Scavenger

= Class Features = As a scavenger, you gain the following class features:

Hit points
Hit Dice: 1d8 per Scavenger level

Hit points at first level: 8+ your constitution modifier

Hit points at higher levels: 1d8 (or 5) + your constitution modifier per Scavenger level after first

Proficiencies
Armor: Light and Medium armor

Weapons: All simple weapons

Tools: Tinker's tools, Thieves tools

Saving throws: Dexterity, Wisdom

Skills: Choose three from Survival, Intimidation, tinkering, crafting, athletics, stealth, and perception.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:


 * (a) 2 knives or (b) A Machete
 * (a)Tinker's Tools or (b) Thieves tools
 * (a) a light crossbow with 20 bolts or (b) any simple weapon
 * (a) Two Bottles of Water and 1 Canned Food or (b) Three Bottles of Water
 * Leather Armor

Junkheap
A scavenger is a master of making due with what he has, even if what he has is little more than junk. At 1st level, 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. The Scavenger is considered proficient in all weapons he makes with this skill. 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
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, including skill checks he is unproficient in. This bonus never applies to skill checks that require more than one round to perform.

Improvised Mastery
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.

Improvised Efficiency
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.

Scavengers Archetype
At 3rd level, a Scavenger chooses one of three paths to go down, Lucky Scarab, or Nimble Rat, each detailed at the end of the Class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 17th levels.

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, andc19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Junkyard Innovation
At 6th 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.

Keen Eye
At 13th level, your wisdom increases by one, and you gain proficiency in the Perception skill. If you were already proficient in it, you add twice your proficiency modifier to the skill.

Junkyard Master
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 adamantine (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.

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