The Savage

Hit Point Rate: 8

Class Skills: Athletics, Endurance, Handle Animal, Insight, Intimidate, Knowledge (nature), Perception, Ride, Survival

Skill Points: 2 + Int per level

Level BAB Fort Will Ref Class Features
1 +2 +2 -2 +2 Rage, Primal Living, Lesser Archetype Power
2 +3 +3 -1 +3 Sixth Sense, Ferocity, Lesser Racial Power
3 +4 +4 0 +4 Clotting Cascade, Moderate Archetype Power
4 +5 +5 +1 +5 Ignore Pain, Moderate Racial Power
5 +6 +6 +2 +6 Wild Instinct
6 +7 +7 +3 +7 Craving for Battle, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: A Savage is proficient with light and medium armors as well as light and heavy shields. He is proficient with all simple, primitive and martial weapons.

Rage: A savage may fly into rage once per encounter as a free action. While raging, a savage cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride) and combat maneuvers that require those attributes, the Concentration skill, or any abilities that require patience or concentration as combat styles, 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, Style feats and those that require a intelligence score of 15 or higher. A fit of rage lasts one minute. A savage may prematurely end his rage. At the end of the rage, the savage loses the rage modifiers and restrictions and becomes exhausted and staggered for one turn.

A savage receives +2 on one physical ability score of his choice or wisdom and a +2 bonus to will saves.

A savage takes a penalty of -2 to his dodge armor class during his rage.

The rage is a moral effect and all unspecified bonuses are of the type moral.

Most archetypes provide additional benefits for the rage.

Primal Living: A Savage withstands climatic effects as under the effect of the endure elements spell, heal his constitution modifier additional hitpoints every day and has 1.5m more movement speed in light armors, hide armors or unarmored.

Sixth Sense: Whenever the savage may make any kind of perception or sense motive check, he may make a survival check before. When faced with an illusion, he may also perform such a check against DC 10 + the caster level of the effects origin. If he succeeds, he has a feeling of the situation and senses danger. The Savage may ignore effects that spoof senses such as disguises, invisibility, concealment and glibness when succeeding a check, and those effects do not provide any bonus on the check versus sixth sense. The game impact should be similar to the perception/sense motive check. For some strange reason it does not work when the barbarian cannot see anything.

Additionally, you may use your wisdom modifier instead of dexterity to compute initiative and receive a +2 bonus on initiative checks when doing so.

Ferocity: The Savages power attack multiplier increases by one during his rage.

In addition, while bloodied he gains one additional attack at full base attack bonus during his rage.

Clotting Cascade: Whenever the Savage rages and fails a save versus an ongoing effect (must not have a duration of instantaneous or permanent), he may retry the save one turn later if he succeeds all still ongoing effects end.

Ignore Pain: The Savage has 20% physical damage reduction. Apply this damage reduction before point wise damage reduction.

Wild Instinct: The Savage gains the uncanny dodge ability and his speed is only halved in difficult terrain. When he charges, he may make one single 90 degree turn.

Craving for Battle: Once per day, the savage may make use of one of the three following abilities:

Deathless: You immediately receive your level times constitution modifier temporary hitpoints that are only removed when damage would render you below 0 hitpoints. After using this ability you receive stacking fast-healing equal to your constitution modifier for a number of rounds equal half your level.

Blood path: As full-round action you may move up to your movement speed and perform a full-attack at the same time. You must move at least 3m away from the last position after attacking again. Each of the attacks is done versus every creature within weapon range. Bonus attacks except those from ferocity or haste cannot be used during blood path.

Feats: Burning Rage, Cold Blooded Rage, Elemental Rage, Emotional Tide, Epic Leading With Strong Hands, Improved Rage, Instinctive Proficiency, Leading With Strong Hands, Little Man, Big Axe, Mounted Fury, Primitive Weapon Mastery, Rage Of Legends, Savage Critical, Undying Rage

Archetypes

Barbarian

The barbarians rage grants: +2 Strength, Constitution. The new constitution modifier does not change the hit points or hit point pool.

Lesser Archetype Power: During rage a barbarians hitpoint pool increases by his new constitution modifier times his class level and those hitpoints are lost first. When the rage ends and there are additional hitpoints left he loses those.

Moderate Archetype Power: As standard action a barbarian may perform a battle cry once per rage. The battle cry gives all allies within 18m the chance to shake off mind effects, if they suffer under an ongoing mind effecting effect they can try a second roll.

Greater Archetype Power: The barbarians rage now grants +4 Strength, +4 Constitution.

Feats: Battle Command, Battle Order

Bearserker

The Bearserkers rage transforms the Bearserker into a medium sized bear: He gains a size bonus of +4 to strength, constitution and +4 racial bonus to climb and swim checks.

All items of the Bearserker merge with his new shape but he only benefits from passive bonuses and may not activate active effects from any items.

A Bearserkers hide or leather armor merges with his new form still granting the normal bonuses and applying normal restrictions.

A Bearserker may choose to use one-handed weapons (claws) or a two-handed weapon (bite) as if he would be fighting in his normal form. The claws deal (1d6 piercing / 19-20 x2) and the bite (1d10 piercing / x3).

The main hand weapon and offhand weapon share their enchantments with the right or left claw in the bear form.

When using a two-handed weapon it shares its enchantment bonus with the bite.

Lesser Archetype Power: The Bearserker receives damage reduction equal to his constitution modifier.

Moderate Archetype Power: The Bearserker receives a heavy bonus to damage equal to half his constitution modifier.

Greater Archetype Power: The Bearserkers size bonus to strength, constitution increases to +6 and the Bearserker transforms into a large bear, increasing the damage of his natural weapons by one step. This size improvement stacks with the improved natural weapon feat.

Feats: Bears Endurance, Epic Bears Endurance

Berserker

The berserker rage grants the berserker a moral bonus of +4 strength and +4 dexterity. A berserker is immune to being staggered during rage. Berserkers can only rage without armor.

Lesser Archetype Power: In the first round of rage the Berserkers heavy damage multiplier is increased by 1. Mind the rule of additive multiplication.

Moderate Archetype Power: While bloodied and raging the berserker may use a swift action to heal their level + his constitution modifier hit points.

Greater Archetype Power: After losing at least 50% of his maximum hitpoints in a single turn the Berserker is treated as being in first round of rage, i.e., the heavy damage multiplier is increased by 1.

The Berserkers healing ability heals twice as much hit points.

Feats: A Hundred Scars, Blood Drinker, Bloodbath, Restless Berserker

Predator

The Predators rage grants a +2 bonus to armor class instead of the normal -2 penalty and the Predator may still use dexterity based skills, combat expertise and survival whilst raging. The predator may rage as long as they want. However, when they want to stop raging, they are still considered raging for as long as they were enraged.

Favored Weapons: Claw Bracer, Unarmed Strike, Claws, Claw Blades, Bite

Lesser Archetype Power: A Predator gains improved unarmed strike and has 1d8 base damage with his unarmed strikes and has 19-20 critical hit range. For every 3 points of wisdom modifier increase the critical threat range of their favored weapons by one point(apply this last when dealing with multiple increased critical threat improvements).

The predator, may use their critical threats attack roll as critical hit confirmation check, instead of rolling again.

Moderate Archetype Power: A Predator gains a special ability:

Predators Pounce: As a full-round action, you move at least 6m up to twice your movement speed in a straight line, without provoking attacks of opportunity and perform a full-attack action at your final location. You may make use of class and racial abilities that improve charges when using predators pounce but not from any feats. However, the Predator receives 1 point of bonus weapon damage with pounce attacks for each feat that improves charge attacks, up to their level.

Greater Archetype Power: Versus opponents below 50% of their maximum hit points, the predators critical hit multiplier increases by one.

Feats: None.

Reaver

The reaver receives the concentration and knowledge (arcana) skills.

The reaver receives a +4 moral bonus to strength during rage.

The Reaver may use invocations from the Complete Arcane Warlock, their caster level is their class level and their primary attribute is wisdom. They learn a number of invocations as indicated in the table below.

During rage the Reaver may still use invocations and use concentration to keep a spell uninterrupted. Furthermore invocations don't provoke attacks of opportunity during rage.

Bonus Invocations:

LevelKnownInvocations
1 1 Least
2 2 Least
3 3 Least
4 4 Least
5 5 Least
6 6 Lesser

Bonuses to skill checks are always insight bonuses and only provide at most a +4 bonus.

Reavers do not learn eldritch blast.

Lesser Archetype Power: The reaver may use their own strength and bonuses for combat maneuvers of invocations.

The reaver receives the 3.5 and pathfinder cleave feat. We call the pathfinder cleave, reave and 3.5 cleave, cleave. Furthermore, the reaver may learn feats from the reave chain. A reave cannot trigger cleave.

Moderate Archetype Power: When the reaver successfully bull rushes with a melee attack, the reaver triggers cleave.

Water effects like torrent heal negative status effects from the reaver like restoration, up to once per 10 minutes.

Greater Archetype Power: The reaver may travel the torrent and reave all targets they have in range while traversing the torrent.

Water effects like torrent heal the reaver instead of dealing damage.

Feats: Eldritch Metamagic, Extra Invocation, Tidal Rage

Runescarred Berserker

You receive concentration and knowledge (arcana).

You receive a +2 moral bonus to strength during rage.

During rage you may cast spells from runescars, activate magic items and use concentration to keep a spell uninterrupted.

Lesser Archetype Power: You gain bloodrager spells. You need to carve runescars into your body in order to cast those spells. You must prepare and learn them as a wizard. Your primary casting ability is charisma. You do not need somatic components to cast your spells.

Level12
1st0+1-
2nd1+1-
3rd2+1-
4th3+10+1
5th4+11+1
6th4+12+1

With your consent, other casters may scribe prepared spells on you. To do so they have to spend one minute per spell level and have to expend that specific spell to scribe a rune. You can 'fill' those spells into his bonus spell slot of the same level and use them normally.

Moderate Archetype Power: When starting to rage, you may cast one spell that does not take longer than a standard action on yourself.

Your strength modifier is added to your primary casting ability modifier to determine hitpoint relevant bonuses of the spell, e.g., healing or damage. The DC of the spells are not altered.

Greater Archetype Power: Once per turn when losing 25 or more hitpoints you may instantly activate a spell with range personal as a free action.

Your bonus moral bonus to strength during rage increases by 2.

Feats: A Hundred Scars, Ritual Scarring

Totemist

You add concentration, knowledge (planes) and knowledge (arcana) to your class skills.

During rage the Totemist may use any of his soulmelds and magic items that are connected to beasts.

The totemists rage provides one additional point of essentia invested into the soulmeld bound to the totemists totem chakra, which ignores the maximum essentia capacity limit.

Lesser Archetype Power: You receive meldshaping abilities as a meldshaper of your class level. You may only select totemist soulmelds, even with feats. Your primary meldshaping ability is wisdom. At the first level you can bind your chakra to your totem, at the fourth level to your crown, feet and hand and at the sixth level you may bind your chakra to your arms, brows and shoulders.

LevelSoulmeldsEssentiaChakra Binds
1st111
2nd121
3rd231
4th242
5th352
6th363

A Totemist receives bonus essentia equal to half his wisdom score.

Moderate Archetype Power: You receive a +2 bonus on saving throws versus supernatural abilities, which improves to +4 versus supernatural abilities from creatures of the beast or magical beast type.

Greater Archetype Power: You may bind a single soulmeld to your totem chakra and to another chakra at the same time.

Feats: Improved Totemic Rage