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Template Grafts | Universal Monster Rules


Survivalists

Source Interstellar Species pg. 182
Survivalists are defined by independence and self-sufficiency. They often expertly navigate specific types of hostile or dangerous terrain: forests, deserts, or more remote locales such as dead space or post-apocalyptic cityscapes. Survivalists generally don’t rely on others and commonly live and work alone. However, the following statistics can represent hunters and warriors within a community as well as hermits. A survivalist might have some kind of sentient companion or a creature companion, such as a beast of burden or a hunting beast. A survivalist might arrive at a critical moment to help PCs as they travel through a barren wasteland. Alternatively, a survivalist makes an excellent antagonist in a wilderness setting since they’re capable of using every aspect of the environment against their foes.

Aliens in the "Survivalists" Family

NameCR
Career Ranger3
Mysterious Hermit14
Off-gridder1/2
Trophy Hunter9

Survivalists, Mysterious Hermit

Source Interstellar Species pg. 183

Mysterious Hermit CR 14

XP 38,400
Astrazoan
CN Medium aberration (shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +25

Defense

HP 215; RP 5
EAC 27; KAC 28
Fort +12; Ref +12; Will +19

Offense

Speed 30 ft.
Melee advanced living staff +21 (4d6+14 B; critical bind)
Ranged parallax laser pistol +23 (5d4+14 F; critical burn 3d4)
Spells Known (CL 14th)
5th (3/day)—commune with nature, raise dead
4th (6/day)—confusion (DC 23), discern lies (DC 23), divination, restoration
3rd (at will)—mind thrust (DC 22), remove affliction

Statistics

STR +0; DEX +6; CON +0; INT +4; WIS +8; CHA +4
Skills Life Science +30, Mysticism +30, Survival +25
Languages Aklo, Common, up to 4 others
Other Abilities change form , compression , many forms , peer into the unknown, weird surroundings
Gear freebooter armor IV, advanced living staff with 2 batteries (20 charges each), parallax laser pistol with 2 super-capacity batteries (80 charges each)

Special Abilities

Peer into the Unknown (Su) A mysterious hermit can spend 1 Resolve Point to gain +2 on an attack roll, skill check, or saving throw. They can choose to use this ability after success or failure has been determined.
Weird Surroundings (Su) A mysterious hermit has the ability to alter the terrain close to their home. In any location where the hermit has lived for at least 1 year, they can create one of the following effects within a radius of 1 mile: change the local gravity by 1 step, change the local temperature by 1 step, or increase Survival DCs to avoid getting lost by 10. A mysterious hermit can change which effect is active once per day and the change takes effect after 1 day.

Description

For one reason or another, mysterious hermits isolate themselves from civilization. Perhaps a hermit chose isolation to better focus on their studies, or perhaps they fled their home after being persecuted for performing horrible experiments on the local populace. Locating a hermit and convincing them to share their knowledge requires seekers to travel to remote, dangerous locales simply for the chance of receiving a hermit’s aid. Hermits can have a range of reactions to others seeking them; they might be grateful for some brief company, or be violently distrustful of those who seek their knowledge.