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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Savage template to replace Barbarian class
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<blockquote data-quote="Technik4" data-source="post: 368061" data-attributes="member: 7211"><p><strong>ECL +0</strong></p><p></p><p>More Fully Statted Feats:</p><p></p><p>Fast Movement [Savage General, Savage Fighter Feat]</p><p>You are quick on your feet.</p><p>Prerequisite: Savage Template</p><p>Benefit: You gain +10 speed in light or medium armor, as the barbarian ability.</p><p></p><p>Barbaric Rage [Savage General, Savage Fighter Feat]</p><p>You can use your anger as a weapon against your enemies.</p><p>Prerequisite: Savage Template</p><p>Benefit: You gain the ability to Rage 1/day as the barbarian ability.</p><p></p><p>Uncanny Dodge [Savage General, Savage Figter Feat]</p><p>You react immediately to danger.</p><p>Prerequisite: Savage Template</p><p>Benefit: You do not lose your dex bonus, as the barbarian ability. As soon as your total level is 6 you also cannot be flanked, as the barbarian ability.</p><p></p><p>Uncanny Dodge-Traps [Savage General, Savage Fighter Feat]</p><p>You can anticipate nasty surprises.</p><p>Prerequisite: Savage Template, BAB +10</p><p>Benefit: You get a +1 bonus to your saving throws vs traps, as the barbarian ability. This ability improves for every 3 levels you gain afterwards, up to a maximum of +4.</p><p></p><p>Damage Reduction [Savage General, Savage Fighter Feat]</p><p>You can withstand the weakest of blows without injury.</p><p>Prerequisite: Savage Template, BAB +12</p><p>Benefit: You gain Damage Reduction 1. This feat may be taken more than once up to a maximum of Damage Reduction 4. Otherwise, as the barbarian ability.</p><p></p><p>Greater Rage [Savage General, Savage Fighter Feat]</p><p>Your bellowing is heroic in amplitude.</p><p>Prerequisite: Savage Template, BAB +15</p><p>Benefit: Your bonuses while raging become +6 Strength, +6 Constitution, and +3 morale bonus to Will Saves. The -2 AC remains. If your total levels equal or exceed 20, you are also no longer winded after raging.</p><p></p><p>Savage Skills [Savage General]</p><p>You are familiar with the ways of the wild.</p><p>Prerequisite: Savage Template</p><p>Benefit: The skills Intimidate, Intuit Direction, Listen, and Wilderness Lore are always considered class skills to a savage.</p><p></p><p>In order to balance fighters with the savage template I suggest requiring that all fighter bonus feats be spent on Savage Fighter Feats. Savage Fighter Feats include the feats above and any feat with "Rage" in the title. In this way, a Savage Fighter becomes a customizable barbarian, not a fighter who can pick and choose which barbarian abilities he likes. A fighter may eventually become almost exactly as the barbarian, as long as he spends one of his feats on the Savage Skills feat.:</p><p></p><p>1 Barb Fast Move, Rage</p><p>2 Barb Uncanny Dodge (Dex)</p><p>4 Barb Rage+1</p><p>5 Barb Uncanny Dodge (Flank)</p><p>8 Barb Rage +1</p><p>10 Barb Uncanny Dodge (Traps+1)</p><p>11 Barb Damage Reduction +1</p><p>12 Barb Rage +1</p><p>13 Barb Uncanny Dodge (Traps+1)</p><p>14 Barb Damage Reduction +1</p><p>15 Barb Greater Rage</p><p>16 Barb Unacnny Dodge (Traps+1), Rage +1</p><p>17 Barb Damage Reduction +1</p><p>19 Barb Uncanny Dodge (Traps+1)</p><p>20 Barb Rage +1, Damage Reduction +1, No longer winded.</p><p></p><p>Total: Fast Movement, Greater Rage 6/day, Uncanny Dodge (Dex, Flank, and Traps +4), Damage Reduction 4. </p><p>Skill Total for Avg Int Hero (12): 115</p><p></p><p></p><p>Savage Template</p><p>1 Fighter 1 Feat- Fast Movement</p><p>2 Fighter 1 Feat- Rage 1/day</p><p>4 Fighter 1 Feat- Uncanny Dodge (Dex+Flank)</p><p>6 Fighter 1 Feat- Extra Rage (3 total)</p><p>8 Fighter 1 Feat- Extra Rage (5 total)</p><p>10 Fighter 1 Feat- Uncanny Dodge (Traps)</p><p>12 Fighter 1 Feat- Damage Reduction +1</p><p>14 Fighter 1 Feat- Damage Reduction +1</p><p>16 Fighter 1 Feat- Greater Rage</p><p>18 Fighter 1 Feat- Damage Reduction +1</p><p>20 Fighter 1 Feat- Damage Reduction +1</p><p></p><p>Total: Fast Movement, Greater Rage 5/day, Uncanny Dodge (Dex, Flank, Traps +4), Damage Reduction 4.</p><p>Skill Total for Avg Int Hero (12): 115</p><p></p><p>However, there is the problem of balancing all the other classes, for instance the rogue should not receive any bonus skill points, as he already has 8. I suggest the following table:</p><p></p><p>Class Skill Bonus Savage Template Bonus</p><p>+2 +2</p><p>+4 +1</p><p>+8 +0</p><p></p><p>Additionally for one feat you can gain the many class skills many savages have, this is most advantageous for the more "civilized" classes, and therefore costs them a feat. The less civilzed (or more natural) classes already have those skills as class skills. Finally the hit die progression never goes higher than d12.</p><p></p><p>As far as disadvantages, I still don't like balancing extra skills with skills you must take. I propose to assign negatives to certain skills in non-natural environments. A -2 to all charisma related skills and checks when not in a natural environment, and a -4 while in an urban area. Total is -6 in a non-natural city, such as just about every human city, and only -4 while in an elven city in the trees, or a dwarven city in stone.</p><p></p><p>The other disadvantages would be the necessity of taking heavy armor as a feat, illiteracy, and spell limitation. Though I propose a feat for the more natural spell-casters:</p><p></p><p>Nature's Magic</p><p>You have become in tune with nature and your spell-casting reflects this.</p><p>Prerequisite: Savage Template, 5 Ranks in Knowledge [Nature] or Wilderness Lore, ability to cast 1st level arcane or divine spells.</p><p>Benefit: You are no longer penalized with 1 fewer spells for every level, and every spell you cast is at +1 caster level while in a natural environment.</p><p></p><p>The total advantages seem to be a higher hit die, possibly some bonus skill points, and the ability to acquire some interesting feats. Total disadvantages are illiteracy, heavy armor negatives, spell limitation, and the negatives to charisma-based skills when not in a natural environment. ECL +0.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 368061, member: 7211"] [b]ECL +0[/b] More Fully Statted 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 Benefit: You gain the ability to Rage 1/day as the barbarian ability. Uncanny Dodge [Savage General, Savage Figter Feat] You react immediately to danger. Prerequisite: Savage Template Benefit: You do not lose your dex bonus, as the barbarian ability. As soon as your total level is 6 you also cannot 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 for every 3 levels you gain afterwards, up to a maximum of +4. Damage Reduction [Savage General, Savage Fighter Feat] You can withstand the weakest of blows without injury. Prerequisite: Savage Template, BAB +12 Benefit: You gain Damage Reduction 1. This feat may be taken more than once up to a maximum of Damage Reduction 4. Otherwise, as the barbarian ability. Greater Rage [Savage General, Savage Fighter Feat] Your bellowing is heroic in amplitude. Prerequisite: Savage Template, BAB +15 Benefit: Your bonuses while raging become +6 Strength, +6 Constitution, and +3 morale bonus to Will Saves. The -2 AC remains. If your total levels equal or exceed 20, you are also no longer winded after raging. Savage Skills [Savage General] You are familiar with the ways of the wild. Prerequisite: Savage Template Benefit: The skills Intimidate, Intuit Direction, Listen, and Wilderness Lore are always considered class skills to a savage. In order to balance fighters with the savage template I suggest requiring that all fighter bonus feats be spent on Savage Fighter Feats. Savage Fighter Feats include the feats above and any feat with "Rage" in the title. In this way, a Savage Fighter becomes a customizable barbarian, not a fighter who can pick and choose which barbarian abilities he likes. A fighter may eventually become almost exactly as the barbarian, as long as he spends one of his feats on the Savage Skills feat.: 1 Barb Fast Move, Rage 2 Barb Uncanny Dodge (Dex) 4 Barb Rage+1 5 Barb Uncanny Dodge (Flank) 8 Barb Rage +1 10 Barb Uncanny Dodge (Traps+1) 11 Barb Damage Reduction +1 12 Barb Rage +1 13 Barb Uncanny Dodge (Traps+1) 14 Barb Damage Reduction +1 15 Barb Greater Rage 16 Barb Unacnny Dodge (Traps+1), Rage +1 17 Barb Damage Reduction +1 19 Barb Uncanny Dodge (Traps+1) 20 Barb Rage +1, Damage Reduction +1, No longer winded. Total: Fast Movement, Greater Rage 6/day, Uncanny Dodge (Dex, Flank, and Traps +4), Damage Reduction 4. Skill Total for Avg Int Hero (12): 115 Savage Template 1 Fighter 1 Feat- Fast Movement 2 Fighter 1 Feat- Rage 1/day 4 Fighter 1 Feat- Uncanny Dodge (Dex+Flank) 6 Fighter 1 Feat- Extra Rage (3 total) 8 Fighter 1 Feat- Extra Rage (5 total) 10 Fighter 1 Feat- Uncanny Dodge (Traps) 12 Fighter 1 Feat- Damage Reduction +1 14 Fighter 1 Feat- Damage Reduction +1 16 Fighter 1 Feat- Greater Rage 18 Fighter 1 Feat- Damage Reduction +1 20 Fighter 1 Feat- Damage Reduction +1 Total: Fast Movement, Greater Rage 5/day, Uncanny Dodge (Dex, Flank, Traps +4), Damage Reduction 4. Skill Total for Avg Int Hero (12): 115 However, there is the problem of balancing all the other classes, for instance the rogue should not receive any bonus skill points, as he already has 8. I suggest the following table: Class Skill Bonus Savage Template Bonus +2 +2 +4 +1 +8 +0 Additionally for one feat you can gain the many class skills many savages have, this is most advantageous for the more "civilized" classes, and therefore costs them a feat. The less civilzed (or more natural) classes already have those skills as class skills. Finally the hit die progression never goes higher than d12. As far as disadvantages, I still don't like balancing extra skills with skills you must take. I propose to assign negatives to certain skills in non-natural environments. A -2 to all charisma related skills and checks when not in a natural environment, and a -4 while in an urban area. Total is -6 in a non-natural city, such as just about every human city, and only -4 while in an elven city in the trees, or a dwarven city in stone. The other disadvantages would be the necessity of taking heavy armor as a feat, illiteracy, and spell limitation. Though I propose a feat for the more natural spell-casters: Nature's Magic You have become in tune with nature and your spell-casting reflects this. Prerequisite: Savage Template, 5 Ranks in Knowledge [Nature] or Wilderness Lore, ability to cast 1st level arcane or divine spells. Benefit: You are no longer penalized with 1 fewer spells for every level, and every spell you cast is at +1 caster level while in a natural environment. The total advantages seem to be a higher hit die, possibly some bonus skill points, and the ability to acquire some interesting feats. Total disadvantages are illiteracy, heavy armor negatives, spell limitation, and the negatives to charisma-based skills when not in a natural environment. ECL +0. Technik [/QUOTE]
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Savage template to replace Barbarian class
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