Deep within the wilds of the Hyborian nations there are barbarians, and then there are savages. Warriors in the purest sense of the word, savages tap into themselves to fi nd strength and skill enough to protect and provide for their tribes, villages or communities. They do not abide by the rules and regulations of the world around them, living by the spear and the safety it brings them and their allies.
Savages fi nd a new source of fury and violence within them to unleash upon their foes, laying them low with power and agility in equal measure. They can be stalwart defenders or vicious destroyers depending on what the circumstance calls for. Savages know no fear other than the possibility for failure, and nothing will stand in their way once they have set their role in motion. Fight, kill, die; these are the tenets of the savage code.
Hit Die: d10
Requirements
Requirements
To qualify to become a Savage, a character must fulfi l all of the following criteria.
Base Attack Bonus: +3 or higher Feats: Fighting-Madness, Power Attack Skills: Survival 4 ranks
Special Requirement: Character cannot have the
Civilised code of honour.
Class Skills
Class Skills
The Savage’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (any mundane) (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
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Skill Points at Each Additional Level: 2+ Int modifi er.
Class Features
Class Features
All of the following are class features of the Savage prestige class.
Weapon and Armour Profi ciency: The Savage gains no
new armour or weapon profi ciencies. Note that armour check penalties for armour heavier than leather apply to certain skills, as noted in Conan the Roleplaying Game:
Second Edition.
Know No Fear: Realising his greater goal upon
achieving 1st level, the Savage sets aside his fears and
fully submerges himself in the role of warrior. This class feature makes the Savage automatically pass any Will saves during a combat encounter that is related to fear.
Simple Weapon Focus: Savages are often raised
in primitive societies and away from the luxuries of advanced forges, leaving their cultures using weapons that are easier to fabricate. Skilled Savages at 1st level
already know how to use these sorts of weapons as well as any civilised soldier uses their sword and shield. This class feature grants a +1 attack bonus to hit with any Simple weapon, melee or ranged, stacking with all earlier or current bonuses as normal.
As Good as Steel: A 2nd level Savage treats his weaponry
with the respect and care that any warrior would, but does so knowing that the best materials in the world are not always available to them. This class feature allows the Savage to consider all Primitive weaponry he wields to instead be classifi ed as High-Quality Weapons, no matter what they are made from. For information on these weapon quality classifi cations, see pages 152-154 of Conan the Roleplaying Game: Second Edition.
Savage Charge: One thing that a Savage always has on
his side is his instinctual urge toward violence. At 2nd
level the Savage knows the power behind an unexpected attack, charging directly at enemies with a terrifying cry, wail or look upon his face. Some Savages bite their tongue or cheek to spit blood as they charge, others ramble gibberish or beat their weapons against them as they run toward the enemy. Whatever the theatrics chosen, the Savage gains +2 to his damage rolls on the round in which he charges. Additionally, if charging a target with the Civilised code of honour, his antics are so worrisome that he no longer suffers the –2 penalty to Defence while charging that target.
Dedication: At 3rd level the Savage has graduated
from a skilled warrior of his people to a symbol
of his people’s ability to wage war. He may choose one of the following benefi ts at 3rd level and then again at 5th
level to symbolise his growth as a Savage warrior. Each one can be chosen twice for cumulative effect.
Armour Piercing: All attacks made by the Savage
increase their Armour Piercing by +1.
Faster Reactions: The Savage gains +2 to his Initiative
modifi er.
Greater Acuity: The Savage cannot ever be caught fl at-
footed. If this is chosen a second time he may no longer be fl anked.
Tenacity: The Savage receives a +2 luck bonus on all
Saving Throws.
Unfl inching Resilience: The Savage gains 5 hit points.
Weapon Specialisation: The Savage may choose a
weapon to gain the Weapon Specialisation feat for, ignoring all restrictions and requirements.
Simple Weapon Master: When the Savage reaches 3rd
level he has all but mastered every type of weapon his people might have been exposed to. This class feature grants the Savage an additional +1 to hit with all Simple weapons, melee or ranged, stacking with all earlier or current bonuses as normal.
Cold Anger: The 4th level Savage has learned to better
harness his rage and fury, becoming a cold instrument of death when his temper is unleashed instead of the normal frothing rampage. This class feature allows the Savage to activate his Fighting-Madness (or Crimson Rage) ability at will, but also reduces the Defence penalty to only –1 and extends the rage’s duration by 5 rounds. It has no effect on the other bonuses or penalties associated with these rages, it just makes the Savage able to better control them.
Felling Blow: A 5th level Savage is the embodiment of
animalistic power mixed with a warrior’s skill, able to fell a massive beast or terrible foe in a single attack. This class feature allows the Savage to fully trade one of his daily uses of Fighting-Madness (or Crimson Rage) to augment a single attack. If he does
so, this attack gains +5 to hit and damage and will automatically qualify for the Massive Damage special rule, no matter how much damage it manages to infl ict.