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Salvager The Salvager is a master scrounger, adept at finding long-lost treasures and useful items in the wastes of the

apocalypse. He has an uncanny knack for locating items that others have overlooked, as well as being able to repair gear that appears too mangled to be worth anything. A Salvager can be a community's savior, finding goods needed for survival, or he might be a stingy merchant who sells his find to the highest bidder. Select this advanced class if you want your character to excel at finding and making the most of useful goods among the dwindling resources of the postapocalyptic world. The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible. Requirements To qualify to become a Salvager, a character must fulfill the following criteria. Skills: Disable Device 6 ranks, Repair 6 ranks, Search 6 ranks. Feat: Expert Scrounger*. *Indicates a feat described in this chapter. Class Information The following information pertains to the Salvager advanced class. Hit Die The Salvager gains 1d6 hit points per level. The character's Constitution modifier applies. Action Points The Salvager gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class. Class Skills The Salvager's class skills are as follows. Computer Use (Int), Craft (electronic, mechanical) (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Knowledge (current events, earth and life sciences, physical sciences, technology) (Int), Navigate (Int), Read/Write Language (none), Repair (Int), Search (Int), Speak Language (none), Spot (Wis), Survival (Wis). Skill Points at Each Level: 7 + Int modifier. Class Features The following features pertain to the Salvager advanced class. Bargainer A Salvager is a skilled negotiator when it comes to getting the most for the materials he's scrounged. When making a Diplomacy check to affect the attitude of an NPC with whom he is bartering, a Salvager receives a +2 competence bonus.

Jury-Rig A Salvager gains a +1 competence bonus on Repair checks made to attempt temporary or juryrigged repairs. See the Repair skill, page 70 of the d20 Modern Roleplaying Game, for details on jury-rigging. This ability increases to +2 at 4th level, +3 at 7th level, and +4 at 10th level. Scavenger At 2nd level, the Salvager adds one-half his Salvager class level (rounded down) to all Search checks when scavenging. (Scavenging is detailed elsewhere in d20 Apocalypse). Mishap Sense Starting at 2nd level, a Salvager has an intuitive sense that alerts him to danger from potential mishaps in damaged structures (see Exploring Unsafe Structures, detailed elsewhere in d20 Apocalypse), giving him a +1 bonus on Reflex saves made to avoid mishaps. These bonuses increase by 1 every three Salvager levels thereafter (5th and 8th level). Any bonuses the Salvager has from the trap sense class feature apply to mishaps and stack with the Salvager's bonuses from this class feature. Bonus Feats At 3rd, 6th, and 9th level, a Salvager gains a bonus feat. The bonus feat must be selected from the following list, and the Salvager must meet all the prerequisites of the feat to select it. Alertness, Archaic Weapon Proficiency, Builder, Endurance, Exotic Weapon Proficiency, Fight with Anything*, Gearhead, Great Fortitude, Lightning Reflexes, Low Profile, Meticulous, Personal Firearms Proficiency, Renown, Shrewd Bargainer*, Thrifty Mechanic*, Surface Vehicle Operation. *Indicates a feat described in this chapter. Treasure from Trash At 7th level, a Salvager may spend an action point when making a Repair check on improvised or jury-rigged equipment to make the repair permanent, allowing the item to be used normally. Master Scavenger At 10th level, a Salvager's instincts become so acute that he can find items that others simply overlook. Once per day, when the Salvager finds miscellaneous items while scavenging, he can choose to roll on the table below instead of the normal miscellaneous items table. d% Item d% Item 01-05 Ammunition kit* 50-52 Glock 17 06-08 Beretta 92F 53-57 Laser sight 09-15 Chainsaw 58-60 Light-duty vest 16-22 Climbing gear 61-67 Lockpick set 23-25 Colt M1911 68-70 M16A2 26-28 Colt Python 71-73 Night-vision goggles 29-31 Concealable vest 74-80 Portable stove 32-36 Deluxe electrical tool kit 81-87 Standard scope 37-41 Deluxe mechanical tool kit 88-94 Surgery kit 42-44 Electrical generator* 95-97 Toiletries kit* 45-49 Electro-optical binoculars 98-100 Undercover vest *Indicates a new item described in Chapter 2.

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