Desert Dweller


The Desert Dweller is an appellation for a person who is skilled and trained in the ways of the desert. This knowledge is typically passed down through training from a young age, within a community, although it can be acquired by painful experience. Either way, the Dweller is able to sustain him or herself in the wastes of the desert.


Abilities: Dweller's only emphasized ability is Constitution, necessary for living in the environment that they do. Apart from that, Dwellers will be skilled in wherever their primary class focus lies.

Races: To date, only humans have been known to be desert dwellers.

Alignment: Dwellers come from the mass of humanity, and has no central code of conduct. That said, the most common society of most Dwellers is that of the Mteule, which is Lawful Neutral.

Starting Money: 3d4


Class Skills: Balance (Dex), Climb(Str), Concentration(Con), Craft(Int), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(Local)(Int), Knowledge(Desert)(Int), Listen(Wis), Move Silently(Dex), Search(Wis), Spot(Wis), Survival(Wis)

4 + (Int bonus) skill points per level



Class Features


BAB: 3/4
Saves: Good Fort, Ref; Bad Will

Your desert training has prepared you for the unexpected as best possible, and for surviving heat, lack of apparent water, hostile creatures, toxins, and other personal threats.

Weapon and Armor Proficiency: Dwellers are proficient with simple weapons. Class features grant them additional weapon benefits. Dwellers are proficient with light armor.

Basic Desert Knowledge(1) (Ex): The Dweller has learned some of the tricks of the desert, and how to live in it. Dwellers gain +2 to Survival checks made in the desert, as well as a +1 bonus to Listen and Spot checks made in the desert. Knowledge(Desert) checks gain a bonus equal to Knowledge(Local) ranks if the Dweller is a native.

Basic Training(1) (Ex): With the lack of resources needed for "common" weapons, Dwellers receive unarmed training. The Dweller gains the Improved Unarmed Strike feat, Dwellers are considered armed even when unarmed, and can choose what type of damage to deal.

Desert Improvisation(3) (Ex): With the lack of many traditional weapons materials in the desert, the Dweller is accustomed to having to make do. Dwellers do not suffer penalties due to using improvised weapons.

Secondary Desert Knowledge(4) (Ex): The Dweller has advanced in knowledge about the desert and its secrets. Dwellers bonus to Survival checks is now +4, and +2 bonus for Listen and Spot.

Desert Fortitude(5) (Ex): Dwellers are so acclimated to the heat of the desert that it takes longer for it to affect them. The length of time for Fortitude saves in very hot conditions is doubled (to every two hours).

Toxin Accustomed(6) (Ex): Dwellers have been subjected over time to a variety of poisons and toxins that occur in the desert. They gain a +4 class bonus to Fortitude saves from natural poisons or toxins.

Desert Weapons Training(8) (Ex): Having lived long enough to prove to be of some use, the Dweller has been specially trained with several traditional weapons. The Dweller gains the feat Exotic Weapon Proficiency(Net) and Exotic Weapon Proficiency(Scytheclaw).

Advanced Desert Knowledge(12) (Ex): Experience with some of the strangest phenomena that occur in the desert has been gained. The bonuses to Survival checks is up to +8, and +4 to Listen and Spot.

Desert Home(14) (Ex): Time has taken its toll, and the Dweller is so used to very hot conditions that they have no effect, and the Dweller no longer has to make Fortitude saves. All other heat-based Fortitude saves gain a +2 bonus, and it takes three times as long between saves.

Expert Knowledge(20) (Ex): Nothing in the desert has any surprises left for the Dweller. They gain a +12 bonus to all Survival checks in the desert, and a +8 to Listen and Spot checks in the desert.