Chapter 1 - Class - Character Kits - Other Kits
Savage
Note: This kit is taken from the book Skills and Powers.
Savages are characters from primitive societies, individuals who lived on their
own or in extended families. They differ from barbarians in that they have no established
villages or communities. They live off the land by hunting and foraging. They do not
herd animals or establish farms. Savages find their way into adventuring groups simply
by crossing paths with player character heroes. They are quick to become a part of an
adventuring family, and they are comfortable traveling and exploring. However, savages
are uncomfortable in towns, and they are suspicious of civilized trappings.
Social ranks: Since savages do not come from a society, their starting social rank is
essentially lower class.
2d6 roll Social rank
2–11 Lower Class
12 Lower Middle Class
Requirements: Savages must have a minimum Constitution/Fitness score of 13. This
kit is open to all races except githzerai and swanmays, and to all classes except paladins.
Weapon proficiencies: At the time of character creation, a savage must choose from
the following wooden weapons: quarterstaff, spear, bow, and club. As the character gains
in levels and adventures with others, he can pick up more civilized weapons, such as
maces, swords, and daggers.
Recommended nonweapon proficiencies: Animal lore, hunting, running, set snares,
survival, tracking, fishing, swimming.
Equipment: Savages begin without any metal equipment. Their weapons are limited
to those listed above, and they can wear nothing greater than hide armor. All of their
possessions must come from nature, such: as deerskin sacks, buffalo hide blankets, vine
rope, woven baskets, clay jugs, stone arrowheads, etc.
Recommended traits: Keen eyesight, keen hearing, keen sense of touch, keen sense
of taste, light sleeper, ambidexterity.
Benefits: Savages gain +1 to any three nonweapon proficiencies scores, provided they are selected from the recommended list above.
Hindrances: Player characters with this kit are uneasy in cities. They suffer a –2
initiative penalty when traveling within the confines of a town or keep.
Wealth: Savages are allowed to spend up to the normal wealth allowed their
character class on the weapons, hide armor, and equipment mentioned in this kit.
However, whatever is not spent vanishes. Savages begin play with no money.