Though a sewer system enhances the quality of life for city residents, it also provides ample shelter for the most loathsome creatures of the night. Those hunters who are willing to venture below to root out these evils earn praise for their courage. Hunters who spend too much time in the lightless tunnels, however, tend to acquire an unsavory reputation. Pale skin, ragged garments, and a revolting odor easily distinguish these haunted souls, colloquially termed grimetrekkers. Ultimately, grimetrekkers are more comfortable below than above, and few folk notice when they vanish for weeks at a time into the wilderness beneath the city.
Nearly all grimetrekkers begin their careers as rangers with an atypical knack for urban or subterranean tracking. Fighters and rogues have also been known to turn to the path of the grimetrekker when provoked by vengeance against sewer denizens. Though they are rare, caliban barbarian/grimetrekkers are not unprecedented. City folk often tell tales of malformed people living beneath their streets, surviving on the refuse of civilization. Many grimetrekkers cut their teeth in the sewers of Richemulot, though others hail from Dementlieu, Darkon, or the fabled twilight city of Nosos.
Hit Dice: d10.
Requirements
Base Attack Bonus: +6.
Skills: Lore 4 ranks, Search 4 ranks
Feats: Back to the Wall, Blind-Fight, Great Fortitude.
Class Skills
Animal Empathy (useable only with vermin unless ranger), Concentration, Discipline, Disable Trap, Hide, Lore, Listen, Move Silently, Parry, Search, Spot.
Skill Points at Each Level: 4 + Int modifier.
Class features:
Base Attack Bonus: +1 per level (same as fighter)
Saving Throws: Reflex/Fortitude based (+7 Reflex/+7 Fortitude/+3 Will at level 10)
Weapon and Armor Proficiency: A grimetrekker does not gain any additional proficiency in any weapon or armor.
Favored Enemy (Vermin): At 1st level, the Grimetrekker gains Favored Enemy (Vermin), which then scales to +1, +2 and +3 at level 1, 5 and 10.
Sewer Stalker (Ex): At 1st level, a grimetrekker receives a +2 competence bonus to his Hide, Move Silently, Search, Spot and Listen skills while in a sewer. This bonus increases by +2 every other level thereafter.
Hale and Hearty (Ex): At 2nd level, a grimetrekker receives a +1 resistance bonus to his Fortitude saving throws against diseases, poisons, and the special abilities of oozes and slimes. This bonus increases to +2 at 5th level and +3 at 7th level. At 9th level, a grimetrekker becomes immune to disease and poison.
Darkvision (Ex): At 2nd level, a grimetrekker permanently gains Darkvision.
Deep Breath (Ex): At 3rd level, a grimetrekker gains the ability to hold her breath for a number of rounds equal to two times her Constitution score instead of once her Constitution score. At 6th level, she can hold her breath for a number of rounds equal to three times her Constitution score.
Sewer Legs (Ex): At 4th level, a grimetrekker gains a 10% movement speed increase when travelling in sewer areas. This increases to 20% at level 8.
Hide in Plain Sight (Ex): At 8th level, the grimetrekker gains the ability to Hide in Plain Sight in underground areas.