Outlander:

Communities are islands of civilization in a sea of wilderness. Outlanders are the brave few who dare travel through the bizarre landscape of Ground Zero, blazing trails between towns, discovering new resources and sources of technology, or uncovering dangers. Adept at stealth and wilderness survival, outlanders are essential to steering a safe path through the strange new world.

Outlanders At-a-Glance:

Hit Points: 3 hit points per class level (×2 for starting characters).
Combat Ability: Fair Attack, fair Defense.
Saving Throws: Fair Fortitude, Reflex, and Will.
Skills: 4 skill points per class level (×2 for starting characters), fair selection.
Weapons and Armour: Simple Weapons plus four additional proficiencies.
Class Talents: Outlander talents at 1st, 3rd, 5th, 7th, and 9th levels.
Talent Trees: Damage Reduction, Energy Resistance, Terrain Mastery, Unbreakable.
Special Abilities: Track (at 1st), Survivor (at 2nd), Shelter (at 4th), Attribute Increase (at 5th and 10th), Trailblazing (at 6th), Camouflage (at 8th), Improved Abilities (at 10th).


Class Features:

Outlander

Hit Points: Outlanders gain 3 hit points per class level. Starting outlanders gain double hit points (6 hp), plus the standard base for their genotype and Constitution.

Combat Ability: Outlanders have fair attack and defense progressions.

Saving Throws: Outlanders have well-balanced saving throws, with fair Fortitude, Reflex, and Will progressions.

Skills: Outlanders have a good selection of wilderness and survival skills. At each class level, outlanders gain 4 + Int modifier skill points. A starting character gains double skill points (8 + 2 × Int modifier).

The outlander's class skills are: Athletics, Awareness, Craft (Metalworking, Structural, Textiles), Endurance, Handle Animal, Knowledge (Mutant Lore, Regional, Tactics), Linguistics, Profession, Sneak, Survival, and Treat Injury.

The character's background can provide additional class skills to choose from. Some skills (indicated by italics) may be unavailable or of limited use to characters from low-tech backgrounds.

Weapons and Armour: Outlanders start with the weapon and armour proficiencies:

Some proficiencies (indicated by italics) may be unavailable or of limited use to characters from low-tech backgrounds.

Talent Trees:

Outlander Talents: At character creation and again at 3rd, 5th, 7th, and 9th levels, the outlander selects a new class talent. These are selected from the Damage Reduction, Energy Resistance, Terrain Mastery, and Unbreakable talent trees. The player may choose to substitute a general talent, if desired. The character's genotype can also provide additional talents to choose from.

Damage Reduction Talent Tree: You have an innate talent to reduce the effects of certain types of damage:

Energy Resistance Talent Tree: You are particularly resistant to certain kinds of deadly energy effects:

Terrain Mastery Talent Tree: You gain a bonus on checks involving a skill useful in a specific terrain type (or some other appropriate benefit) and know how to fight dangerous creatures typically found in that environment.

You take your terrain mastery with you wherever he goes. You retain bonuses on skill checks, attack rolls, and damage rolls whether you're actually in the relevant terrain or not.

Unbreakable Talent Tree: You are particularly resilient thanks to the following talents:

Special Abilities:

Track: Starting at 1st level, the outlander can follow the trails of creatures and characters over most types of terrain. To find tracks or follow them for one mile requires a Survival check (in the wilderness) or Streetwise check (in urban areas), with the Difficulty Class determined by the GM. The outlander must make another skill check every time the tracks become difficult to follow. The outlander moves at half his normal speed (or at his normal speed with a -5 penalty on the check, or at up to twice his speed with a -20 penalty on the check).

At 10th level, a outlander can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving up to twice his normal speed while tracking.

Survivor: Starting at 2nd level, the outlander can survive on limited rations and in harsh conditions. He gains a +2 competence bonus on all Fortitude checks to avoid the ill effects of starvation, thirst, or extreme heat and cold. This bonus applies only to "environmental effects", and not the effects of direct exposure to fire, radiation, psionics etc. At 10th level, this bonus increases to +4.

Shelter: At 4th level, the outlander develops an uncanny ability to locate safe shelter in the wilderness or urban ruins. Once per day, the character can make a special Survival or Streetwise check to find shelter. The GM will determine the Difficulty Class and the outlander may not take 10 or take 20 on this check.

If successful, the GM specifies the type of shelter discovered, ensuring its suitability to the region and local environment. Possible shelters include abandoned ruins, a cave (complete with hidden entrance), the remains of a crashed airplane, or any other enclosed space large enough to shelter fewer than a dozen characters.

Those without the shelter ability require a DC 30 Awareness check to notice the shelter, so those within are reasonably safe from accidental discovery and can wait out to mend wounds, examine artifacts, or otherwise pass several hours or days in relative safety.

At 10th level, the outlander's bonus to Survival or Streetwise checks increases to +4 when using this special ability.

Attribute Increase: At 5th level and again at 10th level, the outlander increases his Constitution score by 1 point. These attribute increases stack with the benefits provided by the Increased Constitution talent.

Trailblazing: At 6th level, the outlander becomes particularly skilled at finding the best route through unfamiliar or obstructed areas. When travelling in poor conditions or difficult terrain, the outlander may make a Survival or Streetwise check to reduce travel time. With a check result of 15 or better, the outlander reduces total travel time by 25%. At 10th level, the outlander's trailblazing ability improves. At this point, with a result of 25 or better, travel time is reduced by 50%.

The outlander can guide a group of up to three other individuals at no penalty. However, for each additional person in the group being guided, apply a -2 penalty to the trailblazing check.

Camouflage: At 8th level, while in any natural terrain with cover, the outlander gains the ability to literally blend in with his surroundings, allowing him to hide even in plain sight (providing he does not move). In addition, the outlander gains a +2 bonus to all Sneak checks while in natural surroundings. This bonus increases to +4 at 10th level.

Improved Abilities: As mentioned in the special ability descriptions above, a outlander's bonuses for Track, Survivor, Shelter, Trailblazing, and Camouflage increase at 10th level.


Outlander Progression:

Level Att Def Fort Ref Will Special Abilities
1 +1 +0 +1 +1 +1   Outlander Talent, Track
2 +2 +1 +2 +2 +2   Survivor
3 +2 +1 +2 +2 +2   Outlander Talent
4 +3 +2 +2 +2 +2   Shelter
5 +4 +2 +3 +3 +3   Outlander Talent, Attribute Increase (+1 Con)
6 +4 +3 +3 +3 +3   Trailblazing
7 +5 +3 +4 +4 +4   Outlander Talent
8 +6 +4 +4 +4 +4   Camouflage
9 +6 +4 +4 +4 +4   Outlander Talent
10 +7 +5 +5 +5 +5   Improved Abilities, Attribute Increase (+1 Con)

Outlanders gain 3 hit points and 4 skill points per class level (×2 for starting characters).


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