Operatives of the Survivalism sphere are able to use nature itself to their advantage, using parts of a slain beast to their fullest potential, or shifting earth and rock to disrupt those within it. In any case, these operatives hold great power with nature and its inhabitants.
Associated Skill: Survival.
When you gain the Survivalism sphere, you gain 5 ranks in Survival, plus 5 ranks per additional talent spent in the Survivalism sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Survival, you may immediately retrain them.
Skill Leverage: You unlock skill leverage with Survival, in addition to either Knowledge (nature) or one of the following Craft skills: alchemy, jewelry, leather, taxidermy, or traps.
Package: When you first take the Survivalism sphere, choose one of the following packages: (dredge) or (harvest). You may take the Expanded Survivalism talent to gain an additional package.
You also acquire the Canny Survivor ability.
Canny Survivor (Ex)
You can outwit an opponent by sharing evidence of movements or kills they keep secret. Any killing or presence in a place that they don’t want widely known is suitable as long as you have not shared any evidence from that killing or location with them before and they believe it is not widely known.
When attempting to light a fire without flint and steel (or similar fire-making tools), you can find suitable materials and start the fire in only 5 minutes, and you may take 10 on the Survival check when doing so. Also, lighting a torch only takes a standard action (rather than a full-round action), or a move action by using a tindertwig.
You immediately succeed at any checks attempted to identify poisonous foods found in nature, in addition to recognizing poisonous creatures and tainted water.
If you possess the (harvest) package, whenever you harvest from a Tiny or larger creature you may produce enough food to feed a single Medium creature for a day. For every size category above Tiny the creature is, you can feed twice as many Medium creatures. This ability can be used to gain sustenance from unconventional creatures, such as oozes or undead that still possess flesh (such as zombies); but cannot be used with creatures incapable of providing sustenance (such as most constructs or fleshless undead).
Survivalism Packages
Dredge Package
You can spend 10 minutes to dredge up to an amount of 5-foot squares equal to 5 + twice the number of ranks in the associated skill you possess, applying the effects of one (ground) talent to the area. The chosen squares must be contiguous, and a square must be within your natural reach for you to dredge it. This dredged area lasts for 1 hour per rank in the associated skill you possess.
Alternatively, you may spend a full-round action to instead move up to your base speed (provoking attacks of opportunity as normal), dredging up to an amount of 5-foot squares equal to 2 + 2 per 5 ranks in the associated skill you possess, and reducing its duration to 1 round per rank in the associated skill you possess.
A dredged area can be noticed with a successful DC 15 Perception check (although a creature that sees you dredging an area automatically succeeds this check).
When you first gain this package, you gain the following (ground) option:
Disrupt Terrain (ground)
When you use dredge, you can choose one of the following options to apply to the area:
Difficult Terrain: The dredged area becomes difficult terrain.
At 10 ranks in the associated skill, the area is treated as magical for the purposes of effects such as woodland stride.
Cleared Terrain: Any difficult terrain (or areas affected by a (ground) talent) within the dredged area is removed, as long as the difficult terrain was from a non-magical source.
At 10 ranks in the associated skill, you can spend 1 use of skill leverage to also attempt to remove difficult terrain created from magical sources. When doing so, roll 1d20 + your ranks in the associated skill, comparing the result against the effect(s) you are attempting to dredge (DC 11 + t he effects caster level), removing the difficult terrain on a success.
Harvest Package
You can spend 1 minute to harvest a single component from a Tiny or larger corpse. The component corresponds to one (harvest) talent you have. You cannot harvest a component the corpse does not have or that has already been harvested. Some talents gain benefits depending on the creature type the component was harvested from, known as the component’s ‘associated creature type’. A harvested component lasts indefinitely, but has no market value.
You can spend 30 minutes or 15 minutes with a survival kit (Pathfinder Roleplaying Game: Ultimate Equipment) to refine a number of components you harvested equal to 1 + 1 per 4 ranks in the associated skill you possess, attempting an associated skill check against the refinement DC of each component refined this way. If you fail the refinement check, the refined component functions as if you had only 1 rank in the associated skill when determining its effects; if you succeed at the refinement check, the component uses your full ranks when determining its additional benefits, if any.
You can only have a number of components refined at one time equal to the number of (harvest) talents you possess + 1/2 your ranks in the associated skill (minimum 1); if you exceed this limit, your oldest refined component spoils 15 minutes later. A refined component grants its benefits for 24 hours before degrading into uselessness.
Some (harvest) talents have a Potency entry. You can increase the refinement DC by 10 to add the listed additional benefits.
When you first gain this package, you gain the Talisman (harvest) talent.
Talisman (harvest)
Refinement DC: 15
You harvest various innocuous pieces of a creature, which can be refined to create a talisman, helping ward off similar creatures. A talisman provides a +1 luck bonus to saving throws against attacks and abilities originating from, as well as skill checks attempted against, creatures of the component's associated creature type. If the creature is a humanoid or outsider, this instead confers its benefits to the subtype of the creature. A creature can only benefit from a single talisman at one time.
Potency: The luck bonus increases by 1 per 5 ranks in the associated skill you possess.