Survivalist
Oct 2, 2021 20:24:07 GMT -6
Post by GuardianTempest on Oct 2, 2021 20:24:07 GMT -6
Homebrew Class: Survivalist
Characteristics: Wisdom, Constitution, Composure
Skills: Acrobatics, Animal Ken, Athletics, Ballistics, Common Lore, Larceny, Medicae, Perception, Scrutiny, Stealth, Weaponry
Sword Schools: Dust Eater
Gun Kata: Cozy Camper, Lone Star
Bonus for Completion: +2 on tests to resist environmental effects
Trail Hiker
Level: 1
Prerequisites: Athletics 1, Crafts 1, Perception 1
Feats:
Bush Tucker
Common Sense
Jaded
Jack of All Trades
Light Sleeper
*Armor Proficiency (Light)
*Weapon Proficiency (Basic)
Prepper
Level: 2
Prerequisites: Athletics 2, Crafts 2, Perception 2, Bush Tucker, Jack of All Trades
Feats:
Danger Sense
Decadence
First Aid
Paranoia
Scrapyard Soldier
*Trance
*Weapon Proficiency (Thrown)
Survivalist
Level: 3
Prerequisites: Athletics 3, Crafts 3, Perception 3, First Aid, Scrapyard Soldier
Feats:
Catfall
Fleet of Foot
*Hidden Objects
Keep Running
Nature Sense
Nerves of Steel
*Salvage Expert
Innawoodsman
Level: 4
Prerequisites: Athletics 4, Crafts 4, Perception 4, Keep Running, Nature Sense
Feats:
*Critical Expertise
Dirty Hands
Expert Tracker
Eureka Stockade
Headstrong
Immunology
*Perfect Self
Off-Grid Specter
Level: 5
Prerequisites: Athletics 5, Crafts 5, Perception 5, Eureka Stockade, Immunology
Feats:
*Absolution
A Bad Feeling About This
Feather Step
Hardy
Imaginative Insight
Neither Snow nor Rain nor Heat nor Gloom
*Theoretical Degree
OTHER HOMEBREW FEATS
A Bad Feeling About This (Adventurer)
Once per scene, you can cast the spell Augury, using your Level + Wisdom for the Focus Power test.
Bush Tucker (Bushranger)
They say you can find Food and Water anywhere if you know where to look. You can spend 30 minutes searching the local area and always return with enough consumable food and drink to fill your tuckerbag.
Critical Expertise (Novice)
People can do great things if their lives depend on it. You get a free raise to all non-attacking tests when Heavily Wounded and double that when Critically Wounded. This bonus only applies during combat.
Dirty Hands (Remodeler)
Due to the satisfaction of getting your hands dirty, you never take penalties to Tests from Fatigue.
Eureka Stockade (Bushranger)
You can create improvised cover from materials in the near vicinity, you can spend an hour erecting a series of defenses and cover made from resources gathered in that time upon a chosen vantage point. Once a session you may roll a Wisdom + Craft test, the cover will have AP equal to half of the result, and count as high ground for those covered by it.
First Aid (Chiurgeon)
Seconds save, heal when they're hurt instead of waiting for it to get better. You may make a Medicae test on yourself or an adjacent character (TN 15 + target's current Hit Points) to heal 2 HP plus one for every raise on the test, but only HP loss that the character suffered in the current scene. Characters can only be healed by this feat once per scene and this is a Full Action that provokes when done in combat. This feat does not remove Critical Damage and its effects.
Hidden Objects (Maid)
You take no penalty on checks to conceal large, oddly shaped, or strange objects inside your clothes or on your body as long as it is no larger than you are.
Imaginative Insight (Novice)
You can spend a Hero Point to temporarily gain any feat from a Level 1 class until the end of the scene. You can't pick feats that reference feats you don't have, give you material benefits (e.g. Upgraded, Courtier's Privilege), or modify your stats directly (e.g. Sound Constitution, Minor Magic).
Immunology (Chiurgeon)
You are immune to all diseases, and take no damage from the Toxic quality.
Keep Running (Adventurer)
If you are in immediate danger and would take enough Fatigue to be knocked unconscious, you can make a TN 15 Constitution test to retain consciousness until the end of the scene.
Neither Snow nor Rain nor Heat nor Gloom (Courier)
You are comfortable in most natural environments, thus you don't suffer penalties to your actions from weather conditions, and you're comfortable even in very hot or cold weather.
Salvage Expert (Insurgent)
There's so much you can gain from scraps lying around. You may spend 3 hours recycling a broken weapon or armor to being Poor Quality with a Crafts test of TN (Item Availability+10). You can also spend 6 hours to create equipment from appropriate materials with a similar Crafts test, to a maximum rarity of Very Rare. Equipment built this way counts as improvised but is Poor Quality and falls apart at the end of the scene after it is used.
Scrapyard Soldier (Insurgent)
Even if it's rusty and missing a lot of parts, it's still serviceable on the battlefield. Penalties from using Poor Quality weapons and armor do not apply to you.
Theoretical Degree (Novice)
Welcome aboard! You can spend a Hero Point to substitute a noncombat skill with Common Lore and its characteristic with Intelligence until the end of the scene.