Grod_The_Giant
2012-04-24, 10:02 PM
The Savage (and if someone comes up with a better name, I'd love to hear one; hardest part of a homebrew, I swear) is a primal warrior, one who seeks to channel the power of nature into pure physical power. Similar to the infinite variety of nature, no two savages are exactly the same.
The Savage
http://mutantaday.files.wordpress.com/2009/04/sabretooth61.jpg
The savage’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate, Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Hit Die: d12
Level
Base Attack
Fort
Ref
Will
Special
1st
+1
+2
+2
+0
Animalistic Senses, Primary Evolution
2nd
+2
+3
+3
+0
Nature’s Gift
3rd
+3
+3
+3
+1
Totemic Power
4th
+4
+4
+4
+1
Evolution, Nature’s Gift
5th
+5
+4
+4
+1
Totemic Power, Nature's Vigor
6th
+6/+1
+5
+5
+2
Nature’s Gift
7th
+7/+2
+5
+5
+2
Totemic Power
8th
+8/+3
+6
+6
+2
Evolution, Nature’s Gift
9th
+9/+4
+6
+6
+3
Totemic Power
10th
+10/+5
+7
+7
+3
Nature’s Resilience, Nature’s Gift
11th
+11/+6
+7
+7
+3
Totemic Power
12th
+12/+7
+8
+8
+4
Evolution, Nature’s Gift
13th
+13/+8
+8
+8
+4
Totemic Power
14th
+14/+9
+9
+9
+4
Nature’s Gift
15th
+15/+10
+9
+9
+5
Nature’s Majesty, Totemic Power
16th
+16/+11
+10
+10
+5
Evolution, Nature’s Gift
17th
+17/+12/
+10
+10
+5
Totemic Power
18th
+18/+13/
+11
+11
+6
Nature’s Gift
19th
+19/+14/
+11
+11
+6
Totemic Power
20th
+20/+15/+10/+5
+12
+12
+6
Nature’s Perfection, Evolution, Nature’s Gift
Weapon and Armor Proficiencies: Savages are proficient with all simple weapons, and with bows. They are proficient with leather, studded leather, and hide armor, but not with shields.
Animalistic Senses (Ex): At first level, a savage gains the low-light vision and scent abilities, if he did not possess them before. He also gains the Track feat as a bonus feat.
Primary Evolution (Ex): At first level, a savage develops a single natural weapon— claws, fangs, horns, talons, or a tail. This ability functions as an Evolution (see below), but the natural weapon chosen is a primary natural weapon, not a secondary. This choice cannot be changed later.
Nature’s Gift (Ex): As he grows in experience, a savage finds his ties to the natural world developing in mysterious ways. At 2nd level, and every subsequent second level, he chooses an ability from the following list. Unless otherwise mentioned, you may not choose an ability more than once.
While the exact nature of a Nature's Gift ability is not immediately obvious, there is usually a related physical mutation. For example, a savage who takes the Wild Senses ability might have his eyes and ears alter to look like those of a cat. A savage taking the Gecko's Foot ability might grow pads (http://en.wikipedia.org/wiki/File:Gecko_foot_on_glass.JPG)on the bottom of his hands and feet. The exact form of these mutations are left up to the player.
List of Nature's Gift abilities
Wild Empathy— As the druid class feature, except that you may use your Wisdom modifier in place of your Charisma modifier
Speak with Animals— You may converse with animals and vermin as though you shared a common language. Prerequisite: Wild Empathy
Call Animals— You may call upon nearby animals to aid you in battle. As a standard action, you may let out an animalistic growl or roar. 1d4 rounds later, the animals emerge from the edges of vision, charging to your side at top speed. You may call any number of animals, but their combined hit die cannot exceed your savage level, and they must be of a type normally found in the current environment (for example, you couldn’t summon polar bears in a desert). There is no magical bond between you and the animals, but their attitude towards you is helpful, and you may give them orders and directions. The animals remain in your service until you dismiss them, or for ten minutes per point of your Wisdom modifier. After using this ability, you cannot use it again for one hour. Prerequisite: Wild Empathy, Speak with Animals
Empathic Link— As a standard action, you may form an empathic link with one willing animal within 30 feet. The link lasts for one hour per point of your Wisdom modifier, or until either you or the animal goes to sleep. The number of empathic links you have in effect at one time (including any link with a familiar or animal companion) cannot exceed your Wisdom modifier. Prerequisite: Wild Empathy, Speak with Animals
Animal Companion— You gain an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This ability functions as the druid ability of the same name, except that your effective druid level is two-thirds your savage level. Prerequisite: Wild Empathy
Greater Bond— Your effective druid level increases to equal your savage level. Prerequisite: Wild Empathy, Animal Companion
Speak with Plants— You may comprehend and communicate with plants, including both normal plants and plant creatures. Prerequisite: Wild Empathy
Trackless Stride— You no longer leave a trail in natural surroundings unless you wish to do so.
Savage Tracking— You may move at your normal speed while following tracks without taking the normal -5 penalty. You takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. Furthermore, you may follow the scent-trail of a creature moving through water without penalty.
Woodland Stride— You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. You may also walk through thorns, briars, or overgrown areas that have been magically affected to impede movement (such as by an entangle spell), provided that your savage level is higher than that the caster level of the effect.
Tree Stride— You gain the ability to enter trees and move from inside one tree to inside another tree. This ability functions as the tree stride spell, with the following exception. Once you pass from one tree to another, you cannot enter another tree for a number of minutes equal to 10 minus your Wisdom modifier. Prerequisite: Woodland Stride, Level 6
Greater Tree Stride— You may use your Tree Stride ability as a move action, and the recharge time improves to 10-Wisdom Modifier rounds. In addition, you gain the ability to make a Greater Tree Stride. Doing so takes one minute, and can only be used once per hour, but doing so improves the transport range from feet to miles. Prerequisite: Woodland Stride, Level 12
Camouflage— You may use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight— When in natural terrain, you may attempt to use the Hide skill even while being observed. However, you take a -5 penalty to your roll while doing so. Prerequisite: Camouflage, Level 6.
Chameleon Hide (invisibility as long as you concentrate) [req. level 10+]— After long practice, you have learned to emulate and surpass the color-changing abilities of a chameleon. You may become completely invisible for as long as you concentrate. During the first 1d4 rounds of concentration, and for the first 1d4 rounds after you cease concentrating, you are partially color-shifted, and have are considered to have partial concealment. After using this ability, you cannot use it again for 1d6 minutes. Prerequisite: Camouflage, Chameleon Hide, Level 10
Webbed Feet— You gain a swim speed equal to your base land speed.
Amphibious— You may breath water as easily as you breath air. Furthermore, you never take pressure damage, and you may move and make attacks with your natural weapons while underwater with no penalty. Prerequisite: Webbed Feet, or pre-existing swim speed
Ape’s Claws— You gain a climb speed equal to your base land speed.
Gecko’s Foot— You gain the ability to traverse sheer vertical and horizontal surfaces, like a gecko. You never need to make a Climb check, and you may stick to surfaces as smooth as a sheet of glass with no penalty. Your bare hands or feet must be in contact with the surface for this ability to work. Prerequisite: Ape's Claws, or pre-existing climb speed
Mole’s Claws— You gain a burrow speed equal to your base land speed.
Tremorsense— You gain the tremorsense ability, with a range of 10 feet per point of your Wisdom modifier. Prerequisite: Mole’s Claws, or pre-existing burrow speed
Savage Speed-- You gain an untyped bonus to one type of movement equal to one-half your savage level times five. (So, for example, a 10th level savage with this ability could gain a 25ft bonus to his base land speed).
Primal Speed-- You may apply the bonus from Savage Speed to all forms of movement you possess. Prerequisite: Savage Speed
Cheetah's Grace-- You may move up to ten times your speed as part of a charge. After using this ability, you lose the bonus from Savage Speed for 1d6 rounds, and you may not sprint again for 2d6 minutes after that. Prerequisite: Savage Speed
Surface Walker— You gain the ability to breath air, if you did not have it already, and gain a land speed equal to one-half your base swim speed, if you did not have one already.
Wild Senses— You gain a bonus to Search, Spot, and Listen checks equal to your savage level.
Echolocation— You gain the blindsense ability, with a range of 10 feet per point of your Wisdom modifier. You may turn this ability on or off as a free action, but you cannot speak while using it. This is a [sonic] ability, and although it operates on frequencies too high for most humans to hear, some animals (such as dogs) can hear it. Prerequisite: Wild Senses, Level 6
Improved Echolocation— Your blindsense improves to blindsight. Prerequisite: Wild Senses, Echolocation, Level 10
Silent Ecolocation-- Enemies may no longer hear your echolocation. Prerequisite: Wild Senses, Echolocation
Beast’s Blessings— You gain a +2 inherent bonus to one physical ability score. Unlike other Nature’s Gift abilities, you may choose this ability multiple times. Repeated uses of this ability stack.
Animal Skill Prowess— Choose one skill from the following list: Balance, Climb, Escape Artist, Jump, Swim, or Tumble. You gain a bonus to skill equal to five times your class level. Unlike other Nature’s Gift abilities, you may choose this ability multiple times, choosing a new skill each time.
Nature’s Whisper— You gain a bonus to Knowledge (Nature) and Survival checks equal to your savage level.
Totemic Power (Ex): Nature is not inherently peaceful, and neither is a savage. At 3rd level, and every subsequent odd-numbered level, he chooses an ability from the following list. Unless otherwise mentioned, you may not choose an ability more than once. Unless otherwise mentioned, Totemic Powers are not immediately obvious on inspection.
List of Totemic Power abilities
Pounce— You gain the ability to make a full attack— including rake attacks, if you have them— with your natural weapons at the end of a charge.
Primal Weapons — Your natural weapons are treated as magic for the purpose of overcoming damage reduction, and gain an enhancement bonus equal to one-fourth your savage level.
Primal Might— Your natural weapons overcome hardness and damage reduction as if made of adamantine. Prerequisite: Primal Weapons, Level 9
Improved Grab— When you strike a foe your size or smaller with a claw, bite, or tail attack, you may attempt to start a grapple as a free action without provoking attacks of opportunity. You must have one of the aforementioned natural weapons to choose this ability.
Attach— When you strike a foe with your bite attack, you may latch onto his body. You lose your Dexterity bonus to armor class, but you drain 1d4 points of your foe’s Constitution each round your remain attached, gaining 2 temporary hit points per point of Constitution drained. While attached, you may be attacked with a weapon or grappled, but your opponent must achieve a pin against you to dislodge you. Prerequisite: Improved Grab, bite attack
Brute Wrestling— When grappling, you count as a creature one size larger than normal. You may take this ability more than once, counting as a larger size each time. Prerequisite: Improved Grab
Constrict— When grappling, you may deal damage equal to that of your tail attack with a successful grapple check. Prerequisite: Improved Grab, tail attack
Poison— Either your bite, claw, talon, or stinger attack (choose one when taking this ability) becomes poisonous. Foes struck by the chosen natural weapon must make a Fortitude save (DC 10 + ½ Savage level + Constitution modifier) or be poisoned, taking 1d6 points of Strength, Dexterity, or Constitution damage (choose one when taking this ability) immediately and 1d6 points a minute later. He receives a new Fortitude save against the second effect. You are immune to your own poison. You may take this ability more than once, choosing a new natural weapon each time. Prerequisite: Level 5, the appropriate natural weapon
Virulent Poison— Your poison does an additional 1d6 points of Strength, Dexterity or Constitution damage. Choose one when taking this ability, but it does not have to be the same as the original choice. You may take this ability more than once. Prerequisite: Level 9, Poison
Carapace— You grow a layer of scales, or an armored exoskeleton, or something of that nature. You gain a natural armor bonus equal to 1/2 your savage level.
Thick Skin— You gain damage reduction/— equal to your Constitution modifier. Level 9
Disease— Opponents struck by your bite attack must make a Fortitude save (DC 10 + ½ Savage level + Constitution modifier) or contact a single non-supernatural disease, chosen at the time you choose this ability. The aforementioned Fortitude save DC replaces the normal save DC for the disease.
Rend— If you hit with two claw attacks, you automatically deal damage equal to twice the damage die from your claws, plus 1 ½ times your Strength modifier. If you have four claws, and hit with all four, this damage improves to four times the damage die from your claws, plus two times your Strength modifier. You cannot use both this ability and Improved Grab on the same claw attack.
Wolverine Rage— When your health drops below half its maximum, you go into a berserker frenzy, similar to a barbarian’s rage. You gain +4 Strength and Constitution and -2 AC until either you or all your foes are dead. You cannot use any skills or abilities that require patience, concentration, or delicacy (such as casting spells, picking locks, using the Diplomacy skill, and so on) while raging. You cannot end a rage prematurely, and you cannot be provoked into a rage more than once every (10- Constitution modifier) minutes.
Dire Wolverine Rage— The bonus from your Wolverine Rage ability improves to +6 Strength and Constitution. Prerequisite: Wolverine Rage, Level 9
Rake— When grappling, you may make talon attacks in addition to your normal one weapon. These attacks are not subject to the usual -4 penalty for attacking with natural weapons in a grapple. You must begin its turn grappling to use your rake—you can’t begin a grapple and rake in the same turn. Prerequisite: Talon attack
Powerful Charge— When charging, your gore attack becomes a primary natural weapon, and you deal extra damage equal to twice your normal gore damage plus three times your Strength modifier. You may not use both this ability and pounce during the same charge. Prerequisite: Gore attack
Savage Will— You gain a morale bonus to Will saves equal to ¼ your Savage level.
Unstoppable Brutality— You gain the Mettle ability. Prerequisite: Savage Will
Evolution: At 4th level, and every subsequent 4th level, a savage’s body continues to change, growing new natural weapons and animalistic features. Unless otherwise mentioned, Evolutions are immediately obvious on inspection.
List of Evolutions
Claw Attack— You grow a set of powerful claws. You gains two secondary natural attacks, each dealing d6 damage. You can extend or retract your claws at will. When retracted, a DC 20 Spot check is necessary to notice their presence.
Bite Attack— You grow a set of deadly fangs. You gain a secondary bite attack, dealing 1d8 damage. Like your claws, you can retract your fangs, requiring a DC 25 Spot check to notice their presence.
Talons— You grow a set of vicious talons on his feet. You gain two secondary natural attacks, each dealing d6 damage. Like your claws and fangs, you can retract them, requiring a DC 20 Spot check to notice their presence.
Horns— You grow one or more mighty horns. You gain a secondary gore attack, dealing 1d10 damage. You cannot retract your horns.
Improved Natural Weapon-- You gain Improved Natural Weapon as a bonus feat. You may take this ability multiple times.
Tail— You grow a long, lithe tail. You gain a secondary natural slam attack dealing 1d4 damage. Your tail is prehensile, though cannot use it to wield a weapon or perform delicate tasks, and it can easily support your body weight. You cannot retract your tail.
Stinger-- You grow a deadly stinger at the tip of your tail. You lose your slam attack, but gain a sting attack dealing 1d8 damage. Prerequisite: Tail
Wings— You grow a set of wings. You gain a fly speed equal to your base land speed, with good maneuverability. You cannot retract your wings. Prerequisite: Level 6
Extra Arms— You grow a second pair of arms. These new arms are every bit as nimble as your normal arms, and can wield weapons, perform delicate skill checks, any anything else you can do with your normal arms. In addition, having extra arms gives you an edge in a grapple-- when making grapple checks, you may add your Strength modifier a second time. Finally, if you subsequently take the Claws evolution-- or take it again, if you already had it-- you may choose to grow the claws on your second set of arms as secondary natural weapons.Prerequisite: Level 6
Keen Weapon— Choose one type natural weapon you already possess. That weapon’s critical hit range doubles, as though you had taken the Improved Critical feat. This bonus stacks with other effects that improve critical hit ranges, including the previously mentioned feat. You may take this ability multiple times. Each time, it applies to a new natural weapon.
Nature's Vigor (Ex): At 5th level, a savage gains a bonus to saves against the extraordinary abilities of animals and vermin equal to his Constitution modifier.
Nature’s Resilience (Ex): At 10th level, a savage gains the ability to turn his connection with nature still farther inwards. As a swift action, he may grant himself fast healing equal to his Constitution modifier for a number of rounds equal to his savage level. He may use this ability a number of times per day equal to his Wisdom modifier.
Nature’s Majesty (Ex): Beginning at 15th level, a savage gains permanent fast healing equal to his Constitution modifier, replacing the limited use version from Nature’s Resilience.
In addition, creatures with the animal or vermin types now recognize him as an absolute alpha male. Any creature of the aforementioned types who wishes to attack him must make a Will save (DC equal to 10 + ½ savage level + Wisdom modifier). On a failure, they cower away from the savage, and are considered flat-footed against his attacks. They receive a new Will save if he attacks them. A creature who successfully saves against this ability cannot be affected by the same savage’s Nature’s Majesty ability for 24 hours.
Nature’s Perfection (Ex): At 20th level, a savage has all but surpassed the natural world he once sought to emulate. His type changes to animal (although his intelligence, alignment, saves, hit die and so on do not change), his fast healing improves to regeneration, and he gains a +4 inherent bonus to all physical abilities. His regeneration is bypassed only by the unnatural-- the natural weapons and spell-like abilities of outsiders and aberrations, and weapons made of extraplanar materials, such as Stygian Ice (Frostburn, page 81).
New Feats
Beloved of Nature
Prerequisite: Savage 2
Benefit: You gain an additional Nature’s Gift ability
Special: You may take this feat multiple times.
Totemic Shaman
Prerequisite: Savage 3
Benefit: You gain an additional Totemic Power ability
Special: You may take this feat multiple times.
Child of the Wild
Prerequisite: Savage 4
Benefit: You gain an additional Evolution ability
Special: You may take this feat multiple times.
Endurance of the Wilds
Prerequisite: Nature’s Resilience class ability, Constitution 17
Benefit: You may use your Nature’s Resilience ability an additional 3 times per day.
Special: Upon gaining the Nature’s Majesty class feature, you may immediately retrain this feat.
The Savage
http://mutantaday.files.wordpress.com/2009/04/sabretooth61.jpg
The savage’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate, Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Hit Die: d12
Level
Base Attack
Fort
Ref
Will
Special
1st
+1
+2
+2
+0
Animalistic Senses, Primary Evolution
2nd
+2
+3
+3
+0
Nature’s Gift
3rd
+3
+3
+3
+1
Totemic Power
4th
+4
+4
+4
+1
Evolution, Nature’s Gift
5th
+5
+4
+4
+1
Totemic Power, Nature's Vigor
6th
+6/+1
+5
+5
+2
Nature’s Gift
7th
+7/+2
+5
+5
+2
Totemic Power
8th
+8/+3
+6
+6
+2
Evolution, Nature’s Gift
9th
+9/+4
+6
+6
+3
Totemic Power
10th
+10/+5
+7
+7
+3
Nature’s Resilience, Nature’s Gift
11th
+11/+6
+7
+7
+3
Totemic Power
12th
+12/+7
+8
+8
+4
Evolution, Nature’s Gift
13th
+13/+8
+8
+8
+4
Totemic Power
14th
+14/+9
+9
+9
+4
Nature’s Gift
15th
+15/+10
+9
+9
+5
Nature’s Majesty, Totemic Power
16th
+16/+11
+10
+10
+5
Evolution, Nature’s Gift
17th
+17/+12/
+10
+10
+5
Totemic Power
18th
+18/+13/
+11
+11
+6
Nature’s Gift
19th
+19/+14/
+11
+11
+6
Totemic Power
20th
+20/+15/+10/+5
+12
+12
+6
Nature’s Perfection, Evolution, Nature’s Gift
Weapon and Armor Proficiencies: Savages are proficient with all simple weapons, and with bows. They are proficient with leather, studded leather, and hide armor, but not with shields.
Animalistic Senses (Ex): At first level, a savage gains the low-light vision and scent abilities, if he did not possess them before. He also gains the Track feat as a bonus feat.
Primary Evolution (Ex): At first level, a savage develops a single natural weapon— claws, fangs, horns, talons, or a tail. This ability functions as an Evolution (see below), but the natural weapon chosen is a primary natural weapon, not a secondary. This choice cannot be changed later.
Nature’s Gift (Ex): As he grows in experience, a savage finds his ties to the natural world developing in mysterious ways. At 2nd level, and every subsequent second level, he chooses an ability from the following list. Unless otherwise mentioned, you may not choose an ability more than once.
While the exact nature of a Nature's Gift ability is not immediately obvious, there is usually a related physical mutation. For example, a savage who takes the Wild Senses ability might have his eyes and ears alter to look like those of a cat. A savage taking the Gecko's Foot ability might grow pads (http://en.wikipedia.org/wiki/File:Gecko_foot_on_glass.JPG)on the bottom of his hands and feet. The exact form of these mutations are left up to the player.
List of Nature's Gift abilities
Wild Empathy— As the druid class feature, except that you may use your Wisdom modifier in place of your Charisma modifier
Speak with Animals— You may converse with animals and vermin as though you shared a common language. Prerequisite: Wild Empathy
Call Animals— You may call upon nearby animals to aid you in battle. As a standard action, you may let out an animalistic growl or roar. 1d4 rounds later, the animals emerge from the edges of vision, charging to your side at top speed. You may call any number of animals, but their combined hit die cannot exceed your savage level, and they must be of a type normally found in the current environment (for example, you couldn’t summon polar bears in a desert). There is no magical bond between you and the animals, but their attitude towards you is helpful, and you may give them orders and directions. The animals remain in your service until you dismiss them, or for ten minutes per point of your Wisdom modifier. After using this ability, you cannot use it again for one hour. Prerequisite: Wild Empathy, Speak with Animals
Empathic Link— As a standard action, you may form an empathic link with one willing animal within 30 feet. The link lasts for one hour per point of your Wisdom modifier, or until either you or the animal goes to sleep. The number of empathic links you have in effect at one time (including any link with a familiar or animal companion) cannot exceed your Wisdom modifier. Prerequisite: Wild Empathy, Speak with Animals
Animal Companion— You gain an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This ability functions as the druid ability of the same name, except that your effective druid level is two-thirds your savage level. Prerequisite: Wild Empathy
Greater Bond— Your effective druid level increases to equal your savage level. Prerequisite: Wild Empathy, Animal Companion
Speak with Plants— You may comprehend and communicate with plants, including both normal plants and plant creatures. Prerequisite: Wild Empathy
Trackless Stride— You no longer leave a trail in natural surroundings unless you wish to do so.
Savage Tracking— You may move at your normal speed while following tracks without taking the normal -5 penalty. You takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. Furthermore, you may follow the scent-trail of a creature moving through water without penalty.
Woodland Stride— You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. You may also walk through thorns, briars, or overgrown areas that have been magically affected to impede movement (such as by an entangle spell), provided that your savage level is higher than that the caster level of the effect.
Tree Stride— You gain the ability to enter trees and move from inside one tree to inside another tree. This ability functions as the tree stride spell, with the following exception. Once you pass from one tree to another, you cannot enter another tree for a number of minutes equal to 10 minus your Wisdom modifier. Prerequisite: Woodland Stride, Level 6
Greater Tree Stride— You may use your Tree Stride ability as a move action, and the recharge time improves to 10-Wisdom Modifier rounds. In addition, you gain the ability to make a Greater Tree Stride. Doing so takes one minute, and can only be used once per hour, but doing so improves the transport range from feet to miles. Prerequisite: Woodland Stride, Level 12
Camouflage— You may use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight— When in natural terrain, you may attempt to use the Hide skill even while being observed. However, you take a -5 penalty to your roll while doing so. Prerequisite: Camouflage, Level 6.
Chameleon Hide (invisibility as long as you concentrate) [req. level 10+]— After long practice, you have learned to emulate and surpass the color-changing abilities of a chameleon. You may become completely invisible for as long as you concentrate. During the first 1d4 rounds of concentration, and for the first 1d4 rounds after you cease concentrating, you are partially color-shifted, and have are considered to have partial concealment. After using this ability, you cannot use it again for 1d6 minutes. Prerequisite: Camouflage, Chameleon Hide, Level 10
Webbed Feet— You gain a swim speed equal to your base land speed.
Amphibious— You may breath water as easily as you breath air. Furthermore, you never take pressure damage, and you may move and make attacks with your natural weapons while underwater with no penalty. Prerequisite: Webbed Feet, or pre-existing swim speed
Ape’s Claws— You gain a climb speed equal to your base land speed.
Gecko’s Foot— You gain the ability to traverse sheer vertical and horizontal surfaces, like a gecko. You never need to make a Climb check, and you may stick to surfaces as smooth as a sheet of glass with no penalty. Your bare hands or feet must be in contact with the surface for this ability to work. Prerequisite: Ape's Claws, or pre-existing climb speed
Mole’s Claws— You gain a burrow speed equal to your base land speed.
Tremorsense— You gain the tremorsense ability, with a range of 10 feet per point of your Wisdom modifier. Prerequisite: Mole’s Claws, or pre-existing burrow speed
Savage Speed-- You gain an untyped bonus to one type of movement equal to one-half your savage level times five. (So, for example, a 10th level savage with this ability could gain a 25ft bonus to his base land speed).
Primal Speed-- You may apply the bonus from Savage Speed to all forms of movement you possess. Prerequisite: Savage Speed
Cheetah's Grace-- You may move up to ten times your speed as part of a charge. After using this ability, you lose the bonus from Savage Speed for 1d6 rounds, and you may not sprint again for 2d6 minutes after that. Prerequisite: Savage Speed
Surface Walker— You gain the ability to breath air, if you did not have it already, and gain a land speed equal to one-half your base swim speed, if you did not have one already.
Wild Senses— You gain a bonus to Search, Spot, and Listen checks equal to your savage level.
Echolocation— You gain the blindsense ability, with a range of 10 feet per point of your Wisdom modifier. You may turn this ability on or off as a free action, but you cannot speak while using it. This is a [sonic] ability, and although it operates on frequencies too high for most humans to hear, some animals (such as dogs) can hear it. Prerequisite: Wild Senses, Level 6
Improved Echolocation— Your blindsense improves to blindsight. Prerequisite: Wild Senses, Echolocation, Level 10
Silent Ecolocation-- Enemies may no longer hear your echolocation. Prerequisite: Wild Senses, Echolocation
Beast’s Blessings— You gain a +2 inherent bonus to one physical ability score. Unlike other Nature’s Gift abilities, you may choose this ability multiple times. Repeated uses of this ability stack.
Animal Skill Prowess— Choose one skill from the following list: Balance, Climb, Escape Artist, Jump, Swim, or Tumble. You gain a bonus to skill equal to five times your class level. Unlike other Nature’s Gift abilities, you may choose this ability multiple times, choosing a new skill each time.
Nature’s Whisper— You gain a bonus to Knowledge (Nature) and Survival checks equal to your savage level.
Totemic Power (Ex): Nature is not inherently peaceful, and neither is a savage. At 3rd level, and every subsequent odd-numbered level, he chooses an ability from the following list. Unless otherwise mentioned, you may not choose an ability more than once. Unless otherwise mentioned, Totemic Powers are not immediately obvious on inspection.
List of Totemic Power abilities
Pounce— You gain the ability to make a full attack— including rake attacks, if you have them— with your natural weapons at the end of a charge.
Primal Weapons — Your natural weapons are treated as magic for the purpose of overcoming damage reduction, and gain an enhancement bonus equal to one-fourth your savage level.
Primal Might— Your natural weapons overcome hardness and damage reduction as if made of adamantine. Prerequisite: Primal Weapons, Level 9
Improved Grab— When you strike a foe your size or smaller with a claw, bite, or tail attack, you may attempt to start a grapple as a free action without provoking attacks of opportunity. You must have one of the aforementioned natural weapons to choose this ability.
Attach— When you strike a foe with your bite attack, you may latch onto his body. You lose your Dexterity bonus to armor class, but you drain 1d4 points of your foe’s Constitution each round your remain attached, gaining 2 temporary hit points per point of Constitution drained. While attached, you may be attacked with a weapon or grappled, but your opponent must achieve a pin against you to dislodge you. Prerequisite: Improved Grab, bite attack
Brute Wrestling— When grappling, you count as a creature one size larger than normal. You may take this ability more than once, counting as a larger size each time. Prerequisite: Improved Grab
Constrict— When grappling, you may deal damage equal to that of your tail attack with a successful grapple check. Prerequisite: Improved Grab, tail attack
Poison— Either your bite, claw, talon, or stinger attack (choose one when taking this ability) becomes poisonous. Foes struck by the chosen natural weapon must make a Fortitude save (DC 10 + ½ Savage level + Constitution modifier) or be poisoned, taking 1d6 points of Strength, Dexterity, or Constitution damage (choose one when taking this ability) immediately and 1d6 points a minute later. He receives a new Fortitude save against the second effect. You are immune to your own poison. You may take this ability more than once, choosing a new natural weapon each time. Prerequisite: Level 5, the appropriate natural weapon
Virulent Poison— Your poison does an additional 1d6 points of Strength, Dexterity or Constitution damage. Choose one when taking this ability, but it does not have to be the same as the original choice. You may take this ability more than once. Prerequisite: Level 9, Poison
Carapace— You grow a layer of scales, or an armored exoskeleton, or something of that nature. You gain a natural armor bonus equal to 1/2 your savage level.
Thick Skin— You gain damage reduction/— equal to your Constitution modifier. Level 9
Disease— Opponents struck by your bite attack must make a Fortitude save (DC 10 + ½ Savage level + Constitution modifier) or contact a single non-supernatural disease, chosen at the time you choose this ability. The aforementioned Fortitude save DC replaces the normal save DC for the disease.
Rend— If you hit with two claw attacks, you automatically deal damage equal to twice the damage die from your claws, plus 1 ½ times your Strength modifier. If you have four claws, and hit with all four, this damage improves to four times the damage die from your claws, plus two times your Strength modifier. You cannot use both this ability and Improved Grab on the same claw attack.
Wolverine Rage— When your health drops below half its maximum, you go into a berserker frenzy, similar to a barbarian’s rage. You gain +4 Strength and Constitution and -2 AC until either you or all your foes are dead. You cannot use any skills or abilities that require patience, concentration, or delicacy (such as casting spells, picking locks, using the Diplomacy skill, and so on) while raging. You cannot end a rage prematurely, and you cannot be provoked into a rage more than once every (10- Constitution modifier) minutes.
Dire Wolverine Rage— The bonus from your Wolverine Rage ability improves to +6 Strength and Constitution. Prerequisite: Wolverine Rage, Level 9
Rake— When grappling, you may make talon attacks in addition to your normal one weapon. These attacks are not subject to the usual -4 penalty for attacking with natural weapons in a grapple. You must begin its turn grappling to use your rake—you can’t begin a grapple and rake in the same turn. Prerequisite: Talon attack
Powerful Charge— When charging, your gore attack becomes a primary natural weapon, and you deal extra damage equal to twice your normal gore damage plus three times your Strength modifier. You may not use both this ability and pounce during the same charge. Prerequisite: Gore attack
Savage Will— You gain a morale bonus to Will saves equal to ¼ your Savage level.
Unstoppable Brutality— You gain the Mettle ability. Prerequisite: Savage Will
Evolution: At 4th level, and every subsequent 4th level, a savage’s body continues to change, growing new natural weapons and animalistic features. Unless otherwise mentioned, Evolutions are immediately obvious on inspection.
List of Evolutions
Claw Attack— You grow a set of powerful claws. You gains two secondary natural attacks, each dealing d6 damage. You can extend or retract your claws at will. When retracted, a DC 20 Spot check is necessary to notice their presence.
Bite Attack— You grow a set of deadly fangs. You gain a secondary bite attack, dealing 1d8 damage. Like your claws, you can retract your fangs, requiring a DC 25 Spot check to notice their presence.
Talons— You grow a set of vicious talons on his feet. You gain two secondary natural attacks, each dealing d6 damage. Like your claws and fangs, you can retract them, requiring a DC 20 Spot check to notice their presence.
Horns— You grow one or more mighty horns. You gain a secondary gore attack, dealing 1d10 damage. You cannot retract your horns.
Improved Natural Weapon-- You gain Improved Natural Weapon as a bonus feat. You may take this ability multiple times.
Tail— You grow a long, lithe tail. You gain a secondary natural slam attack dealing 1d4 damage. Your tail is prehensile, though cannot use it to wield a weapon or perform delicate tasks, and it can easily support your body weight. You cannot retract your tail.
Stinger-- You grow a deadly stinger at the tip of your tail. You lose your slam attack, but gain a sting attack dealing 1d8 damage. Prerequisite: Tail
Wings— You grow a set of wings. You gain a fly speed equal to your base land speed, with good maneuverability. You cannot retract your wings. Prerequisite: Level 6
Extra Arms— You grow a second pair of arms. These new arms are every bit as nimble as your normal arms, and can wield weapons, perform delicate skill checks, any anything else you can do with your normal arms. In addition, having extra arms gives you an edge in a grapple-- when making grapple checks, you may add your Strength modifier a second time. Finally, if you subsequently take the Claws evolution-- or take it again, if you already had it-- you may choose to grow the claws on your second set of arms as secondary natural weapons.Prerequisite: Level 6
Keen Weapon— Choose one type natural weapon you already possess. That weapon’s critical hit range doubles, as though you had taken the Improved Critical feat. This bonus stacks with other effects that improve critical hit ranges, including the previously mentioned feat. You may take this ability multiple times. Each time, it applies to a new natural weapon.
Nature's Vigor (Ex): At 5th level, a savage gains a bonus to saves against the extraordinary abilities of animals and vermin equal to his Constitution modifier.
Nature’s Resilience (Ex): At 10th level, a savage gains the ability to turn his connection with nature still farther inwards. As a swift action, he may grant himself fast healing equal to his Constitution modifier for a number of rounds equal to his savage level. He may use this ability a number of times per day equal to his Wisdom modifier.
Nature’s Majesty (Ex): Beginning at 15th level, a savage gains permanent fast healing equal to his Constitution modifier, replacing the limited use version from Nature’s Resilience.
In addition, creatures with the animal or vermin types now recognize him as an absolute alpha male. Any creature of the aforementioned types who wishes to attack him must make a Will save (DC equal to 10 + ½ savage level + Wisdom modifier). On a failure, they cower away from the savage, and are considered flat-footed against his attacks. They receive a new Will save if he attacks them. A creature who successfully saves against this ability cannot be affected by the same savage’s Nature’s Majesty ability for 24 hours.
Nature’s Perfection (Ex): At 20th level, a savage has all but surpassed the natural world he once sought to emulate. His type changes to animal (although his intelligence, alignment, saves, hit die and so on do not change), his fast healing improves to regeneration, and he gains a +4 inherent bonus to all physical abilities. His regeneration is bypassed only by the unnatural-- the natural weapons and spell-like abilities of outsiders and aberrations, and weapons made of extraplanar materials, such as Stygian Ice (Frostburn, page 81).
New Feats
Beloved of Nature
Prerequisite: Savage 2
Benefit: You gain an additional Nature’s Gift ability
Special: You may take this feat multiple times.
Totemic Shaman
Prerequisite: Savage 3
Benefit: You gain an additional Totemic Power ability
Special: You may take this feat multiple times.
Child of the Wild
Prerequisite: Savage 4
Benefit: You gain an additional Evolution ability
Special: You may take this feat multiple times.
Endurance of the Wilds
Prerequisite: Nature’s Resilience class ability, Constitution 17
Benefit: You may use your Nature’s Resilience ability an additional 3 times per day.
Special: Upon gaining the Nature’s Majesty class feature, you may immediately retrain this feat.