04-23-2017, 10:04 PM
Survivalist
While typically the study of monsters is associated with the Blue Mage, there are those who do so in spite of having no magical training. These men and women are known to spend weeks, if not months, in the wilderness, mastering themselves and the world around them. They are known to provide for themselves with no effort, using the remains of the beasts they hunt to both clothe and feed themselves.
The survivalist is an archetype of the blue mage class.
Class Skills: The survivalist adds Climb, Handle Animal, Stealth, Survival, and Swim to their list of class skills. However, they remove Fly, Knowledge (geography), Knowledge (history), Knowledge (nobility), Linguistics, and Spellcraft from their list of class skills. Furthermore, when using Knowledge (arcana, engineering, planes, or religion) for any purpose other than Creature Study, treat it as a non-class skill.
Weapon and Armor Proficiency: The survivalist gains proficiency in all martial weapons, and in all armor and shields. In addition, the survivalist gains proficiency in any one exotic weapon of their choosing.
Martial Prowess: A survivalist’s base attack bonus increases by one step, from 3/4 BAB to full BAB.
Limit Break (Su): At 1st level, the survivalist receives the Limit Break (Crippling Blows).
Crippling Blows (Su): This Limit Break allows the survivalist to cripple any foe in order to even the battlefield. When this Limit Break is activated, the first attack the survivalist lands upon a foe inflicts the unique Crippled status effect for 1d4 rounds, plus 1 round per 4 levels, preventing any form of movement other than land movement and reducing land movement speed by 10 feet. Any subsequent attacks landed on the same foe during the course of the Limit Break allow the survivalist to either refresh the duration of the Crippled status effect, or inflict one of the following status effects: Bleed (1d6 + 1d6 per 4 levels), Dazzled, Fatigued, Shaken, or Staggered. These status effects are in effect only as long as the Crippled effect is. This Limit Break lasts 1 round + 1 round per 4 survivalist levels.
This Limit Break replaces the blue mage's Dual Azure Mastery limit break.
Creature Study: A survivalist may study their foes in order to better understand their weaknesses, and in turn use these weaknesses against them. As a full-round action that does provoke attacks of opportunity, the survivalist may make a Knowledge check as if using the blue mage's Creature Magic ability, at a DC 10 + 1 per 2 HD of the creature being studied. If this check is successful, the survivalist gains a bonus of +2 to attack, damage, and dodge AC against that specific foe, as well as ignoring 2 DR if applicable. For every 5 by which the Knowledge check surpassed the DC, these bonuses are increased by an additional +1. This bonus lasts until the end of combat against the foe and any foes of the same species.
This ability replaces the blue mage's Creature Magic, Scan, and Invoke abilities.
Beast Carving: The survivalist never lets anything go to waste, and may harvest the remains of monsters they have slain in order to create unique arms and armor.
Upon slaying a creature that has been previously targeted by Creature Study, the survivalist may make a Craft check at a DC 10 + the creature's HD to salvage valuable, craftable parts from their corpse. This ability may not be used on a foe which does not leave a corpse. If this check is successful, the survivalist receives Remains specific to that species (for example, successful carving of a Large Water Flan would give Water Flan Remains). Remains are not a specific part of a creature, merely an abstraction of the important pieces that a survivalist would value. The amount of Remains taken from a creature begins at 1 for a Medium or smaller creature, and increases by one die step for every size category larger than Medium (i.e. 1d2 for a Large creature, 1d3 for a Huge creature, etc.)
This ability replaces the blue mage's blue magery ability.
Beast Crafting: At 1st level, the survivalist may spend Remains that have come from the same species in order to reduce the cost of crafting gear, with a ratio of 1 Remains to 25 gil. This usage of Remains may bring the cost of crafting gear to 0 gil. Arms and armor that have had their cost reduced by at least 50% through these means may be crafted in ½ as much time as it would normally take, may be crafted using a campfire in place of a forge, and may be infused with the power of the source creatures as the survivalist progresses in level (see below).
Crafting Beast Gear is typically done for the survivalist and no others. Crafting Beast Gear for another requires additional remains per 100 gil the final base form of the equipment would cost, and takes 1.5x the normal duration to craft, as the survivalist must take careful measurements and work with the measurements of someone he is not familiar with.
At 3rd level, the survivalist may use 1 Remains to infuse weapons and armor with the essence of the source creature. If infusing a weapon, the survivalist adds a damage bonus of +1d6 in the creature's related element to the weapon's base damage, or a +1d6 to the weapon's physical damage if the creature had no elemental association. If the creature inflicted any status effects, this may also be infused into the weapon as an on-hit effect in lieu of bonus damage, with a save DC of 10 + ½ of the survivalist's level + the survivalist's INT modifier. If infusing armor or a shield, the survivalist may add elemental resistance 5 in the creature's respective element. If the source creature had DR, the survivalist may imbue the armor or shield with a DR 5 overcome by the same weakness as in the source monster. If the source creature had SR, the survivalist may imbue it with Spell Resistance of 10.
At 5th level, the survivalist may use 2 Remains to emulate the form of the creature it was harvested from. If used while crafting a weapon, the weapon may be infused with any one offensive special ability of the source creature, which may be applied to any attack with the weapon 3/day. If used while crafting armor, the armor may be infused with any one defensive special ability of the source creature, which may be used by the wearer 3/day.
At 7th level, the survivalist may instill 2 instances of Beast Crafting into a single piece of gear, spending twice the normal cost in Remains for each instance. These may be multiple instances of the same type of Beast Crafting, or two different types.
At 9th level, the bonuses from Beast Crafting increase, as follows:
At 14th level, the survivalist may instill 3 instances of Beast Crafting into a single piece of gear, calculating cost as if they were instilling 2 instances.
At 17th level, the bonuses from Beast Crafting increase again, as follows:
At 19th level, the survivalist may instill 4 instances of Beast Crafting into a single piece of gear, calculating cost as if instilling 2 instances.
This ability replaces the blue mage's spell proficiency, MP pool, I Know That Trick, Clear Mind, Doublecast, 1 MP Spell, and Azure Lore abilities.
Beast Cooking: At 4th level, the survivalist has spent enough time hunting beasts that he knows not only how to turn the remains of beasts into gear, but into a meal to sustain himself. He may cook Remains into a Hearty Meal, which requires a Survival check of DC 10 + the HD of the creature being cooked. If multiple creatures are being cooked in one meal, calculate the average of the HD. A Hearty Meal requires 1 Remains per person being fed to cook.
Anyone who partakes in a Hearty Meal rolls a number of d4 equal to the average HD of the creatures cooked, and gains this much temporary HP. In addition, the eater gains a buff that correlates to the average HD of the meal.
From 1-5 HD, the eater gains the effects of the Aid spell for 8 hours.
From 6-10 HD, the eater gains the effects of the
This ability replaces the blue mage's azure physical training ability.
Libra: The survivalist commits frequently-hunted prey to memory, so that his time is not wasted. When using Libra, the survivalist may spend a full-round action which provokes attacks of opportunity, in which case the effects of Creature Study are also applied. If he does so, he may also choose to make a Knowledge check at a DC 20 + the creature's HD. If this check is successful, he gains a permanent +5 to attack and damage rolls against any future enemies of the same species, as well as ignoring 5 DR.
This ability alters the blue mage's Libra ability.
Master of the Wilds: At 20th level, the survivalist has abandoned any need to return to civilization, becoming completely self-sufficient and undaunted by the dangers of the wilderness. The survivalist requires only 1 meal and 8 hours of rest per week in order to function normally. In addition, he receives double Remains from any carved corpse. Furthermore, when equipped entirely with Beast Gear he has crafted, the survivalist deals 1d6 additional damage of the weapon's original type on all attacks, gains a +2 to all attack rolls, and can never have his gear sundered or disarmed.
This ability replaces the blue mage's Assimilation ability.
While typically the study of monsters is associated with the Blue Mage, there are those who do so in spite of having no magical training. These men and women are known to spend weeks, if not months, in the wilderness, mastering themselves and the world around them. They are known to provide for themselves with no effort, using the remains of the beasts they hunt to both clothe and feed themselves.
The survivalist is an archetype of the blue mage class.
Class Skills: The survivalist adds Climb, Handle Animal, Stealth, Survival, and Swim to their list of class skills. However, they remove Fly, Knowledge (geography), Knowledge (history), Knowledge (nobility), Linguistics, and Spellcraft from their list of class skills. Furthermore, when using Knowledge (arcana, engineering, planes, or religion) for any purpose other than Creature Study, treat it as a non-class skill.
Weapon and Armor Proficiency: The survivalist gains proficiency in all martial weapons, and in all armor and shields. In addition, the survivalist gains proficiency in any one exotic weapon of their choosing.
Martial Prowess: A survivalist’s base attack bonus increases by one step, from 3/4 BAB to full BAB.
Limit Break (Su): At 1st level, the survivalist receives the Limit Break (Crippling Blows).
Crippling Blows (Su): This Limit Break allows the survivalist to cripple any foe in order to even the battlefield. When this Limit Break is activated, the first attack the survivalist lands upon a foe inflicts the unique Crippled status effect for 1d4 rounds, plus 1 round per 4 levels, preventing any form of movement other than land movement and reducing land movement speed by 10 feet. Any subsequent attacks landed on the same foe during the course of the Limit Break allow the survivalist to either refresh the duration of the Crippled status effect, or inflict one of the following status effects: Bleed (1d6 + 1d6 per 4 levels), Dazzled, Fatigued, Shaken, or Staggered. These status effects are in effect only as long as the Crippled effect is. This Limit Break lasts 1 round + 1 round per 4 survivalist levels.
This Limit Break replaces the blue mage's Dual Azure Mastery limit break.
Creature Study: A survivalist may study their foes in order to better understand their weaknesses, and in turn use these weaknesses against them. As a full-round action that does provoke attacks of opportunity, the survivalist may make a Knowledge check as if using the blue mage's Creature Magic ability, at a DC 10 + 1 per 2 HD of the creature being studied. If this check is successful, the survivalist gains a bonus of +2 to attack, damage, and dodge AC against that specific foe, as well as ignoring 2 DR if applicable. For every 5 by which the Knowledge check surpassed the DC, these bonuses are increased by an additional +1. This bonus lasts until the end of combat against the foe and any foes of the same species.
This ability replaces the blue mage's Creature Magic, Scan, and Invoke abilities.
Beast Carving: The survivalist never lets anything go to waste, and may harvest the remains of monsters they have slain in order to create unique arms and armor.
Upon slaying a creature that has been previously targeted by Creature Study, the survivalist may make a Craft check at a DC 10 + the creature's HD to salvage valuable, craftable parts from their corpse. This ability may not be used on a foe which does not leave a corpse. If this check is successful, the survivalist receives Remains specific to that species (for example, successful carving of a Large Water Flan would give Water Flan Remains). Remains are not a specific part of a creature, merely an abstraction of the important pieces that a survivalist would value. The amount of Remains taken from a creature begins at 1 for a Medium or smaller creature, and increases by one die step for every size category larger than Medium (i.e. 1d2 for a Large creature, 1d3 for a Huge creature, etc.)
This ability replaces the blue mage's blue magery ability.
Beast Crafting: At 1st level, the survivalist may spend Remains that have come from the same species in order to reduce the cost of crafting gear, with a ratio of 1 Remains to 25 gil. This usage of Remains may bring the cost of crafting gear to 0 gil. Arms and armor that have had their cost reduced by at least 50% through these means may be crafted in ½ as much time as it would normally take, may be crafted using a campfire in place of a forge, and may be infused with the power of the source creatures as the survivalist progresses in level (see below).
Crafting Beast Gear is typically done for the survivalist and no others. Crafting Beast Gear for another requires additional remains per 100 gil the final base form of the equipment would cost, and takes 1.5x the normal duration to craft, as the survivalist must take careful measurements and work with the measurements of someone he is not familiar with.
At 3rd level, the survivalist may use 1 Remains to infuse weapons and armor with the essence of the source creature. If infusing a weapon, the survivalist adds a damage bonus of +1d6 in the creature's related element to the weapon's base damage, or a +1d6 to the weapon's physical damage if the creature had no elemental association. If the creature inflicted any status effects, this may also be infused into the weapon as an on-hit effect in lieu of bonus damage, with a save DC of 10 + ½ of the survivalist's level + the survivalist's INT modifier. If infusing armor or a shield, the survivalist may add elemental resistance 5 in the creature's respective element. If the source creature had DR, the survivalist may imbue the armor or shield with a DR 5 overcome by the same weakness as in the source monster. If the source creature had SR, the survivalist may imbue it with Spell Resistance of 10.
At 5th level, the survivalist may use 2 Remains to emulate the form of the creature it was harvested from. If used while crafting a weapon, the weapon may be infused with any one offensive special ability of the source creature, which may be applied to any attack with the weapon 3/day. If used while crafting armor, the armor may be infused with any one defensive special ability of the source creature, which may be used by the wearer 3/day.
At 7th level, the survivalist may instill 2 instances of Beast Crafting into a single piece of gear, spending twice the normal cost in Remains for each instance. These may be multiple instances of the same type of Beast Crafting, or two different types.
At 9th level, the bonuses from Beast Crafting increase, as follows:
- Bonus damage on weapons increases to 1d8
- DC to save against status ailments increases to DC 15 + ½ of the survivalist's level + the survivalist's INT modifier
- Elemental Resistance increases to 10
- Damage Resistance may have one weakness removed, or increase to 10
- Spell Resistance increases to 15
- Offensive and defensive abilities increase their uses per day to 5/day
At 14th level, the survivalist may instill 3 instances of Beast Crafting into a single piece of gear, calculating cost as if they were instilling 2 instances.
At 17th level, the bonuses from Beast Crafting increase again, as follows:
- Bonus damage on weapons increases to 2d6
- DC to save against status ailments increases to 20 + ½ of the survivalist's level + the survivalist's INT modifier
- Elemental Resistance increases to 20
- Damage Resistance permanently increases to 10, and may either remove all weaknesses or further increase to 15
- Spell Resistance increases to 20
- Offensive and defensive abilities increase their uses per day to 7/day
At 19th level, the survivalist may instill 4 instances of Beast Crafting into a single piece of gear, calculating cost as if instilling 2 instances.
This ability replaces the blue mage's spell proficiency, MP pool, I Know That Trick, Clear Mind, Doublecast, 1 MP Spell, and Azure Lore abilities.
Beast Cooking: At 4th level, the survivalist has spent enough time hunting beasts that he knows not only how to turn the remains of beasts into gear, but into a meal to sustain himself. He may cook Remains into a Hearty Meal, which requires a Survival check of DC 10 + the HD of the creature being cooked. If multiple creatures are being cooked in one meal, calculate the average of the HD. A Hearty Meal requires 1 Remains per person being fed to cook.
Anyone who partakes in a Hearty Meal rolls a number of d4 equal to the average HD of the creatures cooked, and gains this much temporary HP. In addition, the eater gains a buff that correlates to the average HD of the meal.
From 1-5 HD, the eater gains the effects of the Aid spell for 8 hours.
From 6-10 HD, the eater gains the effects of the
This ability replaces the blue mage's azure physical training ability.
Libra: The survivalist commits frequently-hunted prey to memory, so that his time is not wasted. When using Libra, the survivalist may spend a full-round action which provokes attacks of opportunity, in which case the effects of Creature Study are also applied. If he does so, he may also choose to make a Knowledge check at a DC 20 + the creature's HD. If this check is successful, he gains a permanent +5 to attack and damage rolls against any future enemies of the same species, as well as ignoring 5 DR.
This ability alters the blue mage's Libra ability.
Master of the Wilds: At 20th level, the survivalist has abandoned any need to return to civilization, becoming completely self-sufficient and undaunted by the dangers of the wilderness. The survivalist requires only 1 meal and 8 hours of rest per week in order to function normally. In addition, he receives double Remains from any carved corpse. Furthermore, when equipped entirely with Beast Gear he has crafted, the survivalist deals 1d6 additional damage of the weapon's original type on all attacks, gains a +2 to all attack rolls, and can never have his gear sundered or disarmed.
This ability replaces the blue mage's Assimilation ability.