Gaiyamato
2017-06-23, 09:28 AM
Class: Psionic Salvager
Alignment: Any.
Hit Die: D6
Class Skills:
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration(Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and engineering, Local, Psionics, The planes) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Psicraft (Int), Search (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), and Use Rope (Dex).
Skill Points: 6+INT
Weapon and Armor Proficiency:
Proficient with all simple weapons, all light martial weapons. Light armor and shields (including tower shields). Psionic Salvager is also automatically proficient with any new exotic armor and weapons they design (see below).
Level
BAB
Fort
Ref
Will
Special
Power Points/day
Max Power Level Known
1
+0
+0
+2
+2
Scavenger, Tinkerer, Weak Manifester, Blueprints
1
1st
2
+1
+0
+3
+3
Bonus Feat, Jury-rig+1
4
1st
3
+2
+1
+3
+3
Intuitive Designer (Light Armor, Engineer), Wild surge +1
8
1st
4
+3
+1
+4
+4
Bonus Feat
12
2nd
5
+3
+1
+4
+4
Drug Designer, Jury-rig+2
17
2nd
6
+4
+2
+5
+5
Intuitive Designer (Medium Armor, Light Weapons)
22
3rd
7
+5
+2
+5
+5
Wild surge +2, Bonus Feat
28
3rd
8
+6/+1
+2
+6
+6
Jury-rig+3
35
4th
9
+6/+1
+3
+6
+6
Intuitive Designer (Shields, One-handed Weapons)
44
4th
10
+7/+2
+3
+7
+7
Quicksearch, Improved Drugs, Bonus Feat
55
5th
11
+8/+3
+3
+7
+7
Wild surge +3, Jury-rig+4
68
5th
12
+9/+4
+4
+8
+8
Intuitive Designer (Heavy Armor, Ranged Weapons)
81
6th
13
+9/+4
+4
+8
+8
Bonus Feat
98
6th
14
+10/+5
+4
+9
+9
Jury-rig+5
115
7th
15
+11/+6/+1
+5
+9
+9
Intuitive Designer (Siege Weapons), Wild surge +4, Bonus Feat
135
7th
16
+12/+7/+2
+5
+10
+10
Drug Mastery
158
8th
17
+12/+7/+2
+5
+10
+10
Jury-rig+6
185
8th
18
+13/+8/+3
+6
+11
+11
Intuitive Designer (Two-handed weapons, Polearms), Bonus Feat
215
9th
19
+14/+9/+4
+6
+11
+11
Wild surge +5
240
9th
20
+15/+10/+5
+6
+12
+12
Master Scavenger, Master Designer, Bonus Feat
280
9th
Psionic Powers
A Psionic Salvager's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high Charisma score. His race may also provide bonus power points per day, as may certain feats and items.
Blueprints
A Psionic Salvager does not intuitively know Psionic powers like other Psionic classes. Instead he has to design or find (on scrolls or books) Psionic powers to develop into item blueprints. Any Blueprint made counts as a power known, even if the blueprints are lost, stolen or destroyed, and the Psionic Salvager can forever manifest any of those powers (see Weak Manifester however). However the Psionic Salvager requires access to blueprints for creating Psionic items or for special class features that require the use of a power. A Psionic Salvager starts at level 1 with 2 powers known. He gains knowledge of no additional Psionic Powers for gaining levels. Any Psionic power can be learned as a blueprint.
Weak Manifester
When Manifesting powers all powers cost 50% additional points (round up), always take a full round to manifest, and cannot be augmented. In addition when manifesting a power a Concentration check (DC 10+Power level, must be made, or a random known power is manifested instead (targeting must be legal or the spell will random re-target to a legal target).
Scavenger
Can Scavenge any area that contains debris of any sort with normal use of the Search Skill, consult the table below to see what is found by matching the area with the highest Dc met by the dice roll.
All Part types:
Soft Scrap (Leather, Cloth, Wood etc. )
Hard Scrap (Metal, Stone, Crystal etc.)
Soft Armor Piece (Leather, Padded etc.)
Hard Armor Piece (Metal, Stone, Scales etc.)
Clockwork Part
Weapon Part
Ranged Weapon Ammunition Part
Psionic Conduit (super rare)
Area Type
DC10
DC15
DC20
DC25
DC30
DC35+
Open Wild
Nothing
Nothing
1 Soft Scrap
1D3 Soft Scrap
1D3+1 Soft Scrap
1D3+1 Soft Scrap, 1 Hard Scrap
Empty Room
Nothing
Nothing
1 Soft Scrap
1D2 Soft Scrap, 1D2 Hard Scrap
1D3 Soft Scrap, 1D3 Hard Scrap
1 Clockwork Part, 1D3+1 Hard Scrap
Dungeon Room/Corridor
Nothing
1 Soft Scrap or 1 Hard Scrap (50%)
1 Hard Armour Piece
1D3 Soft Scrap or 1D3 Hard Scrap (50%)
1D3 Hard Scrap, 1 Armor or Weapon/Ammunition piece (random 25% chance for each)
1 Clockwork Part, 1D3+1 armor pieces (randomize each piece, 50% chance)
Rubbish Pile
1 Soft Scrap
1D6 random Hard/Soft Scrap
1D3 Random Armor Parts
1D3 Weapon Pieces, 2D3 Random Armor Parts
1D3 Clockwork Parts
1 Psionic Conduit, 1D4 Clockwork Parts OR 2D6 Random Scrap Parts
In addition items can be broken down into scrap parts, which takes 10 minutes per 1lb weight. Any item breaks into 1 Hard/Soft Scrap per 1lb of weight and 1 appropriate Weapon/Armor part. Clockwork Parts can be obtained from anything clockwork and Psionic conduit can be obtained from Psionic or magical machinery or complex universal items (Constructs, Warforged etc.).
Tinkerer
Any non-magical, non-armor/weapon miscellaneous item can be crafted by expending 1 power point per 5sp cost (round up) and using 1 scrap part of the appropriate material per 0.5lb weight and passing the correct Craft Check (no additional cost is required). This takes a 1 minute to complete per 2 scrap and requires full concentration during the process.
More complex components for crafting can also be assembled from scrap parts by expending a number of power points and scrap parts as noted in the chart below.
In addition when crafting Universal Psionic Items (once he possesses the required feat), the gp cost may be substituted by expending 1 power point per 1gp point cost to create, and 1 appropriate scrap part per 10gp cost.
Part Name
Scrap Required
Power Point Cost
Soft Armor Piece
2 Soft Scrap
1
Hard Armor Piece
2 Hard Scrap, 1 Soft Scrap
2
Clockwork Part
1 Hard Scrap
1
Psionic Conduit
1 Soft Scrap, 1 Hard Scrap
5
Weapon Part
2 Hard Scrap
5
Ranged Weapon Ammunition Part
2 Hard Scrap
2
Jury-rig
Can repair damaged/destroyed objects by using scrap parts, the GM can decide on the parts required, but at least 1 scrap part per 50gp value, and 1 complex part per 100gp value. This includes complex machinery, anything really. Requires appropriate craft check. Gain the noted bonus to appropriate Craft checks to repair objects.
Intuitive Designer
Can craft any non-magical weapons or armor of the types noted in the brackets by expending an appropriate amount and type of parts (typically 1 part of the right type per 0.5lbs weight of the item) and 1 power point per 5gp cost of the item. Craft (Weapons) or Craft(Armour) checks are still required, however they have no additional cost associated.
Weapons and Armor made by the Psionic Salvager gain the "Scrap-made" type. The Psionic Salvager counts as proficient in Scrap-made items that only he made himself using this class ability. He is not proficient in correctly forged versions of those items or those same exotic weapons and armor made by any other Psionic Salvager unles he purchases the required feats. Scrap-made items are always exotic weapons and armor for all other characters. To become proficient in these items a character must take the Exotic Weapon(Scrap-made <character>) and Exotic Armor(Scrap-made <character>) feats.
In addition upon first gaining this ability, the Psionic Salvager may craft any complex mundane equipment, vehicle (cart for example) or complex engineering component (like a drawbridge, catapault etc.) using an appropriate amount of parts and by expending 1 power point per 20gp value.
Wild surge
A Psionic Salvager may choose to Wild Surge a manifested power. The Power is automatically augmented by the noted increase. However so is the Concentration DC for a chance of a wild manifestation (see Weak Manifester). If the power manifested cannot be augmented it gains no benefit from this ability.
Bonus Feat
Choose any feat from the following list:
Alertness, Autonomous, Body Fuel, Chaotic Mind, Combat Manifestation, Craft Universal Item , Craft Cognizance Crystal, Craft Psionic Arms And Armor, Craft Psionic Construct, Craft Psicrown, Disciplined (Dragonlance), Focused Skill User (Complete Psionic), Greater Improvise Weapon(Dragonlance), Haggler (Dragonlance), Improvise Weapon(Dragonlance), Imprint Stone, Investigator, Inquisitor, Iron Will, Master of Poisons (Drow of the Underdark), Negotiator, Mind Over Body, Overchannel, Practiced Manifester (Complete Psionic), Persuasive, Poison Immunity, Psionic Body, Psionic Meditation, Psionic Talent, Power Attack, Quick Draw, Quick-Thinking (Dragonlance), Run, Skill Focus, Sharp-Eyed (Dragonlance, Street Smart (Dragonlance), Talented, Track, Trader (Darksun), Wastelander (Darksun), Weapon Focus.
Drug Designer
A Psionic Salvager learns to create novel formula to craft drugs and non-magical potions. He may substitute any ingredients of value up to half the cost of normally crafting the drug, and expend 1 power point per 10gp of the remaining cost. Alchemy Check must be passed as normal.
Quicksearch
The Psionic Salvager is now able to Scavenge an area as a move action with a -2 penalty to the Search roll.
Improved Drugs
The Psionic Salvager may use Charisma for Craft(Alchemy) or Intelligence, whichever is higher at the time, for the purpose of using the Drug Designer ability.
Drug Mastery
When designing a drug each power point now equates to 20gp of the material value. In addition he may expend a number of power points up to half his levels in Psionic Salvager, each point spent lowers the Alchemy DC by 1.
Master Scavenger
When Scavenging can expend up to 10 Power Points, add these points to the Search roll as a Master Scavenger bonus.
Master Designer
When using Tinkerer or Intuitive Designer to craft non-magical items all final power point costs are halved and Craft DC checks are at a +5 Miscellaneous bonus. In addition gain 1 Blueprint of any level Power you are able to know for each point of Charisma you possess when you gain this class ability.
Alignment: Any.
Hit Die: D6
Class Skills:
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration(Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and engineering, Local, Psionics, The planes) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Psicraft (Int), Search (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), and Use Rope (Dex).
Skill Points: 6+INT
Weapon and Armor Proficiency:
Proficient with all simple weapons, all light martial weapons. Light armor and shields (including tower shields). Psionic Salvager is also automatically proficient with any new exotic armor and weapons they design (see below).
Level
BAB
Fort
Ref
Will
Special
Power Points/day
Max Power Level Known
1
+0
+0
+2
+2
Scavenger, Tinkerer, Weak Manifester, Blueprints
1
1st
2
+1
+0
+3
+3
Bonus Feat, Jury-rig+1
4
1st
3
+2
+1
+3
+3
Intuitive Designer (Light Armor, Engineer), Wild surge +1
8
1st
4
+3
+1
+4
+4
Bonus Feat
12
2nd
5
+3
+1
+4
+4
Drug Designer, Jury-rig+2
17
2nd
6
+4
+2
+5
+5
Intuitive Designer (Medium Armor, Light Weapons)
22
3rd
7
+5
+2
+5
+5
Wild surge +2, Bonus Feat
28
3rd
8
+6/+1
+2
+6
+6
Jury-rig+3
35
4th
9
+6/+1
+3
+6
+6
Intuitive Designer (Shields, One-handed Weapons)
44
4th
10
+7/+2
+3
+7
+7
Quicksearch, Improved Drugs, Bonus Feat
55
5th
11
+8/+3
+3
+7
+7
Wild surge +3, Jury-rig+4
68
5th
12
+9/+4
+4
+8
+8
Intuitive Designer (Heavy Armor, Ranged Weapons)
81
6th
13
+9/+4
+4
+8
+8
Bonus Feat
98
6th
14
+10/+5
+4
+9
+9
Jury-rig+5
115
7th
15
+11/+6/+1
+5
+9
+9
Intuitive Designer (Siege Weapons), Wild surge +4, Bonus Feat
135
7th
16
+12/+7/+2
+5
+10
+10
Drug Mastery
158
8th
17
+12/+7/+2
+5
+10
+10
Jury-rig+6
185
8th
18
+13/+8/+3
+6
+11
+11
Intuitive Designer (Two-handed weapons, Polearms), Bonus Feat
215
9th
19
+14/+9/+4
+6
+11
+11
Wild surge +5
240
9th
20
+15/+10/+5
+6
+12
+12
Master Scavenger, Master Designer, Bonus Feat
280
9th
Psionic Powers
A Psionic Salvager's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high Charisma score. His race may also provide bonus power points per day, as may certain feats and items.
Blueprints
A Psionic Salvager does not intuitively know Psionic powers like other Psionic classes. Instead he has to design or find (on scrolls or books) Psionic powers to develop into item blueprints. Any Blueprint made counts as a power known, even if the blueprints are lost, stolen or destroyed, and the Psionic Salvager can forever manifest any of those powers (see Weak Manifester however). However the Psionic Salvager requires access to blueprints for creating Psionic items or for special class features that require the use of a power. A Psionic Salvager starts at level 1 with 2 powers known. He gains knowledge of no additional Psionic Powers for gaining levels. Any Psionic power can be learned as a blueprint.
Weak Manifester
When Manifesting powers all powers cost 50% additional points (round up), always take a full round to manifest, and cannot be augmented. In addition when manifesting a power a Concentration check (DC 10+Power level, must be made, or a random known power is manifested instead (targeting must be legal or the spell will random re-target to a legal target).
Scavenger
Can Scavenge any area that contains debris of any sort with normal use of the Search Skill, consult the table below to see what is found by matching the area with the highest Dc met by the dice roll.
All Part types:
Soft Scrap (Leather, Cloth, Wood etc. )
Hard Scrap (Metal, Stone, Crystal etc.)
Soft Armor Piece (Leather, Padded etc.)
Hard Armor Piece (Metal, Stone, Scales etc.)
Clockwork Part
Weapon Part
Ranged Weapon Ammunition Part
Psionic Conduit (super rare)
Area Type
DC10
DC15
DC20
DC25
DC30
DC35+
Open Wild
Nothing
Nothing
1 Soft Scrap
1D3 Soft Scrap
1D3+1 Soft Scrap
1D3+1 Soft Scrap, 1 Hard Scrap
Empty Room
Nothing
Nothing
1 Soft Scrap
1D2 Soft Scrap, 1D2 Hard Scrap
1D3 Soft Scrap, 1D3 Hard Scrap
1 Clockwork Part, 1D3+1 Hard Scrap
Dungeon Room/Corridor
Nothing
1 Soft Scrap or 1 Hard Scrap (50%)
1 Hard Armour Piece
1D3 Soft Scrap or 1D3 Hard Scrap (50%)
1D3 Hard Scrap, 1 Armor or Weapon/Ammunition piece (random 25% chance for each)
1 Clockwork Part, 1D3+1 armor pieces (randomize each piece, 50% chance)
Rubbish Pile
1 Soft Scrap
1D6 random Hard/Soft Scrap
1D3 Random Armor Parts
1D3 Weapon Pieces, 2D3 Random Armor Parts
1D3 Clockwork Parts
1 Psionic Conduit, 1D4 Clockwork Parts OR 2D6 Random Scrap Parts
In addition items can be broken down into scrap parts, which takes 10 minutes per 1lb weight. Any item breaks into 1 Hard/Soft Scrap per 1lb of weight and 1 appropriate Weapon/Armor part. Clockwork Parts can be obtained from anything clockwork and Psionic conduit can be obtained from Psionic or magical machinery or complex universal items (Constructs, Warforged etc.).
Tinkerer
Any non-magical, non-armor/weapon miscellaneous item can be crafted by expending 1 power point per 5sp cost (round up) and using 1 scrap part of the appropriate material per 0.5lb weight and passing the correct Craft Check (no additional cost is required). This takes a 1 minute to complete per 2 scrap and requires full concentration during the process.
More complex components for crafting can also be assembled from scrap parts by expending a number of power points and scrap parts as noted in the chart below.
In addition when crafting Universal Psionic Items (once he possesses the required feat), the gp cost may be substituted by expending 1 power point per 1gp point cost to create, and 1 appropriate scrap part per 10gp cost.
Part Name
Scrap Required
Power Point Cost
Soft Armor Piece
2 Soft Scrap
1
Hard Armor Piece
2 Hard Scrap, 1 Soft Scrap
2
Clockwork Part
1 Hard Scrap
1
Psionic Conduit
1 Soft Scrap, 1 Hard Scrap
5
Weapon Part
2 Hard Scrap
5
Ranged Weapon Ammunition Part
2 Hard Scrap
2
Jury-rig
Can repair damaged/destroyed objects by using scrap parts, the GM can decide on the parts required, but at least 1 scrap part per 50gp value, and 1 complex part per 100gp value. This includes complex machinery, anything really. Requires appropriate craft check. Gain the noted bonus to appropriate Craft checks to repair objects.
Intuitive Designer
Can craft any non-magical weapons or armor of the types noted in the brackets by expending an appropriate amount and type of parts (typically 1 part of the right type per 0.5lbs weight of the item) and 1 power point per 5gp cost of the item. Craft (Weapons) or Craft(Armour) checks are still required, however they have no additional cost associated.
Weapons and Armor made by the Psionic Salvager gain the "Scrap-made" type. The Psionic Salvager counts as proficient in Scrap-made items that only he made himself using this class ability. He is not proficient in correctly forged versions of those items or those same exotic weapons and armor made by any other Psionic Salvager unles he purchases the required feats. Scrap-made items are always exotic weapons and armor for all other characters. To become proficient in these items a character must take the Exotic Weapon(Scrap-made <character>) and Exotic Armor(Scrap-made <character>) feats.
In addition upon first gaining this ability, the Psionic Salvager may craft any complex mundane equipment, vehicle (cart for example) or complex engineering component (like a drawbridge, catapault etc.) using an appropriate amount of parts and by expending 1 power point per 20gp value.
Wild surge
A Psionic Salvager may choose to Wild Surge a manifested power. The Power is automatically augmented by the noted increase. However so is the Concentration DC for a chance of a wild manifestation (see Weak Manifester). If the power manifested cannot be augmented it gains no benefit from this ability.
Bonus Feat
Choose any feat from the following list:
Alertness, Autonomous, Body Fuel, Chaotic Mind, Combat Manifestation, Craft Universal Item , Craft Cognizance Crystal, Craft Psionic Arms And Armor, Craft Psionic Construct, Craft Psicrown, Disciplined (Dragonlance), Focused Skill User (Complete Psionic), Greater Improvise Weapon(Dragonlance), Haggler (Dragonlance), Improvise Weapon(Dragonlance), Imprint Stone, Investigator, Inquisitor, Iron Will, Master of Poisons (Drow of the Underdark), Negotiator, Mind Over Body, Overchannel, Practiced Manifester (Complete Psionic), Persuasive, Poison Immunity, Psionic Body, Psionic Meditation, Psionic Talent, Power Attack, Quick Draw, Quick-Thinking (Dragonlance), Run, Skill Focus, Sharp-Eyed (Dragonlance, Street Smart (Dragonlance), Talented, Track, Trader (Darksun), Wastelander (Darksun), Weapon Focus.
Drug Designer
A Psionic Salvager learns to create novel formula to craft drugs and non-magical potions. He may substitute any ingredients of value up to half the cost of normally crafting the drug, and expend 1 power point per 10gp of the remaining cost. Alchemy Check must be passed as normal.
Quicksearch
The Psionic Salvager is now able to Scavenge an area as a move action with a -2 penalty to the Search roll.
Improved Drugs
The Psionic Salvager may use Charisma for Craft(Alchemy) or Intelligence, whichever is higher at the time, for the purpose of using the Drug Designer ability.
Drug Mastery
When designing a drug each power point now equates to 20gp of the material value. In addition he may expend a number of power points up to half his levels in Psionic Salvager, each point spent lowers the Alchemy DC by 1.
Master Scavenger
When Scavenging can expend up to 10 Power Points, add these points to the Search roll as a Master Scavenger bonus.
Master Designer
When using Tinkerer or Intuitive Designer to craft non-magical items all final power point costs are halved and Craft DC checks are at a +5 Miscellaneous bonus. In addition gain 1 Blueprint of any level Power you are able to know for each point of Charisma you possess when you gain this class ability.