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Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Also...

Why not simple (non-composite) bows, most "non-civilized" cultures would use a bow. To the settlers of the "new world" the Native American's seemed like savages, and they had their bows and arrows for hunting and fighting.


Posted on 2014-04-09 at 02:10:04.
Edited on 2014-04-09 at 02:25:07 by Shield Wolf

Padre J Roulston
Resident
Karma: 16/1
428 Posts


...

That was just me The 2ed Savage Warrior Kit does allow bows (not x bows)... I just think that it adds more flavour to not have them.


Posted on 2014-04-09 at 02:12:02.

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


another option for ac...

I found a PrC that has an AC bonus that is conditional, which may be fitting to your class... This link should take you to the page and you can see if that seems like something you'd agree with. It's conditional, flavorful, and helpful.


Posted on 2014-04-09 at 02:19:45.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


My 2 cents

Padre,

I like the concept, but I think you can acheive a similar feel using any of the following base classes, or a multiclass build: Barbarian, Ranger, and Scout.

Your present base class seems a bit overpowered compared to the individual martial classes listed above. It has better hit points, feat selection, and skills/skill points available than the ranger. Better saves and base attack progression than the scout. It has better saves, skills/skill point available and better abilities than the barbarian.

If it were me... I'd just come up with some "Savage Warrior" alternative class features for the Ranger or Scout class... like:

1) Substituting the ranger's or scout's armor/shield allowance with the druid's (leather, hide, wood). Additionally, substituting the weapons allowed with a limited weapons list... blowgun, bolas, club, dagger, dart, hand axe, javalin, quarterstaff, short bow, spear, throwing axe

2) Substituting the favoured enemy ability with something else... maybe an alternating Favoured Weapon ability (like you listed) and a Favoured Terrian ability

3) Offering an alternative feat list for the bonus feats the ranger or scout gets. Giving the flexibility of the Fighter feat list would offset the limits on armor/weapons

... that's all I have at the moment... but I'd probably use ranger or scout. Personally, I like the scout's class abilities better, but I like the ranger's full attack progression.

Peace,
Ayrn


Posted on 2014-04-09 at 02:48:24.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Change of heart...

I'd play a Human Barbarian 2 / Ranger 2 / Scout 16 with the Swift Hunter feat (and maybe some rage feats):

Class Features Gained
- Rage (1x/day... plus ability to take Rage feats)
- Fast Movement (I'd try to sub for the Lion Totem alternative class feature from Complete Champion... I wouldn't care about the "fluff" text... basically substitute "Fast Movement 10'" with the Pounce ability from the Monster Manual, allowing you to make full attack on a charge)
- Uncanny Dodge/ Improved Uncanny Dodge
- Wild Empathy (I might see if I could sub Trapfinding from Scout for Wild Empathy as well)
- Track feat
- Favoured Enemy x1 (x3 with Swift Hunter feat)
- Bonus feat from Ranger
- Skirmish +4d6 damage/+4 AC (or +5d6 damage/+4 AC with Swift Hunter feat)
- Trapfinding (or maybe Wild Empathy sub)
- Battle Fortitude +2 (+2 Fort saves, +2 initiative)
- Fast Movement 20'
- Trackless Step
- Scout bonus feats (x4)
- Evasion
- Flawless Stride
- Camouflage
- Blind Sense 30'
- Hide in Plain Sight

I'd roleplay the armor/weapon limitations.
Weak spot for the build is his/her Will Saves (Base +5 at level 20)...

Peace,
Ayrn




Posted on 2014-04-09 at 03:28:34.

Padre J Roulston
Resident
Karma: 16/1
428 Posts


Overpowered. :/

I've been worried about it being overpowered.... But I wanted to stay away from the pre existing classes as much as possible. They just didn't fit with the idea I have. (The 2ed savage warrior kit fits perfectly )

The biggest thing with the armour is the idea that the 'Savage Warrior' is so primitive that they are before armour. To use some movie references... 10000 BC, (the Egal didn't even have shields), Apocalipto (the 'armour' the Jaguar warriors had wasn't so much armour as a mantle signifying position.)

Unless something has changed Rangers don't get bonus feats? (using 3.5) What difference is there in the feat list?


Posted on 2014-04-09 at 13:13:07.

Jozan1
RDI Fixture +1
Karma: 67/14
1556 Posts


.

I think what it comes down to is you can get the same effect just by Rping a pre existing class the way you want. Also you're only looking at core classes, you're not taking into consideration class alternatives, any base classes from the complete series, or anything like that. I know there is a barbarian class alternative called ' savage barbarian" where they don't wear armor, they get increased damage reduction from level 1, and bonuses for not wearing armor.

May I ask, what exactly is this all for anyways?


Posted on 2014-04-09 at 13:18:59.

Padre J Roulston
Resident
Karma: 16/1
428 Posts


...

It is in part something I have always wanted to do... and in part something I'm working together for Grugg's game.

I've looked through a number of the other classes from other books as well. But none of them really fit with the concept I have.
I think that the biggest reason is that they are designed Medieval Fantasy... where my concept is... almost prehistoric...


Posted on 2014-04-09 at 13:24:29.

Jozan1
RDI Fixture +1
Karma: 67/14
1556 Posts


.

Yeah that has something to do with it. Honestly though I think the closest established thing you're going to find is that barbarian alternative, or a Totemic barbarian. You can probably find something from pathfinder too that is close.


Posted on 2014-04-09 at 13:28:49.

Padre J Roulston
Resident
Karma: 16/1
428 Posts


barbarian

I just really want to stay away from the barbarian... or more specifically the rage ability.
I want the combat to be oriented by discipline, over rage.

To help balance it though do you think dropping the HD to say... 2d4 would work?

I originally put it at d10 because they are going to be a hardy group... and I think that d8 doesn't really fit...
2d4 would then allow the minimum to still be more than a ranger... but the maximum would be less than the fighter.
Or perhaps d8+1?


Posted on 2014-04-09 at 13:33:29.

Jozan1
RDI Fixture +1
Karma: 67/14
1556 Posts


.

Keep the HD a D10. Remove the spell like ability, remove the animal companion. This class is supposed to be for a tribal warrior of some sort so imagine a village in the rainforest that had these guys as their basic defense. Every one of them would have spell like abilities and an animal companion. Possibly give them bonuses to crafting traps instead?


Posted on 2014-04-09 at 13:42:26.

Jozan1
RDI Fixture +1
Karma: 67/14
1556 Posts


.

Also the class has no capstone ability, usually a class will have some sort of final ability to make it worth taking all 20 in it.

*Edit* also, drop the skill points. They have as many skill points as a rogue. drop it to 4+Int x4 instead. That should bring it in line with being combat oriented, but still a lot of utility in the wilderness.


Posted on 2014-04-09 at 13:44:14.
Edited on 2014-04-09 at 13:45:29 by Jozan1

Padre J Roulston
Resident
Karma: 16/1
428 Posts


.

That does make sense


Posted on 2014-04-09 at 13:44:49.

Jozan1
RDI Fixture +1
Karma: 67/14
1556 Posts


.

The crafting specialty should probably also be dropped. That would get rid of the last "supernatural/magical" ability they have which, in my opinion, doesn't make sense for a class like this. Possibly bring the skill points to 6x instead to make up for a bit of a loss on the abilities. So they'd be like a more combat oriented ranger, but less as potent than a barbarian. Kind of like an in between, only more rudimentary. I'm sure we could probably brain storm some sort of class feature or two for flavor so it doesn't' feel like you're playing a watered down version of either of the aforementioned classes.


Posted on 2014-04-09 at 13:50:33.

Padre J Roulston
Resident
Karma: 16/1
428 Posts


crafting

The reason I put the crafting ability in is because if they are sticking to their tribal/primitive heritage, they would continue to use bone/stone weapons, and unless they specifically get their weapons magiced then they will be at a significant disadvantage at the higher levels for combat.


Posted on 2014-04-09 at 13:56:58.

   


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