Conservationist (Class)

**Alignment:** Any

**Hit Die:** D12

**Class Skills:** 2+ Int mod. Bluff, Climb, Craft, use computer, intimidate, disable device, escape artist, perception, sleight of hand, stealth, kno (Arcana)

**Role:** The Conservationist is adept at keeping itself alive and making others not.

**Proficiencies:** all simple, martial, and exotic weapons, light, medium, and heavy armor, shields (including tower shields).

**Conservation Powers:** At first level, and every odd level, the Conservationist gets a Con power

**Mehhhteor Smash:** At second level, a Conservationist may use their Constitution modifier in place of their strength modifier for attack and damage rolls.

**Conbat Reflexes:** At fourth level, You may make a number of additional attacks of opportunity per round equal to your Constitution bonus.

**Cross Conter:** At 6th level, whenever you are able to make an attack of opportunity, you may choose to either make 2 attacks of opportunity instead of one, or cause their AoO to resolve before whatever triggers it, potentially causing it to fail. This may be used a number of times per day equal to your Con modifier.

**Contact:** At 8th level, you add your Constitution modifier to CMB and CMD

**Mehhhtabolism:** At 10th level, you add your Constitution modifier to all of your saving throws.

**Health Conscious:** At 12th level, you gain the ability to heal yourself and any other creatures you choose within your reach an amount of damage equal to your Con mod. This is a standard action, and can be used 3 times per day.

**Heavy Mehhhtal:** At 14th level, you increase your damage as if you were 1 size category larger, and gain a +2 natural armor bonus to AC.

**Mehhhnster Hunter:** At sixteenth level, You select a creature type or subtype as per a ranger favored enemy. You add your Con modifier to knowledge checks against those creature types, survival checks to track them, perception checks to notice them, and on attack and damage rolls against them.

**Mehhhthic Abilities:** At eighteenth level, you gain Mythic Vital Strike and Mythic Toughness as bonus feats. You gain a single use of mythic power.

**Plus Times Con:** At twentieth level, once per day you may take any d20 roll you make and multiply the end result by your con modifier.

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### Con Powers:

*Concealment*: You gain a 50% miss chance.

*Concon, con of the con con*: Gain a toughness feat. You may select this multiple times.

*Condensation*: You gain a swim speed equal to 5 feet times your con mod.

*Condominium*: You may cast Tiny Hut 3 times per day. If you are at least 15th level, you may expend all 3 uses to instead cast Mage's Magnificent Mansion.

*Condor*: You gain a supernatural fly speed equal to 5 feet times your con mod.

*Confirmed*: Gain a bonus to critical confirmation checks equal to your Con mod

*Confusion*: You gain immunity to the confusion spell and any ability that functions as it. Insanity instead functions as confusion for it

*Constitution Boost*: You gain a +2 bonus to Con.

*Constitutional*: Select any 3 skills. You use your Con modifier instead of the associated ability score.

*Construction*: You gain craft construct as a bonus feat and add Con to your craft checks.

*Continue*: You gain diehard as a bonus feat, and do not die until you reach negative twice your con mod.

*Contra*: Gain light steps class feature as ninja of your level

*Convict*: Add con to stealth, escape artist, and sleight of hand in place of Dex

*Convincing*: Add Con to bluff, diplomacy, and intimidate instead of your Charisma.

*Iconic*: You can use this con power once per day to regain the use of a limited use per day ability.

*Istanbul not Constantinople*: You add your Con to knowledge checks in place of Int.

*Meh way or the Highway*: 1/day you may make an intimidate check against the DM to try to convince them to change their mind about something

*Muscle Mage*: Gain a single spell as a 1/day spell like ability of a level you are able to cast. This may be selected multiple times.

*Overcon by nothing*: You gain damage reduction overcome by nothing equal to your Con mod.

*Wrath of Con*: If someone successfully confirms a critical hit against you, they take damage equal to your constitution modifier