Nuclear Nomad

A Nuclear Nomad is a roving survivor in the Gamma World. He has not sunken into barbarism, nor has he tried to settle down and recreate civilization. He wanders the countryside, moving from settlement to settlement with no final destination in mind. He is part vagabond and part messenger, carrying news across a broken landscape. At times, when the mood strikes him, a Nuclear Nomad may bring a little bit of law and justice to those in need. A Nuclear Nomad with a reputation for meting out justice will find plenty of work in settlements threatened by Marauders or other ruffians.   Nuclear Nomads are tough survivors skilled at living off the land. Most carry their belongings on their backs in huge knapsacks, filled to the brim with survival gear and trinkets from ruins of the world’s civilization. Most Nuclear Nomads also equip themselves with pre-apocalypse weapons and equipment beyond the reach of most other humans.  
REQUIREMENTS
Base Attack Bonus: +2   Skills: Survival 3 ranks.   Base Fortitude Save: +2.  
CLASS INFORMATION
Hit Die: d10.   Action Points: 6 + half character level (rounded down) per level.   Class Skills: Bluff (Cha), Climb (Str), Craft (electronic, mechanical, pharmaceutical) (Int), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Handle Animal (Cha), Linguistics (Int), Knowledge (history, streetwise, technology: archaic, technology: Pre-War, technology: advanced), Perception (Wis), Navigate (Int), Perform (any) (Cha), Repair (Int), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str), and Treat Injury (Wis).   Skill Ranks Per Level: 6 + Intelligence modifier.  
TABLE: THE NUCLEAR NOMAD
 

CLASS FEATURES

Danger Sense: Once per day, a Nuclear Nomad may re-roll an initiative check he’s just made. He may use the better of the two rolls. The Nuclear Nomad must decide to re-roll before the round starts.   Steadfast: Once per day, a Nuclear Nomad may re-roll a failed saving throw against massive damage. He can use this ability twice per day at 4th level and three times per day at 7th level.   Mutation or Radiation Resistance: At 2nd level, a Nuclear Nomad’s exposure to radiation gives him a mutation or heightens his resistance to radiation sickness. The Nuclear Nomad may choose to gain a random minor positive mutation or a +2 resistance bonus on Fortitude saves against radiation poisoning.   At 5th level, the Nuclear Nomad may gain another random minor positive mutation or improve his resistance bonus on Fortitude saves against radiation poisoning by an additional +2.   At 8th level, the Nuclear Nomad may gain a random major positive mutation (or two random minor positive mutations) or improve his resistance bonus on Fortitude saves against radiation poisoning by an additional +4.   Bonus Feats: At 3rd, 6th, and 9th level, the Nuclear Nomad gains a bonus feat. The bonus feat must be selected from the following list, and the Nuclear Nomad must meet all the prerequisites of the feat to select it.   Alertness, Archaic Weapons Proficiency, Athletic, Endurance, Exotic Weapon Proficiency, Great Fortitude, Guide, Improved Damage Threshold, Iron Will, Lightning Reflexes, Low Profile, Personal Firearms Proficiency, Renown, Toughness.   Geiger Counter: At 5th level, a Nuclear Nomad can detect the presence of harmful radiation out to a range of 60 feet. He can also pinpoint the relative distance and direction of the source, if there is one. By spending 3 acts and making a successful Survival check (DC 20), he can determine the intensity of radiation (weak, moderate, strong, or intense) in an area, or the intensity of a radiation source.   At 10th level, the range of this ability increases to 120 feet.


Cover image: Trash Planet by nkabuto