Fighter, Savage
Often mistaken for a tribesman by those who know no better, the savage comes from a primitive land that the corruption of civilization has never touched.
The Quintessential Fighter
Author Matthew Sprange
Publisher Mongoose Publishing
Publish date 2002
Whereas the tribesman is fully aware of the great cities and may even trade with them, the savage has never even seen a stone building, a horse-drawn wagon or a mechanical weapon such as the crossbow. However, he is a tremendous fighter, having survived by his own wits and Strength, rather than layers of metal armour and powerful weapons. The savage is very much in tune with his surroundings and can overcome the greatest adversities in the deep wilderness where other fighters may stumble and fail.
Adventuring: Few savages choose to leave their homes by choice. They may be forced out by a terrible creature that slays all in its path, or may face the encroachment of
civilisation upon their way of life. Forced to confront the outside world, the savage fits in nowhere within normal society and many naturally gravitate towards the life of an adventurer, where they will find other, though very different, outcasts and misfits. An adventuring party benefits from the savage’s indomitable will and strength in battle, whilst the savage himself can begin to live within civilisation, having a circle of close friends to shield him from its worst excesses.
Role-Playing: The savage has no understanding of civilisation and the way it works. He believes in only what he sees and will never have come across any kind of mechanical device, a book, or organised and studied magic. He is extremely suspicious of anything new that does not fit into his well-defined world view and is likely to vent his unease through hostility. for his entire life, the savage has been able to depend on nothing more than himself and his own skills. When these prove insufficient, his frustration can be enormous. He is also likely to spurn anything he considers unnatural – this will likely include mechanical weapons, magic and warm beds within noisy taverns. Only after a great deal of exposure to such things may he slowly come to accept them.
Bonuses: The savage is deeply suspicious of anything beyond his own experience and can often sense when he is in the presence of anything unnatural. He may use Detect Magic (at his own character level) at will, though he will only ever be able to determine that magic is present within any given area – he may not gain any more detailed information than this. This is an extraordinary ability.
Personalities: The savage does not begin with any starting money at all. Instead he may pick up to three of the following; Battleaxe, club, Dagger, Greataxe, Greatclub, halfspear, javelin, longspear, shortbow and 20 arrows, shortspear, sling and throwing axe. In addition, he is equipped with leather or hide armour and may have a variety of low cost and primitive items permitted by the Game Master. No equipment may be masterworked. The savage is also illiterate, as the barbarian, but may not spend skill points in order to be able to read and write during character creation.