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View Full Version : Americanapunk Compilation [Homebrew d20 system, WIP]



Eldan
2010-12-20, 05:19 AM
This thread is intended as a compilation of all finished or semi-finished Americanapunk material, which is currently being created in this (http://www.giantitp.com/forums/showthread.php?t=176818)thread, after an inspiration by The Vorpal Tribble.
Currently, we don't have much fluff, finished beyond the bits and pieces in the other thread, but I hope we can change this soon.

Basic System

Deviations from the basic d20 system:
-Character creation
--Feats, talents and talent improvements
-Defences
-Vitality and Wound Points, Critical Hits

Classes

The Stranger
The Stranger

When he entered the room, everyone was silent. We all knew nothing good was coming today, the way the wind had been howling, and from the mist that had been rising on Gallow's Hill. Finally, the sheriff spoke: "We don't want any trouble here, stranger...", he began, but the man just looked at him, with eyes that seemed to glow in the light of the petroleum lamps. The sheriff took a step back, going pale, and went quiet.

Vitality Die: d8

Class Skills
Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (Urban Legends, Tall Tales, Myths), Perform, Sense Motive, Streetwise

Skill Points at 1st level
(6+ Int Modifier) x 4

Skill Points ant each additional level
6 + int modifier

Defences: +2 will, +1 Fortitude

Base Attack: 3/4

Talents


Burning Eyes

Basic: The stranger can use a swift action to demoralize opponents with the intimidate skill, instead of a standard action.
Improved: As a move action, the stranger can demoralize all opponents within 60 feet instead of just one. He can demoralize a single opponent for 1d6 rounds, instead of a single round.
Master: As a move action, the stranger can make an intimidate check against a single opponent to either make them panic for 1d6 rounds or immobilize them, making them unable to move. They can make a will save (DC 14+the stranger's charisma modifier) to resist.

Verminfriend

Basic: The stranger gains the help of a small animal or vermin, a Tiny monstrous spider (http://www.d20srd.org/srd/monsters/monstrousSpider.htm) (or any other small arthropod, but the statistics are the same), a Rat (http://www.d20srd.org/srd/monsters/rat.htm) (or other small, furry mammal) or Raven (http://www.d20srd.org/srd/monsters/raven.htm) (or another bird of ill repute, such as a crow).
The animal has an intelligence of 2 and can only understand simple commands, as mentioned in the handle animal skill, though it knows two tricks more than normal. As a standard action, the stranger can concentrate on his animal's location and feel where it is located, no matter the distance between them.
When the animal is killed, it reforms at the next midnight, in the stranger's hand.
Improved: The connection between stranger and animal deepens. The stranger can spend a full-round action to see through the eyes of the animal when it is within 60 feet of him, and he can give it telepathic commands as long as it is within 120 feet, as long as the animal can understand them.
Master: Once er pday, the stranger can call forth a swarm of animals to distract his foes. The swarm occupies a single 10 ft. square and acts at the stranger's initiative. It has the following abilities:
Swarm abilties (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype). Every creature in the swarm's space at the begining of it's turn automatically takes 1d6 damage and must make a fort save DC 12 or be nauseated for one round. The swarm has a land and climb speed of 15 ft. per turn. The stranger himself takes no damage when standing in the swarm. The swarm has 12 hit points and an AC of 14 (+2 natural, +2 dexterity).

Furthermore, the swarm has special abilities based on it's type:
Arthropod: an arthropod swarm has poisonous attacks, affecting any creatures taking damage from it: Injury, Fortitude DC 12, initial and secondary damage 1d3 Str. The save DC is Constitution-based.
Rats: A rat swarm can swim at a speed of 15 feet, and creatures damaged by it must make a fortitude save or be infected by filth fever: Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Birds: a bird swarm can fly at a speed of 30 feet and occupy a ten foot cube instead of a square. They give cover to any creature inside them, and block line of sight through the square.


Elusive Death
Basic: The Stranger has made dark pacts and promises in exchange for unnatural power, and whatever entity he made his pact with won't let him die easily before the deal is fulfilled. The stranger gains damage reduction 2/silver if his pact is with an entity of the range or city, or 2/iron if it is with an entity of the wild.
Improved: The stranger's wounds close almost as fast as he suffers them. His natural healing speed doubles, healing two wound points per day, and twice his level per hour in vitality points. Additionally, once per day, he can activate a fast healing power, which lasts for one minute and heals one vitality point per round. His damage reduction increases to 3/X.
Master: The stranger's damage reduction increases to 4/X. The stranger can no longer be killed by normal weapons. Instead, when reduced to 0 wound points, the stranger reforms at the next midnight with one wound point, half his maximum vitality points and his constitution permanently reduced by one point. The reformation can be prevented by burying the stranger on sacred ground (though exhuming him enables him once again to reform), by burning the body and scattering the ashes, or by dealing any amount of damage with a blessed, silver, or iron weapon to the body after it's been killed.


Ol'Scratch's Own Luck

Basic: The stranger sold his soul for luck in all his endeavors. He adds his charisma bonus (if he has one) as a bonus on all his reflex saves, and gains a bonus equal to his level on all gambling checks.
Improved: The stranger can reroll a single d20 roll every day, adding his charisma bonus on the reroll.
Master: ?


A Dark and Stormy Night

Basic: At will, the Stranger can create a fog bank surrounding him in a 20 feet. radius that moves along with him. The fog obscures all sight beyond 10 feet in the fog, providing concealment.A moderate or stronger wind disperses the mist in one round, and it can only be recreated a minute later.
Improved: Once per day, the stranger can control the winds, changing their direction by concentrating for a minute, or changing their strength as a standard action, increasing it by one step on the Wind strength (http://www.d20srd.org/srd/weather.htm#winds) table, up to a maximum strength of severe. The wind will stay at it's new strength and direction for at least ten minutes.
Master: The stranger's fog now prevents all sight in the fog bank, limtiting vision to five feet and providing full concealment. The stranger can increase wind strength three times per day, by two steps at a time, up to a maximum strength of Windstorm, though he has to wait for the wind to die down to it's original strength before increasing it's strength again.


Blackwater Taint

Basic: Once per day, the stranger can touch a stagant body of water no more than ten cubic feet per level in volume, thereby spoiling it. The water turns bad and smells foul, and anyone drinking from it must make a fortitude save, DC 10+class level+the stranger's charisma bonus, or be sickened for 24 hours.
Immediate: The stranger can use this talent twice per day. In addition to being sickened, the target is also infected with a disease called the Blackwater Taint, in which the victim's bodily fluids, such as salive and blood, turn pitch black and they suffer from violent fever. The disease has an incubation time of 1d3 days and deals 1d4 constitution damage per day.
Master: The stranger can use this ability three times per day. Additionally, he can not only affect water, but also other fluids, such as alcohol. He can even affect enemies directly, by making a touch attack against them and turning their blood, thereby infecting them with the disease.

Dreamwalker:

Basic: The stranger can haunt the dreams of others, giving them terrible visions and nightmares. To use this ability, the stranger has to meditate quietly for ten minutes. The victim must make a will save, DC10+stranger's class level+his charisma score, or, the next time they sleep, be haunted by nightmares. These nightmares leave the victim fatigued upon waking up, until they next get a full night's rest. The stranger can choose any word or object which will feature prominently in the victim's dreams.
Improved: When sending nightmares to a victim, the stranger can choose to reduce the victim's vitality for the next day, dealing 1d6+1 per class level damage which won't heal naturally until it gets a full night's rest. Furthermore, instead of a word or object, the stranger can insert a sentence of up to five words, plus one additional word per class level, into the victim's dreams.
Master: When sending a dream, the stranger can choose to make his victim exhausted instead of fatigued. If the stranger is asleep or meditating while the dream happens, he can choose to enter the victim's dream as a shadowy figure. While in the dream, he can not be harmed or harm the victim, but he can have a conversation with it, which the victim will clearly remember upon waking up.

The Doctor
The Doctor[/SIZE]

His scalpel, as well as his clothes, are covered in blood. You can't be sure if he just killed or saved someone. He is chewing on a plant you saw in the range once, one you thought was poisonous. Yea, you'll go to him if you get sick. He will likely help, but you don't want to be under the knife if he turns on you...


Vitality Die: d6

Class Skills
Bluff, Concentration, Decipher Script, Forgery, Heal, Knowledge (Science, Medicine), Listen, Pharmacy, Search, Spot, Streetwise, Survival

Skill Points at 1st level
(6+ Int Modifier) x 4

Skill Points at each additional level
6 + int modifier

Defences: +2 Will, +1 Fortitude

Base Attack: 1/2


Class Features

Weapon and Armour Proficiency
Doctors are proficient in all simple weapons, as well as the scalpel. Doctors are proficient with no armor.

Talents


Anatomy


Malpractice

Basic: The doctor knows where all the major veins and arteries are located. As part of a standard or full round attack action, he can roll a Knowledge (Medicine) check against a DC of 10 + target's HD. If succesful, the target bleeds for 1 damage for 1d3 rounds.

Intermediate: The doctor can now slash much deeper. The bleed damage increased to 1d3 damage for 1d6+1 rounds.

Master: The doctor's knowledge of veins and arteries is unparalleled. The bleed damage is increased to 1d6 damage for 2d6 rounds. Additionally, for every 5 the doctor exceeds the DC, 1 damage is added each round.


Crippling Strike

Basic: The doctor can aim for a specific body part, and knows exactly where to strike to cripple the targeted area. On a melee attack using a small slashing or piercing weapon (such as a scalpel), the doctor can aim for the following body parts:

Arms: The crippled target takes a -1 to all attack rolls using that use arms or hands as part of the attack.
Legs: The crippled target can not take a free 5 ft. step.

All effects can be removed with a Heal check of 15. A Fortitude save of DC 14 + half doctor level + Int modifier negates any effect.

Intermediate: The doctor can now aim for more areas, and the effects of his previous cripples are now greater.

Arms: The penalty to attack rolls is increased to -2.
Legs: The target's movement speed is halved, on top of losing the free 5 ft step.
Hand: The target must make a Reflex save of DC 10 + 1/2 damage dealt or drop whatever they are holding.

Master: The doctor's intimate knowledge of the body allows him to effectively disable anything he aims for. The DC to remove the effect is increased to 20.

Arms: The penalty to attack rolls is increased to -5. Additionally, strength can not be added to damage, if applicable.
Legs: The target is immobilized.
Hand: If the target fails the Reflex save, he drops the item he is holding, and can not hold anything with that hand.
Eyes: The target is blinded.
Chest: The target takes 1 wound point.


Surgical Strike

Basic: The doctor knows exactly what spot hurts the most. When the target is denied their dex bonus, he adds 1d6 damage to all attacks.

Intermediate: The damage bonus increases to 2d6.

Master: The bonus damage increases to 3d6. Additionally, the target must make a Fortitude save equal to the damage dealt or be stunned for one round.


Physick


BREATHE, DAMNIT*

Basic: The doctor can heal a target's non-fatal wounds. The target must have at least one wound remaining and must have suffered a wound in the last 10 +2x the doctor's level minutes. In a procedure taking ten minutes and requiring absolute concentration and a doctor's tools, the doctor may restore a a single wound to the target.

Intermediate: If the doctor stabilises a dying character, he may restore a number of wound points equal to half the doctor's level. The target may talk normally and eat, however they are otherwise helpless for 24 hours.

Master: If a dying character has failed the save to become stable within a number of minutes equal to the doctor's level, the doctor may attempt to bring the character back to life. This takes a full minute of dedicated concentration and work and requires a heal check against DC15+1 for every minute that the person has been dead. The character brought back becomes merely dying, instead of dead.


I can patch that.

Basic: Using basic medical supplies, a doctor can quickly patch up an ally, even in the heat of battle. As a full-round action, the doctor can make a heal check of DC 12 to heal 1d6+1 per level vitality points. Patching a target provokes an attack of opportunity.

Intermediate: The doctor is at home in the heat of battle. Patching now only takes a standard action, and heals 2d6+1 per level vitality points.

Master: A master of battle, the doctor can now heal as a move action, and it no longer provokes an attack of opportunity. In addition, he has mastered the art of mixing chemicals to make the perfect anti-septic. The doctor can prepare a special salve that only he knows how to use by spending 10 minutes and succeeding on a DC 25 Heal check. If this salve is used to patch a target, the patched target has a +2 bonus on all rolls.


As long as it is not a tumor...

Basic: The doctor can use his plethora of medical tools to perform surgery on a target. Surgery takes 30 uninterrupted minutes, and, if the doctor succeeds on a heal check of DC 20, it restores 1d3 Dexterity, Constitution, or Strength damage, doctor's choice. The target must not do anything strenuous for 1d6 hours after surgery, or the damage returns. The doctor uses (value) of medical materials in the surgery. This materials must be obtained from a proper, city hospital.

Intermediate: The doctor is much more efficient at surgery. Though he still needs (value) of medical materials, only half must be obtained from a proper, city hospital, and is not consumed in the surgery. The other half may be scrounged together on the range, but is still consumed in the surgery.

Master: Armed with only a scalpel, a needle, and some thread, a doctor's surgery now restores 1d3+1 Dexterity, Constitution, and Strength damage. Additionally, for every 3 the doctor increases the DC of the check by, he can reduce the time of surgery by 5 minutes, to a minimum of 10 minutes.


Medicine

Pharmacy** (Skill)

(Class skill of Doctors only)

You can create helpful drugs against various ailments, and powerful tonics to strengthen your allies.
Creating a drug or tonic takes 4 hours, a laboratory, raw materials worth [cost] and an apothecary check DC 15. All tonics (with the exception of teh revitalizing tonic) provide a bonus, which lasts for 6 hours after drinking the tonic, while drugs apply until the next save to which they apply is made, or for 24 hours, whichever comes first.

Tonics:
Revitalizing: this tonic restores 1d6 vitality points and removes the fatigued condition from the consumer.
Energizing: this tonic provides a +2 morale bonus on all skill checks, attack rolls and saves.
Invigorating: this tonic provides a +2 medicine bonus to strength.
Relaxing: this tonic provides a +2 medicine bonus to dexterity.
Toughening: this tonic provides a +2 medicine bonus to constitution.

Drugs:
When making a drug, choose a specific poison (i.e. rattlesnake venom) or disease (i.e. the Blackwater Taint). The drug provides the one drinking it a +5 medicine bonus on his next save against that disease or poison.


Herbalist**

Basic: By spending four hours in the range or wild, the doctor can gather herbal ingredients for his medicines. This means that he only has to pay half the base cost when next preparing a tonic or drug.

Improved: When gathering ingredients on the range, the doctor no longer has to use any costly ingredients when making drugs or tonics.

Master: All drugs and tonics created by the doctor provide double their normal bonus, or in the case of the revitalizing tonic, heals 2d6 points of damage.

The Vagrant


A smelly old man with no home? A drunk who bums money off strangers and never pays his train fare? A sacred guardian, protecting the Range from the greed of the Cities and the lawlessness of the Wild? A vagrant is all these things. They ride the rails around the Range, righting wrongs, keeping people safe from the Guv'ment, the Wild and the shadowy Administration

Vitality Die: d8

Class Skills (List of proposed skills) (http://www.giantitp.com/forums/showpost.php?p=9864247&postcount=215)
Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge: Urban Legends (Int), Knowledge: Tall Tales (Int), Knowledge: Myths (Int), Listen (Wis), Spot (Wis), Survival (Wis)

Skill Points at 1st level
(6+ Int Modifier) x 4

Skill Points ant each additional level
6 + int modifier

Defences: Fortitude +2, Will +1

BAB: 3/4

Class Features

Weapon and Armour Proficency
Vagrants are proficient in all simple weapons, improvised weapons, handguns and longarms. Vagrants are proficient in light and medium armour.

Moonshine on
A Vagrant can resist the penalties of drinking moonshine up to half of his Vagrant level. The rules for drinking alcohol can be found here (http://www.giantitp.com/forums/showpost.php?p=9858107&postcount=179).

Talents

A collection of abilities for the Vagrant. All of these only work if the Vagrant has had a shot of moonshine that day (unless otherwise noted)

The Willies (Su)
Basic: The Vagrant can detect the presence of people who work for the guv'ment or the administration as a free action within a 10' radius. He may not tell direction, number, or power. It feels like he just got sober all of a sudden. Creepy.

Improved: The Vagrant can give a good hiding to members of the guv'ment or the administration. He adds his spunk (charisma) bonus to attack rolls and his Vagrant level to damage. He may do this a number of times per day equal to his Vagrant level + his spunk bonus.

Master: The Vagrant can now detect exactly who works for the guv'ment or the administration as a free action within a 20' cone. Any critical hits he rolls against them automatically confirm.

The Jibblies (Su)
Basic: The Vagrant can detect the presence of creatures from the wild within a 10' radius. He may not tell direction, number, or power. It feels like he just got a little more drunk.

Improved: The Vagrant can give a good hiding to creatures from the wild. He adds his spunk (charisma) bonus to attack rolls and his Vagrant level to damage. He may do this a number of times per day equal to his Vagrant level + his spunk bonus.

Master: The Vagrant can now detect exactly where creatures from the wild are as a free action within a 50' cone. He may re-roll a missed attack against them once/round.

That's my train (Ex)
Basic: The Vagrant can utter the words "that's my train". A train will conviently pull up at the nearest station within the next ten minutes. The Vagrant will only make it in the nick of time and will have to run along side it to get on it, requiring a DC 13 tumble check. Guards are likely to try to stop him if they see him. If he is at a station with no train, there will conviently have always been one there that he didn't spot.

Improved: When the Vagrant says "that's my train", the train that pulls up to the nearest station will need to fill its water tank. The Vagrant will make it in enough time to get on comfortably before it pulls away. Guards are still likely to stop him if they spot him.

Master: When the Vagrant says "that's my train", the train that pulls up to the nearest station needs to fill its water tanks. The station guards are drunk, and the guards on the train are too tired to check the cargo carriages.

Moonshine on you crazy diamond... (Su)
Basic: A Vagrant can create moonshine so long as he has something to keep it in (tin cup, tin can, glass, cupped hands etc), a piece of an edible* plant, clean-ish water, his own spit and an item of his own used and never been washed clothing. The process takes a number of nights equal to 8 minus his Vagrant level, to a minimum of 1 and requires a craft (distilation) check of DC 15, or DC 25 for "good stuff". This creates ~8 shots of moonshine.
*Edible - an old Vagrant term for anything not immediately toxic or poisonous.

Improved: The Vagrant can ignore the penalties of drinking moonshine to a maximum of his level-1, or half his Vagrant level, which ever is higher. The Vagrant can substitute anything identifiably organic and solid (leather, paper, beef, leaves) for the edible plant material when making moonshine. If the Vagrant does have edible plant material, then the DC to make "good stuff" is reduced to 20.

Master: The Vagrant "just happens to have" a nearly empty glass bottle of standard moonshine on him at all times, even if he has no other equipment on him. If he is searched, this moonshine cannot be found by any means, however retrieving it is a standard action that provokes an attack of opportunity. The bottle contains 2 shots of moonshine. The Vagrant can use this ability 1/day.

This is where I get off (Su)
Basic: As a free action the Vagrant may halve the speed of any train he is on in order to make it safer for him to leap off while it is still moving. The train's speed slows down by 10' every round until it reaches half its base speed.

Improved: As a free action the Vagrant can double the maximum speed of any train he is on to make it arrive at its destination quicker. This plays havoc with the timetables. The train gains 10' of speed per round until it reaches twice its base speed

Master: As a free action the Vagrant can bring a train that he is currently on to a complete stop, or quadruple its speed. A train that is brought to a stop while moving loses 20' of speed per round, and continues to move forward while it is slowing down. The Vagrant can speed a train up by 20' every round until it reaches four times its base speed.

What'chu bin eatin? (Ex)
Basic: As a standard action, the Vagrant may belch in an opponent's face. The opponent must make a fortitude save equal to 10+1/2 Vagrant level+Vagrant's charisma modifier or become dazed for one round.

Improved: The Vagrant exudes a nasty stench that makes people around him feel ill. People within 10' of the Vagrant must make a fortitude save each round equal to 10+1/2 Vagrant level+Vagrant's charisma modifier or become nauseated for that round. The Vagrant may turn this on or off as a free action.

Master: The Vagrant's belch becomes even more potent. The opponent becomes stunned instead of dazed.

This here's mah best friend (Ex) - being reviewed for removal
Basic: The Vagrant gains a faithful hound companion. This dog is a standard dog in all ways (though it looks a little scruffy, it's eyes are two different colours and always has one ear hanging down), and knows 3 tricks. While the Vagrant does not have to have had moonshine for the dog to stay around, the dog does. If the dog is not given a shot of moonshine every day, it will wander off to find a Vagrant that will treat it better. If the dog dies, the Vagrant must find a new one and persuade it to join him with a shot of moonshine and a DC 15 handle animal check. The dog shares bonuses and penalties with the Vagrant.

Improved: The Vagrant's dog gains 2 bonus HD, gets +1 natural armour, a +1 bonus to strength, dex and int and gains evasion. The dog also learns one more trick.

Master: The Vagrant's dog gains 2 more bonus HD, increases its natural armour by +1, another +1 bonus to strength and dex and gets a +2 bonus to int, and gets a +4 bonus to will saves against fear and mind-affecting effects. The dog also learns one more trick.

He was just here a second ago (Su)
Basic: When in sight of by anyone working for the guv'ment or the administration, the Vagrant gains +10' to his base land speed.

Improved: The Vagrant can blend in with crowds and gains a +4 bonus to hide checks when surrounded by people.

Master: If the Vagrant dives into a barrell, crate, box or similarly sized container while in sight of anyone who works for the guv'ment or the administration, he can "accidentaly find himself" in another one within 50'. Doing this makes the Vagrant's head hurt, and when he makes this move he is dazed for one round.


Rule of the Rails
1) A Vagrant must never settle in one dwelling place for longer than a month.
2) A Vagrant may also never own or rent land, or willingly allow someone to own or rent land for him to use.
3) A vagrant must never, ever, under any circumstances sell out to the man (this last clause has caused some troubles, as no vagrants can ever agree on what selling out is, however it is usually interpreted as accepting money from the guv'ment or administration, or providing the guv'ment or administration with information).

Ex-Vagrants
A Vagrant who ceases to follow the Rule of the Rails loses the ability to use his talents. In order to regain his abilities, he must spend a week ridin' the rails with a Vagrant re-learning what it was that made him want to be a Vagrant in the first place. He must finish this ritual by looking retrospectively at a sunset while sitting in one of the cargo cars of a train, sharing no-home made moonshine with his new Vagrant mentor.

Coming up:
The Farmer

The Wilderness Man

The Gunslinger

The Gangster

The Rascal

The Priest

Skills

List of Skills:
Acrobatics (1)
Athletics (2)
Bluff
Diplomacy
Disguise
Drive (3)
Forgery (4)
Handle Animal
Heal
Intimidate
Knowledge: Science (5)
Knowledge: Urban Legends (6)
Knowledge: Tall Tales (7)
Knowledge: Myths (8)
Knowledge: Medicine
Listen
Mechanics (9)
Move Silently
Perform
Pharmacy
Ride
Search
Sense Motive
Sleight of Hand (10)
Spot
Streetwise (11)
Survival (12)

1) Includes Balance, Escape Artist and Tumble
2) Includes Climb, Jump and Swim
3) A city skill, for cars
4) In a setting with passports, deeds of property, stocks, contracts and other highly valuable papers, I'd leave this as a separate skill, instead of integrating it into something else like in other condensed skill system.
5) General science education, mostly for doctors and other educated city types. Chemistry, physics, Astronomy, Geology and other smart-ass stuff.
6) Identifies supernatural city creatures
7) Identifies supernatural range creatures
8) Identifies supernatural wild creatures
9) Crafting, repairing and disabling of machines
10) I wouldn't make gambling a skill, like d20 modern did, but this certainly covers cheating.
11) Like survival, but only covers the cities. I'd also fold Gather Information into this.
12) Range and Wild only.

New Skill: Pharmacy

Pharmacy (Skill)

(Class skill of Doctors only)

You can create helpful drugs against various ailments, and powerful tonics to strengthen your allies.
Creating a drug or tonic takes 4 hours, a laboratory, raw materials worth [cost] and an apothecary check DC 15. All tonics (with the exception of teh revitalizing tonic) provide a bonus, which lasts for 6 hours after drinking the tonic, while drugs apply until the next save to which they apply is made, or for 24 hours, whichever comes first.

Tonics:
Revitalizing: this tonic restores 2d6 vitality points and removes the fatigued condition from the consumer.
Energizing: this tonic provides a +2 morale bonus on all skill checks, attack rolls and saves.
Invigorating: this tonic provides a +2 medicine bonus to strength.
Relaxing: this tonic provides a +2 medicine bonus to dexterity.
Toughening: this tonic provides a +2 medicine bonus to constitution.

Drugs:
When making a drug, choose a specific poison (i.e. rattlesnake venom) or disease (i.e. the Blackwater Taint). The drug provides the one drinking it a +5 medicine bonus on his next save against that disease or poison.


Feats

Equipment

-Wild Magic and Folk Magic
-Primitive, Robust and Fancy Items

Bindle of Holding

Subtle Magic
This is a red-and-white checkered hankerchief attached to a wooden stick. The bindle weighs ~25lbs at all times, however it can hold 250lbs of equipment of any shape and size. Untying the bindle causes its contents to spill out, however it can all be put back by placing a pile of the items on the hankerchief and then tying the hankerchief to the stick. Carrying the bindle requires a free hand and a shoulder to rest it on.

Each hankerchief and stick will only work with the parts they were created with. If they are ever swapped they become a simple stick and hankerchief until they are brought back together again.

Named Bullet

Folk Magic
There's a bullet out there with your name on it...

A named bullet is a silver bullet which adds +1 to hit and damage. Furthermore, it has the name of a specific person inscribed on it. Against that person, it has a critical chance of 16-20(or that of the base weapon, if it is better) deals an additional two wounds on a critical, and adds +4 to critical hit confirmation.



Rocksalt Slug

Nonmagical
This slug is filled with rocksalt instead of lead shot. These slugs bypass damage reduction as if they were magical. Furthermore, any creature with fast healing or regeneration shot with Rock salt loses that ability for 24 hours (however, if it is killed during that time, it can still regenerate the next day).
To creature without DR/magic, however, the rocksalt slug only deals half damage.


Trout-fur coat

Nonmagical
This warm coat is made entirely from the hides of the furry trout and, therefore, extremely warm. It gives a +4 save against all effects of cold or wet weather, but a -4 on all saves against warm weather when worn.


Solid Gold Fiddle


Folk Magic
This magical violin is said to have been enchanted by Ol' Scratch so that instead of screeching terribly or making no noise at all, it instead plays sweet music.
It adds a +4 circumstance bonus on all perform checks, which increases to +6 in the wild.


Monsters

Administration Agent

Agent of the Administration

http://filmonic.com/wp-content/uploads/2008/11/bale-public-enemies.jpg

Medium Aberration (Augmented Humanoid, Soulless)
HD 4d8+5 (23)
Speed 30 ft. (6 squares)
Init:
AC 15; touch 13; flat-footed 12
(+3 dex, +2 natural)
BAB +3
Grp +4
Attack Pistol +6 (2d6, 40 ft. range increment, 10 round clip, Fancy) or slam +4 (1d4+1)
Full-Attack Pistol +6 (2d6, 40 ft. range increment, 10 round clip, Fancy) or slam +4 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks -
Special Qualities Of course it works, No-nonsense, The Entity, Darkvision 60 ft., Damage Reduction 4/-
Saves Fort +3, Ref +4, Will +4
Abilities Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 6
Skills Gather Information +2, Listen +6, Search +6, Spot +6, Sense Motive +8 Survival +4
Feats Alertness, Track, Shot on the Run (bonus without prerequisites)
Environment The Cities
Organization Solitary, Pair or Team (4-8)
Challenge Rating 3
Treasure -
Advancement by Character class; Favored Class Lawman

Of course it works (ex): While out on the range, agents can use fancy technological items normally, as if they were still in the Cities.

No-nonsense (ex): Agents are entirely immune to all effects of music, they have a +4 bonus on all saves against fear, and a +4 racial bonus on all sense motive checks. However, moonshine is deadly to the Agent: a dose of at least one shot or more deals 1d6 points of damage to the agent, against which their damage reduction does not apply.

The Entity (su): All agents are mentally connected to The Administration Entity. They are automatically aware of the position of all other agents, no matter the distance. They can telepathically call for help, alerting all other agents within 240 feet of their distress. As long as an agent is not surprised, neither is any other agent within 60 feet. Finally, as a standard action, agents can check the name, address and criminal records (if any) of any creature they see, provided that creature has ever entered a City.

Jackalope

http://www.cryptomundo.com/wp-content/uploads/jackalope.JPG

A jackalope is strange critter, being half rabbit, half deer. Some say they can imitate any sound that they hear. Others say that their milk can heal the sick. Some others even say that they're the result of a deer and a rabbit that loved each other very much. What is known is that they're a shy and retiring critter that desperately avoids contact with humans, and they're harder to catch than a jackrabbit.

Jackalope
Tiny Magical Beast
HD 3d10 (16hp)
Speed 50 ft. (10 squares), Burrow 5ft (1 square)
Init: +4
AC 17; touch 15; flat-footed 12
(10 + 2 size + 4 dex + 1 Dodge)
BAB +2; Grp -9
Attack Gore -1 melee
(1d4-3, x2)
Full-Attack Gore -1 melee (1d4-3, x2)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks Powerful Charge
Special Qualities "He Went Thattaway", Camouflaged fur, Sprint, Magic Milk
Saves Fort +3 Ref +7 Will +4
Abilities Str 5, Dex 18, Con 11, Int 10, Wis 14, Cha 11
Skills Bluff +6, Hide +16 Jump +5, Tumble +10
Feats Dodge (B), Mobility (B), Run
Environment Range and Wild - temperate plains
Organization solitary (1), family (3-5)
Challenge Rating 1 (ish, under review)
Treasure none
Alignment Usually Chaotic Neutral
Advancement -
Level Adjustment -

Powerful Charge (Ex) A Jackalope deals 2d4-3 damage when it makes a charge

"He Went Thattaway" (Su) A Jackalope can perfectly imitate any sound it hears. It will often imitate one of its attackers to throw them off the scent. When out of sight, but within earshot of its persuers the jackalope can make a bluff check, opposed by its attacker's sense motive. If it succeeds, it gains a +8 bonus to hide checks and any attempts by the attackers to hear where the sound came from reveal that it originated from within their group. If it fails, then its persuers can use a listen check to determine its position, as normal.

Camouflaged Fur (Ex) - The jackalope's fur blends in perfectly with the mud and dry grass on the plains. It recieves a +4 bonus on hide checks.

Sprint (Ex) Once per hour, a jackalope can move ten times its normal speed (500 feet) for 1 round.

Magic Milk (Su) Jackalope milk can be used by hobos to make moonshine. No other ingredients are needed, though the hobo still needs his own spit and a container. If drunk neat, the milk cures 1d8+3 hit points, heals the user for 1 point of ability damage or drain per dose (one dose = 1 shot), and cures the user of the effects of disease. A jackalope produces 6 shots of milk/day while in the wild. A jackalope that is being held against its will produces no milk due to stress.

Jackalope fur and antlers
Any magic items made using jackalope fur or antlers reduce the magic level by one (wild to folk, folk to subtle), allowing it to be used in more places. They have a high value, though right now I'm not sure what that should be. Possibly +500 Gp (or the equivalent) to the items they are used in. If a jackalope loses its antlers (say in a rut with another jackalope) then it will grow them back in a year and a day. Jackalopes are very proud of their antlers and will relentlessly bully any other jackalope they see without them.

Tactics - The jackalope will rely on its speed and agility to avoid fights, running away from attackers and jumping over obstacles. If it starts to worry about being cornered, it will find a place to hide and use its "He Went Thattaway" ability to throw his attackers off the scent. If it is nearly caught, it will attempt to tumble through its attackers and run away. If it is cornered, it will ferociously defend itself with its antlers until it can make a break for it.


Environments, their Dangers and Features

The World of Americanapunk

Eldan
2010-12-20, 05:32 AM
Reserved if necessary.

Eldan
2010-12-20, 05:33 AM
And another one, for good measure.