Survivalist

Extreme-environment endurance specialist.

The Survivalist does not explore. Exploration implies maps, objectives, return dates. The Survivalist endures. The Survivalist is the person dropped on a death world with a knife and a canteen who walks out three months later, leaner and quieter, carrying the bones of the expedition that came before. The Survivalist does not conquer environments. The Survivalist outlasts them.

Asset Realisation books the Survivalist as "environmental asset -- unrated." The corps have rating scales for hazard tolerance: Class 1 (habitable), Class 2 (hostile -- requires gear), Class 3 ( unsurvivable -- do not deploy). The Survivalist operates in Class 3 environments without noticing the classification. The corps tried to study Survivalists once -- ran tests, took biopsies, measured stress responses. The tests were inconclusive. The Survivalists walked out of the lab and back into the wastes, and the corps stopped asking questions.

The Survivalist's body has adapted through sheer repetition: starvation, dehydration, exposure, injury, repeat. The Survivalist needs less food, less water, less sleep. The Survivalist's metabolism slows on command. The Survivalist's wounds clot faster. The Survivalist finds water in Deserts, shelter in salt flats, food in places the corps' survey drones classified as sterile. The Survivalist is not genetically modified. The Survivalist is simply the person who survived long enough for survival to become instinct.

Operating on the Combat/Edge chassis (d10 HD, full BAB, Fort/Ref good, Will poor, 4 SP). Light armour -- weight kills in the wastes. Practical, reliable weapons -- rifles, pistol, knife, anything that can be improvised. Prime requisites: CON (the body) and WIS (the instinct that keeps the body alive).

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Multiclass NotesSurvivalists can multiclass with Scout and Ranger Scout archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesCON, WIS
Prime RequisitesCON, WIS
Save Tiers / Fortitudegood
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowanceAll rifles and long-arms, Pistol, Knife, Improvised weapons

Notes

Archetype Niche: The Survivalist is the party's insurance policy. Scavenge turns any environment into a supply depot -- food, water, ammo, medical supplies, all found where other classes see only barren rock. Endurance makes the Survivalist the last character standing in attrition-based scenarios (forced marches, starvation, exposure). Makeshift Fortification provides on-demand defensive positions that turn any clearing into a bunker. The Survivalist's niche is attrition-proofing the party: they cannot be starved out, frozen out, or worn down.

Level Table

Scavenger

FieldValue
bab1
fortitude2
level1
reflex2
skillPoints16
titleScavenger
will0
xp0

Endurer

FieldValue
bab2
fortitude3
level2
reflex3
skillPoints4
titleEndurer
will0
xp2250

Survivalist

FieldValue
bab3
fortitude3
level3
reflex3
skillPoints4
titleSurvivalist
will1
xp4500

Hard-Case

FieldValue
bab4
fortitude4
level4
reflex4
skillPoints4
titleHard-Case
will1
xp9000

Desert Walker

FieldValue
bab5
fortitude4
level5
reflex4
skillPoints4
titleDesert Walker
will1
xp18000

Wastes Walker

FieldValue
bab6
fortitude5
level6
reflex5
skillPoints4
titleWastes Walker
will2
xp36000

Iron Survivor

FieldValue
bab7
fortitude5
level7
reflex5
skillPoints4
titleIron Survivor
will2
xp75000

Master Survivalist

FieldValue
bab8
fortitude6
level8
reflex6
skillPoints4
titleMaster Survivalist
will2
xp150000

Void Survivor

FieldValue
bab9
fortitude6
level9
reflex6
skillPoints4
titleVoid Survivor
will3
xp300000

High Void Survivor

FieldValue
bab10
fortitude7
level10
reflex7
skillPoints4
titleHigh Void Survivor
will3
xp600000

Death-World Walker

FieldValue
bab11
fortitude7
level11
reflex7
skillPoints4
titleDeath-World Walker
will3
xp900000

High Death-Walker

FieldValue
bab12
fortitude8
level12
reflex8
skillPoints4
titleHigh Death-Walker
will4
xp1200000

Iron Ghost

FieldValue
bab13
fortitude8
level13
reflex8
skillPoints4
titleIron Ghost
will4
xp1500000

High Iron Ghost

FieldValue
bab14
fortitude9
level14
reflex9
skillPoints4
titleHigh Iron Ghost
will4
xp1800000

World-Ender Survivor

FieldValue
bab15
fortitude9
level15
reflex9
skillPoints4
titleWorld-Ender Survivor
will5
xp2100000

High World-Ender

FieldValue
bab16
fortitude10
level16
reflex10
skillPoints4
titleHigh World-Ender
will5
xp2400000

The Unkillable

FieldValue
bab17
fortitude10
level17
reflex10
skillPoints4
titleThe Unkillable
will5
xp2700000

High Unkillable

FieldValue
bab18
fortitude11
level18
reflex11
skillPoints4
titleHigh Unkillable
will6
xp3000000

Ghost of the Wastes

FieldValue
bab19
fortitude11
level19
reflex11
skillPoints4
titleGhost of the Wastes
will6
xp3300000

Supreme Survivalist

FieldValue
bab20
fortitude12
level20
reflex12
skillPoints4
titleSupreme Survivalist
will6
xp3600000

Special Abilities

Scavenge

FieldValue
level1
nameScavenge

description: The Survivalist can scavenge usable resources from any environment. With 1 hour of searching and a Survival check (DC varies by environment richness: wasteland DC 20, frontier DC 15, developed DC 10), the Survivalist finds materials worth 10 rek per Survivalist level. At level 5, the Survivalist can also find usable components (weapon parts, armour patches, medical supplies, power cells) with a value equal to half the raw material value. At level 10, the Survivalist can craft simple gear from scavenged materials (climbing kit, water purifier, basic weapon, shelter) with no tools required. At level 15, the Survivalist can find rare materials (military-grade components, xenotech salvage) in any environment.

Scavenge. Component Extraction

FieldValue
level7
nameScavenge. Component Extraction

description: At level 7, a successful Scavenge check also yields usable components -- parts for repair, modification, or crafting rather than raw materials -- worth half the raw material value (5 rek per Survivalist level), in addition to the raw materials found. Components include weapon parts, armour patches, medical supplies, power cells, sealant, wiring, structural brackets, and filter cartridges. Tracked separately from raw materials: they weigh nothing and have no rek value for sale, useful only for repair and crafting.

Scavenge. Crafting

FieldValue
level10
nameScavenge. Crafting

description: At level 10, the Survivalist can craft simple gear from scavenged materials with no tools required, 1 hour per item: improvised shelter (Scavenge DC 15, +2 Fort vs exposure), water purifier (DC 15, filters 2 litres/day), basic weapon (DC 15, 1d4 damage), climbing kit (DC 18, +2 Athletics, 3 uses), snare trap (DC 18, 30 min), signal mirror (DC 15, 30 min), makeshift bandage (DC 10, 10 min, 1 use), or fire starter (DC 10, 10 min). Crafted items are fragile: they break on a natural 1 when used, or after 24 hours of continuous use, whichever comes first.

Scavenge. Rare Materials

FieldValue
level15
nameScavenge. Rare Materials

description: At level 15, a successful Scavenge check also yields rare materials -- military-grade power cells, advanced medical supplies, xenotech fragments, sealed pre-collapse ration packs -- worth the full raw material value (10 rek per Survivalist level), in addition to regular materials and components. The Survivalist's endgame: a Scavenge check in a lethal environment can yield hundreds of rek from one hour of searching.

Endurance

FieldValue
level3
nameEndurance

description: The Survivalist can go without food for a number of days equal to 3 + CON modifier (instead of 3) before suffering starvation effects, and without water for a number of days equal to 1 + CON modifier (instead of 1). The Survivalist requires only 4 hours of sleep per night to gain the benefits of a full rest, and can function on 2 hours per night without penalty for a number of days equal to CON modifier before suffering Fatigued. The Survivalist ignores the first 2 points of ability damage from environmental hazards per day (does not apply to attacks, poisons, or psionics).

Endurance. Exposure Immunity

FieldValue
level8
nameEndurance. Exposure Immunity

description: At level 8, the Survivalist becomes immune to non-lethal damage from environmental exposure: heat exhaustion, hypothermia, altitude sickness, sunburn, frostbite, and similar effects. The Survivalist still takes lethal damage from extreme environments (boiling water, open flame, hard vacuum, lethal radiation) -- but the slow grind of exposure that kills most people in the wilderness no longer affects them.

Endurance. Zero-Point Function

FieldValue
level13
nameEndurance. Zero-Point Function

description: At level 13, the Survivalist can function normally at 0 hit points for a number of rounds equal to CON modifier before falling unconscious -- not dying, still moving, still fighting, and not beginning to lose hit points (the standard bleeding-out rule) until those rounds elapse. At 0 HP the Survivalist can take only one standard action or one move action per round (not both); cannot run, charge, or take full-round actions; and cannot manifest psionic powers. The ability that earns the title 'Iron Ghost.'

Makeshift Fortification

FieldValue
level5
nameMakeshift Fortification

description: With 10 minutes of work, the Survivalist can construct a defensive position from available materials. The fortification provides +4 AC and +2 to Reflex saves to all allies within it, has hardness 5 and 20 HP per Survivalist level, and provides concealment (20% miss chance) against ranged attacks from outside. It fits within a 10-foot radius per Survivalist level, and lasts until destroyed or abandoned. Not subtle -- it provides cover, not stealth.

Fortification. Energy Resistance

FieldValue
level10
nameFortification. Energy Resistance

description: At level 10, the fortification also provides resistance 10 to one energy type, chosen by the Survivalist based on available materials: heat (insulated plating, ceramic tiles, heat-reflective sheeting), cold (thermal blankets, insulated panels, heat-retaining rubble), or electrical (rubber sheeting, grounded metal, Faraday-cage construction). Applies to all allies within the fortification; does not stack with other resistance effects (the higher value applies).

Fortification. Integrated Traps

FieldValue
level15
nameFortification. Integrated Traps

description: At level 15, the fortification includes integrated traps rigged from whatever the environment provides: punji sticks, trip-wired flares, pressure plates over corrosive runoff. Detection DC 15 (Perception), damage 3d6 (type depends on environment and materials), Reflex save DC 15 + Survivalist level for half. The Survivalist can set a number of traps equal to CON modifier (minimum 1) per fortification, one per 5-foot square within its perimeter. Traps are one-use and must be rebuilt after triggering.