Expeditionary in Gamma World | World Anvil

Expeditionary

To venture alone into the untamed wilderness of the Gamma World is to commit a long and complex form of suicide, or so many would say. While there are some specialists (see the Survivalist) who have the necessary skills to survive on their own, an expedition composed of non-specialists has a short lifespan. For a group of individuals whose skills deal with things beyond survival to be able to survive a long expedition, they need to be led by someone with an exceptional mix of abilities. The Expeditionary is such a person, a master of keeping himself, and others, alive under the most trying circumstances.  
REQUIREMENTS
Base Attack Bonus: +3.   Skills: Handle Animal 1 rank, Navigate 3 ranks, Survival 3 ranks.   Feats: Guide.  
CLASS INFORMATION
Hit Die: d8.   Action Points: 6 + one half character level (rounded down) per level.   Class Skills: Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Earth and life sciences) (Int), Perception (Wis), Navigate (Int), Ride (Dex), Stealth (Dex), Survival (Wis), Swim (Str), Treat Injury (Wis).   Skill Ranks Per Level: 6 + Int modifier.  
Table: The Expeditionary
 

CLASS FEATURES

Packmaster: The Expeditionary knows how to optimize the packing and loading of supplies for a protracted expedition. Both the carrying capacity and burden of all supplies other than personal gear (armour, personal weapons) is reduced by 10% for all members of the expedition. This reducction increases to 15% at 5th level, and 20% at 10th level.   Enhance Survival: A number of individuals equal to the Expeditionary’s Charisma modifier (minimum of 1 person), are considered to have a +1 competence bonus on Survival checks for a number of hours equal to the Expeditionary’s class level. This bonus can be granted once per day. This represents the Expeditionary giving detailed and precise instructions to those who are affected by this ability; thus this ability cannot be used if the Expeditionary cannot communicate with those under his command. The Expeditionary cannot use this ability on anyone with more ranks in Survival that he possesses. This bonus increases to +2 at 4th level, and +3 at 8th level.   Pathfinder: At 2nd level, the Expeditionary may add one half of his class level as a bonus on all Navigate checks.   Commanding Presence: At 3rd level, the Expeditionary knows that unless his commands are obeyed and his guidance heeded, more lives than his own will be lost. He is capable of projecting this certainty to other. When dealing with rebellious or mutinous members of the team he commands, he may add his class level to all Diplomacy and Intimidate checks. Any individual who quits the team is not subject to this ability, but also loses any other benefits the Expeditionary may provide.   Warning Signs: At 3rd level, the Expeditionary can often sense disaster before it happens, and warn his party. All those under the Expeditionary’s command who are within a number of feet equal to the Expeditionary’s Charisma modifier x10 gain a +2 competence bonus on Reflex saves made against any natural disaster which calls for one, such as avalanches, ice cracking, crumbling precipices, and so on.   Inspiring Leadership: At 6th level, the Expeditionary can inspire those under his command to keep going no matter what, and to resist any distraction. All those under the Expeditionary’s command who are within Cha modifier x10 feet gain a +2 competence bonus to Will saves against mind-affecting or fear effects, provided the Expeditionary himself saved against the effect. This can allow a group to resist the allure of Bar Leps, for example.   Eternal Perseverance: At 9th level, the Expeditionary is capable of demonstrating such personal strength in the face of physical torment that those who follow him are inspired to carry on, regardless of the pain. All those under the Expeditionary’s command who are within Charisma modifier x10 feet gain a +2 competence bonus on Fortitude saves against any environmental effects or natural hazards, such as cold, heat, starvation, or thirst.


Cover image: Trash Planet by nkabuto