Savage

Savage druids are the wise counselors that local, rustic tribes seek the mete out justice and solve inequities. Savage Druids take no formal position within these tribes - they prefer to live alone - and they maintain close contact with the Druidic Order.

Role

Rather than associate with a particular tribe - as do most shamans or witch doctors - the Savage druid adopts a neutral position, mediating intertribal feuds and handling relations between human tribes and neighboring humanoids, demi-humans, or intelligent monsters. Most Savages live as hermits in the wild, although if they gain a high rank, they could control a coalition of tribespeople, non-humans, and animals. If a Savage Druid joins a party in more civilized lands, he occupies the role of outsider and observer. The Savage character should act puzzled by some aspects of more advanced civilization, impressed, amused, or disgusted by others. The Savage druid's reaction to big cities is unlikely to be favorable!

Distinctive Appearance

None

Special Benefits

The Savage druid's body is covered with ceremonial scars and tattoos. These eliminate the need to use a holy symbol when casting spells - his tattoos and other markings are as effective as holy symbols other druids use.

Special Hindrances

Savage druids have an unusual and imposing appearance. While he could alter his primitive dress easily, his strange accent, weathered appearance, tattoos, and scars mark him as a foreigner when he travels in civilized lands. These alien features give him a -2 reaction penalty among civilized NPCs; players can decide how their PCs react.

Class

Druid

Attribute Requirements

None

Barred Beliefs

None

Race Requirement

None

Bonus Weapon Proficiencies

None

Required Weapon Proficiencies

Savage druids are restricted to a choice of blowgun, club, dagger, harpoon, knife, spear, or staff. After adventuring in civilized lands (advancing at least one level doing so), they can learn other weapon proficiencies.

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Fire Building, Survival

Recommended Non-Weapon Proficiencies

Direction Sense, Fishing, Swimming, Weather Sense, Healing, Herbalism, History (Local), Musical Instrument, Animal Lore, Endurance, Mountaineering, Running, Set Snares, Tracking

Equipment

The Savage druid can buy no armor (though he may acquire a wooden shield) and can buy only those weapons listed above under "Weapon Proficiencies." He should spend his entire initial allotment of gold pieces on equipment, as he loses any unspent starting money in excess of 1 gp.

Wealth Options

3d6 x 5 gp. Savage druids begin adventuring unfamiliar with money; all their starting wealth is actually an equivalent value in goods.