Game Rules
Survivalist
Be they scouts, trackers, or bounty hunters, survivalists share much in common: unique mastery of specialized weapons, and the expertise survive where others fail.
Spells
One Handed Melee Proficiency
Able to use one handed melee weapons with ease.
Salvage
Break an item down into its component parts.
Steal
Forcefully steal items or gold from target. Can be used in or out of combat.
Fire Trap
Set a trap that causes 1d8 fire damage + intelligence when stepped on. Can only have one trap out at a time.
Wing Clip
Target suffers -3 to movement for 1d4 + dexterity rounds.
Poison Tolerance passive
Poison effects are slightly reduced.
Potion Affinity passive
Your next health potion heals additional damage equal to your constitution.
Ice Trap
Set a trap that freezes target for 1d4 + intelligence rounds when stepped on. Can only have one trap out at a time.
Ranged Weapon Proficiency
Able to use ranged weapons with ease. You can shoot projectiles to a length of twice your movement.
Mug
Forcefully steal items or gold from target while doing half damage. Can be used in or outside of combat. If out of combat, this will start a combat round.
Final Thoughts
When your health drops to 9 points or below, your speed increases by 2 until you are healed or knocked unconscious.
Trap Watch
Reveals location of all traps in the area.
Camouflage
Survivalist can hide in natural terrain. Movement will break the camouflage.
Feign Death
Survivalist appears to be dead for as long as this spell is channeled. Breathing is slowed significantly and the heart beat is undetectable. Moving will break this spell. Can only be used once per day.
Frenzied Trap
Set a trap that causes the target to become frenzied and attack it's allies for 1d4 rounds. Can only have one trap out at a time.
Greater Wing Clip
Target is immobilized for rounds equal to your dexterity.
Jerry-Rig
You are able to repair basic items. Items will break after constant use.
Bribe
Bribe target to flee the area.
Grapple
Dive and subdue a target for as long as this spell is channeled. Target can perform a strength check each round to break free. Once this spell is over, both you and the target must use an action to get back up.
Detect Terrain
Detect if the area around you has been modified by illusion magic.
Night Sight passive
You become attune to the dark and can see normally.
Second Wind
Survivalist can become conscious again with 10 health points after being struck down. This must be used within 5 minutes of being struck down. This can only occur once per day.