Chapter 1 - Class - Character Kits - Wizard Kits
Savage Wizard
Note: This kit is taken from the Complete Wizard's Handbook.
The Savage Wizard is the spell caster of a remote tribe, culturally and
technologically primitive by the standards of the rest of the world. Although these tribes
commonly maintain functional civilizations for thousands of years, their traditions, dress,
and customs are so simple that most outsiders consider them unsophisticated brutes.
There are a variety of Savage tribes around the world, ranging from pacifistic societies
of farmers and herders to bloodthirsty headhunters and barbarians. All, however, are
sharply attuned to the natural world, sharing a deep respect for animal and plant life and
an innate understanding of the mysteries of nature.
To be a Savage Wizard, a character must have a minimum Strength score of 11 and a
minimum Constitution score of 13.
To abandon this kit, a character must renounce his membership with his tribe and
become a citizen of a different culture. Since tribal roots run deep, a dramatic change
such as this should be slow in coming; a Savage Wizard must have advanced at least five
levels since leaving his tribe and experiencing adventures in the outside world before
cutting ties with his tribe.
Preferred Schools: Because their Constitutions tend to be exceptionally high, Savage
Wizards excel in the schools of conjuration/summoning and invocation/evocation.
Barred Schools: Savage Wizards lack the natural aptitude for mastering the schools
of abjuration and enchantment/charm.
Role: Most tribesmen are dazzled and impressed by magic, so the Savage Wizard
typically holds a position of great power in his tribe. If not the actual ruler, the Savage
Wizard is a respected teacher or tribal counselor. Depending on the nature of the tribe,
the Savage Wizard is known by a variety of names, among them Witch Doctor,
Mundunugu, Wangateur, and Isangoma.
The Savage Wizard's power can sometimes work against him, particularly if his tribe
is exceptionally superstitious or if an ambitious tribesman schemes to usurp the wizard's
leadership role. If the tribe becomes convinced that the wizard is consorting with demons
or otherwise stirring up dark forces better left alone, they may expel the wizard from the
tribe with the threat of execution if he returns. This is one way that a Savage Wizard
might link up with an adventuring party.
In a campaign, the Savage Wizard takes the role of an outsider, baffled and
intimidated by the mysteries of the "civilized" world. Products of technology, such as oil
lanterns and crossbows, both fascinate and frighten him. While he is at home in the
darkest jungles or most treacherous mountains, he is extremely uncomfortable in cities
and towns. If the Savage Wizard is from a relatively pacifistic tribe, he might serve as the
conscience of his party, questioning their eagerness to kill, their obsession with wealth,
their selfishness, and their inequitable system of justice.
Secondary Skills: The Savage Wizard's Secondary Skill should be based on the
primary occupation of his tribe; that is, if his tribe is mostly fishermen, his Secondary
Skill should be Fishing. Other likely skills include Forester, Groom, Hunter, and
Trapper/Furrier.
Weapon Proficiency: Required (one of the following, representing his tribe's weaponof choice): spear, blowgun, dagger, knife, or sling. Regardless of whether the Savage
Wizard eventually becomes familiar with new weapons, he is likely to prefer his tribal
weapon throughout his adventuring career.
Nonweapon Proficiencies: (General) Direction Sense or Weather Sense (player
choice); (Warrior) Endurance or Survival. Recommended: (General) Animal Handling,
Animal Training, Fire-Building, Fishing, Riding (Land- based), Rope Use, Swimming;
(Warrior, double slots) Animal Lore, Bowyer/Fletcher, Hunting, Mountaineering,
Running, Set Snares, Tracking; (Priest, double slots) Healing, Local History; (Rogue,
double slots) Jumping, Tightrope Walking, Tumbling; (Wizard) Herbalism, Religion. A
Savage Wizard cannot take Etiquette or Heraldry when first created.
Equipment: The only weapon the Savage Wizard can purchase initially is his tribal
weapon (see Weapon Proficiency). He must spend all of his remaining gold when he is
created; he may not keep any unspent gold. He can purchase only equipment that would
normally be available to his tribe; for instance, his tribe probably has herbs, nuts, fishing
nets, and rafts available, but they are unlikely to have chains, lanterns, hourglasses, or
magnifying glasses. The DM has the final word as to what equipment is available to any
particular Savage Wizard.
Special Benefits: The Savage Wizard receives one of the following special abilities from the list below. The special ability is chosen when the character is first created and can never be changed.
Savage Wizard Omen Results
d10 Roll | Result |
1-2 | Ill Omen: The party should not undertake the task this day. If they ignore the omen, all party members will suffer a -1 penalty on "to hit" and saving throw rolls for the rest of the day, their chance for encounters will be doubled, and a -3 reaction modifier will be applied to all encounters |
3-4 | Great Danger Exists: If the party proceeds, their chance for encounters is doubled for the rest of the day and a –3 reaction modifier applies to all encounters. Opponents have a +1 applied to their chance to hit |
5-7 | Neutral Omen: The information is vague. No special modifiers apply |
8-9 | Favorable Omen: The party members' movement rate is increased by 50% for the rest of the day, and opponents have a -1 applied to their chance to hit |
10 | Auspicious Omen: All effects of a Favorable Omen apply; additionally, all party members gain a +1 on all saving throws made for the rest of the day |
Special Hindrances: The Savage Wizard's strange appearance and manners make
strangers wary of him. Therefore, he suffers a -2 reaction adjustment from all NPCs not
from his own tribe (PCs can react as they wish, but they should quickly become
accustomed to the Savage and accept him as an equal.)
Wealth Options: The Savage Wizard begins with only (1d4 +1) x 5 gp. As the
campaign progresses, the Savage will have the opportunity to acquire more treasure, and
it is up to the player whether he appreciates its value or rejects it as a worthless. (For
instance, a Savage might accept gold but have a superstitious belief that requires him to
reject gems.)
Races: No restrictions