Savage Wizard

Savage Wizards are the spell casters of tribes outside of Appollonia, culturally and technologically primitive by Appollonian standards. Savage Wizards are the local alchemists in many of the small villages and hamlets throughout the Wild Lands. These wizards are basic in their functional understanding of complex magical theory – in fact, in many ways, they are nothing more than very advanced herbalists with heavy superstitions, but, for some reason, it works.

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.

Role

Some tribesmen are dazzled and impressed by magic, so the Savage Wizard can hold a position of great power in his tribe. If not the actual ruler, the Savage Wizard is a respected teacher or tribal counselor.

The Savage Wizard's power often works 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.

Distinctive Appearance

None

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.

Talisman. The Savage Wizard can manufacture a protective talisman once per week. The talisman is a small pouch of herbs hung on a leather cord which is worn around the subject's neck. The talisman gives Protection from Evil (Protection from Good) to the wearer, identical to the effects of the 1st-level wizard spell. The talisman offers continual protection for a full day, after which time the herbs disintegrate. Dispel Magic or a similar spell permanently cancels the magic of that particular talisman. The Savage Wizard requires no less than one hour to manufacture a talisman.

Replicant. Once per week, the Savage Wizard can construct a small replicant of any single victim of his choice. The replicant is about 6 inches tall, made of clay, and crudely resembles the form of the victim. It must also contain a lock of hair, a fingernail, or other small piece of organic material from the victim. A Savage Wizard requires one hour to manufacture a replicant. Whenever the Savage Wizard cuts a piece from the replicant, sticks a pin in it, or otherwise "attacks" it, the replicant suffers 1d4 hit points of damage. The victim who is represented by the replicant suffers an identical amount of damage, regardless of the distance between the replicant and the victim (however, the victim must be on the same plane of existence as the replicant). Every type of damage on the replicant inflicts 1d4 hit points of damage; therefore, the Savage Wizard must take care not to destroy the replicant, for burning, crushing, or throwing the replicant into a pool of quicksand still inflicts only 1d4 hit points of damage. The replicant disintegrates when any of the following conditions are met:

The replicant has suffered 10 hit points (or more) of damage.

Dispel Magic or a similar spell is cast on the replicant.

A week passes since the replicant's creation.

Omen. Once per week, the Savage Wizard is able to forecast the general fortunes of some major undertaking by interpreting an omen from observing the natural conditions around him. To be receptive to an omen, the wizard must do nothing but concentrate for one uninterrupted turn; if his concentration is broken, he cannot attempt to interpret an omen for another week. After the turn of concentration, he studies his surroundings for an omen-- a rippling pond, a gathering of clouds, a swarm of insects, or the veins in a leaf are all possible sources of omens. A wizard usually consults an omen before starting a journey, engaging in a major battle, or embarking on some other significant task. If the DM has knowledge about the proposed action, the omen should reveal the appropriate information; for instance, if the party is considering exploring an abandoned building, but the DM knows it contains a specter, the result should be an ill omen. In situations where the DM has no information on which to base his judgment, roll d10 and consult the table.

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.)

Class

Wizard

Attribute Requirements

Strength of 11 and a Constitution of 13

Barred Beliefs

None

Race Requirement

None

Bonus Weapon Proficiencies

Choose one of the following, representing his tribe's weapon of 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.

Required Weapon Proficiencies

None

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

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

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, History (Local), Jumping, Tightrope Walking, Tumbling, Herbalism, Religion

Barred Non-Weapon Proficiencies

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.

Wealth Options

The Savage Wizard begins with only (d4+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.)

Homeland Terrain

None

Economic System

None

Recommended Discipline(s)

None

Recommended Devotion(s)

None

Recommended Science(s)

None

Barred Discipline(s)

None

Preferred Schools

School of Conjuration/Summoning, School of Invocation/Evocation

Barred Schools

School of Abjuration, School of Enchantment/Charm