Savage Priest

This is a shaman of a rustic tribe that has resisted the lure of civilization. Often, they are shamans of groups like the Beast-Riders, who operate outside of all social norms. Savage priests provide all the spiritual needs for the tribe though they rarely follow the conventions of the Church of Palanos. Many Savage priests choose totems for their tribes - an animal or plant in the natural world which represents all the moral and philosophical teachings of their faith. This is not to be confused with cult priests who worship the animals themselves, rather, the totem emblemizes and unifies the faith that the priest professes.

In abandoning this kit, the character is renouncing his membership with the tribe and accepting citizenship in some other culture. This frequently happens with Savage Priests who join adventuring parties, stay with them in travels through the world, and learn so much of the outside world that they no longer feel like part of their tribe.

Role

In a campaign, this character usually plays the role of the primitive who finds his world-view shattered by his experiences in the outer world... but who might teach his "civilized" companions something about simple truth and justice as he adventures with them. The character must role-play his tribal origins in the first four or five experience levels, until the character is more used to the outside world; this priest will be baffled by "high-technology" inventions (iron and steel weapons, boats made out of more than a single log, hourglasses, anything more sophisticated than the tools of his tribe), by civilized morals and ethics, and especially by the strangeness and unfairness of the laws of civilized men.

Distinctive Appearance

None

Special Benefits

The Savage Priest has a special Detect Magic ability, resembling the spell of the same name, which he may use once per day per experience level he has (i.e., a 5th-level savage could use his ability five times per day). The Savage Priest is in tune with nature and can feel when there is something magical in the vicinity. As with the first-level Priest spell, he has a 10% chance per experience level to determine the sphere of the magic.

Special Hindrances

The Savage Priest is imposing and strange, and he worships his gods "all wrong" (i.e., civilized folk and priests recognize that his rites are different, unlike theirs). Therefore, he suffers a -2 reaction adjustment from all civilized folk (NPCs, that is; PCs can decide for themselves how they react to him).

Class

Priest

Attribute Requirements

Strength of 11, Constitution of 13

Barred Beliefs

None

Race Requirement

None

Bonus Weapon Proficiencies

None

Required Weapon Proficiencies

None

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

The Savage Priest is limited to the weapons his actual priesthood permits him, and is further limited (when he is first created) to the following set of proficiencies: blowgun, long bow, short bow, club, dagger, javelin, knife, sling, spear. After he has adventured in the outer world, the character may learn other proficiencies.

Bonus Non-Weapon Proficiencies

Direction Sense or Weather Sense (player choice), Endurance or Survival (player choice)

Recommended Non-Weapon Proficiencies

Animal Handling, Animal Training, Fire Building, Fishing, Riding (Land-Based), Rope Use, Swimming, Animal Lore, Bowyer, Hunting, Mountaineering, Running, Set Snares, Tracking, Healing, Herbalism, History (Local), Religion, Jumping, Tightrope Walking, Tumbling, Herbalism

Barred Non-Weapon Proficiencies

The Savage may not take Etiquette or Heraldry when first created.

Equipment

The Savage Priest, with his starting gold, may buy no armor other than leather armor and shield, and may buy no weapon not listed above under "Weapon Proficiencies." He must spend all his gold when he is created, or lose any "change" he has left over. He may assemble an equipment list of up to ten additional items, subject to the DM's approval, which he will have accumulated during his years with the tribe; they must be items which members of a savage tribe could have made (things such as pouches, clothing, food, rope, fishing gear, sheathes for weapons, and so forth - no mirrors, lanterns, iron cooking pots, and the like.) With the DM's permission, if the tribe is a river-tribe or a riding tribe, he may have either a riding horse (with saddle- blanket, halter, bit and bridle) or a small canoe.

Wealth Options

The Savage starts out with only 3d6 x 5 gp. After the campaign starts, he will encounter money, and the player may decide either that he likes the stuff or rejects it as a stupid city-human idea.

Homeland Terrain

None

Economic System

None