The Survivor Core PrC

Post/Author/DateTimePost
#1

zombiegleemax

Jul 04, 2005 13:22:32
As I stated in the survivor thread, I finally realized that the whole core prc thing just doesn't work well for DS. Worse yet, I've recently got the feeling that it somehow detracts from DS as I worked on converting the rest of the series. Therefor, I've converted the Brute, Kestral, and Survivor over to normal prcs for Dark Sun use. The original versions are still available on request. As always, comments are welcome.

[size=3]Survivor (prestige class)[/size]
Born and bred to thrive in the hostile conditions of the wastelands, a survivor can endure some of the worst conditions on Athas. While others rely on strength of arms or psionic skill to allow them to see another day, a survivor’s strength is his sheer toughness and well-honed skills. Inured to harsh weather and the scarcity of luxuries like food and water, a survivor can often keep going when others cannot. Dwarves and mul are natural survivors, as their stubborn natures simply refuse to bow to the demands of the environment, while half-giants possess the advantage of phenomenal endurance that allow them to thrive in this class. Elves, with their natural resistance to temperature extremes, also make good survivors despite their poor Constitution. Most survivors though are humans, usually members of nomadic or raiding tribes.
Hit Die: d8.

Requirements
To qualify to become a Survivor, a character must fulfill all of the following criteria.
Base Attack Bonus: +2
Skills: Knowledge (nature) 3 ranks, Survival 5 ranks
Feats: Endurance, Self Sufficient

[b]Table 3-x: The Survivor<br /> Level Atk Fort Ref Will Special[/b]<br /> 1 +0 +2 +0 +2 Ration, Resilience, Scavenge<br /> 2 +1 +3 +0 +3 Bonus Ability Point<br /> 3 +2 +3 +1 +3 Bonus Feat, Second Wind<br /> 4 +3 +4 +1 +4 Bonus Ability Point<br /> 5 +3 +4 +1 +4 Bonus Feat
#2

ruhl-than_sage

Jul 04, 2005 23:43:05
:D , you keep on cranking out quality work! I think I like this one even better than the other two. When you finish the set and make all the necessary corrections can we expect a PDF? If you don't have the software to make it, I can do it for you. Just send me the word files and whatever pictures you want included and I'll put it together for you .
#3

kalthandrix

Jul 05, 2005 11:01:50
Would you be willing to add something like an improvised weapon class feature or ability? I think something like that would fit in nicely with the whole concept.

BTW I really like the material, so another for you! :D
#4

zombiegleemax

Jul 06, 2005 0:06:21
:D , you keep on cranking out quality work! I think I like this one even better than the other two. When you finish the set and make all the necessary corrections can we expect a PDF? If you don't have the software to make it, I can do it for you. Just send me the word files and whatever pictures you want included and I'll put it together for you .

Thanks again And more thanks for the offer to do the PDF, since I don't have the software (or website to put it on, for that matter). I'll definitely get them to you when the time comes. :woot:
#5

zombiegleemax

Jul 06, 2005 0:10:05
Would you be willing to add something like an improvised weapon class feature or ability? I think something like that would fit in nicely with the whole concept.

BTW I really like the material, so another for you! :D

MORE COOKIES!!! Munch, gobble slurp! :D

Seriously, though, I like the sounds of a weapon improv. type ability for survivors (maybe brutes too). Any ideas on the mechanics? I have some vague thoughts running around...
#6

kalthandrix

Jul 06, 2005 8:00:43
MORE COOKIES!!! Munch, gobble slurp! :D

Seriously, though, I like the sounds of a weapon improv. type ability for survivors (maybe brutes too). Any ideas on the mechanics? I have some vague thoughts running around...

Perhaps you could go with having them make a craft (weaponsmith) check, DC 15 to be able to improvise a short sword, club, or mace in say two turns. 5 ranks in Survival would add a +2 synergy bonus when making the check. The basic materials could be gathered using stuff on hand or they could find the material with a Survival check of 15.

I think something along those lines would be pretty cool.
#7

zombiegleemax

Jul 11, 2005 2:39:31
Perhaps you could go with having them make a craft (weaponsmith) check, DC 15 to be able to improvise a short sword, club, or mace in say two turns. 5 ranks in Survival would add a +2 synergy bonus when making the check. The basic materials could be gathered using stuff on hand or they could find the material with a Survival check of 15.

I think something along those lines would be pretty cool.

Sorry about the delay, road trip Anyway, check the bottom of the original post for additions ;)
#8

kalthandrix

Jul 11, 2005 6:10:03
NICE!! I like how you took the idea I had and totally made it you own dude! I really like how everything turned out for this PrC. :D
#9

zombiegleemax

Jul 11, 2005 6:20:26
NICE!! I like how you took the idea I had and totally made it you own dude! I really like how everything turned out for this PrC. :D

Thanx. The idea's still yours, of course, I just formated it
#10

glacialis

Jul 12, 2005 8:21:23
I like the idea, but darn it this "Core Prestige Class" business just turns me off. Sorry, but I don't think innate ability is enough to qualify one for certain classes, and certainly not at 1st level. It's the balance monkey in me.

I can't think of another way to represent the Survivor concept you've presented here, so I'll hush until I can .
#11

glacialis

Jul 12, 2005 8:30:24
Oops.
#12

zombiegleemax

Jul 12, 2005 9:11:10
I like the idea, but darn it this "Core Prestige Class" business just turns me off. Sorry, but I don't think innate ability is enough to qualify one for certain classes, and certainly not at 1st level. It's the balance monkey in me.

I can't think of another way to represent the Survivor concept you've presented here, so I'll hush until I can .

Actually, it wouldn't be too hard to chop down to a five level prestige (they were all originally 5-levels, I upgraded themn to 7 recently), but I wouldn't recommend going to a 10-level prestige (5 ability points over the course of the class is a bit much). Just slap on BAB +2, Knowledge (nature) 3 ranks, Survival 5 ranks, Endurance, and Self Sufficient as prereqs for the Survivor prestige class, and there you go. ;)
#13

ruhl-than_sage

Jul 12, 2005 9:17:43
Actually, it wouldn't be too hard to chop down to a five level prestige (they were all originally 5-levels, I upgraded themn to 7 recently), but I wouldn't recommend going to a 10-level prestige (5 ability points over the course of the class is a bit much). Just slap on BAB +2, Knowledge (nature) 3 ranks, Survival 5 ranks, Endurance, and Self Sufficient as prereqs for the Survivor prestige class, and there you go. ;)

:D thank you, thats how I'm going to use your Core Prestige classes I think.
#14

zombiegleemax

Jul 21, 2005 9:13:37
:D thank you, thats how I'm going to use your Core Prestige classes I think.

I'm considering redoing the three I've posted as regular prestiges and nixing the others (for DS at least). I'm running into too many problems converting the other three (sage gives arcane casting, visionary gives divine casting - which I was going to switch to minor psionics, and bon vivant is just wrong for DS).

Would everyone prefer this route? (I assuming a big "yes" from the feedback, but one more time).
#15

ruhl-than_sage

Jul 21, 2005 15:52:05
I don't have a problem with the Core Prestiege format, but I do like them as low entry level PrC's better :D . Mostly its a matter of simplicity, I don't like adding complexity to the system when it can be avoided.
#16

zombiegleemax

Jul 23, 2005 1:34:12
I don't have a problem with the Core Prestiege format, but I do like them as low entry level PrC's better :D . Mostly its a matter of simplicity, I don't like adding complexity to the system when it can be avoided.

I'm coming to agree on that one. The core prestige bit works fine for my homebrew, but in DS it tends to distract in a way I can't but my finger on.
#17

zombiegleemax

Jul 24, 2005 2:21:52
for the redo, for the redo
#18

ruhl-than_sage

Jul 24, 2005 15:16:44
There are a few things I noticed after a cursory look over the updated class. The first is: I still love it :D !
Second, your still explicitly requiring an attribute score to get into the class. Something that I never had a problem with, but that other people threw a hissy fit over.
Third, on your list of bonus feats you have included the two prerequisite feats for the class :heehee kind of hard to take them as bonus feats when you must already have them to get into the class. You also didn't put Hurried Weapon Craft or Dirty Fighting on the list.
Four:
Scavenge: A survivor with this aptitude can make do on food or water that would be unpalatable to others. He receives a +3 bonus to Fortitude saves made against ingested poisons or other effects resulting from tainted food or drink.

I think this ability would be better named Scavenger rather than Scavenge. The reason being, it doesn't give you a special scavenging, but rather shows that you've developed a tolerance to poisons and diseases resulting from tainted food and drink, because you've scavenged so much. I would increase the bonus to +4 also, but that's just because thats the bonus very specific save bonus feats usually give.

After looking again to make sure I did miss anything, I stubbled upon an interesting thought.

Dirty Fighting [General, Combat]
You can use the brutal and effective fighting tactics of the back alleys and the untamed wilds.
Prerequisites: Base Attack Bonus +1, Bluff or Intimidate 2 ranks
Benefits: You can make a Bluff or Intimidate check against an opponent to do extra damage in melee combat. Make a Bluff check (or an Intimidate check at a –2 penalty) in conjunction with a melee attack roll. If the attack roll is successful and the opponent fails a Will save against the DC set by your Bluff or Intimidate check, you inflict +1d4 additional points of damage. Dirty fighting is only effective against living humanoid (including monstrous humanoid) creatures with a discernable anatomy. The benefits of this feat can only be used once per round.
Conversion Note: In my version of the Dark Sun setting, this version of the Dirty Fighting feat takes precedence over the version presented in Sword & Fist.

This feats effects seem like they could be used in conjunction with a Fient action to greater effect.
Special: This feat can be used in conjuction with a Fient action. If you successfully fient before attmpting to use dirty fighting you gain a +4 circumstance bonus to your Bluff or Intimidate check.

Second Wind: Once they reach 3rd level, survivors can recover more quickly when wounded. By taking a full round action and making a Fortitude save (DC 15), the survivor can heal 1d4 plus his Constitution modifier points of damage. The damage healed in such a fashion can be either physical or subdual at the survivor’s option. A survivor can make a number of Fortitude save to recover damage per day equal to half his Constitution modifier, but failed checks count against his daily total as well.

Your third sentance should read: The damage healed in such a fashion can be either lethal or nonlethal at the survivor's option.

Also, I think it should be easier to heal nonlethal damage than it is to heal lethal damage. Maybe, you don't agree with me, but if you do the ability might be written:

Second Wind: Once they reach 3rd level, survivors can recover more quickly when wounded. By taking a full round action and making a Fortitude save the survivor can heal 1d4 plus his Constitution modifier points of damage. The damage healed in such a fashion can be either lethal (DC 20) or nonlethal (DC 15) at the survivor’s option. A survivor can make a number of Fortitude save to recover damage per day equal to half his Constitution modifier, but failed checks count against his daily total as well.

Of course these checks are going to be laughably easy to most people in the PrC so maybe something more scalable would be better.

Second Wind: Once they reach 3rd level, survivors can recover more quickly when wounded. By taking a full round action and making a successful Fortitude save the survivor can heal a number of hit points as shown on the table below. A survivor can make a number of Fortitude save to recover damage per day equal to half his Constitution modifier, but failed checks count against his daily total as well.

Second Wind
Fort Save DC Lethal Nonlethal
10 1 1d4
15 1d4 2d4
20 1d6 2d6
25 1d8 2d8

These are just ideas, feel free to ignore them :D
#19

zombiegleemax

Jul 25, 2005 3:24:09
There are a few things I noticed after a cursory look over the updated class. The first is: I still love it :D !

:D Thanx!

Second, your still explicitly requiring an attribute score to get into the class. Something that I never had a problem with, but that other people threw a hissy fit over.

Just did away with that. I can safely do that now cause (in my teeny, tiny mind) it's no longer part of a series :lightbulb

I think this ability would be better named Scavenger rather than Scavenge. The reason being, it doesn't give you a special scavenging, but rather shows that you've developed a tolerance to poisons and diseases resulting from tainted food and drink, because you've scavenged so much. I would increase the bonus to +4 also, but that's just because thats the bonus very specific save bonus feats usually give.

Gotcha (just did it that way for balance).

After looking again to make sure I did miss anything, I stubbled upon an interesting thought.

This feats effects seem like they could be used in conjunction with a Fient action to greater effect.
Special: This feat can be used in conjuction with a Fient action. If you successfully fient before attmpting to use dirty fighting you gain a +4 circumstance bonus to your Bluff or Intimidate check.

Didn't think of that, thanks! :steal:

Second Wind: Once they reach 3rd level, survivors can recover more quickly when wounded. By taking a full round action and making a successful Fortitude save the survivor can heal a number of hit points as shown on the table below. A survivor can make a number of Fortitude save to recover damage per day equal to half his Constitution modifier, but failed checks count against his daily total as well.

These are just ideas, feel free to ignore them :D

:steal: :P