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View Full Version : The Survivalist Base Class [PEACH]



Realms of Chaos
2009-06-02, 01:43 PM
Well, I saw a survival-based class not too long ago on these boards and realized that I had something similar stowed away in my random idea files. I decided to flesh it out, give the concept my own personal spin, and pray that it works.

Survivalist
It’s a dangerous world out there, filled with dangerous monsters, deathtrap dungeons, mad cultists, and the like. Many who go out into the world don’t know how long they will stay alive. They band together with others in the hope that they can stay alive a bit longer, or at least that the monsters will eat them last. Some, however, train themselves for the express purpose of keeping themselves alive. They have seemingly bottomless supplies of endurance and persistence, coupled together with an empowered self-preservation instinct. These specialists of staying alive are known as Survivalists.
Adventures: In most cases, a survivalist doesn’t just happen to adventure. Quite to the contrary, seeing the wealth and fame to be gained in the world, most of them train themselves for the express purpose of going on adventure.
In an effort to maintain or enhance their fame, a few arrogant survivalists sometimes take on ludicrous tasks, such as stealing a gem from a dragon’s horde, dancing on a bulette’s back, or insulting a Lich to his face. Confident that their talents can keep them alive, the extreme tasks that these few have undertaken have earned survivalists everywhere unwarranted reputations for hubris.
Knowing of their talents, some people hire them to deliver goods or messages, confident that the survivalist will reach the destination. Some survivalists focus their talents towards keeping others alive, a talent that lends well to the occupation of a bodyguard.
Characteristics: A survivalist’s talents truly depend on how they choose to train themselves. At the end of the day, however, all survivalists share some basic traits. All of them have a greatly-exaggerated self-preservation mechanism, sending floods of hormones through their body when their lives are in danger. Also, all survivalists have deep reserves of strength that they can call upon to ease their wounds and afflictions. When their self-preservation mechanism activates, these reserves of strength instead steel the survivalist’s mind and body against such wounds, making them all but invincible.
Alignment: A survivalist’s powers seem to have no ethical or moral implications whatsoever. Their talents can be intuitive or learned; used for right or wrong with equal ease. As such, an equal number of survivalists from each alignment exist.
Religion: Survivalists have no great preference for a single god over others but they tend to gravitate towards those with protection, healing, and luck in their portfolios. Some survivalists pay lip service to multiple such gods, hoping that at least one will hear them.
Background: The path of a survivalist is an inherent one to some and a learned one to others. Some people simply have a heightened desire for self-preservation and develop the deep reserves of strength on their own. Others who have heard of survivalists seek out a mentor to train them, normally a process including specialized diets, life-or-death training courses, and sometimes a bit of torture resistance training. Due to the amount of personalized attention that each student requires, mentors are usually restricted to training a small handful of students at a time.
Survivalists don’t have much of an identity as a group but those that were trained by the same mentors feel a certain degree of kinship. Sometimes a mentor gathers past students together in order to tackle a particularly difficult dungeon. One such famous attack against Acererak’s tomb of horrors was later dubbed “The Forty-Eight hours of screams” by the cultists living nearby.
Races: Due to their natural heartiness, dwarves and gnomes are the most common survivalists. Half-Orcs, Halfling, and Human survivalists are also common. Elves, due to their frail constitutions, tend to shy away from this path. Though half-elf survivalists are in no way disadvantaged, they are also relatively rare.
As this class involves little to no thought, savage races commonly take this path, guarding their tribes and villages as near-invincible sentries.
Other Classes: Depending on how they train themselves, Survivalists can get along with just about anybody. If they specialize in healing, they are welcomed assistance to clerics and druids. If they specialize in protecting others, members of more vulnerable classes can breathe easier. If they specialize in combat, front-liners can use the company. Monks view the journey of a survivalist as a quest towards bodily perfection, something they can respect. Barbarians understand a survivalist’s hormone-fueled rage better than anyone else (other than other survivalists). Rogues and members of other self-serving classes understand the survivalist’s general goal of staying alive.
Role: The role of a survivalist changes from individual to individual. Some are a bulwark of defense, protecting and healing their party so no harm may come. Others are front-line or long-range combatants, fighting with everything at their disposal. There are those that specialize in mobility, zooming across the battlefield to destroy a single foe. Lastly, there are those that specialize in self-restoration, making themselves veritable juggernauts.

Game Rule Information
Survivalists have the following game statistics.
Abilities: Constitution determines a survivalist's hit points and the supply of power they have in reserves. Dexterity aids his Armor Class and Strength increases his ability to deal with foes on the battlefield, both of which are important.
Alignment: Any
Hit Die: d12

Class Skills:
The survivalist’s class skills (and the key ability for each skill) are Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Knowledge (choose one) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier



Base Fort Ref Will
Level Attack Bonus Save Save Save Special Hidden Reserves
1 +0 +2 +2 +2 Fight or Flight, Hidden Reserves, Will To Live Health Restoration
2 +1 +3 +3 +3 Evasion, Specialized Survivalist Absorb Blows
3 +2 +3 +3 +3 Mettle, Uncanny Dodge Free of Fear
4 +3 +4 +4 +4 Specialized Survivalist, Cling to Life Resistant Body
5 +3 +4 +4 +4 Extra Reserves Reclaim Senses
6 +4 +5 +5 +5 Improved Uncanny Dodge Reclaim Movement
7 +5 +5 +5 +5 Awaken Reserves Refresh Body
8 +6/+1 +6 +6 +6 Specialized Survivalist Settle Stomach
9 +6/+1 +6 +6 +6 Improved Evasion Purge Disease
10 +7/+2 +7 +7 +7 Improved Fight or Flight Revitalization
11 +8/+3 +7 +7 +7 Extra Reserves Purge Poison
12 +9/+4 +8 +8 +8 Specialized Survivalist Strong Lungs
13 +9/+4 +8 +8 +8 Slippery Mind Bodily Restoration
14 +10/+5 +9 +9 +9 Depths of Resolve Forced Regeneration
15 +11/+6/+1 +9 +9 +9 Improved Mettle Spiritual Restoration
16 +12/+7/+2 +10 +10 +10 Specialized Survivalist Magical Resilience
17 +12/+7/+2 +10 +10 +10 Extra Reserves Soul Reclamation
18 +13/+8/+3 +11 +11 +11 Superior Fight or Flight Reclaim Mind
19 +14/+9/+4 +11 +11 +11 Unmatched Resolve Thirst for Life
20 +15/+10/+5 +12 +12 +12 Specialized Survivalist Deny Death

Class Features:
Al of the following are class features of the survivalist.

Weapon and Armor Proficiency: A survivalist is proficient with all simple weapons, with light and medium armor, and with shields (but not with tower shields).

Fight or Flight (Ex): A survivalist has a strong fight-or-flight instinct. When their life is in jeopardy, they enter a savage state that exists only to protect themselves, either by fighting or running away. Whenever a survivalist’s hit points drop below 5 hit points per level, he enters one of the two states listed below and remain in that state until his hit points have raised above that threshold. A survivalist may use this ability any number of times per day but his cannot switch from one state directly into the other.
While using fight or flight, the survivalist’s mind is somewhat dulled, preventing him from taking actions requiring great thought or concentration, such as activating magic items or casting spells. He can’t use the concentration skill or any Intelligence- or Charisma-based skills other than intimidate. He can make use of any feat he possesses other than metamagic feats and item creation feats.
Fight: While in this state, the survivalist gains a +4 bonus to his Strength score and a +2 bonus to Fortitude and Will saves. Furthermore, he may make an extra attack whenever he takes the full attack action but all attacks that round take a –2 penalty.
Flight: While in this state, the survivalist gains a +4 bonus to his Dexterity score and a +2 bonus to Reflex and Will saves. Furthermore, his movement doesn’t provoke attacks of opportunity while taking the withdraw action.

Hidden Reserves (Ex): A survivalist has a great supply of inner fortitude and persistence. Given a moment to rest, he can purge his body of baleful effects through force of will alone. When fighting for his life, the survivalist instead empowers his resolve to survive, letting him shrug off harmful effects. The survivalist has a pool of points equal to their Constitution bonus (minimum 1) x their class level. By spending points from this pool, he can heal (or empower) himself in some way.
By spending 30 minutes performing only light activity, the survivalist can restore all spent points. He may do so a number of times per day equal to his Constitution Modifier.

Applications for Hidden Reserves:
Health Restoration: Starting at 1st level, the survivalist can spend any number of points as a swift action to heal an equal number of hit points. He does not gain temporary hit points if this would put him above his maximum hit points.
If he is using fight or flight, the survivalist instead gains fast healing 1 for every two points spent, up to a maximum value equal to his class level. This fast haling lasts until the survivalist exits his fight or flight.

Absorb Blows: Starting at 2nd level, the survivalist can spend any number of hit points as a swift action to toughen his body, gaining a +1 enhancement bonus to his natural armor for every two points spent, up to a maximum value equal to half of the survivalist’s class level. This natural armor lasts for 1 minute per point spent.
If he is using fight or flight, the survivalist instead gains Damage reduction 1/- for every four points spent, up to a maximum value equal to half of his class level. This damage reduction lasts until the survivalist exits his fight or flight.

Free of Fear: Starting at 3rd level, the survivalist may spend 6 points as a swift action to heal himself of the shaken condition or reduce the panicked or frightened conditions to being shaken (this action may be taken even while panicked or frightened).
If he are using fight or flight, the survivalist instead gains immunity to all fear effects for the duration of his fight or flight.

Resistant Body: Starting at 4th level, the survivalist may spend 6 points as a swift action to render himself immune to the effects of hot and cold environments. If he instead pays 8 points, he also gain immunity to the effects of mundane (but not supernatural) weather. If he instead pay 12 points, he also take half damage from all mundane forms of ongoing elemental damage (such as from swimming through lava or acid). These abilities last for one hour.
If the survivalist is using fight or flight, he instead pays a number of points up to twice his class level to gain energy resistance against an element of the survivalist’s choice equal to the number of points spent.

Reclaim Senses: Starting at 5th level, the survivalist may spend 6 points as a swift action to regain any senses that he have lost, whether by mundane or magical means, so long as he possess any necessary sensory organs.
If the survivalist is using fight or flight, he instead gains immunity to all effects that would deny him of one or more senses (but not effects like darkness or silence that render those senses useless) until the end of his fight or flight. Furthermore, until the end of his fight or flight, the survivalist gains either low-light vision, darkvision out to 60 feet, or blindsense out to 10 feet (these effects do not stack with any preexisting sense the survivalist possesses).

Reclaim Movement: Starting at 6th level, a survivalist can spend 6 points as a swift action to end a single paralyzing effect from himself, remove one speed reducing effect from himself, or cure himself of the dazed or stunned conditions (he may take this action even if dazed or stunned).
If the survivalist is using fight or flight, he instead gains immunity to effects that reduce his speed, to paralysis effects, and to the dazed and stunned conditions (but he may still be entangled, grappled, or immobilized normally) until the end of his fight or flight.

Refresh Body: Starting at 7th level, the survivalist can spend 8 points as a swift action to cure himself of fatigue or to reduce himself from exhausted to fatigued. Furthermore, the survivalist requires no sleep for 24 hours.
If the survivalist is using fight or flight, he instead gains immunity to fatigue and exhaustion for the duration of his fight or flight.

Settle Stomach: Starting at 8th level, the survivalist can spend 8 points as a swift action to cure himself of the sickened condition or reduce himself from nauseated to sickened.
If the survivalist is using fight or flight, he instead gains immunity to the sickened and nauseated conditions for the duration of his fight or flight.

Purge Disease: Starting at 9th level, the survivalist can spend 10 points as a swift action to cure himself of any mundane disease.
If the survivalist is in a fight or flight, he instead gains immunity to disease for the duration of his fight or flight.

Revitalization: Starting at 10th level, the survivalist can spend any number of points as a swift action to heal himself of 5 points of nonlethal damage per point spent, including that taken from hunger and/or thirst.
If the survivalist is in a fight or flight, any nonlethal damage he takes from any source is halved for the duration of his fight or flight.

Purge Poison: Starting at 11th level, the survivalist can spend 10 points as a swift action to cure himself of any poison.
If the survivalist is in a fight or flight, he instead gains immunity to poison for the duration of his fight or flight.

Strong Lungs: Starting at 12th level, the survivalist can spend 10 points as a swift action to reset the DC of Constitution checks made to hold his breath to 10.
If the survivalist is in a fight or flight, he instead is only required to make one such Constitution check every five rounds for the duration of his fight or flight.

Bodily Restoration: Starting at 13th level, the survivalist can spend any number of points to heal 1 point of ability damage per 5 points spent.
If the survivalist is in a fight or flight, he instead reduces any ability damage he would take by a single point for every 6 points spent. This benefit lasts for the duration of his fight or flight.

Forced Regeneration: Starting at 14th level, the survivalist can spend 10 or more points as a swift action to restore any lost body parts and heal 1 hit point per 2 points spent.
If the survivalist is in a fight or flight, he instead fortifies his existing body, gaining 1 temporary hit point per point spent (to a maximum of twice his class level). These temporary hit points last until lost or until the fight or flight ends.

Spiritual Restoration: Starting at 15th level, the survivalist can spend any number of points to heal 1 point of ability drain per 6 points spent.
If the survivalist is in a fight or flight, he instead reduces any ability drain he would take by a single point for every 7 points spent. This benefit lasts for the duration of his fight or flight.

Magical Resilience: Starting at 16th level, the survivalist can spend 14 points as a swift action to make an additional saving throw against an ongoing spell or spell-like ability he have been targeted by. If the spell does not permit a saving throw, he make a Will save against what it’s save DC would be. With a success, he is free from the effect. The survivalist must be conscious and self-aware in order to use this ability.
If the survivalist is in a fight or flight, he instead gains spell resistance equal to 10 + his Constitution Modifier + his class level until the end of his fight or flight.

Soul Reclamation: Starting at 17th level, the survivalist can spend any number of points to heal one negative level for every 10 points spent.
If the survivalist is in a fight or flight, he instead gains immunity to negative levels for the duration of his fight or flight.

Reclaim Mind: Starting at 18th level, the survivalist can spend 16 points as a swift action to negate the next mind-affecting effect to target him, so long as he is targeted within the next 24 hours.
If the survivalist is in a fight or flight, he instead pays 8 points as an immediate action to negate a mind-affecting effect that targets him.

Thirst for Life: Starting at 19th level, the survivalist can spend 18 points as a swift action to negate the next death effect to target him, so long as he is targeted within the next 24 hours.
If the survivalist is in a fight or flight, he instead pays 10 points as an immediate action to negate a death effect that targets him.

Deny Death: Starting at 20th level, whenever the survivalist would be slain, he may pay 20 points to fall unconscious but remain alive at (-9 - class level) hit points. Doing so requires no action and may be done while he is unconscious or otherwise helpless. This ability functions identically while in a fight or flight.

Will to Live (Ex): Survivalists are far heartier than many others, surviving blows that would slay others. The survivalist adds his class level to his maximum hit points and dies when his hit points reach (-10 – class level). Lastly, the survivalist may take 10 on Constitution checks.

Evasion (Ex): A survivalist of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. The survivalist does not gain the benefits of evasion when he is helpless.

Specialized Survivalist: Starting at 2nd level, a survivalist starts focusing in one area, allowing them to stay alive (or keep others alive) with greater skill. The survivalist gains special abilities relating to their area at 2nd, 4th, 8th, 12th, 16th, and 20th levels. Once the choice is made, it cannot be changed.

Specializations
Restoration Specialist:
Some survivalists choose to focus on their hidden reserves of strength, learning how their body works and how to keep themselves going. They are among the heartiest of foes, slow to go down in combat.
Medical Proficiency (Ex): Starting at 2nd level, the survivalist can take 10 on heal checks, even when distracted or under pressure.

Extra Renewal (Ex): Starting at 4th level, the survivalist can renew his supply of strength more often than before. He can refresh the supply of points gained through his hidden reserves class feature one additional time per day. Every 4 levels afterwards, the survivalist can refresh his points one additional time per day.

Expanded Reserves (Ex): Starting at 8th level, the survivalist’s physical endurance increases. His hidden reserves class feature now provides him a number of points equal to 2 x his class level x his Constitution bonus (mimimum +1). Allies still have the same number of points for the purpose of the awaken reserves class feature.

Boundless Resistance (Ex): Starting at 12th level, the survivalist can use their hidden stores of power to resist almost any effect. Whenever he makes a saving throw, the survivalist can take an immediate action to spend any amount of points up to his class level. For every two points spent, the survivalist gains a +1 bonus to his saving throw. He may use an immediate action granted by the extra reserves class feature to activate this ability.

Ranged Inspiration (Ex): Starting at 16th level, a survivalist improves his ability to inspire resilience in allies. The survivalist may use his awaken reserves class feature on any ally who can see and hear the survivalist.

Quick Recovery (Ex): Starting at 20th level, a survivalist can catch his second wind with hardly any rest at all. He only needs 5 minutes of light activity in order to refresh his supply of points.

Mobility Specialist:
Some survivalists work on improving their speed and mobility. Even if they wish to charge into the fray, extra mobility grants them a bit more freedom in combat.
Mobility Training (Ex): Starting at 2nd level, balance, climb, jump, swim, and tumble all become class skills for the survivalist. Furthermore, they immediately gain 10 skill points to spend in any of those skills.

Agile Survivalist (Ex): Starting at 4th level, while in a fight or flight, a survivalist gains a +1 dodge bonus to their AC and a +10 foot enhancement bonus to all movement speeds for every four class levels that he possesses.

Unpredictable Movement (Ex): Starting at 8th level, a survivalist can make any number of turns while charging or running. Whenever they make at least one turn while charging or running, all attacks that he makes and all attacks made against him take a –2 penalty until the end of his next turn. All other rules for running and charging still apply.

Implacable Foe (Ex): Starting at 12th level, a survivalist may spend up to five points from their hidden reserve class feature as a swift action to gain a miss chance against attacks of opportunity equal to 10% per point spent until the end of his turn. He may use a swift action granted by the extra reserves class feature.

Versatile Movement (Ex): Starting at 16th level, a survivalist masters movement as completely as one can without the use of magic. He gains a climb and swim speed equal to their base land speed, meaning that they gain a +8 bonus to climb and swim checks and may take 10 on such checks even when distracted or under pressure. Furthermore, a survivalist is always treated as having a running start when they make a jump check.

Mobile Combatant (Ex): Starting at 20th level, a survivalist can attack on the fly, allowing them to make a full attack and a move action in the same round. Furthermore, they may move any distance between attacks.

Combat Specialist:
As they say, the best defense is a good offense. Some survivalists figure that the best way to stay alive is to kill opponents before they get the change to react. These survivalists are often ruthless on the battlefield.
Martial Training (Ex): Starting at 2nd level, a survivalist gains proficiency with all martial weapons.

Adrenaline Surge (Ex): Starting at 4th level, while in a fight or flight, survivalists gain a +1 bonus to attack and damage rolls for every four class levels they possess.

Unbreakable Resolve (Ex): Starting at 8th level, a survivalist no longer falls unconscious while under 0 hit points. They continue functioning normally until they die and do not risk taking additional damage for taking strenuous actions.

Brutal Strike (Ex): Starting at 12th level, a survivalist can spend 8 points from his hidden reserve class feature as a swift action. If he does so, any critical hit he threatens that round is automatically confirmed. He may use a swift action granted by the extra reserves class feature.

Menacing Presence (Ex): Starting at 16th level, a survivalist’s aggressive demeanor prevents his foes from having any leeway. Foes within his reach cannot take 5-foot steps or cast defensively. Furthermore, any foe drawing a weapon provokes an attack of opportunity from the survivalist.

Savage Reserves (Ex): Starting at 20th level, a survivalist can unlock their second wind even in the midst of combat. Whenever they hit with an attack, they may use a single application of their hidden reserves class feature as a free action.

Protection Specialist:
In the end of the day, some survivalists realize that they don’t have a chance of leaving a dungeon alive without the party’s rogue or of fighting an undead menace without a cleric’s assistance. In such cases, the survivalist’s usefulness depends on how well he can shield his allies.
Defensive Stance (Ex): Starting at 2nd level, all enemies treat spaces adjacent to the survivalist as difficult terrain. He moves around to keep opponents on their toes.

Intercept Attack (Ex): Starting at 4th level, whenever an ally adjacent to the survivalist would be dealt damage, the survivalist may elect to take half of this damage on their ally’s behalf. Blocking an attack in this way lowers the survivalist’s defenses against other attacks, imposing a stacking –2 penalty to their AC until the end of their next turn. A survivalist may use this ability once per encounter per four class levels.

Block the Path (Ex): Starting at 8th level, any opponent trying to tumble through a space threatened by the survivalist takes a penalty to their tumble check equal to the survivalist’s class level.

Full Interception (Ex): Starting at 12th level, whenever the survivalist uses intercept attack, he may spend 10 points from his hidden reserves class feature as an immediate action to take all damage from the attack instead of half. He may use an immediate action granted by the extra reserves class feature.

Quick Awakening (Ex): Starting at 16th level, a survivalist can use their awaken reserves class feature as a swift action. Furthermore, they may use swift actions granted by the extra reserves class feature for this purpose.

Effortless Awakening (Ex): Starting at 20th level, a survivalist can use their awaken reserves class feature while in a fight or flight. Unless the target is in a fight or flight of their own, they do not benefit as if they were in a fight or flight.

Mettle (Ex): Starting at 3rd level, a survivalist’s determination allows them to shrug off magical effects that would otherwise harm them. If the survivalist make a successful Will or Fortitude saving throw that would normally reduce the spell’s effect (such as any spell with a saving throw entry of Will partial or Fortitude half), he instead negate the effect. The survivalist does not gain the benefits of mettle while unconscious or sleeping.

Uncanny Dodge (Ex): Starting at 3rd level, a survivalist gains the ability to react to danger before their senses would normally allow them to do so. The survivalist retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If the survivalist already have uncanny dodge from a difference class, he automatically gain improved uncanny dodge (see below) instead.

Cling to Life (Ex): Starting at 4th level, a survivalist can survive physical trauma far better than most. He gains immunity to the disabled condition and automatically stabilizes when his hit points fall below 0. Furthermore, he gains immunity to death from coup de grace and to death from massive damage (a coup de grace is still a critical hit).

Extra Reserves (Ex): Starting at 5th level, the survivalist gains an extra swift or immediate action each round that can only be used to activate his Hidden Reserve class feature. He gains a second extra action at 11th level and a third at 17th level.

Improved Uncanny Dodge (Ex): Starting at 6th level, a survivalist can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the survivalist by flanking him, unless the attacker has at least four more rogue levels than the survivalist has class levels.
If the survivalist already has uncanny dodge (see above) from a second class, he automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Awaken Reserves (Ex): Starting at 7th level, a survivalist can bring out the desire of any living being to live. As a standard action, he can heal an ally as if they were using his hidden reserves ability. The ally must be within 60 feet, have a line of sight with the survivalist, and be able to hear him.
The ally has a number of points equal to half of their character level (rounded up) x their Constitution bonus (minimum 1), regain their points at the start of each day, and can’t spend points on their own (the survivalist control how their points are spent). They can benefit from any application of hidden reserves that the survivalist has access to. As per usual, the survivalist may only use one application of hidden reserves per standard action.
The survivalist can’t use this ability while in a fight or flight.

Improved Evasion (Ex): Starting at 9th level, a survivalist’s evasion ability improves. He still take no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball but henceforth only take half damage on a failed save. The survivalist does not gain the benefits of improved evasion when he is helpless.

Improved Fight or Flight (Ex): Starting at 10th level, a survivalist’s ability to empower themselves while in danger greatly improves. Whenever he enters either a fight or flight, he fortifies himself against harm. Whenever the survivalist would be subject to a critical hit or sneak attack while in a fight or flight, he has a 50% chance of negating the extra damage.
Fight: The survivalist gains a +6 bonus to his Strength score and a +3 bonus to Fortitude and Will saves. Furthermore, he gains a +2 bonus on bulrush, disarm, grapple, overrun, sunder, and trip checks.
Flight: The survivalist gains a +6 bonus to his Dexterity score and a +3 bonus to Reflex and Will saves. Furthermore, he retains his Dexterity bonus to his AC while running and can run for 10 minutes before requiring Constitution checks.

Slippery Mind (Ex): Starting at 13th level, a survivalist becomes highly resistant to mental control. If he is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. The survivalist only gets this one extra change to succeed on his saving throw.

Depths of Resolve (Ex): Starting at 14th level, a survivalist can succeed against any odds, even when it would seem impossible. Whenever he takes damage, he adds a point to his hidden reserve for every two damage taken (up to his normal maximum).
Furthermore, a number of times per day up to the survivalist’s Constitution modifier, he can take 10 on any saving throw.

Improved Mettle (Ex): Starting at 15th level, a survivalist’s resolve is strong enough to all but ignore offensive magic, improving their mettle ability. The survivalist still suffers no effect on a successful Fortitude or Will save but henceforth only take the partial effect on a failed save. The survivalist does not gain the benefits of improved mettle when he is unconscious or sleeping.

Superior Fight or Flight (Ex): Starting at 18th level, a survivalist’s ability to escape harm is unrivaled. While in a fight or flight, he is immune to critical hits and sneak attacks.
Fight: The survivalist gains a +8 bonus to his Strength score and a +4 bonus to Fortitude and Will saves. As an immediate action, the survivalist may delay the effects (including damage) of a single spell or attack targeting him until the end of his next turn.
Flight: The survivalist gains a +8 bonus to his Dexterity score and a +4 bonus to Reflex and Will saves. Once per encounter, as an immediate action, the survivalist may completely avoid all damage from a single attack (secondary effects, such as improved grab or poison, still apply).

Unmatched Resolve (Ex): Starting at 19th level, a survivalist can overcome even the worst of luck, overcoming fate through determination alone. Whenever an opponent attacking the survivalist rolls a natural 20, that attack is not an automatic hit (although it may still hit and threaten a critical if it passes the survivalist’s AC).
Furthermore, whenever the survivalist rolls a natural 1 on a saving throw, it is not an automatic failure (though it may still fail if it doesn’t pass the save DC).

Survivalists and Multiclassing: Any character can multiclass freely into survivalist. However, most class features of a survivalist require constant training and maintenance. If a character with at least one level in survivalist takes a level of any other class, they lose access to all class features other than weapon and armor proficiencies, evasion, improved evasion, mettle, improved mettle, uncanny dodge, and improved uncanny dodge. Furthermore, they may never again take another level in survivalist.

Realms of Chaos
2009-06-02, 01:48 PM
FAQ:
Just trying to preempt some possible queries. I apologize if I sound condescending or patronizing.

Q: Doesn't the name "survivalist" suggest something nature-related?
A: I guess so. I really couldn't think of a name. Survivor has been taken since Savage species and I didn't want to create yet another juggernaut/dreadnaught class (there are dozens of those already on the board). If you have another name, however, feel free to suggest it.

Q: But what about the armor? No heavy armor and no tower shield?
A: Actually, I can’t picture a survivalist with medium armor or with any shield at all. Those were concessions on my part. Consider that a mobility-focused survivalist gets +5 AC by 20th level, that anyone entering a flight gets more AC from the Dex bonus, and that you can get a natural armor bonus as early as level 2. I don’t think that I’m depriving anybody of too much.

Q: You know, Autohypnosis would make a really great skill for this guy.
A: Although it isn’t strictly reliant upon psionics, I tend to overlook things that are related to said psionics. I guess that you could add it as a class skill at your leisure. It definitely wouldn’t overpower anything. In fact, you could grant the survivalist wild talent (or whatever feat the soulknife gets) at 1st level and reflavor it so that its hidden reserves are “psionic” (like the soulknife’s “psionic” blade) resulting in some sort of autohypnotist class.

Q: Why does it need that many skill points?
A: Three reasons. First, I think that nine class skills is enough to warrant it. Secondly, mobility specialists are going to need those points. Third, look at the barbarian and you’ll see the exact same phenomenon (AKA: I have precedence on my side).

Q: Does hidden reserves stack with itself?
A: It all depends on what you mean by “stack with itself”.
You canbenefit from multiple different applications at the same time.
You can benefit from a single application’s normal and flight or flight function at the same time (if the normal application has a duration).
Note, however, that bonuses gained from applications stack and overlap as normal (though multiple small bonuses gained through a single large expenditure of points do stack)

I hope that made sense.

Q: You are aware that improved mettle doesn't exist, right?
A: Indeed I do. In fact, there is a reason it doesn't exist. Disintegrate, finger of death, and many other spells simply stop threatening you. I am aware of this. If the ability were to exist anywhere, however, it would be here. Thus... it is here.

Q: Why aren’t you working on your other project?
A: Well, I got inspired to start working on this and couldn’t rest until I had finished it. I will return to my other project now. I promise. :smallsmile:

Frog Dragon
2009-06-02, 02:48 PM
FAQ:
Just trying to preempt some possible queries. I apologize if I sound condescending or patronizing.


Q: What? A survivalist class with only a d10 hit dice? That is positively absurd!
A: There are two reasons that I have chosen to not give this thing a d12 hit dice. First of all, the only 3 official classes with a d12 (barbarian, knight, and warblade) all have full BAB. I feel no need to break this system.
Also, take a close look at the will to live class feature. The distance from full health to dead increases by an extra 2 hit points per level, effectively changing your average 5.5 hit point roll into a 7.5 (the equivalent of rolling a d14). While it isn’t really the same thing (you are unconscious for one of those hit points), I think that it’s close enough.

Dragon Shaman. 3/4 BAB D12 HD

SilverClawShift
2009-06-02, 03:13 PM
Dragon shaman has a D10 HD actually.

But isn't bucking the traditions found in other classes the entire POINT of making new classes?

Frog Dragon
2009-06-02, 03:15 PM
*Goes to check PHBII* I could've sworn it was D12 Wonder where I got that...?

Realms of Chaos
2009-06-02, 04:28 PM
while that is a good point, one more reason that I hesitate to raise hit dice is that it would be too much of a temptation to dip (I think). A d12 hit die, all good saves, and decent skills makes for a decent one level dip, even if all of the class features go away.

Edit: Now that I think of it, there's nothing wrong with a good level dip. I'll change the hit dice.

Stormthorn
2009-06-02, 07:27 PM
Dragon shaman has a D10 HD actually.

But isn't bucking the traditions found in other classes the entire POINT of making new classes?

Not according to a lot of people.

I attempted to give a class a skill per level of 3 + Int Bonus and i was yelled at for breaking convention. Which suggests that homebrewing isnt as free or new as people think.

Realms of Chaos
2009-06-02, 09:28 PM
That seems a little bit different. Skill points come in traditional sets of 2+Int, 4+Int, 6+Int, and 8+Int. Similarly, BAB comes in low, mid, and full (though nonexistant BAB has existed in the past), saves are bad or good, and hit dice are d4s, d6s, d8s, d10s, or d12s.

You broke one of these fundamental rules and thus people responded badly. Note that this is not always the case however, I have seen a class creator proudly stick up for his class with a d20 hit dice and convince others it was viable. Likewise, people would likely be more ameanable to 10+Int skill points than 3+Int hit points. Do you know why? Because it's a nice and even number. That's it.

It is also possible to break common convention through class or racial features. Note that the human gains a bonus skill point per level, allowing for an odd number+Int skill points per level. Similarly, the scout base class has accomplished a "medium saving throw" by granting a +3 bonus to fortitude.

Less set in stone are the patterns in which set patterns go together. Those with middling HD tend to have higher skill points and better saving throws. As they are less set in stone, however, these are easier to play around without raising the ire of others.

Even in the most extreme circumstances, good flavor or mechanical aesthetics can excuse almost any abnormality in the class structure. Look at the factotum, who has every skill as a class skill. Look at the warhulk, who gets strength instead of BAB. One example I saw on the boards not long ago had no skill points at all but gained ranks by eating the flesh of others.

That said, I find it kind of amusing how the thread has gotten 4 replies, none of which actually talk about the class in question. We must be masters of beating around the bush.

Realms of Chaos
2009-06-06, 11:30 PM
Does nobody have anything to say about the class?

Is it that solid?
That bad?
That plain?

I'll let this thread die in peace if it wants to die again but I wanted to give this one last shot.

Pramxnim
2009-06-07, 04:45 AM
I'm guessing it's the wall of text syndrome. Don't worry, it happened to my classes as well. People don't often want to look at too many options at once, and thus classes with a simpler design tend to attract more attention, even if they do sometimes possess more glaring mistakes.

I like the class mechanics and the choices you've given it. Fight or Flight is a nice Rage alternative, and I suggest you homebrew some feats that expand on that (increase the bonus, the duration, let you control it a bit more etc.). I think the Survivalist is going to spend a lot of time in Fight or Flight mode at high levels, since 5xHD is quite a lot of hp (well, not so much with a d12 HD, but then there's the problem of not being able to use it when you want it, hence a feat or two to help will be great).

Hidden Reserves: Ok, here's the meat of the class, and it's been very well worded. I see no immediate problems, and the abilities are all quite nice, but I suggest you put spacing between the abilities granted by the reserve, because it's looking quite messy right now.

Extra Reserves is nice since it allows you to use multiple reserve abilities in a round. It needs playtesting to find a good balance, however, 3 extra swift actions per round to activate reserves may be a bit excessive (but it'll burn through your reserves like hot butter, so that's a balancing factor in itself).

Awaken Reserves is very cool, and a good support tool. I'd say reduce the reserve points that other classes get, to 1/2 HD x Con mod, since it makes little mechanical sense (and people also have different degrees to their desire to survive as well).

The Specializations are all very nice as well, since they add a degree of customization to the class.

All in all, the class looks like it'll excel at surviving and possesses the tools to help its allies do the same. The only problem here is the Reserve pool amount which might be a bit too much (Mongrelfolk Dragonborn Surivalist anyone? +6 racial bonus to Consitution :D). However, it needs playtest data before any concrete argument may be thrown around.

All in all, a solid class, and it suffers from wall of text syndrome, as any well-written class should. A few wording problems here and there (such as for Boundless Resistance's last sentence), but I see no other immediate concerns. Now you just gotta test it!

Lord Loss
2009-06-07, 06:08 AM
Cool class, but a 1-dip for a barbarian with the alternate class feature in PHB2 Would wreck with the Fight class feature, but other than that, complete pwnage. Seems pretty balanced, great for multiclassing (believe me Survivalist/barabarians will be the rage (pun intended) or even survivalist/fighters!

Realms of Chaos
2009-06-07, 08:59 AM
Pramxnim: I added space between the abilities of hidden reserves (and the specializations). I also cleared up the last sentance of boundless endurance and changed awaken reserves.
As a note, I don't think that having particularly high constitution overpowers the class. While it does give them more healing, it also makes it harder for them to enter a fight or flight.
We have seen unlimited reserves of healing in the past (such as dread necromancer with tomb-tainted soul or binder with buer) but those forms of healing are normally only allowed to heal a tiny bit at a time.
Clearly some testing is required.


arb514: Not quite.

Both the barbarian and survivalist ability activate when your hit points fall below 5 per class level, not below 5 per character level.

As such, if you take one level of barbarian and multiclass into survivalist, the barbarian ability only activates when you fall under 5 hit points.
If you take one level of survivalist and multiclass into barbarian, you lose the fight or flight class feature anyways, negating the problem (see the multiclassing text).