Survivor (3.5e Prestige Class)

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Author: Eiji-kun (talk)
Date Created: 8-6-11
Status: Complete
Editing: Mechanical changes on Talk please.
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Survivor

I will see you buried.
—Notkita Khrashkev, Dwarven Survivor, Refering to achieving victory over his enemies not by strength, but by outliving his enemies.

Those who have gone through great stress and trials quickly learn the tricks to surviving. Fueled by aldrenaline and instinctive self preservation, survivors go to any length as they find victory will occur by outlasting their opponents.

Becoming a Survivor

Entry Requirements
Feats: Toughness.
Special: Highest base save bonus must be lower than character level. Character must survive a near-death experience (being lowered to -7 or lower, and stabilizing on their own).

Table: The Survivor

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Damage Reduction, Resistances, Sturdy, Uncanny Dodge
2nd +0 +3 +3 +3 Evasion, Immunities
3rd +0 +3 +3 +3 Friends with Death, Improved Uncanny Dodge, Spell Resistance
4th +0 +4 +4 +4 Improved Evasion, Improved Immunities
5th +0 +4 +4 +4 Improved Damage Reduction, Improved Resistances, Max Health, Mettle, Second Wind

Class Skills (6 + Int modifier per level.
Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

All of the following are class features of the survivor.

Damage Reduction (Ex): Through expert deflecting or toughened scar tissue, a survivor can endure blows which would fell a lesser man. Survivors gain DR 1/-, plus an additional DR 1 for every survivor level they have.

Resistances (Ex): Survivors must often brave the harrow winds, burning flames, and shocking blasts of their enemies. Survivors gain energy resistance 2 to acid, cold, electric, fire, and sonic damage, plus an additional 2 points of resistance for every survivor level they have.

Sturdy (Ex): A survivor must remain standing even in face of massive blows. Once per day if a survivor is struck with a blow which would drop him below 1 hp, he can negate any further damage and leave himself at 1 hp as a free action.

Uncanny Dodge (Ex): A survivor is able to avoid blows which with unnatural awareness. A survivor 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 a survivor already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Evasion (Ex): At 2nd level if a survivor 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 a survivor is wearing light armor or no armor. A helpless survivor does not gain the benefit of evasion.

Immunities (Ex): At 2nd level, survivor becomes immune to disease, fatigue, and death by massive damage as his body learns to brush off its weaknesses.

Friends with Death (Ex): At 3rd level a survivor gains his class level as a bonus on death effects. In addition if they fail a save against death they may use their Sturdy ability to drop them down to 1 hp instead of dying.

Improved Uncanny Dodge (Ex): At 3rd level, a survivor can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has survivor levels. If a character already has uncanny dodge (see above) from a second class, the character 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.

Spell Resistance (Su): At 3rd level, a survivor gains spell resistance equal to his HD + 13. In order to affect the survivor with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the survivor's spell resistance. Unlike most spell resistance, the survivor may toggle it on and off as a free action to allow friendly spells through.

Improved Evasion (Ex): At 4th level, a survivor's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless survivor does not gain the benefit of improved evasion.

Improved Immunities (Ex): At 4th level a survivor becomes immune to energy drain, exhaustion, and poison.

Improved Damage Reduction (Ex): At 5th level a survivor has endured many hardships. He adds 1/2 of his non-survivor class levels to his damage reduction. For example a Survivor 5/Paladin 10 would have 5 + 5, or DR 10/-.

Improved Resistances (Ex): At 5th level a survivor can survive any environment. He adds 1 to his energy resistance for every non-survivor class level. For example a Survivor 5/Barbarian 10 would have 10 + 10, or Energy Resistance 20 against acid, cold, electricity, fire, and sonic.

Regeneration (Su): A survivor can bounce back from any harm. He gains regeneration equal to 1/2 his HD (minimum 1) which is bypassed by magic weapons. If the survivor has 21 or more HD, their regeneration is bypassed by epic weapons.

Max Health (Ex): At 5th level, a survivor gains maximum hit points per hit dice for all current and future levels.

Mettle (Ex): At 5th level, a survivor can resist magical or unusual attacks with great willpower of fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious survivor does not gain the benefit of mettle.

Second Wind (Su): As the ultimate expression of rejecting death, once per day as an immediate action the survivor can activate a heal spell on themselves, often to save themselves from a horrible death. The spell is a caster level equaling their HD, and unlike heal has no cap on the maximum hit points healed. If the user is undead or a construct the heal is of negative energy or animating magic instead, functioning the same.

Campaign Information

Playing a Survivor

Combat: Survivors simply wish to survive. Their melee combat suffers, but in return they gain fantastic defensive abilities to make it to the end. With a fair skill set, a survivor is likely one who supports his allies, using them as his sword in battle. Survivors must seek other classes to determine how they shall do battle with others.

Advancement: Survivors are not always just survivors alone, they are other things too. Be they commoners who managed to endure a rough life, or player characters who took up a defensive streak, their advancement is often based not on survivor but what they were before and what they will become.

Resources: Survivors do not gather, to be a survivor is to earn it all your own.

Survivors in the World

Did you know the tarrasque's insides have floral patterns? That was quite an experience there.
—Noo-Uguu, Noo Survivor

NPC Reactions: Survivors are often respected for their ability to endure the punishments which should kill other men. Their reputation as undefeatable juggernauts is well deserved.

Survivor Lore

Characters with ranks in Knowledge Local can research survivors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local
DC Result
10 Survivors are those which have endured much, and can endure more. They prove able to shrug off or avoid damage.
15 Some survivors are able to resist the power of spells as well, and go against a fatal attack and live.
20 High level survivors are extremely hard to keep death, seeming to come back from the brink stronger than ever.
30 Those that reach this level of success can research specific survivors, their whereabouts, motives, lore, things they've endured, and more.

Survivors in the Game

Adaptation: 0 BAB growth is true to the original class, but if you desire all classes have some BAB growth, consider giving poor BAB to the survivor.

Sample Encounter: A survivor of the town has gone off to rid the town of a terrible yaun-ti menace... and has not returned. Has the survivor been slain? Seek him out, and find what happened.

EL 6: PENDING



Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionOther +
Class AbilityOther +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level1 +
Rated ByFranken Kesey +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillAutohypnosis +, Balance +, Climb +, Concentration +, Craft +, Escape Artist +, Heal +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Search +, Sense Motive +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points6 +
SummaryAn update of the Survivor from Savage Species, a class focused on defense to the exclusion of all other things. +
TitleSurvivor +
Will Save ProgressionGood +