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CLASSIC ALTERNATIVES VOL. I ALTERNATE CLASS FOR THE PATHFINDER ROLEPLAYING GAME THE

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CLASSIC ALTERNATIVES VOL. I

ALTERNATE CLASS FOR THE PATHFINDER ROLEPLAYING GAME

THE

Additional feedback and critique from Keegan Bateman, Tyler Beck, Scott Gladstein, Aaron Hollingsworth and Keil Hubert

Editing by Kathleen Boehringer

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. See http://Paizo.com/PathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not

guarantee compatibility, and does not endorse this product.

Savage Original Concept by Morgan Boehringer

Developed by Morgan Boehringer with

Jim Wettstein

Phrenic Savage by Keil HubertNoble Savage by Christos Gurd

Compatibility with Ultimate Psionics requires Ultimate Psionics from Dreamscarred Press. See http://dreamscarredpress.com for more information on Ultimate Psionics. Dreamscarred Press does not guarantee compatibility, and does not endorse this

product.

Graphic Design/Layout/Spiral Patterns/Bone carving and

Photography by Morgan BoehringerCover figure by Jacob Blackmon, plants by Morgan Boehringer

Dread Savage and Noble Savage art by Jacob Blackmon

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SAVAGERY AND CULTURE

The Savage as detailed herein is not representative of any real world culture or people, and the reader will find very little flavor to immerse their Savage character into any particular tribe, sept, clan or clade.

“Savage” as used here is reserved for low-technology cultures practising animism, spirit-worship or similar pagan rites and who are primarily pre-Neolithic in character - hunters and gatherers who may have some familiarity with farming or husbandry, limited metal-working and simple architecture perhaps accompanied by megalithic structures or even complexes. Their oral, historical, mythological and related cultural characteristics may be complex and highly sophisticated.

These are mere guidelines, and are in no way proscriptive. Readers are

encouraged to create Savages and cultures to suit their particular

campaign setting.

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savage levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the savage is flat-footed. She loses these bonuses when she is immobilized or helpless, when she carries a shield other than a buckler, or when she carries a medium or heavy load. The savage also loses these bonuses during any round in which she has used furious blows.

Furious Blows (Ex): Starting at 1st level, when wielding a savage weapon, a savage can make a series of wild blows as a full-attack action.When doing so, she may make one additional attack, taking a –2 penalty on all of her attack rolls - as if using the Two-Weapon Fighting feat - simulating the wild abandon of her assault. These attacks can be any combination of melee attacks with a savage weapon (she does not need to use two weapons to utilize this ability).

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

SAVAGE ALTERNATE CLASSHailing from simple tribes and appearing in every climate and environment, savages are fierce combatants who harry their foes with a barrage of blows, relying on swift brutal strikes and an approach to combat that is awesome to behold.

Alignment: Any.

Hit Dice: d12.

Starting Gold: 3d6 x 10 gp. (avg. 105 gp)

Skill Ranks at Each Level: 6 + Int

Class Skills: 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).

Weapon and Armor Proficiency: A savage is proficient with all simple weapons plus the battle axe, great axe, hand axe, 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 - see Appendix 1.

AC Bonus (Ex): When wearing savage armor and unencumbered, the savage adds her Wisdom bonus (if any) to her AC and her CMD. In addition, a savage gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four

The Savage is an Alternative 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. Moreover, given the very specific cultural milieu of savage tribes (be they far-flung 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.

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Table 1: Savage

Base

Class Attack Fort Ref Will AC Fast

Level Bonus Save Save Save Special Furious Blows Bonus Movement

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 +10 ft.

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.

11th +11/+3 +7 +7 +3 Greater ferocity +9/+9/+4/+4/–1 +2 +30 ft.

12th +12/+4 +8 +8 +4 Danger sense +4; savage power

+10/+10/+5/+5/+0 +3 +40 ft.

13th +13/+4 +8 +8 +4 Wild fortitude +6 +11/+11/+6/+6/+1 +3 +40 ft.

14th +14/+5 +9 +9 +4 Indomitable mind, savage power

+12/+12/+7/+7/+2 +3 +40 ft.

15th +15/+6/+1 +9 +9 +5 Danger sense +5

+13/+13/+8/+8/+3/+3 +3 +50 ft.

16th +16/+6/+2 +10 +10 +5 Savage power, wild immunity

+14/+14/+9/+9/+4/+4/–1 +4 +50 ft.

17th +17/+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; rampage power

+16/+16/+11/+11/+6/+6/+1 +4 +60 ft.

19th +19/+14/+9/+4 +11 +11 +6 +17/+17/+12/+12/+7/+7/+2 +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.

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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.

Primal State (Ex): At 1st level, a savage can conduct a personal ritual to enter a primal state, such as applying warpaint or donning a totemic mask. The ritual is a 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.

Rampage (Ex): A savage can call upon her wild wrath to subjugate her foes. Starting at 1st level, a savage can enter a rampage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, a rampage lasts for 2 additional rounds. Temporary increases to

Constitution, such as those gained from spells like bear’s endurance do not increase the total number of rounds that a savage can enter a rampage per day. 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.

Tribal Lore: The savage may add any two additional 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.

Savage Power: Starting at 2nd level, a savage may select either a barbarian’s rage power or a monk’s bonus feat as a savage power – however

“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.

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barbarian rage powers can only be used while rampaging. At 4th level, and every even level after that she gains a new savage power. Alternatively, at 2nd level the savage can instead elect to gain the monk’s evasion ability, and at level 10, if she has already selected evasion, she may elect to gain the monk’s improved evasion ability.

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:

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*

APG: 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

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

Any savage who meets a monk’s bonus feats’ or barbarian’s rage powers’ prerequisites can select and use that feat or rage power. Totem rage powers grant powers related to a theme. A savage cannot select from more than one group of totem rage powers; for example, a savage who selects a beast totem rage power cannot later choose to gain the chaos totem rage power.

Uncanny Dodge (Ex): At 2nd level, a savage gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A savage with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.If a savage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Danger Sense (Ex): At 3rd level, a savage gains a +1 insight bonus to initiative rolls. This bonus increases by +1 every three savage levels thereafter (6th, 9th, 12th, 15th, and 18th level). In addition, if an opponent acts against the savage with a ranged attack in a surprise round, she gains a +1 circumstance bonus to AC until the end of her next turn. This bonus increases by +1 every three levels (up to +6 at 15th level).

Fast Movement (Ex): At 3rd level, a savage gains an enhancement bonus to her land speed, as shown on Table: Savage. A savage in medium or heavy armor or carrying a medium or heavy load loses this extra speed.

Wild Resilience (Ex): At 3rd level, the savage chooses a school of magic that she is exceptionally resistant to. A savage’s gains a +2 bonus on saving

Note that Primal State confers upon the savage the Improved Unarmed Strike feat - this allows the savage to select any monk bonus feat that has that feat as a prerequisite, though some of those bonus feats are not usable while the savage is not in her primal state.

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throws against spells and effects of her chosen school.

Feral Pool (Ex): At 4th level, a savage gains a pool of feral points, powerful primal energy she can use to accomplish amazing feats of strength and ferocity. The number of points in a savage’s feral pool is equal to 1/2 her savage level + her Constitution modifier. As long as the savage has at least 1 point in her feral pool, and is currently in her primal state she can make a brutal strike.• At 4th level, brutal strike allows her weapon attacks to be treated as magic weapons for the purpose of overcoming damage reduction.• At 9th level, her weapon attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

As long as the savage is in her primal state, by spending 1 point from her feral pool as a swift action, a savage can do one of the following:• Increase her speed by 20 feet for 1 round.• Give herself a +2 natural armor bonus to AC for 1 round.• Gain a +20 bonus on Acrobatics checks to jump for 1 round.• Gain a +1 morale bonus to critical confirmation rolls for a number of rounds equal to her Constitution bonus.

The feral pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive.

Staunch Recovery (Ex): At 4th level, a savage can draw upon her own internal fortitude to heal her own bruises and strains as a move action. By expending 1 point from her feral pool, she can heal a number of non-lethal hit point damage equal to her savage level, or remove a number of rounds of the shaken, fatigued or sickened conditions equal to her Constitution modifier.

Improved Uncanny Dodge (Ex): At 5th level, a savage can no longer be flanked. This defense denies a rogue the ability to sneak attack the savage by flanking her unless the attacker has at least four more rogue levels than the target has savage levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Wild Fortitude (Ex): At 7th level, a savage gains a +2 bonus on all saving throws against disease and poison. This bonus increases to +4 at 10th level, and then again to +6 at 13th level. At 16th level, a savage becomes completely immune to diseases and poison. Feral Vigor (Ex): At 7th level, a savage can heal a number of hit points per day equal to the standard healing rate + double her Constitution bonus. She heals even if she does not rest. This healing replaces her normal natural healing. If the savage is tended successfully by someone with the Heal skill, she instead regains double the normal amount of hit points + double her Constitution bonus.

At 9th level, by expending 2 points from her feral pool as a standard action, the savage can remove a number of rounds of the exhausted, frightened or nauseated conditions equal to her Constitution modifier.

Additionally, by spending 2 points from her feral pool as a free action she can increase the duration of her rampage by one round. Ferocity (Ex): At 11th level, a savage remains conscious and can continue fighting even if her hit point total is below 0. The savage is still staggered and loses 1 hit point each round. The savage still dies when her hit point total reaches a negative amount equal to her Constitution score. In addition, during a rampage and as long as the savage has attained her primal state, she gains a +2 circumstance bonus on all rolls made to confirm a critical hit.

In a Psionics conversant campaign, regardless of whether Psionic/Magic transparency exists, the Savage can choose a Psionic school as her chosen school.

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Indomitable Mind (Ex): At 14th level, while in primal state, a savage’s bonus on saving throws against spells and effects of her chosen school increases to +4.

Blood Rage (Su): At 17th level, gains the ability to enter a blood rage for 1 minute as though using the spell blood rage. The savage becomes angrier as she fights, the pain of her wounds fueling her strength. She gains a cumulative +2 morale bonus to Strength and a cumulative –1 penalty to AC for every 5 points of damage she takes (maximum +10 Strength, –5 AC) for the duration of the effect. These bonuses last until the time expires or the savage falls unconscious. This ability only affects the savage and cannot be used to make other creatures enter a blood rage. Using this ability is a move action that consumes 3 points from her feral pool.

Supreme Ferocity (Ex): At 20th level, when a savage’s hit point total is below 0, she immediately stabilizes and no longer gains the staggered condition. Also, whenever a creature rolls to confirm a critical hit against the savage, it must roll twice and take the lowest result. In addition, the savage gains a +4 morale bonus to all rolls made to confirm a critical hit.

SAVAGE ARCHETYPES

DREAD SAVAGE

Some savage bands are given to an appreciation of the natural order in all its forms, and some more particularly the darker side of chaos and

decay. Their c h a m p i o n s , known as

dread savages, embrace the deeper

mysteries of undeath and find solace in the meaning of

their carnage.

Deathly State (Su) This is exactly as primal state except that while the deathly state

is active the dread savage is infused with the essence of negative energy and is therefore vulnerable to positive energy effects, making healing through magical means problematic.

Whenever the dread savage is affected by a cure spell, a cleric’s channel positive energy, or any similar positive energy effect during deathly

state she takes 1 additional point of damage per dread savage level.

A dread savage may be affected normally by cure spells and positive

energy effects by making a successful concentration check as a full-round action. The DC for this

check is equal to 20 + the spell’s level for a cure spell or 20 + 1/2 the creature’s level (or HD) for the cleric’s channel positive energy ability. If the check is successful, she is healed normally.

Dread Rampage (Ex): This is exactly like the savage’s rampage ability, except that whenever the dread savage makes a successful hit with her wight strike (see below), the target must make a Will saving throw (DC 10 + 1/2 the dread savage’s level + the dread savage’s Charisma modifier) or become shaken for 1 round per level of the dread savage.

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At 11th level, when a target fails its Will saving throw against the dread savage’s wight strike, it becomes frightened for 1 round per two levels of the dread savage instead of shaken.

At 20th level, when a target fails its Will saving throw against the dread savage’s wight strike, it becomes panicked for 1 round per three levels of the dread savage instead of frightened.

Savage Powers (Ex): The dread savage can select any of the new savage powers listed below. In addition, a dread savage can select one of the following alchemist discoveries to be used while rampaging in place of a rage power or monk bonus feat: lingering spirit, mummification, preserve organs, and spontaneous healing. The dread savage’s level is equal to her alchemist level for the purpose of any class or level prerequisites for these discoveries.

Dread Aura (Su): At 3rd level, a dread savage radiates an aura of unnerving dread. Any creature within 10 feet of the dread savage takes a –1 penalty to all concentration checks and Intelligence– or Charisma–based skill checks. This penalty increases by 1 at 6th level and every three levels thereafter, to a maximum of –6 at 18th level. This ability replaces danger sense.

Undying Mind (Ex): While the dread savage has attained her deathly state, she gains a +2 circumstance bonus on Will saves to resist mind-affecting effects (charm, compulsion, morale effects, patterns and phantasms). This bonus stacks with all other modifiers. This ability replaces wild mind.

Wight Strike (Ex): At 3rd level, whenever a dread savage takes a full-attack action while rampaging, she can immediately expend 1 round of rampage to make an additional slam attack at her highest attack bonus. This attack deals 1d6 damage plus her Strength modifier. She cannot make this attack as part of furious blows. This ability replaces fast movement.

Dread Pool (Ex): This is as the savage’s feral pool, with the following changes:

As long as the savage is in her deathly state, by spending 1 point from her dread pool as a swift action, a savage can do one of the following:· gain darkvision for 1 minute/level or until deathly state is expended.· give herself a +2 natural armor bonus to AC for 1 round.· gain the scent ability for 1 minute/level or until deathly state is expended.· gain a +1 morale bonus to critical confirmation rolls for a number of rounds equal to her Constitution bonus. Dread Physiognomy (Ex): This is as the ability wild fortitude, but the dread savage also gains +2 to saves against level drain, sleep and stunning. This bonus increases to +4 at 10th level, and then again to +6 at 13th level. At 16th level, a savage becomes completely immune to level, drain sleep and stunning. Deathly Countenance (Ex): At 14th level, while in deathly state, a savage’s bonus on saving throws against mind-affecting effects (charm, compulsion, morale effects, patterns and phantasms) increases to +4.

NEW RAGE POWERSThe following rage powers can be chosen by any barbarian or savage and complement the dread savage archetype.

Death Totem, Lesser (Ex): While raging, the barbarian gains DR 5/bludgeoning and a +2 resistance bonus against cold-based spells and effects.

Death Totem (Ex): While raging, whenever the barbarian makes a Fortitude saving throw, she can roll twice and choose the best result. The barbarian must be at least 6th level and have the lesser death totem rage power to select this rage power.

Death Totem, Greater (Ex): While raging, the death energy that surrounds the barbarian becomes dangerous to any enemy adjacent to the savage. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of damage from their flesh withering and crumbling to dust. In addition, any living enemy within 10 feet of the

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barbarian must make a Fortitude saving throw (DC 10 + 1/2 the savage’s level + the savage’s Constitution modifier) or become sickened for 1d6 rounds. The barbarian must be at least 12th level and have the death totem rage power to select this rage power.

NOBLE SAVAGE

The noble savage tempers her vicious nature with wisdom and a powerful presence.

A noble savage has the following class abilities:

Focused State: The bonuses granted from a noble savages primal state are insight, not morale. In addition she receives a +2 insight bonus on diplomacy checks. This modifies the primal state class ability.

Unleashed Presence (Ex): A noble savage can draw upon her presence of spirit to overwhelm her enemies. Starting at 1st level, a noble savage can unleash her presence for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, her presence lasts for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like eagles splendor do not increase the total number of rounds that a noble save can unleash her presence per day. A noble savage can unleash her presence as a free action. The total number of rounds of per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While her presence is unleashed, a noble savage gains a +2 morale bonus to Will saves and Bluff, Diplomacy, Intimidate and Sense Motive checks, and can call upon savage powers to aid her in combat.

Additionally, for every foe of a CR equal to or greater than the noble savages level that the noble savage defeats while her presence is unleashed, she increases the morale bonus granted by her presence by +1, to a maximum morale bonus equal to 2 + her charisma modifier.

The Noble savage also gains a morale bonus on damage rolls equal to her current presence bonus. 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 increases to her morale bonus last until the noble savage ends her unleashed presence. A noble savage can end her unleashed presence as a free action. Feats that affect rage, such as Extra Rage, apply to unleashed presence, where possible. Unleashed

presence also counts as rampage for the purposes of effects.

Tribal Lore: A noble savage must select Diplomacy and Bluff as her 2 selected skills. This modifies tribal lore.

Noble Pool: A noble savage uses her Charisma modifier in place of her Constitution modifier when

determining her total feral pool. This modifies feral pool.

Power of Spirit (Ex): At 4th level a Noble savage can bolster their already impressive reserve. By expending one point from her noble pool as an immediate action,

the noble savage gains a bonus on all saving throws equal to her Charisma modifier

that lasts until the start of her next turn. At 7th level this effect lasts for a minute. This replaces

staunch recovery and feral vigor.

Tribal Spokesperson (Sp): At 17th level, by spending 3 points from her noble pool as a move action to gain the benefits of glibness with a caster level equal to her noble savage level -2. This grants her a +20 bonus on Bluff checks made to convince another of the truth of her words. She applies this bonus to diplomacy checks.

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PSIONIC ALTERNATE CLASS: PHRENIC SAVAGE

Some warriors are born into savagery, while others find that savagery their only option for survival in a world that loathes them. Where the traditional savage is born into an atavistic culture, the phrenic savage is born with the corrupting taint of psionic power into a culture that doesn’t recognize, understand, or suffer a psionic manifester to live. When children first manifest psionic potential in a hostile culture, the lucky ones get spirited away to live with others of their kind – those children eventually master their power and pursue a manifesting class. The unlucky ones have no one to shepherd them to safety, and have to flee into the wastes and wilds at a very young age, desperate for respite of any kind.

Role. The phrenic savage fills an important gap in the psionics class lineup. Where the marksman is a consummate ranged skirmisher with limited powers optimized on boosting ranged combat, the phrenic savage is a swift melee raider who eschews psionic powers for astonishing resiliency.

Alignment: Any.

Hit Dice: d12

Starting Gold: 3d6 x 10 gp. (avg. 105 gp)

Skill Ranks at Each Level: 6 + Int

Class Skills: The phrenic savage’s class skills are Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency: A phrenic savage is proficient with all simple weapons plus the battle axe, great axe, hand axe, harpoon, throwing axe, brutal bola, greatclub longbow, shortbow, light pick, heavy pick and trident. (At the GM’s discretion, she also gains proficiency with all stone age weapons). These are designated “savage weapons”.

A phrenic 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 designated “savage armor”. Armor does not interfere with the manifestation of powers.

Class Features

Power Points/Day: A phrenic savage’s ability to manifest some of her abilities is limited by the power points she has available. Her base daily allotment of power points are given on Table 2: Phrenic Savage. In addition, she receives bonus power points per day if she has a high Wisdomscore (see Table: Ability Modifiers and BonusPower Points), treating her manifester level for the purposes of bonus power points as equal to her class level. Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A phrenic savage begins play knowing no psionic powers (although she can manifest powers from power completion or power trigger items as normal). This does not count as a manifester level.

Reckless Offense (Ex): At 1st level, a phrenic savage gains the Reckless Offense feat as a bonus feat. This reflects her desperate style of fighting – win fast, no matter the cost.

Psionic Prodigy (Ex): A phrenic savage is a feral psionic creature with little fine control over her energies, but that doesn’t preclude her from leveraging her abilities. At 1st level, a phrenic savage gains Unlocked Talent feat without having to meet the prerequisites, thereby learning the power natural healing.As the phrenic savage grows in power, her control increases: starting at 8th level, the phrenic

Where the traditional savage (as a barbarian/monk alternate) can be played with just the PFRPG Core Rulebook or SRD, the phrenic savage draws heavily on material originally presented in Dreamscarred Press’s Ultimate Psionics and Psionics SRD.

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savage uses her Wisdom modifier for determining applicable save DCs instead of her Charisma modifier for all powers that she learns through Unlocked Talent. Also, the effective manifester level for any powers that the phrenic savage learns through Unlocked Talent is equal to one-quarter of her phrenic savage levels, rounded down (ML 2nd at 8th level, ML 3rd at 12th level, and so on).

Endurance (Ex): At 2nd level, a phrenic savage gains the Endurance feat as a bonus feat.

Elude Attack (Ex): Starting at 2nd level, a phrenic savage’s intuition supersedes her intellect, alerting her to danger from attacks. She gains a +1 dodge bonus to her Armor Class. This bonus increases by 1 every 4 levels thereafter (+2 at 6th level, +3 at 10th level, etc.). This bonus stacks with the wilder class feature of the same name.

Rapid Metabolism (Ex): At 3rd level, a phrenic savage can use her latent psionic power to efficiently recover from wounds faster. If she spends 1 power point, a phrenic savage can choose to

gain the effects of the Rapid Metabolism feat for the next 24 hours. If instead the phrenic savage takes the Rapid Metabolism feat, then her expenditure of power points heals her as if she was treated by someone with the Heal skill.

Uncanny Dodge (Ex): At 4th level, a phrenic savage gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A phrenic savage with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against them. If a phrenic savage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Speed of Thought (Ex): At 5th level, a phrenic savage gains the Speed of Thought feat as a bonus feat.

Table 2: Phrenic Savage

Class

Level

Base

Attack Bonus

Fort

Save

Reflex

Save

Will

Save Special

Power

Points

1 +1 +2 +0 +2 Psionic prodigy (ML 1st), reckless offense 1

2 +2 +3 +0 +3 Endurance, elude attack +1 2

3 +3 +3 +1 +3 Rapid metabolism 3

4 +4 +4 +1 +4 Uncanny dodge 5

5 +5 +4 +1 +4 Speed of thought 7

6 +6/+1 +5 +2 +5 Elude attack +2 9

7 +7/+2 +5 +2 +5 Improved uncanny dodge 11

8 +8/+3 +6 +2 +6 Psionic prodigy (ML 2nd) 14

9 +9/+4 +6 +3 +6 Mind over body 17

10 +10/+5 +7 +3 +7 Elude attack +3 20

11 +11/+6/+1 +7 +3 +7 Hardened psychometabolism 1 24

12 +12/+7/+2 +8 +4 +8 Psionic prodigy (ML 3rd) 28

13 +13/+8/+3 +8 +4 +8 Hardened psychometabolism 2 32

14 +14/+9/+4 +9 +4 +9 Elude attack +4 37

15 +15/+10/+5 +9 +5 +9 Hardened psychometabolism 3 42

16 +16/+11/+6/+1 +10 +5 +10 Psionic prodigy (ML 4th ) 47

17 +17/+13/+7/+2 +10 +5 +10 Hardened psychometabolism 4 52

18 +18/+13/+8/+3 +11 +6 +11 Elude attack +5 58

19 +19/+14/+9/+4 +11 +6 +11 Hardened psychometabolism 5 64

20 +20/+15/+10/+5 +12 +6 +12 Psionic prodigy (ML 5th), consuming

defiance

70

11

Improved Uncanny Dodge (Ex): At 7th level, a phrenic savage can no longer be flanked. This defense denies a rogue the ability to sneak attack the phrenic savage by flanking her unless the attacker has at least four more rogue levels than the target has phrenic savage levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Mind Over Body (Ex): At 9th level, a phrenic savage can use her latent psionic power to efficiently recover from ability burn and ability damage faster. If she spends 3 power points, a phrenic savage can choose to gain the effects of the Mind Over Body feat for the next 24 hours. Power points spent on this ability do not count toward the use of the Rapid Metabolism ability, and vice versa. If the phrenic savage already possesses the Mind Over Body feat, then she can expend 3 power points as a full-round action to end the blind, deaf, exhausted, or paralyzed conditions if these are temporary.

Hardened Psychometabolism (Ex): Starting at 11th level, the phrenic savage becomes increasingly resistant to ability damage. Any time the phrenic savage is subjected to an attack, spell, power, poison, or effect that would reduce one of her abilities, reduce the effect by one point in the fashion of damage resistance. If this would be enough to suffer no damage from the attack, spell, power, poison, or effect, then the phrenic savage is considered to have shrugged it off completely (for example, a poison with multiple sequential rounds of duration that is ended after a successful save).This defensive ability increases by one each at 13th, 15th, 17th, and 19th levels.

Consuming Defiance (Ex): At 20th level, the phrenic savage gains the ability to manifest fiery discorporation once a day as a psi-like ability without paying power points. She can spend up to her remaining reserve of power points to augment the power. Additionally, the phrenic savage gains an additional augmentation option: for every power point she spends, she can reach a flame +10’ further away.

PSIONIC FEATS:

Mind Over BodyYour ability damage heals more rapidly.Prerequisite: Con 13.Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.Normal: You heal ability damage and ability burn damage at a rate of 1 point per day.

Rapid MetabolismYour wounds heal rapidly.Prerequisite: Con 13.Benefit: You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.

Reckless OffenseYou can shift your focus from defense to offense. Prerequisite: Base attack bonus +1.Benefit: When you use the attack action or full attack action in melee, you can take a penalty of –4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.

Unlocked TalentYou have discovered your psionic ability, granting you limited manifesting ability.Prerequisite: Wild Talent.Benefit: You gain 2 power points. In addition, when you take this feat, select any one 1st level power. You treat this power as a power known and can manifest this power with a manifester level of 1 as long as you have a Charisma score of at least 11. Use your Charisma modifier to determine any applicable save DCs. If you have manifester levels from a psionic class, you may instead use the manifester level from that class when manifesting the power gained from this feat, as well as the appropriate key ability modifier.Special: The manifester level when manifesting the

12

power granted from this feat is not a true manifester level and does not count as a manifester level for purposes such as bonus power points, feat, item creation, or prestige class prerequisites.

PSIONIC POWERS:

Fiery DiscorporationDiscipline: Psychokinesis [Fire]; Level: Kineticist 5 Display: Visual Manifesting Time: 1 immediate action Range: PersonalTarget: You Duration: Instantaneous and one day; see text Power Points: 9You use your mastery of energy to cheat death. If you are within 30 feet of an open flame, you can use this power. Any damage that would reduce you to 0 hit points or lower instead has a chance to discorporate you. You attempt a Will save (DC 5 + damage dealt); if it succeeds, you take no damage and simply break apart into dozens of flitting tongues of flame and vanish, along with all your gear and anything you are holding or carrying.One day later, you reappear adjacent to an open flame nearest to the place where you discorporated, seeming to materialize from the fire (you choose where you appear along the perimeter of that open flame). While discorporated, you do not exist—you can do nothing, nor can any of your enemies do anything to you.Augment: For every 3 additional power points you spend, you gain a +1 bonus on your Will save to determine whether you discorporate.

Natural HealingDiscipline: Psychometabolism (Healing); Level: Egoist 1, vitalist 1Display: Auditory and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: Instantaneous Power Points: 1You rapidly accelerate your natural healing ability. You heal 3 hit points of damage.Augment: For every additional power point you spend, this power heals an additional 3 hit points.

13

Additional Primitive Weapons (reproduced with kind permission from Little Red Goblin Games)

TomahawkAdapted from boarding axes these hand axes with straight shafts are used as both melee and thrown weapons.

Riding ClubA long wooden handled mallet with a stone hammer head. It is designed to be long enough to be used from horseback. These weapons are often decorated with vibrant colors. A riding club deals double damage when used from the back of a charging mount. While mounted, you can wield a riding club with one hand.

Gunstock ClubA slightly bent war club with both a spike anda crushing end. It is debated if it was patterned after the back of a musket or if the gunstock club developed separately. When wielding it the user must decide if they are using the spiked tip (piercing damage) or the club end (bludgeoning damage).

Weapon

Weapon

Type Cost

DMG

(S)

DMG

(M) Critical Range Weight Type Special

Tomahawk Exotic light 3 gp 1d6 1d8 x3 10 ft. 3 lbs. S Deadly

Riding Club Exotic 1

handed

5 gp 1d6 1d8 x3 - 6 lbs. B See Text

Gunstock Club Exotic light 5 gp 1d6 1d8 x3 - 3 lbs. P or B See Text

Macuahuitl Martial 1

handed

5 gp 1d6 1d8 19-20 x2 - 2 lbs. S Fragile

Great

Macuahuitl

Martial 2

handed

20 gp 1d10 2d6 19-20 x2 - 4 lbs. S Fragile

Tepoztopilli Martial 2

handed

20 gp 1d6 2d4 19-20 x2 - 8 lbs. S or P Fragile

Appendix 1

MacuahuitlThis length of tempered wood, also called a terbutje, has bits of shark teeth, obsidian, glass, or similar materials studded all along its length.

Macuahuitl, greatDesigned with a two-handed grip a great macuahuitl was said to be as tall as a man and able to behead a horse.

TepoztopilliDesigned in a similar fashion to a macuahuitl this spear weapon was said to be able to even pierce metal with its obsidian shard blade.

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