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    Mephibosheth's Avatar

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    Jul 2005
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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.
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