(You gain an additional +5 to Blend and Survival checks made in the Plains, Mountains and Caverns).
Name | Type | Description | Effects |
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Vigilant | Talent | You grew up in a war zone or other conditions that required your full attention to survive. The experience has taught you to keep a sharp lookout for trouble. | You gain a +3 bonus with skill checks made to determine suprise. Your threat range with Notice checks increases by 2 (included). |
Outdoorsman | Speciality | You'll hike for hours, and have spent many nights out under the stars. | Gain Survivalist. Gain Drive Mounts Focus. Gain Hurled Weapon Proficiency. Gain +1 Possessions. |
Trailblazer | Scout | Your primary responsibility is ensuring those members of your team survives in hostile environments. | At the start of each session you may choose up to 4 Terrain Feats and grant them as temporary feats to your team. |
Stalker | Scout | You have a near perfect sense of your environment at all times. | Each time you fail a Survival or Tactics check and don't suffer an Error, you still succeed as long as the check DC is equal to or less than 29. |
Rough Living | Scout | Your time in the Wilderness has toughened you. | You gain a +2 bonus to defence. You gain a +2 bonus to save against all environmental effects. |
Sneak Attack | Scout | You know how to get the drop on people | You may inflict 2d6 sneak attack damage when opponent is vulnerable |
Huntsman - Woodcraft | Scout | Your options in the wild are numerous | The bonus received for any terrain feats is increased by 1 (included). |
Trigger-Happy | Triggerman | The triggerman is a whirlwind of gunfire, a pistol in each hand. | Once per round as a free action you may spend 1 action dice to make an attack with a readied handgun. |
Survivalist | Skill | You're right at home in the great outdoors. | You gain a +2 bonus to Athletics and Survival. Your threat range with these skills increases to 19-20. |
Advanced Survivalist | Adv Skill | You've worked diligently to improve several related activities. | Your athletic and survival skill checks increase to +3 and the threat range increases to 18-20. Once per session you may re-roll one of these skills. |
Pathfinder Basics(Plains) | Terrain | You exploit the environment to great advantage. | You may always act during surprise rounds whilst in the Plains. You gain a +3 bonus to Notice checks. |
Pathfinder Basics(Caverns/Mountains) | Terrain | You are trained to maneuver and fight in the mountains. | You may always act during surprise rounds in this terrain. You gain 5 falling resistance and +2 to climb checks. |
Pathfinder Mastery | Terrain | You're one with your chosen environment. | Whilst you're in a chosen terrain you gain a +5 bonus with Blend and Survival Checks and +3 bonus to saves. |
Bandage | Basic Combat | You spent some time learning first aid. | You can make first aid checks without a first aid kit. Where you possess a kit you may add 3 to the number of points recovered. Finally your error range only increases by 1 when making checks during combat. |
Combat Expertise | Basic Combat | You handle fights with consummate grace and skill. | You may accept a penalty up to 6 with all attack and skill checks and gain an equal bonus to defence. |
Two Weapon Basics | Basic Combat | You fight effectively with a weapon in each hand. | You only suffer a -2 penalty when you should be using 2 hands. When armed with 2 weapons you may make an additional attack at a penalty of -2 to all attacks this for that round. |
Two Weapon Mastery | Basic Combat | You're especially deadly with a weapon in each hand. | You may chose to increase your penalty to -4 in order to gain 1 additional attack with the weapon you've used least this round. |
Three additional proficiencies available. May be spent on Vehicles or Cultures.
If dual wielding pistols may either make 2 attacks at +11 or 3 attacks at +9 or 4 attacks at +7.
May spend 1 action dice to make an additional attack at the current difficulty.
If opponent is vulnerable add +2d6 to each damage roll.