Update
Below is my update. I have tried to note the main changes.
I have read many (imo) good ideas, and I have tried to listen. I am especially concerned about the template being too powerful. How about a -2 penalty to intelligence (little schooling, etc.) to balance it?
I have made it easier to remove the template by removing the extra skill points and increased HD (both replaced by equivalent bonuses). D5 (penalty when using technical devices) is there instead of various penalties to interaction. (Shouldn't a bluff/sense motive penalty for being foreign work both ways?)
New/modified: Pretty much everything except B4 and D1-D4. B1 (which is better? a or b?) and B3 are the main changes.
Savage Template
Benefits
B1a. Bonus hit points: A savage gains +1 hitpoint per hit die. OR
B1b. Hardiness: Savages get a +2 bonus to their constitution score.
B2. Extra class skills: The skills Intimidate, Intuit Direction, and Wilderness Lore are always considered class skills to a savage. [Removed Listen]
B3: Skill bonuses: At each level, a savage spending at least half his skill points among the skills Animal Empathy, Balance, Climb, Handle Animal, Intimidate, Intuit Direction, Jump, Listen, Ride, Swim, and Wilderness Lore, gets a +2 bonus to a chosen skill from the same list in which he has at least 3 ranks. The bonus may be assigned to the same skill more than once, but no more than once per 3 full ranks in the skill. [Replacing skill points with bonuses decreases the 1st level advantage and makes it easier to remove the benefit.]
B4. Savage Feats: Only savages can take and use the savage-exclusive feats Rage, Fast Movement, Uncanny Dodge, Damage Reduction, Greater Rage.
B5. Bonus weapon proficiency: Savages get a bonus proficiency in the handaxe.
Disadvantages
D1. Illiteracy: Savages do not automatically know how to read or write. A savage must pay 2 skill points to gain the ability to read and write any language he is able to speak.
D2. 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 first level.
D3. Armor proficiencies: A savage cannot gain heavy armor proficiency as a class benefit. That means he is only proficient with heavy armor if he has taken it as a feat.
D4. 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.
D5. Technology: A savage is unaccustomed to and will typically distrust technical devices such as crossbows and clockworks, and will only use them if absolutely necessary. He suffers a –2 penalty to any checks when using such devices.
Special Rules
R1. Savage fighters may spend fighter bonus feats on savage feats. In fact, they must spend at least half (round down) of their bonus feats on savage feats. (At least 1 by 2nd level, 2 by 6th level, 3 by 10th level, etc.) [To force savage fighters to be similar to barbarians. If they spend all their bonus feats on savage feats, they can get all the feats below and Extra Rage twice.]
R2. Savage druids may use axes, bows, and spears freely. [Wilder, less peaceful]
R3. Savages only receive half the normal starting wealth for their class. [Should this be even less?]
Becoming Civilized
C1. A savage who is literate may become civilized. When doing so, he immediately loses all advantages of being savage. He still suffers the disadvantages of being savage until he has been civilized for as long as he has been savage.
C2. A civilized savage can go back to being savage. To do so, he takes on the disadvantages immediately, but does not get the advantages until he has been savage longer than civilized.
Savage Feats
Fast Movement [Savage General, Savage Fighter Feat]
You are quick on your feet.
Prerequisite: Savage Template
Benefit: You gain +10’ speed in light or medium armor, as the barbarian ability.
Barbaric Rage [Savage General, Savage Fighter Feat]
You can use your anger as a weapon against your enemies.
Prerequisite: Savage Template, BAB +1
Benefit: You gain the ability to rage once per day as the barbarian ability.
Uncanny Dodge [Savage General, Savage Fighter Feat]
You react immediately to danger.
Prerequisite: Savage Template, BAB +2
Benefit: You do not lose your dex bonus, as the barbarian ability. If your BAB is at least +5, you also gain the ability not to be flanked, as the barbarian ability.
Uncanny Dodge (Traps) [Savage General, Savage Fighter Feat]
You can anticipate nasty surprises.
Prerequisite: Savage Template, BAB +10
Benefit: You get a +1 bonus to your saving throws vs. traps, as the barbarian ability. This ability improves by +1 for every 3 points of BAB above +10, to a maximum of +4.
Damage Reduction [Savage General, Savage Fighter Feat]
You can withstand the weakest of blows without injury.
Prerequisite: Savage Template, Barbaric Rage, BAB +12 or more
Benefit: You gain Damage Reduction 1 as the barbarian ability. This feat stacks with itself and may be taken more than once with the BAB requirement increasing by +2 each time.
Greater Rage [Savage General, Savage Fighter Feat]
Your raging fury is truly fearsome.
Prerequisite: Savage Template, Barbaric Rage, Extra Rage, BAB +15
Benefit: Your bonuses while raging increase to +6 Strength, +6 Constitution, and +3 morale bonus to Will Saves. The -2 AC penalty remains. If your total BAB is at least +20, you are also no longer winded after raging.