Survivor, Zombie Apocalypse (Pathfinder Class)
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A zombie apocalypse survivor learns how to survive in a world overrun by the undead.
Making a Survivor
A Zombie Apocalypse survivor is a jack of all trades, but most skilled in taking down the undead.
Abilities: Constitution improves most Survivor class abilities. Strength and Dexterity aid combat and skill usage.
Races: This class may be taken by any race, but nature-affiliated races have a slightly higher tendency towards it.
Starting Gold: 2d8×10 gp (90 gp).
Starting Age: Simple.
|3rd||+2||+3||+3||+3||Survivor’s Saves, Endurance|
|6th||+4||+5||+5||+5||Survivor's Armor, Live Long +2|
|7th||+5||+5||+5||+5||Damage Reduction 1/-|
|8th||+6/1||+6||+6||+6||Improved Rapid Recovery|
|9th||+6/1||+6||+6||+6||Damage Reduction 2/-|
|10th||+7/2||+7||+7||+7||Zombie Killer x3|
|11th||+8/3||+7||+7||+7||Damage Reduction 3/-|
|12th||+9/4||+8||+8||+8||Live Long +4|
|13th||+9/4||+8||+8||+8||Improved Survivor’s Resistance|
|14th||+10/5||+9||+9||+9||Damage Reduction 4/-|
|16th||+12/7/2||+10||+10||+10||Damage Reduction 5/-, Scavenging|
|17th||+12/7/2||+10||+10||+10||Damage Reduction 6/-|
|18th||+13/8/3||+11||+11||+11||Live Long +6|
|19th||+14/9/4||+11||+11||+11||Damage Reduction 7/-|
|20th||+15/10/5||+12||+12||+12||Damage Reduction 8/-, Zombie Killer x4, Zombie Defense|
The Survivor scoffs at death and damage, finding it worthy only for the enemy. All of the following are class features of the Survivor.
Weapon and Armor Proficiency: All simple and martial weapons, no armor or shields.
Zombie Killer (Ex): When facing a zombie, the survivor doubles their melee critical attack threat range and confirmation rolls. This bonus increases by x3 at 10th level and by x4 at 20th. These bonuses are applied after all other critical threat range and confirmation range bonuses are applied.
Rapid Recovery (Ex): Starting at level 2 the Survivor gains the ability to recover from wounds at an enhanced rate. The survivor heals 5 hit points every hour. This healing is part of the survivor's natural healing process, the same as taking an extended rest, as such while the healing can delay death it does not help to stabalize a dying survivor.
Survivor’s Saves (Ex): A survivor uses her endurance to stave off harmful effects and as such gains their constitution bonus as an insight bonus to saves. The Diehard and Endurance feats together give another +1 bonus to saves of the same type that stacks with the original bonus.
Enhanced Recovery (Ex): A Survivor's body is used to recovering from terrible injuries and as such her body's hardiness accelerates natural healing. Starting at 4th level increase natural healing (such as that gained from taking an extended rest or the rapid healing ability) received by the survivor by an amount equal to half her constitution bonus. Note: This healing doesn't increase that gained by regeneration, Fast healing or healing spells and potions.
Survivor's Resistance (Ex): Whenever a save is allowed for a lesser or half effect and the survivor makes her save, the effect is negated instead.
Survivor’s Armor (Ex): When unarmored and unencumbered, the survivor adds her constitution bonus (if any) to her AC. In addition, a survivor gains a +1 bonus to AC at 6th level.
These bonuses to AC apply even against touch attacks or when the survivor is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a medium or heavy load.
Endurance (Ex): A Survivor gets Endurance as a bonus feat.
Improved Survivor's Resistance (Ex): The survivor's resistance improves, making effects that allow a save for a lesser or half effect when succeeded have that lesser effect when she fails her save, and the spell is negated when she makes her save.
Zombie Shooter (Ex): When shooting a ranged weapon at a zombie, the survivor's critical threat range and confirmation rolls are doubled. These bonuses are applied after all other critical threat range and confirmation range bonuses are applied.
Live Long (Ex): A Survivor gets a +2 bonus on survival checks. Every six levels, this bonus increases by two.
Improved Rapid Recovery (Ex): From 8th level The Rapid Recovery effect is now applied every minute instead of every hour.
Scavenging (Ex): The survivor gains a +10% bonus to attempts to find food, water, weapons and other survival supplies.
Zombie Defense (Ex): At 20th level the survivor has learned how to survive any frontal assault by a zombie. Becomes immune to critical hits from zombies.
|22nd||Damage Reduction 10/-|
|24th||Damage Reduction 12/-|
|25th||Survivor's Armor +2|
|26th||Damage Reduction 14/-|
|28th||Damage Reduction 16/-|
|30th||Survivor's Armor +3, Damage Reduction 18/-|
4 + Int modifier skill points per level.
Damage Reduction: Every other epic level, increase Damage Reduction by 2.
Survivor's Armor: Increases Armor bonus by one every fifth epic level.
Human Survivor Starting Package
Weapons: Hunting Knife.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Weapon Focus (Daggers).
Bonus Feats: Endurance.
Playing a Survivor
Religion: While survivors as a class have an arbitrary attitude towards the divine, they tend to lean atheist, seeing as the world ended.
Other Classes: While survivors view most other classes as inherently fragile, they will gladly defend them, as well as recognize their purpose to be important.
Combat: This class is best used when the target of every opponent; survivors should be prepared for any offensive against them.
Advancement: While pure survivors strive to attain all defensive options possible, some multi-class to other classes with defensive features, such as rogue, or to offensive classes to balance between damage and defense, as with fighter. To better protect the party, others take a healing class such as cleric. Few survivors take prestige classes, though some have an appeal; for example, the Duelist's defensive features, or the Shadowdancer's. Also, lawful Dwarves often move on to become Dwarven Defenders. }}