Prestige Classes
As before, this only focuses on Arhosan Prestige Classes.
Anaraf HunterRequirements: Three feats (Track, Pierce the Hide, Hunter's Strike), some minor skills
What You Lose: Five levels worth of class features and martial fusillade points, hit points
What You Gain: 5th level Nature spells, minor class bonuses
On the whole, this class is almost certainly a downgrade for the power of the Savage, unless the player is very good at optimizing the use of the spell levels. Its abilities outside of the casting are flavourful, but mechanically weaker than the abilities those same levels of Savage would grant, and while the accelerated casting is certainly stronger than martial fusillades, it adds another stat that the Savage needs, and, once the five levels of the class are taken, has no further progression available to it. The high feat cost to entry is also painful. In general, avoid.
Havoc MageRequirements: 4th level arcane casting, BAB +4, some skills.
What You Lose: Five levels worth of class features
What You Gain: Battlecast, combined arcane and martial progression
Optimal entry for this is Savage 2/Arcanist 4, meaning that the class, although perfectly functional, does take the character very quickly away from being a Savage and entirely melee focused. On the other hand, it grants full dual progression in martial fusillades and arcane casting, as well as full BAB, and the ability to cast spells while making full attacks. Combine all of that, and the Havoc Mage is better than a pure Savage, and more versatile too. If going for a spellsword type build, there's really no reason to avoid taking Havoc Mage.
HordebreakerRequirements: Two feats (Power Attack, Cleave), some minor skills
What You Lose: Five levels worth of class features
What You Gain: Full fusilier progression, a pile of class features
A Savage looking to get into Hordebreaker needs to take a dip into Champion or another class in order to get in at a reasonable time, but even if taken late, the Hordebreaker offers plenty for the Savage to be happy with. Designed to kill large numbers of weaker enemies, the Hordebreaker fits neatly into the Savage, although its focus on defense and endurance doesn't always gibe with the Blood Frenzy and offensive nature of the Savage. However, the 5th level Anvil of Doom ability neatly sidesteps the overly aggressie nature of the Savage and allows more tactical play. However, certain class abilities apply to the chosen horde enemy, and in certain areas of Arhosa, that's simply not applicable. Because of this and the defense vs offense fit with the Savage, it's only a green class.
WarchiefRequirements: Must have led a tribe in battle, BAB
What You Lose: Five levels worth of class features, hit points
What You Gain: Mass melee ally boosting, Charisma
The class realistically has only two abilities - one is +6 in Charisma over the five levels, which is nice but somewhat irrelevant to most Savages. The other grants up to a +10 bonus to strength to all allies within 30 feet at the cost of some minor hitpoint damage. This is the bread and butter of the class, and the reason to take it. It's ideal if there are a large number of melee followers, be they summons, party members, or hirelings. Even without those, however, it's nice because it stacks with the bonus from Blood Frenzy. The downside is it doesn't stack with the benefits from magical items, by and large. Definitely better in lower-level campaigns, and in ones with larger numbers of melee hitters. Class can vary from green to blue depending on party makeup.
Yn Gyntaf Tribal ChampionRequirements: One feat (Long Distance Runner or First to Strike), some minor skills, BAB, Yn Gyntaf race
What You Lose: Three levels worth of class features
What You Gain: Throwing and ambush abilities
The racial PrC for the Savage's intended race, the Tribal Champion is almost entirely focused around throwing weapons from a combat point of view. Of note, throwing weapons (and indeed all range weapons) trigger most of the Savage's abilities, so a good strike with a thrown weapon can have the Savage set up to enter melee on the following round. The Tribal Champion also can add a fair bit of bonus damage in the surprise round, and can occasionally coup de grace monsters with an exceptional throw, all of which make the class a reasonable entry, especially in campaigns that are shorter in nature. The racially specific entry requirements, however, force the Savage to be built just to take the class. And in longer campaigns, the levels are most likely better spent elsewhere.
Carrion CarverRequirements: Two feats, BAB, must exist on carrion
What You Lose: Ten levels worth of class features and martial fusillade points, hit points
What You Gain: 5th level Osseins, class features including flight
A fairly easy class to enter, the Carrion Carver focuses on turning melee classes into partial spellcasters, although it does require Wisdom, usually 4th on the Savage's priority list. The second biggest benefit of the class is the ability to permanently fly, which is gained early on. There's also a number of passive defensive benefits that discourage enemies from being in melee range via poison and sickening, and bonuses against those that are sickened by the class ability. Finally, there's the capstone, which allows the Carrion Carver to nuke a small town with putresence. Perfect for holding those petty lords to ransom. On the whole, the class gives up a little of the direct damage of the Savage for the versatility of spellcasting and some excellent defensive benefits and flight, making the class an upgrade over the base Savage.