- Class Features
- Weapon and Armor Proficiency
- AC Bonus (Ex)
- Furious Blows (Ex)
- Primal State (Ex)
- Rampage (Ex)
- Tribal Lore
- Savage Power
- Uncanny Dodge (Ex)
- Danger Sense (Ex)
- Fast Movement (Ex)
- Wild Resilience (Ex)
- Feral Pool (Ex)
- Staunch Recovery (Ex)
- Improved Uncanny Dodge (Ex)
- Wild Fortitude (Ex)
- Feral Vigor (Ex)
- Ferocity (Ex)
- Indomitable Mind (Ex)
- Blood Rage (Su)
- Supreme Ferocity (Ex)
Hit Dice: d12.
Starting Wealth: 3d6 x 10 gp. (avg. 105 gp)
The savage’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
|1st||+1||+2||+2||+0||Furious blows, primal state, rampage, tribal lore||–1/–1||+0||+0 ft.|
|2nd||+2||+3||+3||+0||Savage power, uncanny dodge||+0/+0||+0||+0 ft.|
|3rd||+3||+3||+3||+1||Danger sense +1; fast movement, wild resilience||+1/+1||+0
|4th||+4||+4||+4||+1||Feral pool (magic), savage power, staunch recovery||+2/+2||+1||+10 ft.|
|5th||+5||+4||+4||+1||Improved uncanny dodge||+3/+3||+1||+10 ft.|
|6th||+6/+1||+5||+5||+2||Danger sense +2; savage power||+4/+4/–1||+1||+20 ft.|
|7th||+7/+2||+5||+5||+2||Feral vigor, wild fortitude +2||+5/+5/+0||+1||+20 ft.|
|8th||+8/+3||+6||+6||+2||Savage power||+6/+6/+1/+1||+2||+20 ft.|
|9th||+9/+4||+6||+6||+3||Danger sense +3; Feral pool (cold iron/silver)||+7/+7/+2/+2||+2||+30 ft.|
|10th||+10/+5||+7||+7||+3||Savage power, wild fortitude +4||+8/+8/+3/+3||+2||+30 ft.|
|12th||+12/+7/+2||+8||+8||+4||Danger sense +4; savage power||+10/+10/+5/+5/+0||+3||+40 ft.|
|13th||+13/+8/+3||+8||+8||+4||Wild fortitude +6||+11/+11/+6/+6/+1||+3||+40 ft.|
|14th||+14/+9/+4||+9||+9||+4||Indomitable mind, savage power||+12/+12/+7/+7/+2||+3||+40 ft.|
|15th||+15/+10/+5||+9||+9||+5||Danger sense +5||+13/+13/+8/+8/+3/+3||+3||+50 ft.|
|16th||+16/+11/+6/+1||+10||+10||+5||Savage power, wild immunity||+14/+14/+9/+9/+4/+4/–1||+4||+50 ft.|
|17th||+17/+12/+7/+2||+10||+10||+5||Blood rage||+15/+15/+10/+10/+5/+5/+0||+4||+50 ft.|
|18th||+18/+13/+8/+3||+11||+11||+6||Danger sense +6; savage power||+16/+16/+11/+11/+6/+6/+1||+4||+60 ft.|
|20th||+20/+15/+10/+5||+12||+12||+6||Savage power, supreme ferocity||+18/+18/+13/+13/+8/+8/+3||+5||+60 ft.|
The following are class features of the savage.
A savage is proficient with all simple weapons plus the battle axe, great axe, handaxe, throwing axe, brutal bola, longbow, shortbow, greatclub, gunstock club*, riding club*, harpoon, macuahuitl*, great macuahuitl*, light pick, heavy pick, tepoztopilli*, tomahawk* and trident. (At the GM’s discretion, she also gains proficiency with all stone age weapons). These are denoted “savage weapons”. A savage is proficient with the armored kilt, leather armor, studded leather armor, hide shirt, hide armor, padded armor, quilted cloth, wooden armor and bucklers. These are denoted “savage armor”. When wearing any other light armor, medium armor or any heavy armor, using any shield other than a buckler, or carrying a medium or heavy load, a savage loses her AC bonus, as well as her fast movement and furious blows abilities. (* New weapons)
The Savage is an Hybrid Class for the Barbarian Base Class and the Monk Base Class, and as such is not intended to be selectable in conjunction with the Barbarian or Monk Base Classes. Given the very specific cultural milieu of savage tribes (be they farflung outliers on the periphery of other, more technologically savvy cultures; or living among the remnants of ancient civilisations as scavengers and survivors) it is intended that more cultured class-concepts not multiclass at their inception with Savages. Where another class concept has a wild side, or where the Savage is the character’s first class this caveat may be removed — perhaps having been whisked away from their tribe and instructed by another, or trained in-tribe by a foreign teacher.
At 8th level, the savage can make two additional attacks when she uses furious blows, as if using Improved Two-Weapon Fighting (even if the savage does not meet the prerequisites for the feat).
At 15th level, the savage can make three additional attacks using furious blows, as if using Greater Two-Weapon Fighting (even if the savage does not meet the prerequisites for the feat).
A savage applies her full Strength bonus to her damage rolls for all successful attacks made with furious blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands.
A savage may substitute disarm, sunder, and trip combat maneuvers for melee attacks as part of furious blows.
A savage cannot use any weapon other than a savage weapon as part of furious blows. A savage with natural weapons cannot use such weapons as part of furious blows, nor can she make natural attacks in addition to her furious blows attacks.
When wielding a greataxe, greatclub or great macuahuitl as part of furious blows the savage suffers a further -1 to each attack as these weapons are too heavy to effectively swing quickly. full-round action that provokes attacks of opportunity. The primal state can be held for up to 24 hours, or when a rest is taken. While the primal state has been attained, the savage gains the benefits of the Improved Unarmed Strike combat feat and a +2 morale bonus to Intimidate, Handle Animal and Sense Motive skill checks.
While rampaging (see below), a savage can also expend her primal state to gain the benefit of certain savage powers. She may still attain her primal state even if she has depleted all of her feral pool points (see below).
Expending the primal state to power a feat, class feature, or any other ability only powers a single effect. A savage cannot gain the benefits of multiple abilities that require expending the primal state by expending the primal state once; each effect requires its own instance of expending the primal state.
“Defeating foes” during Rampage and multiclassed SLA/Spelluser Savages
It is not intended for the Savage to use Rampage’s defeat mechanic in conjunction with SLA or spells — though it is up to the GM whether or not to allow multiclassed Savages in the first place or allow SLA/spellusing multiclass Savages to “defeat” opponents with their more mystical abilities and thus gain these temporary hit points.
A savage can enter rampage as a free action. The total number of rounds of rampage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While rampaging, a savage gains a +2 morale bonus to Will saves and Acrobatics, Climb and Swim checks, and can call upon savage powers to aid her in combat.
Additionally, for or every foe that the savage defeats during a rampage, she gains a number of temporary hit points equal to the foe’s HD. Defeating a foe can be in the form of reducing it to less than 0 hit points, rendering it unconscious through nonlethal damage, or rendering it unconscious in some other way.
These temporary hit points can surpass the savage’s current maximum hit points, last for a number of rounds equal to the savage’s Constitution modifier and do not stack with themselves in the event of more than one defeat. A savage can end her rampage as a free action. Feats that affect rage, such as Extra Rage, apply to Rampage, where possible. skills to become class skills — these represent the particular focus of the clan the savage is from or a specialised knowledge imparted to the savage.
A savage gains the benefits of some rage powers only by expending her primal state (though she does not need to be in her primal state to use others), and some of these powers require the savage to take an action first. Unless otherwise noted, a savage cannot select an individual power more than once.
A savage may select from all monk bonus feats and the following rage powers — using those rage powers marked (*) expends the savage’s primal state:
Available Savage Powers
A savage may select from the following rage powers:
Pathfinder® Roleplaying Game Core Rulebook™: clear mind*, fearless rage, guarded stance, internal fortitude, intimidating glare, knockback, low-light vision, mighty swing*, no escape*, powerful blow*, quick reflexes, raging climber, raging leaper, raging swimmer, renewed vigor*, rolling dodge, scent, strength surge*, superstition, surprise accuracy*, swift foot, terrifying howl, unexpected strike*
Pathfinder® Roleplaying Game: Advanced Player’s Guide™: beast totem, beast totem greater, beast totem, lesser; boasting taunt, chaos totem, come and get me, disruptive, energy resistance, fiend totem, flesh wound*, ground breaker*, guarded life, hurling, hurling, greater; hurling, lesser; hurling charge, inspire ferocity, knockdown, overbearing advance; overbearing onslaught; reckless abandon, smasher, spell breaker, spirit totem, witch hunter
Pathfinder® Roleplaying Game: Ultimate Combat™: auspicious mark*, bestial climber, bestial leaper, bestial swimmer, bleeding blow, body bludgeon, crippling blow, deadly accuracy, dragon totem, dragon totem resilience, eater of magic*, ghost rager, ground breaker, ground breaker, greater; guarded life greater, hive totem, hive totem resilience, lethal accuracy, primal scent, reflexive dodge, regenerative vigor, renewed life*, renewed vitality*, sharpened accuracy, spell sunder*, sprint, sunder enchantment, world serpent totem
Using those rage powers marked (*) expends the savage’s primal state.