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View Full Version : The Scavenger [Base Class]



EdroGrimshell
2013-07-25, 07:21 PM
Opening CommentsOkay, this class has been in my head for quite some time and I wanted to get it out here for critique. It's essentially someone that doesn't need WBL to get by and instead has a flexible equipment pool it can tap into. Now, this basically means that this class is on par with incarnum for VoP shenanigans, and I realize that, but this guy is meant to be, as stated in the fluff, the one with a solution for almost any situation.

Now, for anyone posting, please give constructive criticism on the class. I know some parts could be worded better or improved upon for better balance, but this is the best I could do with the class, so any help on that front would be helpful and welcome.


Scavenger

Also called corbies and iron vultures, the scavengers are known for their ability to improvise anything and everything they'd ever need and more. They craft complex items from roughshod components found in any city's junkyard and make use of them with incredible skill, they are often better with their improvised equipment than with even the best of equipment.

Adventures: Scavengers are natural adventurers, their many talents and skills leading to them being greatly capable of surviving in dungeons based on their wit and random bits of junk to get by. This aptitude also lends well to wilderness survival, being able to make something from virtually nothing lending well to the survivalist's mentality.

Characteristics: Inventors and survivalists all, a scavenger lives off whatever he can get wherever he can get it and uses it however he can to solve any given situation. It's this adaptability that defines the scavenger, they are the ultimate problem solvers.

Alignment: Scavengers are often neutral on the law and chaos access, needing to be open to change but having a structure to their methods. They have no particular leanings on the good-evil axis, though neutral ones are the norm.

Religion: Scavengers usually relies on themselves, not on gods, but a great deal of them favor gods of trickery or travel.

Background: Very few scavengers are actually trained formally, many just have a knack for putting stuff together early on and make use of it throughout their lives, getting better at it as they go. This leads to them being quite rare in most communities, with maybe one or two in a large enough city, if your lucky. Those that do get trained are often only given pointers and ideas, not actual training.

Races: Humans, halflings, and half-elves are common scavengers, with gnomes and dwarves following closely behind. Half-orcs rarely have the intellect or patience needed to be a scavenger, though those that do become one are often seen as invaluable to a tribe. Elves only very rarely lower themselves to what amount to what they commonly refer to as "iron vultures" do to pride, and those that do are often seen as oddities.

Other Classes: Almost any party would be glad to see a scavenger in their midst, the ability to overcome most situations without needing magic making them quite useful to the average adventuring party. They do sometimes get some degree of contempt from spellcaster, both arcane and divine, but usually sway them to their side after only a few situations where they let the spellcasters conserve their spells for better things.

Role: A scavenger is meant to be a mundane problem solver and jack-of-all-trades. As they can use virtually anything, they are the ones that are never without resources and always able to get the party out of trouble.


Hit Die: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special



1st

+0

+2

+0

+0

Junkheap, Improvisation, Improvised Weapon Proficiency, Disable Traps


2nd

+1

+3

+0

+0

Scavenged Magic, Improvised Mastery (+1)


3rd

+2

+3

+1

+1

Junkyard Innovation


4th

+3

+4

+1

+1

Scavenged Magic (Reserve), Scrap Enchantment


5th

+3

+4

+1

+1

Bonus Feat


6th

+4

+5

+2

+2

Improvised Mastery (+2)


7th

+5

+5

+2

+2

Improvisation (Damage), Improvised Efficiency

8th

+6

+6

+2

+2

Scavenged Magic (Spells)


9th

+6

+6

+3

+3

Bonus Feat

10th

+7

+7

+3

+3

Improvised Mastery (+3)


11th

+8

+7

+3

+3

Improvisation (Attack)

12th

+9

+8

+4

+4



13th

+9

+8

+4

+4

Bonus Feat


14th

+10

+9

+4

+4

Improvised Mastery (+4)


15th

+11

+9

+5

+5

Improvisation (Saves)


16th

+12

+10

+5

+5




17th

+12

+10

+5

+5

Bonus Feat


18th

+13

+11

+6

+6

Improvised Mastery (+5)


19th

+14

+11

+6

+6

Improvisation (Caster Level)


20th

+15

+12

+6

+6

Junkyard Master


Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (architecture & engineering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha), Use Rope (Dex). 4 + Int Mod Skill Points (x4 at First Level)


Wpn/Arm Prof: Scavengers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). Additionally, Scavengers can use improvised weapons with incredible ease (See Below)


Junkheap (Ex): A scavenger is a master of making due with what he has, even if what he has is little more than junk. The scavenger gains a pool of points that can be used to create various pieces of equipment from random bits of junk odds and ends. The point pool for this ability is equal to 100 x the scavenger's class level squared to a maximum of 40,000gp at 20th level. The scavenger may spend a number of points equal to the market price of a mundane, non-alchemical item as a Full-Round Action that provokes attacks of opportunity to create the chosen item. Weapons made with this ability are considered improvised weapons. Items created with this ability only function properly for scavengers, others cannot effectively use them and they do not function as normal. The scavenger can only create an item with this ability once per round.

Should the scavenger lose an item made using this ability (including using single use items like alchemist's fire or healing salves), the points from it are deducted from the junkheap pool until he can replenish supplies. This is usually done by searching areas with abundant resources, such as a junkyards or a recent battlefield, for one hour or searching an area with an abundance of natural materials (such as a forest) for four hours.

At 7th level, the scavenger can create items as a Standard Action that provokes attacks of opportunity. At 13th level, the scavenger can create items as a Move Action that does not provoke attacks of opportunity. At 19th level, the scavenger can create items as a Swift Action that does not provoke attacks of opportunity. The scavenger is still limited to one item made with this ability per round.


Improvisation (Ex): At the start of each day, a scavenger gains a number of improvisation points equal to his class level x 10. As a free action, the scavenger may spend a number of these points up to his class level to gain a circumstance bonus of equal size to his next skill check this round and to make any skill check untrained for 1 round. This bonus never applies to skill checks that require more than one round to perform and does not allow such uses of trained-only skills to be used untrained.

As a scavenger progresses, he starts to broaden his talents to more fields. At 7th level, the scavenger can gain a circumstance bonus on damage rolls equal to half the improvisation points spent, the scavenger is still limited to spending a maximum number of points at any one time equal to his class level. At 11th level, the scavenger can gain a circumstance bonus on damage rolls equal to +1 for every four points spent, the scavenger is still limited to spending a maximum number of points at any one time equal to his class level. At 15th level, the scavenger can gain a circumstance bonus on saving throws as an immediate action equal to +1 for every five points spent, the scavenger is still limited to spending a maximum number of points at any one time equal to his class level. At 19th level, the scavenger can gain a circumstance bonus on his caster level with Scavenged Magic equal to +1 for every six points spent, the scavenger is still limited to spending a maximum number of points at any one time equal to his class level.

Inspiration for this ability came from Realms of Chaos's Fortune Blessed Base Class. I simply expanded on it a little

Improvised Weapon Proficiency: A scavenger is considered proficient with improvised weapons and improvised weapons will not break on a roll of a natural 1.


Disable Traps (Ex): As an Artificer.


Scavenged Magic (Su): Beginning at 2nd level, a scavenger can literally scavenge magic from his surroundings. The scavenger can then shape this magic for various purposes, however, at this level, the scavenger can only put it to use in its simplest form. The scavenger gains the ability to use prestidigitation at-will as a supernatural ability. Additionally, the scavenger selects an additional number of cantrips he can use at will equal to his Int modifier (the most common are Jolt and Mending). Finally, the scavenger can make alchemical items with their Junkheap ability.

At 4th level, the scavenger starts storing and refining the magic he gathers within his body, he gains a reserve similar to his junkheap ability. This reserve is equal to his level squared times 5, to a maximum of 2000 at 20th level. Points from this ability are not regained automatically if spent, the scavenger must spend eight hours resting followed by one hour meditating to refine the magical energy his body has absorbed, making a Concentration Check after the hour is complete. The scavenger regains a number of points in this reserve equal to the result of the Concentration check.

Starting at 8th level, the scavenger can distill the magic within himself into a more usable state. This allows the scavenger to have a number of spells "prepared" with a total spell level equal to his character level which the scavenger can cast on himself or a touched target as a move action, as if drinking a potion. The scavenger gains a small number of spells known that must be spells that can be made into potions and a caster level equal to their character level. It takes 5 minutes to prepare these spells and an investment of points from the scavenger's reserve equal to the spell level + 2 squared (9 for 1st level spells, 16 for 2nd level spells, 25 for 3rd level spells, etc). These distilled spells often appear as tattoos on the scavenger's body that turn into devices that provide the benefits of the spell when cast and break apart when their effect runs out. Spells of a level higher than 3rd must still meet the prerequisites for being made into potions or oils, except for the normal level restriction.

Spells Known

Level
1st
2nd
3rd
4th
5th

1st

-

-

-

-

-

2nd

-

-

-

-

-

3rd

-

-

-

-

-

4th

-

-

-

-

-

5th

-

-

-

-

-

6th

-

-

-

-

-

7th

-

-

-

-

-

8th

3

-

-

-

-

9th

3

-

-

-

-

10th

4

2

-

-

-

11th

4

3

-

-

-

12th

5

3

1

-

-

13th

5

4

1

-

-

14th

6

4

2

1

-

15th

6

5

2

2

-

16th

7

5

3

2

1

17th

7

6

3

3

1

18th

8

6

4

3

2

19th

8

7

4

4

2

20th

9

7

5

4

3


Improvised Mastery (Ex): At 2nd level, a scavenger has become so good with his improvised items that he can use them more easily than a standard example of the item. He gains a +1 competence bonus on any skill check, attack roll, or damage roll involving one of his improvised items. This bonus increases by 1 at 6th, 10th, 14th, and 18th level. This also reduces the encumberance of armor and shields, reducing the Armor Check Penalty and increasing the Max Dex Bonus of both by the same value as the bonus.


Junkyard Innovation (Ex): At 3rd level, a scavenger starts to experiment with mixing up junk to create multipurposed items by combining features of multiple items. When using the Junkheap ability, the scavenger can combine two or more items to produce a single item that has the effects of all component items. If one of the components is a weapon, the scavenger may not have another weapon as a component. Single use items, such as alchemist's fire or acid, cannot be mixed with permanent item, but can be mixed with other single use items, including duplicates of itself to increase its effectiveness.

Additionally, the scavenger learns to store his equipment more efficiently. The scavenger creates an item that acts as a Heward's Handy Haversack on gaining this ability. The haversack can hold all of their equipment made with Junkheap regardless of size, weight, or other attributes that would normally cause the item to not fit in a Heward's Handy Haversack. The amount the haversack can hold increases to the equivalent of a Bag of Holding I at 7th level, to a Bag of Holding II at 11th level, to a Bag of Holding III at 15th level, and to a Bag of Holding IV at 19th level.


Scrap Enchantment (Su): Using their ability to gather stray magic, a scavenger of at least 4th level can mimic magic items with his junkheap ability. In order to use this ability, the scavenger must craft a masterwork item with the junkheap ability then expend a number of points from his scavenged magic reserve equal to the XP cost of the enchantments to the item. If there is no price for a particular item of masterwork quality, the scavenger must instead pay 10 x the exp cost of the item to be made. A scavenger cannot exceed a total enhancement bonus on a weapon or suit of armor beyond half his class level, rounded down. The scavenger must have a level equal to the caster level requirement of the item in order to make a particular item.

Magic effects from this ability can be suppressed just like any other magic item and can even be disjoined (which removes points from the Junkheap and Scavenged Magic reserve abilities as if the item was destroyed).

Certain items may not be able to be made with this feature at the GMs discretion.


Bonus Feat: Scavengers live based on their wits, picking up the skills needed to do what they do as they go. At 5th level and every four levels thereafter a scavenger gains a bonus feat he meets the prerequites for.


Improvised Efficiency (Ex): Scavengers are incredibly efficient individuals, using everything and anything to get their goals complete. Items they create with junkheap weigh half as much as normal and can be collapsed down to 1/5 their usual size. Armor the scavenger makes with junkheap are treated as one size category lighter than normal. Light armor affected by this ability do not have a maximum dexterity bonus, armor check penalty, or arcane spell failure chance and the scavenger doesn't count as wearing armor when wearing light armor affected by this ability. Weapons made with the Junkheap ability are treated as two size categories larger for the purposes of damage dealt.

Additionally, the scavenger needs only half the normal material costs and time when crafting any item and may increase the DC to craft an item by increments of 5 instead of 10 when attempting to craft more quickly. This extends to the GP and Exp costs as well as the time to craft of magic items if the scavenger can craft magic items.


Junkyard Master (Ex): A scavenger that reaches 20th level has achieved a spark of genius that allows them to surpass the skill of many an artificer. All supernatural abilities gained from the scavenger class are now Extraordinary abilities and the scavenger may take five minutes to rearrange the items made with Junkheap into other items. This may be done any number of times per day.

All items made with the Junkheap ability have their hardness and hit points doubled. Armor made with the Junkheap ability grant Damage Reduction as if they were made of adamantine, which is then doubled, except it cannot be overcome by adamatine (becoming DR /-). Weapons made with the Junkheap ability ignore damage reduction overcome by a specific material (such as adamantine or cold iron). Items that provide a bonus to the user created with the Junkheap ability have the bonus and, if applicable, their duration doubled.

EdroGrimshell
2013-07-29, 03:52 PM
Over 200 views and not a single comment? Is this really that uninteresting?

Amnoriath
2013-07-30, 10:27 AM
Over 200 views and not a single comment? Is this really that uninteresting?

1. I don't think it is that but it is a factotum meets artificer without many unique abilities. The only thing that really stands out is the combine items feature. Lets say you have a spear and a wand of dimension door. Would that mean any enemy hit it with is subject to a dimension door?
2. You also actually decrease the amount of damage dealt in points spent in the second tier. The Junkyard ability also excludes alchemical items but you don't reintroduce it in any other ability but you use it in an example.
3. The spells really stink 18 spells known up to 3rd level at 20? I know it is jack of all trades class but the classic Factotum or Chameleon has beaten this one far before 20.
4. Crafting rules unfortunately conflict with the Junkheap rules. You could use whatever has accumulated in the pool plus various wealth but in mid-high levels you will be spending day/s per 1000 gp crafting any item while you have a full pool. If you would start another item all materials and XP are lost under the current rules.
5. In general it kind of lacks any specific flavor while mimicking others while the only way to use its specialties is by going full-blown combo artificer(if scrap enchantment allows it).

EdroGrimshell
2013-07-30, 11:52 AM
1. I don't think it is that but it is a factotum meets artificer without many unique abilities. The only thing that really stands out is the combine items feature. Lets say you have a spear and a wand of dimension door. Would that mean any enemy hit it with is subject to a dimension door?
2. You also actually decrease the amount of damage dealt in points spent in the second tier. The Junkyard ability also excludes alchemical items but you don't reintroduce it in any other ability but you use it in an example.
3. The spells really stink 18 spells known up to 3rd level at 20? I know it is jack of all trades class but the classic Factotum or Chameleon has beaten this one far before 20.
4. Crafting rules unfortunately conflict with the Junkheap rules. You could use whatever has accumulated in the pool plus various wealth but in mid-high levels you will be spending day/s per 1000 gp crafting any item while you have a full pool. If you would start another item all materials and XP are lost under the current rules.
5. In general it kind of lacks any specific flavor while mimicking others while the only way to use its specialties is by going full-blown combo artificer(if scrap enchantment allows it).

1) No, but a wand of Dimensional Hop would. And there's a weapon enchantment that does that anyway (i think it was in one of the FR books). I was thinking more spear/extendable pole or a sword with a wand of Faerie Fire to reveal invisible enemies you can't see.

2) Last line of Scavenged Magic's first paragraph allows the use of alchemical items.

3) 3rd level spells are really all you need to get through most situations. Note, I said Need. They're not the optimal choice, but they can get around a wider variety of situations with the selection. These guys are not meant to be super versatile like the factotum or chameleon, they're meant to MacGuyver through a situation, not be a powerhouse.

4) ...The scavenger uses a different set of rules, they can just make whatever on the spot with no notice whatsoever. These guys are like the sorcerer of artificers, they don't need downtime to craft their stuff, only to resupply.

5) That's just the thing, it has a specific flavor to it, one that seems to be missed in this case. It's a scavenger, good with slipshod items no one else can use effectively, meaning, unlike an artificer, if the scavenger's weapon or items are stolen, they provide no benefit to the enemy and the scavenger can make them again after scrounging around for a little while. They're a Macguyver, they get through a situations with a bag full of scraps.


Any ideas on how to improve it?

Amnoriath
2013-07-30, 12:01 PM
3) 3rd level spells are really all you need to get through most situations. Note, I said Need. They're not the optimal choice, but they can get around a wider variety of situations with the selection. These guys are not meant to be super versatile like the factotum or chameleon, they're meant to MacGuyver through a situation, not be a powerhouse.

4) That's just the thing, it has a specific flavor to it, one that seems to be missed in this case. It's a scavenger, good with slipshod items no one else can use effectively, meaning, unlike an artificer, if the scavenger's weapon or items are stolen, they provide no benefit to the enemy and the scavenger can make them again after scrounging around for a little while. They're a Macguyver, they get through a situations with a bag full of scraps.


Any ideas on how to improve it?
That is the issue though. Why would someone choose this over those in the first place unless they are going for an ascetic build?
It isn't that I didn't notice it but I edited my post to explain the problem this has in achieving it. He can't be Macguyver if he has spend days to craft one thing even if you just need a quick ad hoc solution right now while his pool remains untapped.
Well, obviously allow him to start making other items at a time while only being to apply his pool once. Also allow the creation of cheaper items with in battle or on the fly.

EdroGrimshell
2013-07-30, 12:12 PM
That is the issue though. Why would someone choose this over those in the first place unless they are going for an ascetic build?
It isn't that I didn't notice it but I edited my post to explain the problem this has in achieving it. He can't be Macguyver if he has spend days to craft one thing even if you just need a quick ad hoc solution right now while his pool remains untapped.
Well, obviously allow him to start making other items at a time while only being to apply his pool once. Also allow the creation of cheaper items with in battle or on the fly.

I also editted my post shortly after I posted it to say he doesn't need to spend days crafting

Amnoriath
2013-07-30, 12:22 PM
I also editted my post shortly after I posted it to say he doesn't need to spend days crafting

Your class doesn't say it though and neither did your post specify any time nor action.

EdroGrimshell
2013-07-30, 12:33 PM
Your class doesn't say it though and neither did your post specify any time nor action.

Editted it in. Only a Full-Round Action at first, by 19th level it can make them as a swift action.

Amnoriath
2013-07-30, 12:45 PM
Editted it in. Only a Full-Round Action at first, by 19th level it can make them as a swift action.

Okay, that is better but here is another question. How many kinds of magical items can he make via scrap enchantment. Is it just armors, weapons, and shields?

EdroGrimshell
2013-07-30, 12:51 PM
Okay, that is better but here is another question. How many kinds of magical items can he make via scrap enchantment. Is it just armors, weapons, and shields?

It was intended to be most any item other than magic clothing (rings, shirts, boots, etc), but I see a slight problem with that now... I'll clarify that in my next update, I'm only gonna be on sporadically for the next few hours, but once I get back online I'll make the necessary fixes for that.

Amnoriath
2013-07-30, 01:00 PM
It also wouldn't hurt to give a scaling bag of holding like ability because the party pack mule should be out caving heads in while in battle. Then some time later in level he can exchange worn items with ones in the space as a move action.

EdroGrimshell
2013-07-30, 01:16 PM
It also wouldn't hurt to give a scaling bag of holding like ability because the party pack mule should be out caving heads in while in battle.

Yea, I'll probably add that into Junkheap or Junkyard Innovation.

Thanks for the help so far, glad to see someone actually interested in this :smallbiggrin:

Amnoriath
2013-07-30, 01:18 PM
Yea, I'll probably add that into Junkheap or Junkyard Innovation.

Thanks for the help so far, glad to see someone actually interested in this :smallbiggrin:
Well, I am just old enough to know about Macguyver.:smallwink:

EdroGrimshell
2013-07-31, 11:57 PM
Updated at last. God I hate busy schedules...