RelentlessImp
2007-05-16, 10:16 AM
Alright. A friend of mine wants a core Thief/Rogue-type class, so I made this for her, though it most likely needs a bit of tweaking.
Without any further ado, I give you... The Survivalist.
Class Name: Survivalist
Descriptor: The Survivalist is just what its name suggest; a person whom, either through apathy or bad luck, only lives from day to day, hand-to-mouth, doing what they must so they can continue living. Not many are capable of this, and those whom do often receive sympathy, which many Survivalists find offensive to their sensibilities. The survivalist is not a competent melee fighter, but often possesses skills that are outside the range of the more affluent of the world.
Alignment: Any non-lawful.
HD: d6
BAB: Medium (3/4ths)
Skills: (8+INT bonus, x4 at first level)
Fort: Good
Will: Poor
Ref: Good
Proficiencies: The Survivalist is proficient with all simple weapons, as well as the Rapier, Sap and Kukri, as well as light armor.
Class Skills: Appraise (Int), Balance(Dex), Bluff(Cha), Climb(Str), Craft (Tools) (Int), Craft (Trap) (Int), Craft (any)* (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)+ (Int), Knowledge (Local)+ (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (any)* (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
*If the Survivalist takes the Craft skills for something other than tools or traps, it must also have a Profession that matches that. A survivalist only cares about living from day to day, and as such only gain as much knowledge as is needed.
+The Survivalist may have one or the other of Knowledge (Local) or Knowledge (Nature), whichever fits their background better. After choosing one, the opposing becomes a Cross-Class Skill rather than a Class Skill.
Survivalist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Trapfinding, Danger Sense, Sneak Attack 1d6, Self-Sufficient
2nd|
+1|
+3|
+3|
+0|Endurance
3rd|
+2|
+3|
+3|
+1|
4th|
+3|
+4|
+4|
+1|Diehard, Home Advantage
5th|
+3|
+4|
+4|
+1|Sneak Attack 2d6
6th|
+4|
+5|
+5|
+2|
7th|
+5|
+5|
+5|
+2|Evasion, Resilience
8th|
+6/+1|
+6|
+6|
+2|Uncanny Dodge, Home Advantage, Damage Reduction 1/-
9th|
+6/+1|
+6|
+6|
+3|Sneak Attack 3d6
10th|
+7/+2|
+7|
+7|
+3| Improved Evasion
11th|
+8/+3|
+7|
+7|
+3|Damage Reduction 2/-
12th|
+9/+4|
+8|
+8|
+4|Home Advantage
13th|
+9/+4|
+8|
+8|
+4|Sneak Attack 4d6, Improved Uncanny Dodge
14th|
+10/+5|
+9|
+9|
+4|Improved Resilience, Damage Reduction 3/-.
15th|
+11/+6/+1|
+9|
+9|
+5|
16th|
+12/+7/+2|
+10|
+10|
+5|Home Advantage
17th|
+12/+7/+2|
+10|
+10|
+5|Sneak Attack 5d6, Damage Reduction 4/-.
18th|
+13/+8/+3|
+11|
+11|
+6|Master Resilience
19th|
+14/+9/+4|
+11|
+11|
+6|
20th|
+15/+10/+5|
+12|
+12|
+6|Master of Survival, Damage Reduction 5/-.
[/table]
Class Features:
Trapfinding: Much like a Rogue, a Survivalist may detect and disable traps with a DC higher than 20.
Sneak Attack: Starting at 1st level, and every 4 levels after, the Survivalist gains 1d6 cumulative sneak attack damage. This damage is cumulative with Sneak Attack granted from other classes.
Self-Sufficient: The Survivalist gains the Self-Sufficient feat for free at level 1.
Danger Sense: A survivalist is suspicious of anything and everything that looks even the slightest bit out of place. Due to this cynical attitude, the survivalist gains a +4 insight bonus to all Search checks when actively searching for traps. If no traps are found, the Survivalist is still left with a great sense of danger, gaining a +4 insight bonus to Reflex saves made to avoid traps and a +4 insight bonus to AC against attacks made by traps. The Survivalist must make a successful Spot check (DC: DM's discretion) to notice something amiss to activate this ability.
Home Advantage: Like a Ranger's favored environment ability. At 4th level and every 4 levels thereafter, the Survivalist may choose one location that they know well to gain bonuses in. The Survivalist keeps on living because he or she knows the workings of where they frequent. This grants a +4 circumstance bonus to all Bluff, Diplomacy, Intimidate, Gather Information, Knowledge (Local) or Knowledge (Nature), Hide, Move Silently, Search, Sense Motive checks inside their Home Advantage area.
This bonus improves by +1 for every four levels.
If Knowledge (Local) was selected as class skill, the first Home Advantage must be the Survivalist's home city. Afterwards, the Survivalist may choose from the following:
Any city in which they must frequented (once a week, at least) for 1d4 months (rolled when the feat is chosen).
If Knowledge (Nature) was chosen, the first Home Advantage will be the area the Survivalist spent the first part of his or her life in. The subsequent can be chosen from the following:
An area that the Survivalist must explore and study for 1d4 months (rolled when chosen) in order to gain the appropriate understanding.
Uncanny Dodge: As the feat. Automatically received at level 8.
Improved Uncanny Dodge: As the feat. Automatically received at level 13.
Endurance: As the feat. Automatically received at level 2.
Diehard: As the feat. Automatically received at level 4.
Evasion: As the feat. Automatically received at level 7.
Improved Evasion: As the feat. Automatically received at level 10.
Damage Reduction 1/-: The Survivalist has been physically harmed so much that he gains a numbness to low levels of pain, granting a 1/- damage reduction. This increases by 1/- at levels 8th, 11th, 14th, 17th, and 20th.
Resilience: The Survivalist has survived a great deal. This resolves itself as a permanant 5/- damage reduction to all elemental effects, even those magical in nature.
Improved Resilience: As Resilience, but the damage reduction increases to 10+half class level/-.
Master Resilience: As Improved Resilience, but damage reduction increases to 10+class level/-.
Master of Survival: The Survivalist has lived and survived things that would have broken those without such a great will to survive. This allows the Survivalist the knowledge of how to prepare his body for coming harm, both physically and mentally. All save rolls are granted a +2 insight bonus, and the Survivalist gains Spell Resistance equal to 8+class level.
Edit: Overhauled the class.
Without any further ado, I give you... The Survivalist.
Class Name: Survivalist
Descriptor: The Survivalist is just what its name suggest; a person whom, either through apathy or bad luck, only lives from day to day, hand-to-mouth, doing what they must so they can continue living. Not many are capable of this, and those whom do often receive sympathy, which many Survivalists find offensive to their sensibilities. The survivalist is not a competent melee fighter, but often possesses skills that are outside the range of the more affluent of the world.
Alignment: Any non-lawful.
HD: d6
BAB: Medium (3/4ths)
Skills: (8+INT bonus, x4 at first level)
Fort: Good
Will: Poor
Ref: Good
Proficiencies: The Survivalist is proficient with all simple weapons, as well as the Rapier, Sap and Kukri, as well as light armor.
Class Skills: Appraise (Int), Balance(Dex), Bluff(Cha), Climb(Str), Craft (Tools) (Int), Craft (Trap) (Int), Craft (any)* (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)+ (Int), Knowledge (Local)+ (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (any)* (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
*If the Survivalist takes the Craft skills for something other than tools or traps, it must also have a Profession that matches that. A survivalist only cares about living from day to day, and as such only gain as much knowledge as is needed.
+The Survivalist may have one or the other of Knowledge (Local) or Knowledge (Nature), whichever fits their background better. After choosing one, the opposing becomes a Cross-Class Skill rather than a Class Skill.
Survivalist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Trapfinding, Danger Sense, Sneak Attack 1d6, Self-Sufficient
2nd|
+1|
+3|
+3|
+0|Endurance
3rd|
+2|
+3|
+3|
+1|
4th|
+3|
+4|
+4|
+1|Diehard, Home Advantage
5th|
+3|
+4|
+4|
+1|Sneak Attack 2d6
6th|
+4|
+5|
+5|
+2|
7th|
+5|
+5|
+5|
+2|Evasion, Resilience
8th|
+6/+1|
+6|
+6|
+2|Uncanny Dodge, Home Advantage, Damage Reduction 1/-
9th|
+6/+1|
+6|
+6|
+3|Sneak Attack 3d6
10th|
+7/+2|
+7|
+7|
+3| Improved Evasion
11th|
+8/+3|
+7|
+7|
+3|Damage Reduction 2/-
12th|
+9/+4|
+8|
+8|
+4|Home Advantage
13th|
+9/+4|
+8|
+8|
+4|Sneak Attack 4d6, Improved Uncanny Dodge
14th|
+10/+5|
+9|
+9|
+4|Improved Resilience, Damage Reduction 3/-.
15th|
+11/+6/+1|
+9|
+9|
+5|
16th|
+12/+7/+2|
+10|
+10|
+5|Home Advantage
17th|
+12/+7/+2|
+10|
+10|
+5|Sneak Attack 5d6, Damage Reduction 4/-.
18th|
+13/+8/+3|
+11|
+11|
+6|Master Resilience
19th|
+14/+9/+4|
+11|
+11|
+6|
20th|
+15/+10/+5|
+12|
+12|
+6|Master of Survival, Damage Reduction 5/-.
[/table]
Class Features:
Trapfinding: Much like a Rogue, a Survivalist may detect and disable traps with a DC higher than 20.
Sneak Attack: Starting at 1st level, and every 4 levels after, the Survivalist gains 1d6 cumulative sneak attack damage. This damage is cumulative with Sneak Attack granted from other classes.
Self-Sufficient: The Survivalist gains the Self-Sufficient feat for free at level 1.
Danger Sense: A survivalist is suspicious of anything and everything that looks even the slightest bit out of place. Due to this cynical attitude, the survivalist gains a +4 insight bonus to all Search checks when actively searching for traps. If no traps are found, the Survivalist is still left with a great sense of danger, gaining a +4 insight bonus to Reflex saves made to avoid traps and a +4 insight bonus to AC against attacks made by traps. The Survivalist must make a successful Spot check (DC: DM's discretion) to notice something amiss to activate this ability.
Home Advantage: Like a Ranger's favored environment ability. At 4th level and every 4 levels thereafter, the Survivalist may choose one location that they know well to gain bonuses in. The Survivalist keeps on living because he or she knows the workings of where they frequent. This grants a +4 circumstance bonus to all Bluff, Diplomacy, Intimidate, Gather Information, Knowledge (Local) or Knowledge (Nature), Hide, Move Silently, Search, Sense Motive checks inside their Home Advantage area.
This bonus improves by +1 for every four levels.
If Knowledge (Local) was selected as class skill, the first Home Advantage must be the Survivalist's home city. Afterwards, the Survivalist may choose from the following:
Any city in which they must frequented (once a week, at least) for 1d4 months (rolled when the feat is chosen).
If Knowledge (Nature) was chosen, the first Home Advantage will be the area the Survivalist spent the first part of his or her life in. The subsequent can be chosen from the following:
An area that the Survivalist must explore and study for 1d4 months (rolled when chosen) in order to gain the appropriate understanding.
Uncanny Dodge: As the feat. Automatically received at level 8.
Improved Uncanny Dodge: As the feat. Automatically received at level 13.
Endurance: As the feat. Automatically received at level 2.
Diehard: As the feat. Automatically received at level 4.
Evasion: As the feat. Automatically received at level 7.
Improved Evasion: As the feat. Automatically received at level 10.
Damage Reduction 1/-: The Survivalist has been physically harmed so much that he gains a numbness to low levels of pain, granting a 1/- damage reduction. This increases by 1/- at levels 8th, 11th, 14th, 17th, and 20th.
Resilience: The Survivalist has survived a great deal. This resolves itself as a permanant 5/- damage reduction to all elemental effects, even those magical in nature.
Improved Resilience: As Resilience, but the damage reduction increases to 10+half class level/-.
Master Resilience: As Improved Resilience, but damage reduction increases to 10+class level/-.
Master of Survival: The Survivalist has lived and survived things that would have broken those without such a great will to survive. This allows the Survivalist the knowledge of how to prepare his body for coming harm, both physically and mentally. All save rolls are granted a +2 insight bonus, and the Survivalist gains Spell Resistance equal to 8+class level.
Edit: Overhauled the class.