- Class Skills
- Class Features
- Favored Class Bonuses
- Archetypes & Alternate Class Features
Role: Survivors typically face dangers head on, giving their allies a chance to help quell the threat before it gets out of control.
Hit Die: d10
Parent Classes: Oracle and ranger.
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The survivor’s class skills are Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+0||+2||+2||Fast learner, fight or flight, trauma|
|2nd||+2||+0||+3||+3||Will to live|
|5th||+5||+1||+4||+4||Damage reduction 1/slashing, fight or flight +2|
|8th||+8/+3||+2||+6||+6||Damage reduction 2/slashing|
|10th||+10/+5||+3||+7||+7||Evasion, fight or flight +3|
|11th||+11/+6/+1||+3||+7||+7||Bloody revenge, damage reduction 3/slashing|
|13th||+13/+8/+3||+4||+8||+8||Shrink in fear|
|14th||+14/+9/+4||+4||+9||+9||Damage reduction 4/slashing|
|15th||+15/+10/+5||+5||+9||+9||Dark secret, fight or flight +4|
|17th||+17/+12/+7/+2||+5||+10||+10||Damage reduction 5/slashing|
|19th||+19/+14/+9/+4||+6||+11||+11||Improved bloody revenge|
|20th||+20/+15/+10/+5||+6||+12||+12||Against all odds, fight or flight +5|
All of the following are class features of the survivor.
A survivor is proficient with all simple weapons, plus one martial melee weapon and one martial ranged weapon of their choice. Survivors are also proficient with light armor, but not with shields.
Fast Learner (Ex)
A survivor can withstand grievous amounts of harm and is resourceful enough to deal with hardship. They gain Fast Learner as a bonus feat, even if they do not meet the prerequisites. A survivor can choose an alternate favored class bonus and also gain either +1 hit point or +1 skill rank.
Fight or Flight (Ex)
When an opponent confirms a critical hit against a survivor, or deals ability, bleed, or precision damage or drain, the survivor chooses fight or flight and gains the listed benefits against that creature for 1 minute per survivor level, or until the target dies or the survivor designates a new creature with fight or flight. When choosing flight, the survivor is not required to move away from their opponent.
Fight: The survivor gains a +1 bonus on Intimidate, Perception, Sense Motive, and Survival checks attempted against their opponent, and a +1 bonus on weapon attack and damage rolls against it. These bonuses increase by +1 at 5th, 10th, 15th, and 20th level.
Flight: The survivor gains a +1 dodge bonus against their opponent’s attacks and a +10 feet bonus to their base speed for 1 minute per survivor level. These bonuses increase by +1 and +10 feet at 5th, 10th, 15th, and 20th level.
All survivors have endured some form of serious trauma in their past. While a survivor is not necessarily defined by their trauma, they still learn to make use of it. Select one form of oracle curse. The survivor gains that curse. Once this trauma is chosen, it cannot be changed. This counts as the oracle curse class feature for the purpose of qualifying for feats.
If an oracle curse adds a spell at a specific level to the list of oracle spells known, the survivor instead gains that spell as a spell-like ability which they can use once per day, starting at that level, and treats their survivor level as their oracle level. This spell-like ability is Wisdom-based.
Will to Live (Ex)
At 2nd level, a survivor adds their Wisdom bonus (if any) to all Constitution-based checks, including Fortitude saves. This is in addition to their Constitution modifier.
At 3rd level, and every 3 levels thereafter, the survivor learns a dark secret that they can use to turn against their foes. They gain a revelation from one oracle mystery. The survivor must meet the requirements for this revelation and treats their survivor level as their oracle level for the purposes of meeting these requirements. A survivor uses their Wisdom score in place of their Charisma score for the purpose of these revelations.
At 4th level, a survivor’s instinct to overcome danger becomes exceptionally potent. A survivor does not automatically fail when rolling a 1 on a saving throw. Likewise, a natural 20 or 19 (the d20 comes up 20 or 19) is always a success.
In addition, a survivor has learned to face their fears, or at least not be affected by them as woefully. If a survivor is spooked, their circumstance bonus to initiative checks is +2 (instead of +1). If a survivor is shaken, they gain a +2 morale bonus to melee damage rolls against the source of their fear. If a survivor is scared, they instead gain a +3 morale bonus to melee damage rolls against the source of their fear. If a survivor is frightened, they are not so afraid that they must altogether flee the source of their fear; the survivor can remain up to 30 feet away from the source (keeping distance) but is still treated as shaken. If a survivor is panicked, they do not drop anything they are holding, and they can choose the direction in which they must flee. If unable to flee, they can fight as if shaken. If a survivor is terrified, they have finally had enough. They gain no negative effects and are instead affected by rage, as the spell, for 1d6 rounds. If a survivor is horrified, they are done being the victim. They gains no negative effects and are instead affected by heroism, as the spell, for 1d6 rounds.
Damage Reduction (Ex)
Starting at 5th level, a survivor can shrug off the various bumps and punctures from living a life on the run. But the threat of sharp edges remains ever present. They gain DR 1/slashing. This damage reduction increases by 1 at 8th level, and every three levels thereafter, to a maximum of 6 at 20th level.
Woodland Stride (Ex)
Starting at 7th level, a survivor may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
When he reaches 10th level, a survivor 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. Evasion can be used only if the survivor is wearing light armor, medium armor, or no armor. A helpless survivor does not gain the benefit of evasion.
Never Again (Ex)
At 10th level, When the survivor uses any weapon to deliver a coup de grace, they gain a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack. This otherwise functions as the deadly weapon property.
Bloody Revenge (Ex)
At 11th level, a survivor can, as a standard action, denote one target within their line of sight as the target of their bloody revenge. They receive a +2 morale bonus on attack rolls made against their target, and all critical threats are automatically confirmed. A survivor can have no more than one target of bloody revenge at a time. They can dismiss this effect at any time as a free action, but they cannot select a new target for 24 hours. If the survivor sees proof that their target is dead, they can select a new target after waiting 1 hour.
Shrink in Fear (Ex)
At 13th level, the survivor treats their size as one category smaller for the purpose of using the Stealth skill to hide (this typically grants a +4 size bonus on Stealth checks if the survivor is Medium, or +8 if Small).
Improved Evasion (Ex)
At 16th level, a survivor’s evasion improves. This ability works like evasion, except that while the survivor still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless survivor does not gain the benefit of improved evasion.
Improved Bloody Revenge (Ex)
At 19th level, the survivor’s ability to claim vengeance improves. They can now select a target for their bloody revenge as a free action and can now take 20 while using Intimidate against their target. Their morale bonus to attack their target increases to +4. If their target is banished, killed, or dismissed, they can select a new one after 10 minutes have passed.
Against All Odds (Ex)
At 20th level, the survivor’s desperation ability extends to combat rolls. The survivor does not automatically fail when rolling a 1 on an attack roll or combat maneuver check. Likewise, a natural 19 or 20 on an attack or combat maneuver check is always a hit. Critical threats are still confirmed normally. Lastly, a survivor treats any weapon they wield as having the wounding magic weapon property.
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have survivor as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
|Dwarf||Add +1/3 on critical hit confirmation rolls made while using fight or flight (maximum bonus of +5). This bonus does not stack with Critical Focus.||BoMT v3|
|Elf||Gain a +1/3 bonus on all Fortitude, Reflex, or Will saves against the subject of your fight or flight.||BoMT v3|
|Gnome||Add +1 to the survivor’s base speed. In combat this option has no effect unless the survivor has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.||BoMT v3|
|Halfling||Gain +1/6 of a new dark secret.||BoMT v3|
|Half-Orc||Add +1/6 to melee damage rolls when using fight or flight.||BoMT v3|
|Human||Gain a +1/6 bonus on opposed skill checks.||BoMT v3|
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.
The Book of Many Things Volume 3: Realms of Magic. © 2019, Samurai Sheepdog; Author: Kevin Glusing and Aaron Hollingsworth.