View Full Version : [3.5e Class] The Vicious Savage (P.E.A.C.H.)

2014-07-01, 03:18 PM
This is my first ever homebrew, and seeing as I basically threw a bunch of stuff on the barbarian it is probably horrendously unbalanced and OP. it's also unfinished, but I'm going to wait till I get some evaluation done on what i have.
opinions are welcome (actually I really need advice, I have no idea what i'm doing).

also, for anyone who actually allows this in their campaign, limit the rust dragon aspect, It's OP

Vicious Savage
"grrrrrrrrWWWRRAAAAAAAAHHHH!!!!*” —N’roth, a very pissed off Vicious Savage


Any race can yield a vicious savage, but races that tend toward barbarism produce far more than the more “civilized” races.


Any non-lawful.

Hit Die


Class Skills

The vicious savage’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.


A vicious savage with an Int of less than 6 loses all weapons, armor, and shield proficiencies, except for Unarmed Strike proficiency. Additionally, the Vicious Savage begins knowing no languages, regardless of his race. However, he can understand hand gestures, facial expressions, and body language, can use Wild Empathy (below), and can spend skill points to learn languages as normal.
Such a vicious savage gains the Monk's Unarmed Strike and AC Bonus class features (including progression by level). They also gain Improved Grapple as a bonus feat at 3rd level, Stunning Fist as a bonus feat at 5th level, and vicious savage levels count as Monk levels for the purposes of the Stunning Fist feat. They gain Blind-Fight as a bonus feat at 7th level. The Vicious Savage loses the benefits of these features (including the bonus feats) if he wears armor or carries a shield. Finally, the Primal Savage gains the Wild Empathy ability, as a Druid.

Vicious savages with a Wis of less than 6 gain Fear Resistance as a level 1 bonus feat.

A vicious savage gains darkvision 60 ft. and low-light vision If it did not already have them.

All of the following are class features of the vicious savage.

Weapon and Armor Proficiency

A vicious savage is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Savage Aspect

At 1st level must choose a main aspect from the following list. This choice is permanent and cannot be changed at a later date.
• Dragon aspect
• Fire aspect
At 1st level a vicious savage gains a savage aspect from their main aspect, he gains another at 4th level and every four levels thereafter, for a total of 6 aspects at level 20. (More information found under Savage Aspects below.)

Resistance to Fear (Ex)

A vicious savage with this ability doesn’t have enough common sense to know when to be scared of something. He gains a +4 bonus to all saves against fear.

Fast Movement (Ex)

A vicious savage’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the vicious savage’s speed because of any load carried or armor worn.


Vicious savages do not automatically know how to read and write. A vicious savage may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A vicious savage who gains a level in any other class automatically gains literacy. Any other character who gains a vicious savage level does not lose the literacy he or she already had.

Rage Variant: Whirling Frenzy (Ex)

Rather than of the standard Barbarian Rage, a Vicious Savage instead gains the Whirling Frenzy Rage Variant.
A Vicious Savage can fly into a whirling frenzy a certain number of times per day. When a vicious savage enters a whirling frenzy, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the vicious savage may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the vicious savage might make before his next action. While in a whirling frenzy, a vicious savage cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A whirling frenzy lasts for a number of rounds equal to 3 + the character’s Constitution modifier. A vicious savage may prematurely end his rage. At the end of the rage, the vicious savage loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level vicious savage, at which point this limitation no longer applies).

A vicious savage can fly into a whirling frenzy only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a whirling frenzy takes no time itself, but a vicious savage can do it only during his action, not in response to someone else’s action. A vicious savage can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).

Claw attack

At second level a vicious savage gains a claw two attacks. These attacks are primary natural weapons. Each claw deals 1d4 points of damage plus your Strength modifier. You can use a one-handed weapon and a claw, but when doing so the claw counts as a secondary weapon (adding only half your Strength bonus to damage, and with a -5 modifier on the attack roll).

Fast healing (Ex)

A vicious savage gains fast healing 1 at 2nd level, which increases by one (making 2) at 6th and every four levels after that (3 at 10th, 4 at 14th, 5 at 18th).

Uncanny Dodge (Ex)

At 2nd level, a vicious savage retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a vicious savage already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Improved Grapple

At 3rd level, a vicious savage gains the improved grapple feat as a bonus feat, even if he does not meet the prerequisites.

Trap Sense (Ex)

Starting at 3rd level, a vicious savage gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three vicious savage levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a vicious savage can no longer be flanked. This defense denies a rogue the ability to sneak attack the vicious savage by flanking him, unless the attacker has at least four more rogue levels than the target has vicious savage levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.


At 5th level, the vicious savage gains Scent.

Damage Reduction (Ex)

At 7th level, a vicious savage gains Damage Reduction. Subtract 1 from the damage the vicious savage takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three vicious savage levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Rend (Ex)

At 7th level, the vicious savage gains Rend. Whenever he hits with both of his claw attacks, he rends his opponent’s flesh, automatically dealing double claw damage in addition to normal damage.

Pounce (Ex)

At 8th level the vicious savage gains Pounce.

Improved Natural Attacks

At 9th level, your natural attacks become even more deadly. Your natural weapon attacks each deal damage one die size larger.

Suppress Savage Aspect (Ex)

At 11th level a vicious savage has learned to exert his will and control his savage aspects. Upon making a successful Will check (DC 16 + number of aspects) the vicious savage can suppress his savage aspects, rendering them dormant. He can select which aspects to suppress; he does not have to suppress all of them. A suppressed aspect gives no bonuses or abilities while suppressed. A vicious savage can release all suppressed aspects as a standard action. A vicious savage with their final aspect must make 2 will checks, the first at standard DC, and if this check succeeds, they make a second check at the previous DC -1 to fully suppress his aspects. If a will check to suppress aspects is failed, then the vicious savage cannot attempt to suppress any aspects for 24 hours

Greater Whirling Frenzy (Ex)

At 11th level, a vicious savage’s Strength bonus during his whirling frenzy increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3.

Rake (Ex)

At 12th level the vicious savage gains Rake. When gets a hold can make two rake attacks at his full melee attack bonus. Each successful attack does normal claw damage, plus 1/2 his Strength bonus (rounded down). If he pounces on an opponent, he can also use Rake.

Whirling Evasion (Ex)

While in a whirling frenzy, a vicious savage of 14th level or higher gains the Whirling Evasion ability. This ability is identical to the Evasion class features for rogues and monks, except as stated below.
The vicious savage cannot use whirling evasion in heavy armor or outside of whirling frenzy.

Sundering Rend

At 16th level the vicious savage gains Sundering rend as a bonus feat.

Tireless Frenzy (Ex)

At 17th level and higher, a vicious savage no longer becomes fatigued at the end of his whirling frenzy.

Mighty Whirling frenzy (Ex)

At 20th level, a vicious savage’s bonus Strength during his whirling frenzy increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

Ex-Vicious Savage

A vicious savage who becomes lawful loses his savage aspect (but not any physical changes caused by it) and the ability to rage, and they cannot gain more levels as a vicious savage. He retains all the other benefits of the class.

Table:The Vicious Savage "width: 500"]

Base Attack Bonus
Fort Save
Ref Save
Will Save

Fast Movement, illiteracy, Resistance to Fear, Whirling Frenzy 1/day, Savage Aspect

Uncanny Dodge, Fast Healing 1, Claw Attack

Trap Sense +1, Improved Grapple

Whirling Frenzy 2/day, Savage Aspect 2

Improved Uncanny Dodge, Scent

Trap Sense +2, Fast Healing 2

Damage Reduction 1/—, Rend

Whirling Frenzy 3/day, Savage Aspect 3, Pounce

Trap Sense +3, Improved Natural Attack

Damage Reduction 2/—, Hast Healing 3

Greater whirling Frenzy, Suppress Savage Aspect

Whirling Frenzy 4/day, Trap Sense +4, Savage Aspect 4, Rake

Damage Reduction 3/—

Whirling Evasion, Fast healing 4

Trap Sense +5

Damage Reduction 4/—, Whirling Frenzy 5/day, Savage Aspect 5, Sundering Rend

Tireless frenzy

Trap Sense +6, Fast Healing 5

Damage Reduction 5/—

Mighty Whirling Frenzy, whirling Frenzy 6/day, Final Aspect

Savage Aspects

Savage aspects are the defining feature of the Vicious Savage. They are representations of the great power and savagery fond in the world. With each savage aspect they gain they become a little less like what their race was and more like what their aspect represents. The most powerful of aspects is the Final Aspect, the penultimate level of progression for an aspect. By this point a vicious savage usually bears only a passing resemblance to their base race, and most final aspects change their Type or Subtype completely.

Every time an aspect is gained, all sub-aspect listed under that aspect are gained unless otherwise stated.

Every major physical change (glowing eyes, wings, a tail, etc.) caused by an aspect accrues a cumulative -2 penalty to disguise checks unless suppressed.

The dragon aspect seeks to emulate, and through emulation reproduce, the raw, visceral brutality of Dragons. Dragons may be regarded as wise or cunning, benevolent or malevolent, chaotic or lawful. But regardless of these things, when their ire is raised they can release a storm of fury rivalled only by the very few.

When selecting the dragon aspect, pick one dragon described in the Monster Manual or other sourcebook. This will be the dragon used when determining things like energy resistance, breath weapon type, scale color, and so on. This dragon will hereafter be referred to as your “aspect dragon”

Claws of the Dragon
Your hands change shape, forming scaled dragon-like talons with long, razor sharp claws.
The damage of your claw attack increases to 1d6

Scales of the Dragon
Your skin toughens and patches of small, colored scales appear on your body.
+2 natural armor

Energy Resistance
Dragons have energy resistance, and you do to!
You gain Energy Resistance to a single type of energy as corresponding to your aspect dragon (indicated in table). The amount of resistance you possess is equal to 3/4 your level.

Fangs of the Dragon
You sprout long, vicious fangs like those of a dragon.
You gain a secondary bite attack that deals 1d6 damage plus 1/2 strength modifier.

Dragon’s Brawn
Your strength increases as your muscles grow denser and stronger.
+2 strength.

Dragonbreath Bite (Ex)
While you cannot use a breath weapon like a dragon, you have figured out how to imbue your bite attack with similar properties.
Your bite attack does 1d6 damage plus an additional 1d6 per four levels energy damage of the type corresponding to your aspect dragon (indicated in table) in addition to your standard bite damage. It takes 1d6 rounds for your dragonbreath bit to recharge.

Dragonfear Aura
When fighting, you presence resembles that of a dragon. Dragons are downright terrifying. There's just something about them that makes people want to bolt in the opposite direction. That’s usually the proper response. You gain the same threatening aura, causing all who stand before you to tremble.
When raging, you gain the Frightful Presence ability which extends out to 30 ft. with a Will Save DC of 10 + Charisma Modifier + 1/2 your level.

Type changes to monstrous humanoid if it wasn’t before.

Rusting Bite (Ex) (Rust Dragon Aspect Only)
When the aspect user makes a successful bite attack against an opponent wearing metal armor, it’s armor immediately corrodes, falling to pieces and becoming useless immediately. This attack can also be used against a weapon or other metal object, of course. The size of the object is immaterial, a full suit of armor rust just as quickly as a metal sword. Magic items are allowed Reflex saves versus DC of the dragons breath save DC (DC = 10 + Con modifier + ˝ character level). This ability is usable once every 48 hours.

Razor Dragon Claw
You claws are so sharp they seem to cut the very air itself.
The threat range of your claw attacks double (Stacks with improved critical).

Razor Dragon Fang
Your fangs are sharper than the sharpest dagger.
The threat range of your bite attack doubles (Stacks with improved critical).

Sweeping Tail of the Dragon
You sprout a long muscular tail that resembles that of your aspect dragon.
You gain a tail (duh), and a secondary tail slam attack that deals damage as a dragon one size category larger than you (1d8 for a Medium creature), adding 1˝ times your strength modifier to damage.
Using your sweeping tail requires an attack action, or as part of a full attack action.
+2 bonus to balance and swim checks.

Anyone gaining this aspect must pick either Great Dragons Reaching Tail OR Ancient Wyrms Spikes. You cannot have both.

Great Dragon’s Reaching Tail
Your tail grows even longer, and gains an elastic quality that allows it to stretch even more.
Your tail is now treated as a reach weapon, but can also make attack against adjacent squares. You may also make trip attacks with it.

Ancient Wyrm’s Spikes
You grow spikes on various places on your body, like the elbows, knees, shoulders, and along your neck, spine and tail.
You gain Armor Spikes. They are treated as natural weapons, thus you are proficient in them automatically.
Your tail slam attack now does an additional 1d6 piercing damage.

Adamantine Dragon’s Scales
Your body is now completely covered in scales, they are as hard as adamantine but as light as your own skin, and you have no problem moving freely.
+4 natural armor.
Gains DR 2/—
Your body is now treated as having a hardness of 20.

Adamantine Dragon’s Armory
You claws and fangs are as strong as adamantine.
Your natural weapons are treated as being Adamantine for the purposes of overcoming DR and hardness.

You have finally reached the epitome of imitation, and have passed to replication. You are a perfect example of Draconic ferocity and brutality. You no longer look like your old race, you are beyond that. You are a Dragon.
Your Type changes to Dragon, and your Subtype changes to match the Subtype of your Aspect Dragon (if it has one).

You gain Powerful Build (as the Half-Giant trait)

You gain a breath weapon the same as your Aspect Dragon (indicated in table). It deals 6d8 + (1d6 x Ľ character level damage and has a cooldown of 1d4 rounds. A successful Reflex save (DC = 10 + Con modifier + ˝ character level) halves damage.

You gain a pair of wings capable of wing slam attacks (secondary natural attacks, 1d6 + ˝ character level + ˝ strength modifier. Two wings = two attacks) that grant you a fly speed (average maneuverability) equal to twice your base land speed.

You are now immune to whatever energy type your energy resistance affects.

Increase stats creature as follows: Str +8, Con +2, Int +2, Cha +2.

2014-07-21, 08:34 AM
hey i really like the class but like you said it is a lil op lol
my opinion cut the fast healing back by one point so in the end he gets a fast healing 5 and a DR 5 so it even and more balanced.
also as for the aspects i would use the druids summon natures ally list and every level he gets an aspect he gets to chose from that lvls list he chosses one animal to emulate and gains one of there special abilities of his choice. example first aspect he chooses a wolf he gets trip for free so on and so forth he can only chose one special ability though as for your dragon aspect make that his final aspect and give him 2 of the dragons special features so it a big ability but not over powered .
well that my opinion let me know if it helped you out.

2014-07-21, 10:31 AM
I did what you suggested with the fast healing.

as for your advice on the savage aspects, that isn't really what I'm going for with them, but thanks for you advice.