Author Topic: Savage [Base]  (Read 6849 times)

Offline Stratovarius

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Savage [Base]
« on: April 21, 2014, 06:01:40 PM »
Savage

"Waaagh!"
– Relak Traven, Human Savage


Savages are little more than furious warriors from the steppes and the nether reaches of Arhosa, the remanents of once great civilizations come down to barbarism and savagery. For some civilizations, though, this is merely a return to the way of life they once used to build their empires, and so they take to the life of a savage with all the glee of men throwing away outdated customs and social restraints.


Making a Savage
A savage is usually found amongst the wildlings, those tribes, clans, and otherwise that live upon the steppes, the mountains, and other barren lands. But unlike Totem Masters, the Savage has no overwhelming and magical connection with nature. No, they are merely brutal warriors of the most basic sort, always caught in a struggle for power and survival.

Abilities: A Savage uses Constitution to determine his bonus martial points, and Strength to determine the DC of his effects.

Races: Savages can be found among any race.

Alignment: Savages can have any alignment.

Starting Gold: As Barbarian.

Starting Age: As Barbarian.


Table 1: The Savage
Hit Die: d12


Level  BAB   Ref   Fort  Will  Abilities                                 Martial Points   Maximum Points Per Fusillade
-------------------------------–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2    +2    +0    Blood Frenzy                              2                1   
2      +2    +3    +3    +0    Savage Fury                               6                2   
3      +3    +3    +3    +1    Mettle                                    11               3   
4      +4    +4    +4    +1    Greater Blood Frenzy                      17               4   
5      +5    +4    +4    +1    Primeval Flurry                           25               5   
6      +6    +5    +5    +2    Headlong Rush                             35               6   
7      +7    +5    +5    +2    Woad                                      46               7   
8      +8    +6    +6    +2    Inspire Blood Frenzy                      58               8   
9      +9    +6    +6    +3    Wildling Health                           72               9   
10     +10   +7    +7    +3    Savage Redemption                         88               10   
11     +11   +7    +7    +3    Thunderous Charge                         106              11   
12     +12   +8    +8    +4    Supreme Blood Frenzy                      126              12   
13     +13   +8    +8    +4    Savage Cleave                             147              13   
14     +14   +9    +9    +4    Great Swing                               170              14   
15     +15   +9    +9    +5    Wild Assault                              195              15   
16     +16   +10   +10   +5    Inspire Greater Blood Frenzy              221              16   
17     +17   +10   +10   +5    Mighty Swing                              250              17   
18     +18   +11   +11   +6    Greater Savage Redemption                 280              18   
19     +19   +11   +11   +6    Massive Swing                             311              19   
20     +20   +12   +12   +6    Savage Blood Frenzy, Savage's Onslaught   343              20

Class skills (4 + Int modifier per level, x4 at first level): Animalism (Wis), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession, Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str)
             
Class Features
The rage against the ending of the world drives you ever onwards.
  • Weapon and Armour Proficiency: Savages are proficient with all simple, martial, and ancient weapons, light and medium armours, and all shields except tower.
  • Savage Fusillades: Savages are furious barbarians, driven by passion and aggression and little more. They gain access to The Basics, Elemental Assault, Special Attacks, Team Benefits, and Status Assaults. For the full ruleset, go here.
  • Blood Frenzy (Ex): A savage who deals damage in combat against a living enemy scents blood, which causes him to fly into a frenzy the following round. While in a blood frenzy, a savage gains +4 to Strength, +4 to Dexterity, and –4 to Armor Class. If his attacks bring an opponent to negative hit points, he immediately gains an additional attack against its fallen foe. A savage cannot end his frenzy voluntarily. It ends only when all creatures he has wounded in combat are dead or have fled the battle. Any feat that would normally effect a barbarian's rage also affects this class feature. This class feature counts as a barbarian's rage for purposes of access to feats. He cannot fight defensively or take the Total Defense action, and each round must attack the nearest enemy creature if able.
  • Savage Fury (Ex): The Savage takes a furious joy in combat, revelling in each thunderous blow, a giddy frenzy that allows you to dance through combat, accepting blows unthinkingly. Each time he strikes a creature and deal 10 or more damage to it, he gains 5 temporary hit points from battle lust. The temporary hit points stack with each other, and last until the end of the encounter. This does not stack with the Savage Fury feat.
  • Mettle (Ex): At 3rd level and higher, a savage can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping savage does not gain the benefit of mettle.
  • Greater Blood Frenzy (Ex): The benefits and penalties from Blood Frenzy increase by 2, to +6 and -6.
  • Primeval Flurry (Ex): A furious assault crushes the savage's enemies to their knees. Each round, he may make up to one additional attack per four class levels with a two-handed weapon, at his highest base attack bonus. He takes a cumulative -1 penalty to AC and all your attack rolls until the beginning of his next turn for each additional attack he makes this way.
  • Headlong Rush (Ex): Strategy and tactics have never been the strong point of the savage, while the shock of his impact in battle are. He can make turns during a charge and charge across difficult terrain. If he hits with the attack at the end of a charge, all enemies within 5' per class level who have the same or less hit dice than the foe struck are shaken for one minute. Creatures immune to critical hits are immune to this ability. This is a Fear effect.
  • Woad (Ex): Savages laugh at the puny men of civilization who have to armour themselves to feel safe in a battle. Any time the savage engages an opponent who is wearing a heavier category of armour than he is, he gains a +2 bonus to attack and damage rolls for each step heavier the armour is. For creatures with natural armour, 0 is unarmoured, 1-3 is light, 4-6 is medium, and 7+ is heavy for the purposes of this ability. If a creature has both natural armour and armour, use whichever is heavier. If the savage has natural armour, it does not count as armour for this ability.
  • Inspire Blood Frenzy (Ex): At 11th level, as a move action, the savage can, through the example of his fighting, give to his allies some of savagery that is his. All willing allies within 30 feet gain the effects of the base Blood Frenzy ability (+4, -4) until the end of the encounter.
  • Wildling Health (Ex): The temporary hitpoints granted by Savage Fury increase to 10 hp, instead of 5.
  • Savage Redemption (Ex): Whenever a strike would trigger the temporary hit points of Savage Fury, it also restores martial points equal to 1 for every 10 hp of damage done.
  • Thunderous Charge (Ex): To be the first into battle is the greatest of honours amongst savages, proving their courage and dedication. His charges do not provoke attacks of opportunity, and the savage deals an extra 1 damage per class level if the charge hits.
  • Supreme Blood Frenzy (Ex): The benefits and penalties from Blood Frenzy increase by a further 2, to +8 and -8.
  • Savage Cleave (Ex): Whenever an attack would trigger Savage Fury, the savage can make an additional attack as a free action against another foe that is within melee range of him. This attack cannot trigger a Savage Cleave.
  • Great Swing (Ex): Starting at 13th level, a savage is able to make a great, sweeping swing with a melee weapon. As a full-round action, the savage can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender.
  • Wild Assault (Ex): At the end of a successful charge, the savage can throw himself at his foes, swinging wildly. If he chooses, he can take a -5 penalty to his attacks this round. If he does so, he can attack a second creature at the end of his charge. Both creatures must be in melee range at the end of the charge.
  • Inspire Greater Blood Frenzy (Ex): At 17th level, the benefits from Inspire Blood Frenzy increase to those from Greater Blood Frenzy (+6, -6).
  • Mighty Swing (Ex): Starting at 16th level, a savage can make a mighty swing. A mighty swing is like a great swing, except that it is a standard action rather than a full-round action.
  • Greater Savage Redemption (Ex): Whenever a strike would trigger the temporary hit points of Savage Fury, it also restores martial points equal to 2 for every 10 hp of damage done.
  • Massive Swing (Ex): A 19th-level savage can lash out all around himself with a single attack. Massive swing works like mighty swing, except that its effect is not limited to three squares. The savage’s swing affects all squares he threatens.
  • Savage Blood Frenzy (Ex): The benefits and penalties from Blood Frenzy increase by a further 2, to +10 and -10.
  • Savage's Onslaught (Ex): The savage can transfer some of his overwhelming ferocity to his allies. Whenever the savage makes a charge, all allies within 30 feet of him at the beginning of his turn can also charge his target as an immediate action. He and his allies do not block each other when determining if they can charge. His charge attack deals an extra 2 points of damage per class level, and those of his allies each deal an extra 1 point of damage per ally's character level. For each ally who charges, counting himself, his charge attack and those of his allies are made with a cumulative +2 bonus (in addition to the normal bonus provided by charging). An opponent struck by him and at least one other ally is stunned for 1 round. He and his allies do not provoke attacks of opportunity for moving as part of this charge. This bonus damage replaces any damage from Thunderous Charge.
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« Last Edit: March 07, 2017, 11:48:25 AM by Stratovarius »

Offline Stratovarius

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Re: Savage [Base]
« Reply #1 on: April 21, 2014, 06:02:12 PM »
And the savage is done. Barbarians, eat your hearts out.
« Last Edit: April 21, 2014, 08:52:13 PM by Stratovarius »

Offline Nanshork

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Re: Savage [Base]
« Reply #2 on: April 22, 2014, 12:32:19 AM »
Blood Frenzy needs a duration.

Offline Stratovarius

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Re: Savage [Base]
« Reply #3 on: April 22, 2014, 06:27:57 AM »
Blood Frenzy needs a duration.

It's until the target dies. Updated to make that clear.
« Last Edit: April 22, 2014, 06:49:20 AM by Stratovarius »

Offline Nanshork

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Re: Savage [Base]
« Reply #4 on: April 22, 2014, 10:25:16 AM »
Blood Frenzy needs a duration.

It's until the target dies. Updated to make that clear.

Does it have any restrictions on who you can attack?

Offline Stratovarius

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Re: Savage [Base]
« Reply #5 on: April 22, 2014, 10:27:43 AM »
Blood Frenzy needs a duration.

It's until the target dies. Updated to make that clear.

Does it have any restrictions on who you can attack?

Living targets. Otherwise, not really. There's class abilities that let him hit multiple targets.

Offline Nanshork

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Re: Savage [Base]
« Reply #6 on: April 22, 2014, 10:32:30 AM »
Blood Frenzy needs a duration.

It's until the target dies. Updated to make that clear.

Does it have any restrictions on who you can attack?

Living targets. Otherwise, not really. There's class abilities that let him hit multiple targets.

What prevents me from hitting my living friend with an unarmed strike, dealing combat damage, and then gaining the bonus forever?

Offline Stratovarius

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Re: Savage [Base]
« Reply #7 on: April 22, 2014, 10:35:45 AM »
Blood Frenzy needs a duration.

It's until the target dies. Updated to make that clear.

Does it have any restrictions on who you can attack?

Living targets. Otherwise, not really. There's class abilities that let him hit multiple targets.

What prevents me from hitting my living friend with an unarmed strike, dealing combat damage, and then gaining the bonus forever?

You aren't in combat. And it ends whenever combat does.

Offline Nanshork

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Re: Savage [Base]
« Reply #8 on: April 22, 2014, 10:37:07 AM »
Blood Frenzy needs a duration.

It's until the target dies. Updated to make that clear.

Does it have any restrictions on who you can attack?

Living targets. Otherwise, not really. There's class abilities that let him hit multiple targets.

What prevents me from hitting my living friend with an unarmed strike, dealing combat damage, and then gaining the bonus forever?

You aren't in combat. And it ends whenever combat does.

It doesn't say that.  :P

Offline Stratovarius

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Re: Savage [Base]
« Reply #9 on: April 22, 2014, 11:07:23 AM »
It does, but I'll clear it up so I don't stab the rules lawyer :P

Offline VennDygrem

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Re: Savage [Base]
« Reply #10 on: April 24, 2014, 12:14:36 AM »
Just to clarify for the purposes of Blood Frenzy, does "living" just constitute your opponent having higher than negative hit-points, or can a Savage not fly into a Blood Frenzy when fighting Undead and Constructs since they have effectively no blood and aren't 'living' creatures? I can certainly see the argument for the latter, though it means adding a limiter that the Barbarian, for instance, does not have.

*holds up shield to prevent stabbings* :blush

Offline Stratovarius

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Re: Savage [Base]
« Reply #11 on: April 24, 2014, 05:21:31 AM »
Just to clarify for the purposes of Blood Frenzy, does "living" just constitute your opponent having higher than negative hit-points, or can a Savage not fly into a Blood Frenzy when fighting Undead and Constructs since they have effectively no blood and aren't 'living' creatures? I can certainly see the argument for the latter, though it means adding a limiter that the Barbarian, for instance, does not have.

*holds up shield to prevent stabbings* :blush

It's intended not to trigger on Constructs and Undead, at least partially as a sort of "savages fear what they can't understand" response. There will probably be a feat to remove the limit when I start making them.

Offline Stratovarius

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Re: Savage [Base]
« Reply #12 on: April 29, 2014, 09:46:59 AM »
Granted all weapon proficiencies.

Offline Stratovarius

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Re: Savage [Base]
« Reply #13 on: June 11, 2015, 10:24:30 AM »
Just gave the Savage Animalism. Had never realized the class didn't have it.

Offline Stratovarius

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Re: Savage [Base]
« Reply #14 on: October 21, 2015, 02:22:50 PM »
Updated the Woad ability to also apply to creatures with natural armour bonuses.