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Diovid
2012-06-14, 02:41 PM
Alignment
Any.

HD
d8.

Starting Gold
As Ranger.

Class Skills
The survivalist’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level
(6 + Int modifier) ×4.

Skill Points at Each Additional Level
6 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special

1st|
+1|
+2|
+2|
+0|
1st Favored Environment, Poison Use, Track

2nd|
+2|
+3|
+3|
+0|
?

3rd|
+3|
+3|
+3|
+1|
Natural Stride

4th|
+4|
+4|
+4|
+1|
Trackless Step

5th|
+5|
+4|
+4|
+1|
2nd Favored Environment

6th|
+6/+1|
+5|
+5|
+2|
Endurance

7th|
+7/+2|
+5|
+5|
+2|
Keen-Eared Scout

8th|
+8/+3|
+6|
+6|
+2|
Swift Tracker

9th|
+9/+4|
+6|
+6|
+3|
Resillience

10th|
+10/+5|
+7|
+7|
+3|
3rd Favored Environment

11th|
+11/+6/+1|
+7|
+7|
+3|
Hunter

12th|
+12/+7/+2|
+8|
+8|
+4|
Scent

13th|
+13/+8/+3|
+8|
+8|
+4|
Perceptive Tracker

14th|
+14/+9/+4|
+9|
+9|
+4|
Improved Resillience

15th|
+15/+10/+5|
+9|
+9|
+5|
4th Favored Environment

16th|
+16/+11/+6/+1|
+10|
+10|
+5|
Seasoned Explorer

17th|
+17/+12/+7/+2|
+10|
+10|
+5|
Regain Bearings

18th|
+18/+13/+8/+3|
+11|
+11|
+6|
Instinctive Tracker

19th|
+19/+14/+9/+4|
+11|
+11|
+6|
Survival Instinct

20th|
+20/+15/+10/+5|
+12|
+12|
+6|
5th Favored Environment[/table]

Class Features
All of the following are class features of the survivalist.

Weapon and Armor Proficiency
A survivalist is proficient with all simple weapons, the bolas, the handaxe, the kukri, the longbow, the net, the shortbow, the throwing axe and with light armor but not with shields.

Favored Environment (Ex)
At 1st level, a survivalist may select a natural environment from among those given on Table: Survivalist Favored Environments. Due to the survivalist's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the survivalist has selected underground as a favored environment).

At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the survivalist may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2. For example, a 5th-level survivalist has two favored environments. In one he has a +4 bonus on the appropriate skill checks, and in the other he has a +2 bonus. At 10th level, he has three favored environments, and he gains an additional +2 bonus, which he can allocate to any of his three favored environments. Thus, his bonuses could be either +4, +4, and +2 or +6,+2, and +2.

If the survivalist chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest).

Table: Survivalist Favored Environments

{table=head]Environment|Examples
Aquatic | sea, ocean (on or under water)
Desert, cold | tundra
Desert, temperate or warm | badlands, sandy desert
Forest, cold or temperate | forest
Forest warm | jungle
Hills | rugged terrain up to 2,000 feet elevation
Marsh | bog, moor, swamp
Mountain | rugged terrain above 2,000 feet elevation
Plains | farmland, grassland, steppe, prairie
Underground | dungeons, caverns [/table]


Poison Use
A survivalist never risks accidentally poisoning himself when applying poison to a weapon.

Track
At 1st level the survivalist gains the Track feat.

?
?

Natural Stride (Ex)
At 3rd level, the survivalist gains the ability to move through or across any terrain features without it affecting his movement or skill checks. This only applies to terrain features in surroundings chosen as the Survivalist's Favored Environment(s). For example if the survivalist finds himself in a desert surrounding and he has desert as a Favored Environment, the Survivalist treats shallow sand and deep sand as normal terrain.

Trackless Step (Ex)
Starting at 4th level, a survivalist leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Endurance
At 6th level the survivalist gains the Endurance feat.

Keen-eared Scout
At 7th level the survivalist gains the Keen-Eared Scout feat (Player's Handbook II, p. 80) even if he doesn’t meet the requirements.

Swift Tracker (Ex)
Beginning at 8th level, a survivalist can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Resillience (Ex)
At 9th level, a survivalist gains immunity to being poisoned, fatigued and sickened. When a survivalist would normally become exhausted he becomes fatigued instead. When a survialist would normally become nauseated he becomes sickened instead.

Hunter (Ex)
Starting at level 11, a survivalist can make "get along in the wild" survival checks while moving at his full overland speed.

Scent (Ex)
At 12th level the survivalist gains the Scent special ability.

Perceptive Tracker (Ex)
Starting at level 13, a survivalist never takes longer than a full-round action to find tracks with a survival check. A second roll is still required to follow any discovered tracks.

Improved Resillience (Ex)
At 14th level, a survivalist gains immunity to diseases, being exhausted and being nauseated.

Seasoned Explorer (Ex)
Starting at 16th level, a survivalist can make survival checks to gain a bonus on Fortitude saves against severe weather while moving at his full overland speed.

Regain Bearings (Ex)
Starting at 17th level, the survivalist may make a survival check for getting along in the wild or for gaining a fortitude bonus every hour instead of every 24 hours. To avoid getting lost or to avoid natural hazards, the survivalist may retry the check every 24 hours instead of not at all. For finding tracks, the survivalist can retry a failed check after 10 minutes (outdoors) or 1 minute (indoors) of searching, instead of after 1 hour or 10 minutes respectively.

Instinctive Tracker (Ex)
Starting at 18th level, a survivalist takes a standard action to find tracks with a survival check, allowing the character to simultaneously move at his speed.

Survival Instinct (Ex)
Starting at 19th level, when making a skill check with knowledge (dungeoneering), knowledge (geography), knowledge (nature) or survival, the survivalist may take 10 even if stress and distractions would normally prevent the character from doing so.