Newly rewritten, hopefully more usable and more fun.
Fluff & Stuff
The Savage is much like a barbarian, often hailing from less civilized lands or simply been raised in a harsh environment. Savages are not always primitive and backward, many are cunning and intelligent, woe to those that do not realize.
Savages earn their names from being brutal and efficient on the battlefield and often out of combat as well, as many adhere to a dog eat dog perspective on life. Savages often also follow an odd code of conduct, and are often are remarkably helpful and selfless despite reasons not to be.
Any race can be a savage, but those found primarily among nature and the wilderness are much more common.
Almost never lawful, but can vary otherwise.
Strength and constitution are the most crucial stats of a Savage. Their combat and special abilities hang off these attributes. Intelligence for Skill Points and Dexterity for AC and reflex saves also help.
The Savage is a front line basher, roughing it up in hand to hand against the enemy. They can choose to be canny and cunning or they can be as straightforward as they come, but he is always most useful with a weapon in hand in between the one that needs to be hurt and the rest of the party.
Most Savages assume a tribal or shamanistic approach to Religion, but that does not mean they are capable of more mainstream worship.
Savages get along best with Barbarians, being brothers in arms, as well as anyone else that survives in the wilderness or fights face to face. They may be distrustful of the suave and the magically inclined, but a smart Savage will see that they are good at what they do and good to have around when needed.
Starting Age: As Barbarian
Starting Gold: As Barbarian
Skills per level: 4 + int
Class Skills: Acrobatics, Climb, Craft, Intimidate, Know (Nature, Local, Geography), Perception, Survival, Ride, Swim, Profession.
Proficiencies: All Simple & Martial weapons, All light and medium armor, no shields
Base Attack Bonus
Aspect +2, Bonus Feat
Aspect +4, Bonus Feat
Aspect +6, Bonus Feat
Improved Uncanny Dodge
Aspect +8, Bonus Feat
Dual Aspect, DR 8/-
Special Abilities: Aspect:
The Savage can assume a single aspect of rage during combat. The Savage knows one aspect per +2 Aspect bonus he has, to a maximum of 4 at level 16. He gains the specified bonus for as long as it is active, and his aspect can be changed as a swift action. Only one Aspect can be active at any given time.
The Savage gains a bonus Combat or Savagery feat.
The Savage gains 10' to a movement speed of his choice. This choice cannot be changed once made.
When attacking a target that is under any of the following conditions, the Savage deals extra damage. Conditions are: Shaken, Frightened, Panicked, Cowering, Disabled, Helpless, Staggered, Dazed, Stunned, Paralyzed, Petrified, Slowed.
If the savage successfully makes a Fortitude or Will save against a spell or effect he takes no ill effect. If he fails the save he is affected normally.
The Savage gains damage reduction 2 against all damage types. This damage reduction increases by 2 every 5 levels after 5.
The Savage retains his dexterity bonus to AC even when caught flat-footed.
The Savage has a 25% chance to turn any critical hit or sneak attack into a normal attack when wearing light or medium armor. At level 17 this becomes a 50% chance.
The Savage gains a bonus to Natural AC equal to his constitution modifier (minimum 1).
Improved Uncanny Dodge:
The Savage cannot be flanked, and cannot be sneak attacked by enemies with less HD than his level +4.
This ability is in addition to the Uncanny Dodge ability gained at level 7.
The Savage can make a full attack as part of an attack or charge action.
The savage can assume two aspects he knows simultaneously.
Aspect of Ferocity: You gain half your Aspect bonus to all weapon attack rolls Aspect of Fury: You gain your Aspect bonus to all weapon damage rolls Aspect of Hardiness: You gain half your Aspect bonus to all saves Aspect of Intensity: You gain your Aspect bonus to rolls to confirm critical threats and damage on critical hits. This bonus to damage is multiplied on a critical hit. Aspect of Focus: You gain half your Aspect bonus to all Strength checks to Trip, Sunder, Bull Rush, etc (CMB if using PF) Aspect of Vengeance: You gain your full Aspect bonus to all Attack and damage rolls made for Attacks of Opportunity Aspect of Wrath: You gain your full Aspect bonus on all attack and damage rolls as part of ToB Maneuvers and Savageries.
-Fearful Strike: Upon a successful hit DC (10 + 1/2 Savage level + STR modifier) Will save or target becomes shaken for 1d3 rounds -Directing Strike: Upon a successful hit DC (10 + 1/2 Savage level + STR modifier) Will save or target must attack the Savage on their next turn -Penetrating Strike: Uses the targets Touch AC to hit. Minimum Savage level 5. -Wounding Strike: Successful attack deals Brutality dice as bleed damage for 1d3 rounds. Minimum Savage level 5. -Piercing Strike: Successful attack bypasses hardness and DR. Minimum Savage level 10. -Harrowing Strike: Successful attack bypasses Fast Healing and Regeneration, and suppresses it for 1d3 rounds on a failed Fort save (DC 10 + 1/2 Savage level + STR modifier). Minimum Savage level 5. -Forceful Strike: Successful attack grants free Bull Rush attempt -Smashing Strike: Successful attack grants free sunder attempt -Rocking Strike: Successful attack grants free Trip attempt -Dazing Strike: Upon a successful hit DC (10 + 1/2 Savage level + STR modifier) Will save or target becomes dazed for 1d3 rounds. Minimum Savage level 10. -Stunning Strike: Upon a successful hit DC (10 + 1/2 Savage level + STR modifier) Fort save or target becomes Stunned for 1d3 rounds. Minimum Savage level 10. -Disrupting Strike: Upon a successful hit DC (10 + 1/2 Savage level + STR modifier) Will save or target cannot cast spells or use SLAs for 1d3 rounds. Minimum Savage level 10. -Dispelling Strike: Upon a successful hit the target is affected by a targeted Dispel Magic spell, caster level equal to the Savage's level. Minimum Savage level 10. -Precision Strike: The weapon the Savage is currently using has its threat range is increased by 2 and critical multiplier is increased by x1 for one round, starting with this attack. This improvement cannot be moved to another weapon nor to another wielder. Minimum Savage Level 10 -Ravaging Strike: Upon a successful hit the target is affected by a Bestow Curse spell, caster level equal to the Savage's level. Minimum savage level 10 -Freeing Strike: Upon a successful hit, the Savage does not provoke AoOs for one round. Minimum Savage level 15 -Savage Strike: Upon a successful hit DC (10 + 1/2 Savage level + STR modifier) Fort save or die, as per a Vorpal weapon. Minimum Savage level 17.
All Savageries are Standard Actions to perform and are usable 3 + Str mod times per day.
Quick: The Savage gains the Combat Reflexes feat Relentless: The Savage gains the Track feat
Ok, bonus feats that you probably wouldn't use your normal feats on. I can see that.
Enduring: The Savage can, as a swift action, lower any exhaustion or fatigue effects on him by one step (to a minimum of nothing). This ability is usable a number of times per day equal to half the Savage’s CON modifier (min 1)
So it takes 2 uses and swift actions to go from exhausted to normal? Also, it seems to be so few times you can use it in a day.
Resistant: The Savage gains spell resistance equal to 5 + his Savage level. Minimum Savage level 10.
This is very weak, and I can't see anyone taking it. It can be overcome by rolling a 5, and if any spellcaster takes greater spell penetration, they overcome it with a 1. I'd say at least 11+level, if not 15+level.
Heavy HandedThe Savage gains the Powerful Build ability
I like. What if you already have the quality?
Unignorable: The Savage gains an attack of opportunity against any creature within reach attacking an ally instead of him. Minimum Savage level 10.
Why level 10?
Efficient: The Savage gains an extra swift action per round. Minimum Savage level 10.
Very nice, but it is lacking in actions it can do with a swift action.
Stubborn: The Savage can choose to reroll miss chance for concealment once per attack. Minimum Savage level 10.
How does this stack with the Blind-Fight feat you can take starting at level 1?
Re: The Savage (3.5/P Barbarian Alternative, PEACH)
As promised, I eventually got around to rewriting the Savage. Not as raw power as my Fighter Fix, but this is more true to the Barbarian it stemmed from. I need to expand on the Aspect ability a bit though, at the moment it seems a little light for a defining class ability.