Savage (3.5e Class)

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Savages are the definition of glass cannons. Their sole purpose is to lay down so much damage that those who don't fall by their blade run like pigs at a barbeque. If a Savage wants you dead, you will not escape.

Making a Savage[edit]

Abilities: The Savage only needs one thing: brute Strength. As a secondary stat, Dexterity will let them avoid damage a bit more, or Constitution will keep them on their feet while taking the blows.

Races: Physically large classes are usually Savages, but anyone who values strength can be one.

Alignment: Any Chaotic.

Starting Gold: 3d4×10 gp (50 gp).

Starting Age: Simple.

Table: The Savage

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Physical Prowess, Tunnel Vision, Weak Spot, Con Armor
2nd +2 +3 +3 +0 Heroic Throw
3rd +3 +3 +3 +1 Intimidating Size
4th +4 +4 +4 +1 Physical Prowess+1
5th +5 +4 +4 +2 TKO, Brutal Takedown +1d8
6th +6/+1 +5 +5 +2
7th +7/+2 +5 +5 +3
8th +8/+3 +6 +6 +3 Physical Prowess+2, Leaping Dodge
9th +9/+4 +6 +6 +4
10th +10/+5 +7 +7 +4 Intimidating Force, Brutal Takedown +2d8
11th +11/+6/+1 +7 +7 +5
12th +12/+7/+2 +8 +8 +5 Physcial Prowess+3
13th +13/+8/+3 +9 +9 +6
14th +14/+9/+4 +9 +9 +6
15th +15/+10/+5 +10 +10 +7 Brutal Takedown +3d8
16th +16/+11/+6/+1 +10 +10 +7 Physical Prowess+4
17th +17/+12/+7/+2 +11 +11 +8
18th +18/+13/+8/+3 +11 +11 +8
19th +19/+14/+9/+4 +12 +12 +9
20th +20/+15/+10/+5 +12 +12 +9 Physical Prowess+5, Brutal Takedown +4d8

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).

Class Features[edit]

The Savages Feats are all about damage. All of the following are class features of the Savage.

Weapon and Armor Proficiency: The Savage is proficient with all melee weapons, however, he cannot wear armor.

Physical Prowess: At level 1, the Savage gains +1 to his Strength Score. This is upgraded by 1 at level 4 and every 4 character levels after that.

Tunnel Vision: When the Savage attacks the first opponent in battle, they are marked as his Vision target. As long as the Savage only attacks his vision target, he gains a +2 bonus to his attack roll, and a +1d6 bonus to his damage roll. The Savage may only change his Tunnel Vision target after his original Tunnel Vision target is dead. If the Savage attacks a different target before his Vision target is dead, Tunnel Vision is canceled and cannot be reactivated until the battle is over. All foes besides the Savage's Tunnel Vision target treat the Savage as though he is flat-footed.

Heroic Throw: The Savage's insane strength lets him throw items at a great speed and distance. All range increments of thrown items are doubled. The Savage can also use his full Strength Modifier on his damage roll with any thrown item.

Weak Spot: The Savage's training allows him to find weaknesses in an opponent's armor. His critical threat range is increased by 1. This stacks with feats such as Improved Critical.

Intimidating Size: The Savage may wield weapons up to one size category bigger than themselves, without penalty. They may also wield a 2-handed weapon of their size category as a 1-handed weapon without penalty. This does not stack with similar feats, such as Monkey Grip.

TKO: On the same turn you dealt damage to an enemy, if that enemy's remaining health is equal to or less than your Savage level, you can use your movement action to instantly deal your Savage level of damage to them.

Leaping Dodge: Because of his lack of armor, the Savage has learned to out-maneuver his foes. Once per round, when your Vision target attacks you, you may roll a Reflex save vs their attack roll. If you succeed, the opponent's attack misses and you take a 5-foot step away from them. If you fail, their attack hits you, regardless of your AC. You can only Sidestep while wearing no armor and while not encumbered. This ability does not provoke an attack of opportunity, even if it doesn't succeed.

Intimidating Force: When you successfully strike an enemy who is wearing armor, you can subtract a point from their AC instead of dealing damage. This only works against foes wearing armor, and will not work on natural armor. You must declare this ability before your attack roll.

Brutal Takedown: When a battle begins, as long as you have not attacked yet, you may jump to any foe within 10 feet of you (+5 feet for each 5 points of Jump you have) and deliver a melee attack. This attack deals a bonus 1d8 of damage at level 5, and an additional d8 every 5 levels after. The target of your Brutal Takedown is instantly marked as your Tunnel Vision target.



Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Savage[edit]

Religion: Savages value strength above all else, usually choosing to worship Kord or Bahamut.

Other Classes: Others view the Savage with profound respect, while some see them as little more than glorified meatheads.

Combat: Savages work to kill opponents before they get the chance to attack, ending them quickly and usually in one strike.

Advancement: .

Savages in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Savage Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Savages in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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