War Scavenger [Prestige Class]
Instead of mucking about in rubbish heaps War Scavenger's instead specialize in raiding settlements or salvaging material from battle fields to find the parts they need for their creations.
Note: This is a Fields of Blood based class for use in larger campaigns and large scale warfare.
Alignment: Any non-lawful, non-good.
Class Features: Quicksearch, Scavenger, Tinkerer.
Feats: Logistics Expert
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, Strategy, Economics) (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: 4+INT
Hit Dice: 1D8
Level BAB Fort Ref Will Special Psionic Class Level 1 +1 +2 +0 +2 Wild surge +3, Improved Manifesting, Discipline +1 Level of Existing Psionic Class 2 +2 +3 +0 +3 Intuitive Designer (Heavy Armor, Ranged Weapons), Unit scavenging +1 Level of Existing Psionic Class 3 +3 +3 +1 +3 Wild surge +4, Master Craftsman, Slaver +1 Level of Existing Psionic Class 4 +4 +4 +1 +4 Rally, Guerrilla Warfare +1 Level of Existing Psionic Class 5 +5 +4 +1 +4 Intuitive Designer (Siege Engineer, Siege Weapons), Wild surge +5 +1 Level of Existing Psionic Class 6 +6/+1 +5 +2 +5 Mobile Workshop, Bonus Blueprints +1 Level of Existing Psionic Class 7 +7/+2 +5 +2 +5 Wild surge +6, Gadget Boost +1 Level of Existing Psionic Class 8 +8/+3 +6 +2 +6 Intuitive Designer (Two-handed weapons, Polearms), Missile Volley +1 Level of Existing Psionic Class 9 +9/+4 +6 +3 +6 Wild surge +7, Master Scavenger +1 Level of Existing Psionic Class 10 +10/+5 +7 +3 +7 Master Designer, Economic Warfare +1 Level of Existing Psionic Class
Class features not noted here work exactly as the base class.
War Scavenger's are better suited to combat roles than most Psionic Salvagers. As a consequence power costs are only increased by 25% (round up) and can manifest those powers at normal speed. They also receive a +2 class bonus to all Concentration checks.
War Scavenger's lead loyal and disciplined units, ruling with a mixture of feat and love. All allied units that have LOS to the War Scavenger, and do not have a Secunded leader of their own, may add the War Scavenger's class level to all Command checks. The War Scavenger adds twice his class level to his own Command checks.
When a War Scavenger's unit successfully enters a settlement during a siege they may secure scrap and bonus loot for the War Scavenger. When a unit is ordered to plunder or raze a settlement they also gain bonus scrap. For each 10RP of Seasonal production for the settlement gain 3D6 of each hard and soft scrap, 1D3+1 of each other component. This cannot be used twice on the same settlement in a single season (so you cannot plunder then raise to get this twice for example).
In addition each destroyed unit provides 2D6 Armor parts of the appropriate type if they wore armor, and 2D6 weapon parts if they used weapons. Mechanical units or Constructs also provide 1D4+1 Clockwork components and Constructs provide 1D3 Psionic Conduits.
Any unit the War Scavenger is Secunded to may act as if they had the Combat Engineer subtype. The War Scavenger must be Secunded to the unit for at least a day before they gain this benefit. If he leaves the unit it loses the benefit.
In addition to loot and scrap when raiding settlements the War Scavenger also gains slaves that can be sold or used to bolster his own tribe's population. When using the Plunder or Raze action on a settlement gain 10% of the plundered/razed settlements base production (size x terrain) or gain a single use 10% discount on increasing the size of one nomad camp that can be used at any time.
Once per combat turn the War Scavenger can direct any Allied unit that has failed a morale save to take an additional attempt. The unit may use the War Scavenger's Command bonus if it is higher than their own.
All Allied units within LOS of the War Scavenger can execute Move orders at -2DC. In Addition when a unit executes the command to withdraw from Melee intersecting units do not gain a free attack action unless they pass a DC 8 Command Check.
Intuitive Designer (Siege Engineer, Siege Weapons)
The War Scavenger gains the ability to craft Siege Weapons. In Addition when acting as a combat engineer in a secunded unit (as per Master Craftsman), the War Scavenger may expend Power Points to increase the Engineering capacity of the unit. For each 10 power points expended, to a maximum of 50 power points, the unit counts as an additional unit for the purpose of constructing fortifications. These power points must be spent each day for the duration that the War Scavenger is Secunded to the unit.
Collapsible tables, clever pockets and specially designed bags allow the War Scavenger's complete workshop requirements to be carried with him on the march and even into battle. He may perform repairs or any Crafting that can be performed within the time available, even in the midst of battle. He cannot command units while he does this, and if forced to fight, cannot craft.
The War Scavenger gains 2 new Blueprints for any Psionic Power he is able to manifest.
For a cost of 100RP a War Scavenger can craft an array of strange gadgetry for any unit he is in command of. This takes a full week to complete. A unit may only carry one set of Gadgets, these are consumed during a battle and need to be replaced. Their effects last for the entire duration of a battle. When created a benefit from the following can be gained:
- +1 Unit Movement and boost-flight. (can fly over obstacles, but is landed at the start and end of the move action).
- Darkvision and See Invisible
- +2 MAB
- +2 RAB
- +2 Toughness
- +2 Command
When Secunded to a unit with the Archers subtype the War Scavenger may make a second Massed Fire action if the Massed Fire action is used. This second action is at +2 Command DC instead of the normal +1 for Archer units. In addition, units with thrown weapons that the War Scavenger is Secunded to may make a DC 10 command check to throw a volley of weapons when executing the charge action, regardless of subtype.
By ordering groups or individuals to make small raids on trade caravans, harassing farmers in the fields, small acts of sabotage. Once per turn the War Scavenger may take an action against a settlement. A Unit is assigned to the task and breaks up into smaller groups to infiltrate the area and conduct the harassment. This works the same as the Espionage action, except it costs 0RPs and requires a unit to spend the entire game turn unavailable and the unit's command score is added to the role instead of the War Scavenger's scores for the action. Spy Guilds etc. can still boost the action also.