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Novice: The noble gains a +4 competence bonus divided as he chooses between Diplomacy, Heal, Knowledge (religion), and Knowledge (planes). Student: The noble may cast detect magic and read magic each once per day as spell-like abilities. His caster level equals one-half his class level. If he also has the Student ability of Arcane Training, he may cast each of these spells twice per day. Master: If the noble has class levels in a divine spellcasting class, he increases the caster level in that class by one. Otherwise, he selects one 0-level and one 1st-level cleric spell. The noble may cast each spell as a spell-like ability once per day. His caster level equals one-half his class level. The save DC, if any, is Intelligence- or Charisma-based. Savant: If the noble has class levels in a divine spellcasting class, he increases the caster level in that class by one. Otherwise, he selects one 0-level, one 1st-level, and one 2nd-level cleric spell. The noble may cast each spell as a spell-like ability once per day. His caster level equals one-half his class level. The save DC, if any, is Intelligence- or Charisma-based.
another check and then targets a number of characters equal to one-half his class level. If successful, all affected characters who are aiding add the indicated bonus to the bonus ordinarily conferred by the aid another action. For example, a 5th-level noble uses organize on three characters who aid a fourth in attacking an ogre. The three characters must hit an Armor Class 10 in order to each grant a +2 bonus to the attackers attack roll. The noble makes an attack roll against an AC 10 and hits. So, the other characters now add a +4 bonus each to the attackers attack roll.
Influence (Ex)
The noble has a certain sphere of influence and can coax others to perform tasks that benefit him and his companions. Examples include calling in favors, bullying a weak-willed thug, blackmailing another powerful noble, bribing a guard, or convincing an artisan to make something at a reduced price. Starting at 3rd level, select one of the following skills: Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, or Perform. The noble gains a +1 bonus on all checks related to this skill. At 6th level and every three levels thereafter, he may select another skill to which he may apply this bonus. As well, the bonus to all previously selected skills increase by +1. For example, a 3rd level noble selected Bluff and gains a +1 bonus on all Bluff checks. At 6th level, the noble selects Diplomacy. His bonus to Bluff checks increases to +2 and he gains a +1 bonus on all Diplomacy checks.
Organize (Ex)
Starting at 2nd level, the noble can help allies complete a task by offering useful advice and words of encouragement. Whenever a group of characters uses the aid another action to enhance a skill check, attack roll, or Armor Class, the noble makes his own aid
Armies sweep through villages, slaughtering indiscriminately. Dragons ravage the countryside, orcs rape and plunder, and horrors beyond imagination rise up from shallow graves to prey upon honest commoners. And yet, despite the attrition, the death, and destruction, life continues. This is a testament to the tenacity of life, but its also the foundation for a breed of warrior called the survivor. A survivor is a hardened combatant, a living weapon tempered by adversity. Having lived despite all the odds, the survivor takes the brutal experiences of his past and grows stronger for it. Like the monk, the survivor specializes in fighting with the weapons hes born with: his hands and feet. While he doesnt have the speed of his counterpart, he has incredible intuition that allows him to react to dangerous threats, allowing him to avoid harm and anticipate dangers before they appear.
As you gain levels, you acquire special techniques to defeat your foes defenses. The most important ability is shattering strike, which allows you to give up extra attacks to overcome your foes damage reduction. At higher levels, you develop other techniques that allow you to sicken, and eventually stagger enemies, giving your allies the means to destroy your opponents.
Abilities
Strength is easily the most important ability for you. Since you rely on melee attacks, it helps to compensate for your slightly smaller damage at low levels. Dexterity and Wisdom are also critical since they add to your Armor Class. Though you have a high Hit Die, a good Constitution ensures you keep your feet throughout the combat.
Races
So long as there is war and hardship, any race can produce survivors. Humans are the most common, since they are numerous and widespread. As well, halflings are often survivors since many monsters prey on them. Interestingly, half-orcs make excellent survivors, being born from adversity.
Creating a Survivor
The survivor functions in many ways like a monk. Rather than being trained in the fighting arts of a combat monastery, the survivor learns through trial and error, discovering new combat techniques from the hard lessons of life. As a survivor, you have the benefit of high hit points and the best attack bonus. Add to this an Armor Class and initiative bonus, and damage reduction, you easily make up for your lack of armor and weapons. In combat, you specialize in delivering powerful melee attacks, but instead of building on weapon training, all of your skills revolve around the improvement of your unarmed attacks. Since you are a melee specialist, you need to reach your enemies, which, thanks to your high Armor Class, you can do without fear of taking too many hits along the way.
Alignment
Survivors embrace freedom, self-reliance, and independence, and eschew concepts of order, duty, and the rule of law. Survivors make their own laws, knowing in their hearts what is right and what is wrong. Most survivors are chaotic. However, the survivor class draws good, neutral, and evil characters in equal numbers, since survivors can appear after an attack by well-intentioned paladins, just as survivors can be born from a savage assault by ogres, giants, and other evil races. Starting Gold: 3d6 10 (105 gp) Starting Age: As rogue
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1 This value is for Medium survivors. See Table 26: Small or Large Survivor Unarmed Damage for survivors of other sizes. Class Skills: Acrobatics, Climb, Craft, Heal, Intimidate, Perception, Profession, Sense Motive, Survival, Swim, and Use Rope Skill Ranks per Level: 4 + Int modifier.
Class Features
Weapon & Armor Proficiency
Unarmed Strike
At 1st level, the survivor gains Improved Unarmed Strike as a bonus feat. His attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that he may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for the survivor when striking unarmed. He may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually the survivors unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. The survivor has the same choice to deal lethal or nonlethal damage while grappling. His unarmed strike is treated both as a manufactured and natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The survivor is proficient with all simple weapons. He is not proficient with any kind of armor or shields, and when wearing armor, using a shield, or carrying a medium or heavy load, he loses his AC bonus, as well as his initiative bonus.
AC Bonus (Ex)
The survivor has a keen ability to anticipate and avoid his opponents attacks. When unarmored and unencumbered, the survivor adds his Wisdom bonus (if any) to his AC. In addition, he gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five survivor levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th). These bonuses to AC apply even against touch attacks or when the survivor is caught flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any kind of armor, when using a shield, or when carrying a medium or heavy load.
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The survivor also deals more damage with his unarmed strikes than a normal person would, as shown on Table 25: The Survivor. The unarmed damage on Table 25 is only if he is Medium. If Small, the survivor deals less damage, and if Large, he deals more; see Table 26: Small or Large Survivor Unarmed Damage.
to resist the effects. Once he uses this ability, the survivor must wait 5 rounds before using it again.
Bonus Feat
At 1st level, the survivor may select either Agile or Athletic as a bonus feat. At 4th level, he may select either Blind-Fight or Combat Reflexes as a bonus feat. At 8th level, he may select either Great Fortitude, Iron Will, or Lightning Reflexes as a bonus feat. At 12th level, the survivor may select either Diehard or Power Attack as a bonus feat. At 16th level, he may select either Improved Bull Rush or Improved Overrun as a bonus feat. And at 20th level, the survivor may select either Knock Down (see Chapter Three: Supplemental Rules) or Spring Attack as a bonus feat. He need not have any of the prerequisites normally required for these feats to select them. If the survivor already has all the listed feats for the level, he may select any other bonus feat offered at a lower level.
Evasion (Ex)
Beginning at 3rd level, whenever the survivor makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. The survivor can only use evasion if he is wearing light armor or no armor. The survivor does not get the benefit of evasion when he is helpless.
Burst (Ex)
Starting at 5th level, the survivor may push himself to move faster than normal. As a swift action, he may gain a +20-foot enhancement bonus to his land speed for 1 round. On the following round, this bonus drops to +10 feet, and on the third round, it drops to +5 feet. The survivor must wait one minute in between each use of burst.
Indomitable (Ex)
At 5th level, whenever the survivor fails a saving throw, he may immediately make a second saving throw at a 5 circumstance penalty
Massive Damage
One of the subtle changes in the Pathfinder Core Rulebook is to make the wellknown (and welldespised) massive damage rules an optional rule. If your group isnt using the massive damage rules, substitute this ability for deny massive damage:
Internal Resolve
At 18th level, whenever the survivor makes a save against a spell with a death effect (a saveordie spell), he gains a +5 bonus on his saving throw. In addition, unlike most saving throws, rolling a one in this special instance is not an automatic failure.
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