Savage"Waaagh!"
– Relak Traven, Human SavageSavages 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they once used to build their empires, and so they take to the life of a savage with all the glee of men throwing away outdated customs and social restraints.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 SavageA 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
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1 +1 +2 +2 +0 Savage Fury 2 1
2 +2 +3 +3 +0 Blood Frenzy 6 2
3 +3 +3 +3 +1 Mettle 11 3
4 +4 +4 +4 +1 Primeval Flurry 17 4
5 +5 +4 +4 +1 Headlong Rush 25 5
6 +6 +5 +5 +2 Woad 35 6
7 +7 +5 +5 +2 Wildling Health 46 7
8 +8 +6 +6 +2 Greater Blood Frenzy 58 8
9 +9 +6 +6 +3 Savage Redemption 72 9
10 +10 +7 +7 +3 Thunderous Charge 88 10
11 +11 +7 +7 +3 Inspire Blood Frenzy 106 11
12 +12 +8 +8 +4 Savage Cleave 126 12
13 +13 +8 +8 +4 Great Swing 147 13
14 +14 +9 +9 +4 Supreme Blood Frenzy 170 14
15 +15 +9 +9 +5 Wild Assault 195 15
16 +16 +10 +10 +5 Mighty Swing 221 16
17 +17 +10 +10 +5 Inspire Greater Blood Frenzy 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 20Class 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 FeaturesThe 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.
- 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. He gains the Savage Fury feat. He does not need to take the feat Warrior of Olden Days to gain access to Ancient Martial Feats. He must still meet all other prerequisites.
- 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.
- 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.
- Primeval Flurry (Ex): A furious assault crushes the savage's enemies to their knees. He gains the Primeval Flurry feat, except he can use any two handed weapon with it in place of ancient ones.
- 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.
- Wildling Health (Ex): The temporary hitpoints granted by Savage Fury increase to 10 hp, instead of 5.
- Greater Blood Frenzy (Ex): The benefits and penalties from Blood Frenzy increase by 2, to +6 and -6.
- 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 35 points of damage if the charge hits.
- 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 his Blood Frenzy ability until the end of the encounter.
- 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.
- Supreme Blood Frenzy (Ex): The benefits and penalties from Blood Frenzy increase by a further 2, to +8 and -8.
- 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.
- 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.
- Inspire Greater Blood Frenzy (Ex): At 17th level, the benefits from Inspire Blood Frenzy increase to those from Greater Blood Frenzy.
- 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 50 points of damage, and those of his allies each deal an extra 25 points of damage. 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.