but was nonetheless crucial to the economic livelihood of Stha Lui.

    Trade Pidgin is basic and fairly specialized. Unlike the setting’s more complete languages, if a character does not know Trade Pidgin automatically (for example, a character from a distant, forgotten archipelago), she can gain proficiency in the language by spending only one skill point.

    Trade Pidgin is used primarily for economic transactions between individuals who do not share any other common language. However, over time, it has developed a slightly more comprehensive vocabulary and can be used for a variety of basic topics other than trade; topics that occur in daily life but do not require very advanced or specialized vocabulary. Anyone conversing in Trade Pidgin for any purpose that would require more than basic vocabulary takes a -4 penalty to skill and ability checks as if she only knew the rudiments of the language. Examples of such topics include highly technical subjects, academic discussions, religious texts and discourses, complex politics, poetry, and other similar topics.

    A Note on Alphabets:
    While there is no common spoken language in the Scrounger’s setting, a common alphabet has developed to facilitate commerce. This common script (known simply as Common) is essentially a simplified version of the script used for the Aadipuran language. This script, which contains symbols for 33 different consonant sounds and 16 different vowel sounds, has been adapted to fit the phonetic rules of all of Stha Lui’s languages and can always be used to write, even if it isn’t used as the primary script.

    Racial Languages and their Alphabets
    {table=head]Language|Typical Speakers|Alphabet
    Abyssal|Demons, chaotic evil outsiders|Infernal
    Aquan|Water-based creatures|Elven
    Auran|Air-based creatures|Draconic
    Celestial|Good outsiders|Celestial
    Draconic|Kobolds, troglodytes, lizardfolk, dragons|Draconic
    Druidic|Druids (only)|Druidic
    Dwarven|Dwarves|Shokhani
    Elven|Elves|Elven
    Giant|Ogres, giants|Goblin
    Halfling|Halflings|Common
    Ingan|Fire-based creatures|Draconic
    Infernal|Devils, lawful evil outsiders|Infernal
    Orc|Orcs|Goblin
    Sylvan|Dryads, brownies, leprechauns|Elven
    Sea Dwarven|Sea Dwarves|Common
    Terran|Xorns and other earth-based creatures|Shokhani
    Vanar|Vanar|Common[/table]

    Languages by Region
    {table=head]Language|Region|Alphabet
    Trade Pidgin|Universal|Common
    Gensch|Genzland|Common
    Shokhani|Shokhestan|Shokhani
    Elven|Tanu ya Nzadi|Elven
    Halfling| Śetaig, Fádech Desert|Common
    Sea Dwarven|Qileka|Common
    Vanar| Śathadva Islands|Common
    Dwarven|The Mountains|Dwarven
    Aadipuran|Aadipura|Common
    Any|The Hinterlands|Any[/table]


    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

    {table=head]Region|Feats
    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[/table]

    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.
    Last edited by Mephibosheth; 2013-03-03 at 05:24 PM.
    The Scroungers Campaign Setting
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    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

    {table=head]Strength Category|Value|Charges|Save DC|Max Enhancement
    Minor|200 gp|10|15|+1
    Moderate|700 gp|20|20|+2
    Major|1400 gp|30|25|+3[/table]

    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.

    {table=head]Roll|Result
    1-5|The piece of go-stone you are using is wasted, but you suffer no other detrimental effects
    6|The 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.
    7|The 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.
    8|Energy 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.
    9|Explosion & 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.
    10|Absorption. 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.[/table]

    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
    {table=head]Enhancement|Cost
    +1 Enhancement|500 gp
    +2 Enhancement|1500 gp
    +3 Enhancement|3000 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[/table]

    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
    {table=head]Enhancement|Cost
    +1 Enhancement|500 gp
    +2 Enhancemen|1500 gp
    +3 Enhancement|3000 gp
    Fortification, Light|500 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 Resistance|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
    Cold Resistance|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
    Electricity Resistance|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
    Fire Resistance|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
    Sonic Resistance|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement
    Ghost Touch|3000 gp, counts as a +2 enhancement for purpose of total equivalent enhancement[/table]

    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).
    Last edited by Mephibosheth; 2013-04-15 at 09:16 AM.
    The Scroungers Campaign Setting
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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.

    {table=head]1d10|Incarnation
    1|Original Race
    2|Aasimar
    3|Deep Dwarf
    4|Elf
    5|Halfling
    6|Human
    7|Sea Dwarf
    8|Tiefling
    9|Vanar
    0|Original race, but apply the Altered template[/table]

    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)
    Last edited by Mephibosheth; 2012-12-06 at 06:57 PM.
    The Scroungers Campaign Setting
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    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
    Show
    {table]
    Size/Type:
    |Large Construct
    Hit Dice:
    |7d10+20 (73 hp)
    Initiative:
    |+2
    Speed:
    |30 ft. (6 squares)
    Armor Class:
    |21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
    Base Attack/Grapple:
    |+5/+12
    Attack:
    |Slam +7 melee (1d12+3)
    Full Attack:
    |2 slams +7 melee (1d12+3)
    Space/Reach:
    |10 ft./10 ft.
    Special Attacks:
    |Berserk, touch of power
    Special Qualities:
    |Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision, go-stone haze
    Saves:
    |Fort +2, Ref +4, Will +3
    Abilities:
    | Str 16, Dex 14, Con --, Int --, Wis 12, Cha 2
    Skills:
    |--
    Feats:
    |Ability Focus (touch of power) (b)
    Environment:
    |Any
    Organization:
    |Solitary or gang (2-4)
    Challenge Rating:
    |8
    Treasure:
    |1d6+4 shards of go-stone
    Alignment:
    |Always neutral
    Advancement:
    |8-16 HD (Large), 17-25 (Huge)
    Level Adjustment:
    |--[/table]

    Go-stone golems first appeared in the years following the Torrent, occasionally lingering around the edges of areas where go-stones could be found. They appear as large, thin, vaguely humanoid creatures composed of rock and a swirling cloud of go-stone energy. In actuality, much of the golem’s form is composed of little more than go-stone energy and dust. They have no discernable facial features or distinguishing marks other the constantly-swirling energy that surrounds them.

    Go-stone golems cannot speak or make any vocal noise. They move quickly but somewhat erratically with an uneven gait.

    Combat
    Go-stone golems are most frequently found defending areas where go-stone can be found. They are also occasionally constructed and used as guardians for high-security locations. They are tenacious in combat, relying on their energy leach ability to weaken their foes and allow them to strike the killing blow.

    Berserk (Ex)
    When a go-stone golem enters combat, there is a cumulative 1% chance each round that its animating force is over-strained and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 17 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

    Energy Leach (Ex)
    A go-stone golem’s natural weapons are infused with the energy of go-stones. Whenever a go-stone golem successfully deals damage with its natural attacks, the creature must make a Fortitude save (DC 16, Constitution-based) or take 1 point of Constitution and Wisdom damage.

    Immunity to Magic (Ex)
    A go-stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    Any spell that deals Wisdom or Constitution damage heals a go-stone golem by a number of hit points equal to the damage dealt by the spell.

    Any spell with the chaotic descriptor acts as a Haste effect when cast on a go-stone golem.

    Go-Stone Haze (Ex)
    A go-stone golem is surrounded by a swirling haze of go-stone energy, making it difficult to pinpoint its actual body. This haze grants the golem concealment against all ranged attacks.

    Construction
    A go-stone golem’s body must be constructed from 4 go-stones of at least minor strength and one go-stone of at least moderate strength.

    CL 7th ; Craft Construct, animate object, touch of idiocy, irradiate, caster must be at least 7th level; Price 15,000 gp; Cost 8000 gp + 600 XP.

    Rust Monarch

    Rustling

    Spoiler
    Show
    {table]
    Size/Type:
    |Tiny Aberration
    Hit Dice:
    |1d8 (5 hp)
    Initiative:
    |+2
    Speed:
    |20 ft. (4 squares), Climb 20 ft.
    Armor Class:
    |15 ( +2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
    Base Attack/Grapple:
    |+0/-10
    Attack:
    |Bite +5 (1d3-2)
    Full Attack:
    |Bite +5 (1d3-2)
    Space/Reach:
    |12.5 ft./0 ft.
    Special Attacks:
    |Attach, corrode
    Special Qualities:
    |Blind, metalsense
    Saves:
    |Fort +0, Ref +2, Will +3
    Abilities:
    | Str 6, Dex 15, Con 10, Int 2, Wis 12, Cha 6
    Skills:
    |Climb +12
    Feats:
    |Weapon Focus (Bite), Weapon Finesse (b)
    Environment:
    |Underground
    Organization:
    |Brood (8-16)
    Challenge Rating:
    |1/2
    Treasure:
    |None
    Alignment:
    |Always neutral
    Advancement:
    |2 HD (tiny), 3-4 HD (small)
    Level Adjustment:
    |--[/table]

    Rustlings are rust monsters in their larval form. A rustling’s body is long, slug-like, and light tan in color, with four stubby, segmented legs (two on each side) protruding from the first third of its length and flecks of rust perpetually dusting its back and face. It’s “head” is dominated by two milky-white (and obviously blind) eyes above and insect-like mandibular mouth. Above each eye sprouts a short growth which, when full grown, become the rust monster’s feared antennae.

    Rustlings are always found near their rust monster parents, usually in large groups near abandoned iron mines and other easy sources of metallic food. They grow slightly larger as they age before creating a cocoon of partially-digested metal and rust, from which they emerge as fully-fledged rust monsters.

    Combat
    Despite their obvious blindness, rustlings can sense the presence of metal and react to its motions. When threatened or when confronted with a source of food, they attack en masse, throwing themselves at the nearest metal object. They attempt to latch onto metal objects with their powerful jaws, sucking sustenance from the object until it is consumed or they are forcibly removed.

    Attach (Ex)
    If a rustling hits with a bite attack, it automatically succeeds in latching onto the largest metal creature or object it can, dealing bite damage to the object each round it remains attached. A rustling cannot use this ability to latch onto a non-metallic creature or object, though it can attack and damage non-metallic creatures or objects. An attached rustling loses its Dexterity bonus to Armor Class and has an AC of 13. An attached rustling can be struck with a weapon or grappled. To remove an attached rustling through grappling, the opponent must achieve a pin against the creature.

    Blind (Ex)
    A rustling’s eyes are not yet developed enough to allow conventional sight. A rustling loses its Dexterity bonus to AC and takes a -2 penalty to AC against attacks made with non-metallic weapons. However, it retains its Dexterity bonus to AC and does not take any additional penalties to AC against attacks made with metallic weapons. Similarly, creatures with absolutely no metal objects on their bodies have total concealment against a rustling.

    Corrode (Ex)
    A rustling’s mandibles excrete a substance that rapidly corrodes metal of all types. A rustling’s bite attack ignores the hardness of all metallic objects.

    Metalsense (Ex)
    Despite the underdevelopment of their eyes, a rustling can sense the location of metallic creatures and objects with pinpoint accuracy. It has blindsight with a range of 30 feet, but can only use this blindsight to detect metallic creatures and objects.

    Skills (Ex)
    Rustlings have a +8 racial bonus on Climb checks. They use their Dexterity modifier for Climb checks. A rustling can always choose to take 10 on a Climb check, even if rushed or threatened.


    Salkylos

    Spoiler
    Show
    Size/Type:
    Medium Magical Beast (Aquatic)
    Hit Dice:
    1d10+3 (13 hp)
    Initiative:
    +2
    Speed:
    10 ft. (2 squares), swim 50 ft.
    Armor Class:
    17 ( +2 Dex, +5 natural), touch 12, flat-footed 15
    Base Attack/Grapple:
    +2/+3
    Attack:
    Bite +5 melee (1d6+1)
    Full Attack:
    Bite +5 melee (1d6+1)
    Space/Reach:
    5 ft./5 ft.
    Special Attacks:
    Improved grab
    Special Qualities:
    Darkvision 60 ft, low-light vision, swarm tactics, hold breath
    Saves:
    Fort +5, Ref +5, Will +1
    Abilities:
    Str 13, Dex 15, Con 16, Int 2, Wis 12, Cha 8
    Skills:
    Listen +2, Spot +2, Swim+11
    Feats:
    Weapon Focus (bite)
    Environment:
    Any aquatic
    Organization:
    Swarm (5-10) or school (11+)
    Challenge Rating:
    1
    Treasure:
    None
    Alignment:
    Always neutral
    Advancement:
    2-10 HD (Medium)
    Level Adjustment:
    --

    First described by the sea dwarven sailors who landed on Stha Lui soon after the Torrent, salkylai soon became a bane upon all seafarers. Apparently originating in the deep, cold waters around the sea dwarves mythic home archipelago, they have spread throughout the World’s Ocean, patrolling their vast, well-known territories in an endless pursuit of food. Salkylai are always hungry and their large schools are constantly on the hunt.

    Salkylai are easily recognized by anyone who has spent time on the World’s Ocean. They have six long, segmented legs that trail behind them while they propel themselves forward with their wide, flat tail. Their body is covered with plates of chitin which rise into a crest of short spikes along their backs. Their faces are flat and dominated by powerful, crushing mandibles.

    Combat
    Salkylai are cunning hunters and use rudimentary tactics to take down large prey. They often wait in ambush for pray to open itself to their attack and employ their often-superior numbers to great effect. They are particularly adept at using their jaws to grab an opponent and weigh him down under the weight of multiple salkylai, dragging him into the water before finally biting and consuming him.

    Improved Grab (Ex)
    To use this ability, a salkylos must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Swarm Tactics (Ex)
    When two or more salkylai successfully hit a creature during the same round of combat, all salkylai grappling that creature gain a +1 circumstance bonus on their grapple checks.

    Hold Breath (Ex)
    While a salkylos is most at home in the ocean, they can come out of the water for brief periods. When out of water, a salkylos can hold its breath for a number of rounds equal to four times its Constitution score before it risks suffocating.

    Skills
    A Salkylos has a +8 racial bonus on Swim checks and can take 10 on a Swim check even when circumstances would normally prevent it.


    Shard Swarm

    Spoiler
    Show
    {table]
    Size/Type:
    |Diminutive Construct (Swarm)
    Hit Dice:
    |6d10 (33 hp)
    Initiative:
    |+2
    Speed:
    |20 ft. (4 squares), Fly 10 ft. (perfect)
    Armor Class:
    |16 ( +4 size, +2 Dex), touch 16, flat-footed 14
    Base Attack/Grapple:
    |+4/--
    Attack:
    |Swarm (2d6)
    Full Attack:
    |Swarm (2d6)
    Space/Reach:
    |10 ft./0 ft.
    Special Attacks:
    |Distraction, energy leach
    Special Qualities:
    |Swarm and construct traits
    Saves:
    |Fort +2, Ref +4, Will +2
    Abilities:
    | Str 6, Dex 15, Con --, Int --, Wis 10, Cha 1
    Skills:
    |--
    Feats:
    |--
    Environment:
    |Any
    Organization:
    |Solitary or Mine (2+ swarms)
    Challenge Rating:
    |4
    Treasure:
    |None
    Alignment:
    |Always neutral
    Advancement:
    |None
    Level Adjustment:
    |--[/table]

    Shard swarms are little more than large collections of tiny shards of go-stone somehow imbued with a semblance of life and power. They appear at first to be simple piles of stone surrounded by a dense yellow-ish dust but can suddenly rise up or scuttle across the ground if their rudimentary senses register a threat. When they move, the shards themselves seem to be lifted or pushed by the surrounding cloud of dust.

    Shard swarms are relatively rare. Even those who spend their lives seeking go-stone hardly ever see them. They are always found in or near deposits of go-stone and occur far more frequently on land than in underwater deposits. No one knows how or why shard swarms came into existence.

    Combat
    Shard swarms try to avoid combat, often simply lying immobile on the ground and letting potential threats pass by. When they do fight, they whirl around their targets and the constituent pieces of stone hurl themselves around at high speeds, scratching and gouging anyone within their reach. It is difficult to fight, move or even see within a shard swarm.

    Distraction (Ex)
    Any living creature that begins its turn with a shard swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Energy Leach (Ex)
    Any creature damaged by a shard swarm must make a DC 13 Fortitude save or take 1 point of Constitution and Wisdom damage. A creature can only be affected by an individual shard swarm’s energy leach ability once per encounter. The save DC is Constitution-based.

    Skills (Ex)
    Shard swarms have a +8 racial bonus on Hide checks in areas of terrain dominated by loose stone or scree.


    Void Warrior
    Last edited by Mephibosheth; 2014-07-25 at 03:28 PM.
    The Scroungers Campaign Setting
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