Edit: You'll find an updated version near the bottom of the page 
I've always thought it was weird that the Barbarian was a class you could advance in. It would make sense if all savages/barbarians were warriors, but what about the shamans, hunters, scouts, witchdoctors, etc? Instead of making a whole lot of new classes, why not make it a template?
Here's my 1st draft for a (+0 ecl) Savage template. It is mostly written with the difference between fighters and Barbarians in mind and I'm sure there are plenty of problems with it. So let's hear what you have to say, I'm especially keen to hear about balance problems:
Savage Template
Restriction (optional):
Alignment: A savage cannot have a lawful alignment.
Benefits
Savage Fighter: 1st Rage, 1st Fast Movement (character feat frees up fighter feat at 4th), 2nd UD1, 6th UD2, 8th DR1, 10th UD3, 12th DR2, 14th Greater Rage, 16th DR3, 18th GreaterRage2, 20th DR4. Total 11 feats.
Result: 1st level character feat delayed until 4th level, Uncanny Dodge (can’t be flanked) delayed 1 level (6th). DR 1/- is 3 levels early (8th), DR 2/- is 2 levels early (12th), DR 3/- is 1 level early (16th), No longer winded after rage is 2 levels early (18th). Can take Weapon Specialization feat from 4th level. Restricted use of half of skill points.
Other character classes
Spellcasters: Balanced by fewer daily spells. This weakness is 'softest' on sorcerers, but I think that's reasonable.
Non-spellcasters (foghter and rogue): The fighter is covered above. The rogue will gain HPs but the restriction in usage of skill points will hurt. Scouty Savage Rogue/Rangers with Fast Movement will be mean, though.
Raging Savage Orc Warriors
Nasty. I know

I've always thought it was weird that the Barbarian was a class you could advance in. It would make sense if all savages/barbarians were warriors, but what about the shamans, hunters, scouts, witchdoctors, etc? Instead of making a whole lot of new classes, why not make it a template?
Here's my 1st draft for a (+0 ecl) Savage template. It is mostly written with the difference between fighters and Barbarians in mind and I'm sure there are plenty of problems with it. So let's hear what you have to say, I'm especially keen to hear about balance problems:
Savage Template
Restriction (optional):
Alignment: A savage cannot have a lawful alignment.
Benefits
- Increased Hit Die: A savage’s hit die is increased by one step: From d4 to d6, d6 to d8, d8 to d10, d10 to d12, d12 to d14, etc.
- Extra class skills: The skills Intimidate, Intuit Direction, Listen, and Wilderness Lore are always considered class skills to a savage.
- Skill points: A savage gains 2 extra skill points per level (8 extra at 1st level)
- Access to the savage-exclusive feats Rage, Fast Movement, Uncanny Dodge, Damage Reduction, Greater Rage. These feats may be taken as fighter bonus feats by a savage fighter.
- Weapon proficiencies: The handaxe, greatclub and all bows are considered simple weapons to a savage. The double axe, urgrosh, and net are considered martial weapons.
- Illiteracy: Savages do not automatically know how to read or write. A savage must pay 2 skill points to gain the ability to any language he is able to speak.
- Limited skills: A savage’s maximum ranks with the skills Alchemy, Appraise, Craft (any technical), Decipher Script, Diplomacy, Forgery, Gather Information, Knowledge (all), Open Lock, Scry, Speak Language, Spellcraft, Use Magic Device are 2 lower than normal for his class and level. That means he cannot have cross-class ranks in these skills at level 1.
- Skill advancement: At least half of a savage’s total skill points must spent on the skills Animal Empathy, Balance, Climb, Craft, Handle Animal, Intimidate, Intuit Direction, Jump, Listen, Ride, Swim, Wilderness Lore.
- Weapon proficiencies: All crossbows are considered martial weapons to a savage.
- Armor proficiencies: A savage cannot gain heavy armor proficiency as a class benefit. That means he can only get it by taking it as a feat.
- Spell limitation: A savage’s spellcasting ability is reduced by one daily spell of each level. If this results in “0” daily spells of a level, the savage can only cast spells of that level if he has a bonus spell of that level.
- When gaining a level, a savage who is literate may become civilized.
- Benefits from being civilized such as higher maximum skill ranks do not apply for the first civilized level. A civilized savage is able to cast the full normal number of spells per day.
- If a savage chooses to become civilized, he loses all savage benefits (including access to and use of exclusive feats) except for the extra hit points he has gained from having an increased hit die. His weapon and armor proficiencies do not change.
- A civilized savage can go back to being savage, but does not benefit from savage benefits such as increased hit die and extra class skills during the first new level as a savage.
- Rage: As the barbarian ability. Useable once per day plus once per day per 4 full points of BAB. Requires non-lawful alignment.
- Fast Movement: As the barbarian ability (only usable in medium armor or less).
- Uncanny Dodge: As the barbarian ability. This feat can be taken up to 3 times and requires fast movement and a BAB of +2 plus +4 per additional time it is taken. The first time this feat is taken, it gives UD (Dex bonus to AC). The second time it gives UD (can’t be flanked). The third time it gives UD (+1 against traps per 3 full points of BAB above +7).
- Damage Reduction 1/-: As the barbarian ability. This feat stacks with itself. Requires rage ability and a base fortitude save of +6 the first time and another +2 each subsequent time it is taken. [Note: House rule on saves implies that base saves can never be better than Good. Alternately, require a BAB of +9 the first time and another +3 each subsequent time.]
- Greater Rage: As the barbarian ability. Requires the rage ability and a BAB of +14. If it is taken twice (requires BAB +18 (+20 if replacing fortitude requirements for DR with BAB requirements)), the savage no longer becomes winded after raging.
Savage Fighter: 1st Rage, 1st Fast Movement (character feat frees up fighter feat at 4th), 2nd UD1, 6th UD2, 8th DR1, 10th UD3, 12th DR2, 14th Greater Rage, 16th DR3, 18th GreaterRage2, 20th DR4. Total 11 feats.
Result: 1st level character feat delayed until 4th level, Uncanny Dodge (can’t be flanked) delayed 1 level (6th). DR 1/- is 3 levels early (8th), DR 2/- is 2 levels early (12th), DR 3/- is 1 level early (16th), No longer winded after rage is 2 levels early (18th). Can take Weapon Specialization feat from 4th level. Restricted use of half of skill points.
Other character classes
Spellcasters: Balanced by fewer daily spells. This weakness is 'softest' on sorcerers, but I think that's reasonable.
Non-spellcasters (foghter and rogue): The fighter is covered above. The rogue will gain HPs but the restriction in usage of skill points will hurt. Scouty Savage Rogue/Rangers with Fast Movement will be mean, though.
Raging Savage Orc Warriors
Nasty. I know

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