JERMLAINE SCAVENGER "I don't understand why anyone would throw away perfectly good food..." Jermlaine Scavengers are the scouts and gatherers of their people. They are sent out to find food and materials, or just find whatever the Jermlaine's want found.
BECOMING A JERMLAINE SCAVENGER Jermlaine Scavengers usually come from fairly skilled classes such as Rangers, Rogues, and Scouts. They specialize in finding stuff for hire.
ENTRY REQUIREMENTS Race: Jermlaine
Skills: Appraise 6 ranks, Listen 8 ranks, Search 8 ranks, Spot 8 ranks
Feats: Quick Reconnoiter, Track
Class Abilities: Skirmish or Sneak Attack +3d6 or Improved Combat Style
Class Skills The Jermlaine Scavenger's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Dex), Disable Device (Int), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 8 + int
Hit Dice: d6
BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Improved Movement
2. +1 +0 +3 +0 Improved Stealth
3. +2 +1 +3 +1 Curiosity
4. +3 +1 +4 +1 Improved Movement
5. +3 +1 +4 +1 Improved Stealth
6. +4 +2 +5 +2 Curiosity
7. +5 +2 +5 +2 Improved Movement
8. +6 +2 +6 +2 Improved Stealth
9. +6 +3 +6 +3 Curiosity
10.+7 +3 +7 +3 Sneaky Bastid
Weapon Proficiencies: Jermlaine Scavengers gain no new weapon or armor proficiencies.
Improved Movement (Ex): You are an expert at scurrying about int odd places while avoiding attacks. At 1st level you do not become Flat-Footed or lose your Dexterity Bonus to Armor Class while using the Balance or Climb skills and you take no penalties to Armor Class when kneeling/sitting/prone.
At 4th level you may use Accelerated Movement while Balancing or Climbing without taking a penalty to the Skill Checks. You may also move at Full Speed in a Crawl Navigable or Low space (see Underdark page 111).
At 7th level you gain Improved Evasion (see PHB page 51) if you have Evasion, or gain Evasion if you don't
Improved Stealth (Ex): At 2nd level you gain an Insight Bonus to Hide and Move Silently Checks equal to your Wisdom Modifier.
At 5th level you can move at full speed while using Hide or Move Silently without taking a penalty on the Skill Check.
At 8th level, if your opponent is at least 2 Size Classes larger than you, you may Hide in Plain Sight (see PHB page 48). You do not need to be in a natural setting, your opponent just has to be much bigger than you.
Curiosity (Ex): You are adept at paying attention to things. At 3rd level you add an Insight Bonus equal to your Wisdom Modifier to Listen, Search, and Spot checks.
At 6th Level you take no penalty to Listen Checks while sleeping, and no penalty to Listen or Spot checks while Fascinated.
At 9th level you gain Dark Vision 60'.
Sneaky Bastid (Ex): At 10th level if your opponent is Denied his Bonus to AC and is at least 2 Size Classes bigger than you, your attacks are considered to be Touch Attacks.
PLAYING A JERMLAINE SCAVENGER You're among the more inquisitive members of your species, and you like seeking out and stealing new and exciting things. Unfortunately the clan just wants you to snatch food and supplies. How boring is that? Why can't you steal artifacts of incredible power and questionable worth? Why can't you steal things that will improve your peoples lives? So that one jeweled skull made all the dead in a 5 mile radius walk. What's one little mistake?
Combat: You aren't really a fighter. You track things down, hunt for food or valuables, and maybe sabotage the efforts of others. But you aren't built for standing toe to toe with opponents.
Advancement: Scavengers tend to be skill based. They influence things quietly, by monkey wrenching opponents or helping out allies. Keeping that in mind most tend to advance their skillsets towards this goal, and avoid anything that exposes them to risk (i.e. fighting).
Resources: Jermlaine Scavengers are employed by their people to find whatever is needed, be that food, water, equipment, raw materials, etc. If the rest of their people aren't about they get first pick of what they find, and are often rewarded by their rulers if they are successful. But besides that, they only have the resources they can scrounge up.
JERMLAINE SCAVENGERS IN THE WORLD "OMG there's a weird lil' gremlin critter in mah backpack!!" Scavengers generally interact with the world by sneaking into it's house at night and stealing it's shoes. Or it's corn. Sometimes it's pet dog. Whatever isn't nailed down really. Even what is nailed down if you can find a prybar. Sometimes you leave a little poop in the corner so they know you stopped by.
Daily Life: Scavengers tend to spend long periods of time away from their people on solo missions hunting things up. Or trying to figure out what the newest doodad they've stolen does.
Notables: Squeak (N Male Jermlaine Rogue 6/Jermlaine Scavenger 6) is his clans top sniffer outer of stuff. He has an affinity for dealing with humans too. Squeak (NE Female Jermlaine Scout 6/Jermlaine Scavenger 6) is her clans top finder of people. She makes sure anyone offending her people is found so they can be dealt with. permanently.
Organizations: Scavengers rarely belong to an organization bigger than a small Thieve's Guild or a gang. They definitely don't have any based on training new Scavengers or supporting existing ones. It's more of an occasional collection of like minded individuals.
NPC Reaction NPC's generally treat you with respect (if they're Jermlaine) or abject horror (if they aren't Jermlaine). You're like a rat, but with a face and intelligence. That spooks some people.
JERMLAINE SCAVENGERS IN THE GAME This class may tend to make players split from the main party to sneak off on their own because they'll believe they can't be caught. Which may cause some concern for GM's.
Adaptation: This is hopefully a decent PrC for sneaky type Jermlaine, and it can pretty much be used in various tones of campaign from humorous to horror.
Encounters: PC's will usually encounter Scavengers sneaking into their stuff, or someone elses belongings, or breaking into god knows what. Some of them may target PC's for pranks, and some may come to them if they discover something really bad.
Sample Encounter EL 12: Opening your backpack you have stowed in the wagon, you find a strange wizened little creature who immediately says "I can explain".
SqueakN Male Jermlaine Rogue 6/Jermlaine Scavenger 6
Init +7,
Senses: Listen +15, Spot +15, Low Light Vision
Languages Jermlaine, Common
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AC 29, touch 23, flat-footed 22 (+2 Size, +7 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +4,
Ref +17,
Will +9
Evasion, Uncanny Dodge
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Speed 40 ft. (8 squares)
Melee +1 Dagger +17/+12 (1d2-3)
Ranged +1 Dagger +17 (1d2-3)
Base Atk +8,
Grp -4
Atk Options Sneak Attack +3d6
Combat Gear-----------------------------------------------
Abilities Str 3, Dex 24, Con 10, Int 11, Wis 20, Cha 4
SQ Trapfinding, Trap Sense +2, Speak With Rats, Wild Empathy, Immunities, Improved Movement, Improved Stealth, Curiosity
Feats Alertness, Quick Reconnoiter, Spotter, Track, Veteran Spotter
Skills Appraise +8, Balance +15, Climb +4, Disable Device +8, Escape Artist +15, Hide +28, Listen +20, Move Silently +20, Open Lock +15, Search +13, Sense Motive +11, Spot +20, Swim +4, Tumble +15, Use Magic Device +5
Possessions +4 Ring of Protection, +6 Bracers of Armor, +1 Distance Returning Dagger, Arcane Thieve's Tools, 298 GP
EPIC JERMLAINE SCAVENGER Hit Die: d6
Skills Points at Each Level : 8 + int
Class Ability Class AbilityBonus Feats: The Epic Jermlaine Scavenger gains a Bonus Feat every x levels higher than 20th
JERMLAINE FEATSSpotterYour good at finding stuff.
Prerequisites: Jermlaine, Spot 4 ranks, Must be taken at 1st level.
Benefits: You may cast Appraising Touch, Instant Search, and Spontaneous Search (see Spell Compendium) once per day as Spell-Like Abilities. Caster level is equal to half your Hit Dice.
SniperYou're good at throwing darts.
Prerequisites: Jermlaine, Spot 4 ranks, Must be taken at 1st level
Benefits: You may cast Critical Strike, Guided Shot, and Sniper's Shot (see Spell Compendium) once per day as Spell-Like Abilities. Caster level is equal to half your Hit Dice.
PestYou're good at annoying people.
Prerequisites: Jermlaine, Bluff 4 ranks, Must be taken at 1st level.
Benefits: You may cast Distract, Distract Assailant, and Shock and Awe (see Spell Compendium) once per day as Spell-Like Abilities. Caster level is equal to half your Hit Dice.
SneakerYou're good at stealth.
Prerequisites: Jermlaine, Hide or Move Silently 4 ranks, Must be taken at 1st level
Benefits: You may cast Camouflage, Remove Scent, and Swift Invisibility (see Spell Compendium) once per day as Spell-Like Abilities. Caster level is equal to half your Hit Dice.
Veteran SpotterFew things make their way past you.
Prerequisites: Jermlaine, Spotter, 6th level
Benefits: You may cast Arcane Sight, Clairvoyance/Clairaudience, and Deeper Darkvision (see Spell Compendium) once per day as Spell-Like Abilities. Caster level is equal to half your Hit Dice.
Veteran SniperYou are a dart throwing machine.
Prerequisites: Jermlaine, Sniper, 6th level
Benefits: You may cast Arrow Storm, Dolorous Blow, and Find the Gap (see Spell Compendium) once per day as Spell-Like Abilities. Caster level is equal to half your Hit Dice.
Veteran PestPeople really, really hate you.
Prerequisites: Jermlaine, Pest, 6th level
Benefits: You may cast Flashburst, Stinking Cloud, and Stinking Cloud (see Spell Compendium) once per day as Spell-Like Abilities. Caster level is equal to half your Hit Dice.
Veteran SneakerYou aren't here. Really you swear.
Prerequisites: Jermlaine, Sneaker, 6th level
Benefits: You may cast Forestfold, Invisibility Sphere, and Phantasmal Decoy. (see Spell Compendium) once per day as Spell-Like Abilities. Caster level is equal to half your Hit Dice.
Wisdom of the FeyYou don't need to be pretty to be good at using weird little magic devices.
Prerequisites: Jermlaine, Use Magic Device 4+ ranks, Must be taken at 1st level
Benefits: Use Magic Device is a Wisdom based skill for you.