“A real man uses only what he make with his bare hands.”
Mahrogs are known to be primitive with brutish tendencies. A savage revels in this. This true savage often uses what he can make himself. Draped in animal skins and wielding crudely fashioned weapons, the savage is the epitome of primitive man. Savages are considered holy by the mahrogs, as self-proclaimed agents of the Earthmother and the preservation of mahrog ways. Savages may smell bad, be infested with fleas, and appear generally barbaric, but are also a formidable force of nature.
By dedicating themselves to the Earthmother’s way, the goddess has given the savage several blessings. In addition, they have become even more skillful at using and making primitive weapons and armor. They are in tune with the natural world, their power animals, and have learned to harness their inner beast.
Role: Savages are supporting warriors, often continuing their role as barbarians or fighters. Clerics are also common among savages, as they see this path as a way to further the will of the Earthmother.
Hit Die: d10
To qualify to become a savage, a character must fulfill all of the following criteria:
Base Attack Bonus: +6.
Skill Points at Each Level: 2 + Int modifier.
The following are class features of the savage prestige class.
Weapon and Armor Proficiency: Savages are proficient with all simple weapons, improvised weapons, and great clubs. They are proficient with leather and hide armor.
At 1st level, the savage solidifies his choice of power animal. He may choose from ape, bat, bear, boar, cat, crocodile, dinosaur, dog, eagle, elephant (available only at 8th level, also includes mastodon), frog, herd animal, horse, hyena, lion, lizard, rat, rhinoceros, snake, spider, tiger, wolf, or wolverine. This choice cannot be unmade, though the savage may choose an additional power animal at 4th level and at 8th level. The savage gains a +4 bonus on Handle Animal skill checks when dealing with an animal of the same classification of one of his power animals. The choice of power animal also affects other class features that the savage receives at higher levels.
Also at 1st level, the savage can cast summon nature’s ally IV as a spell-like ability. This effect can only be used to summon creatures which contains one of the savage’s power animals as part of the name of the creature summoned (for example, if frog is one of the power animals, the effect can summon 1d4+1 poisonous frogs or 1d4+1 giant frogs). The effect is otherwise identical to the spell. At 5th level, summon nature’s ally IV is replaced with summon nature’s ally VI. At 9th level, summon nature’s ally VI is replaced with summon nature’s ally VIII. The CL is equal to the savage’s character level.
At 2nd level, the savage can use his bare hands and makeshift tools to fashion useable armor from natural objects and materials (rocks, branches, bones, leather, etc.). This armor can emulate any known armor or shield, though the armor is non-metallic, has an additional -2 armor check penalty, and a -1 penalty to the maximum Dexterity bonus. All other features of this armor remain the same; for example, beast hide full plate would still convey a +9 AC bonus, though has a maximum Dexterity bonus of +0 and an armor check penalty of -8. This process takes at least 1 hour per plus of armor bonus, or possibly more if the Gamemaster rules that the conditions or resources are suboptimal. The savage is automatically proficient with this armor. If the armor contains at least three elements of all of his power animals (teeth, bones, feathers, fur, horns, etc), the savage also gains the natural armor benefit of his skin of the beast racial trait (same restrictions apply) while wearing this armor. He does not get this benefit normally unless wearing normal leather or hide armor.
Also at 2nd level, the savage can use improvised tools with no penalty to Craft skill checks.
At 3rd level, the savage can use his bare hands and makeshift tools to fashion useable weapons from non-metallic natural objects and materials (rocks, branches, bones, leather, etc.). This weapon can emulate any known simple, martial, or exotic weapon, though the weapon is non-metallic and has a -1 penalty to hit and damage rolls. All other features of this weapon remain the same. This process takes at least 1 hour, or possibly more if the Gamemaster rules that the conditions or resources are suboptimal. The savage is automatically proficient with this weapon. If the weapon contains at least one element of all of his power animals (teeth, bones, feathers, fur, horns, etc), the savage may consider a fang blade weapon to be an improvised weapon (increase the amount of damage by one step, and the critical range becomes 19-20, .2). These weapons are not considered improvised weapons otherwise. The Club and Spear feat can be used in conjunction with this class feature if the weapon being created is a club, greatclub, shortspear, longspear, or spear. This feat also stacks if this weapon is also considered improvised (spears would do 2d6 damage and have a critical threat range of 19-20 .2).
Starting at 4th level, the savage can cast beast shape I as a spell-like ability. Your options for new form include all creatures with a species or classification that can be considered the same species or classification as one of your power animals, and one that you are familiar with. The effect is otherwise identical to the spell. At 7th level, beast shape I is replaced with beast shape II. At 10th level, beast shape II is replaced with beast shape III. The CL is equal to the savage’s character level.