Savage
This class and 5 others are now available in a playtested, balanced, edited, layouted and illustrated version in my 13th Age expansion book Dark Pacts & Ancient Secrets.
The big city? All I see is a cage that smells of manure.
At its height, the Dragon Empire was able to drive back the nomads and savage tribes at its borders, but its defenses have weakened. The Orc Lord raids the northern reaches every summer, the High Druid keeps attacking settlements near her forests, and the Three have established a permanent stronghold of the savage races in Drakkenhall. These tribes are your people. You were born with them, you fight with them, and one day they will scatter your ashes in the wind. Your people are free. The city dwellers are nothing but caged animals, toothless and weak. Your blood still boils. When the swords start clashing, feel the rush of battle in your veins. With every strike you sink into the heart of your enemy, you grow stronger, more ferocious, more deadly.
Overview
Play Style: Your place in battle is the front line. You get into your enemy’s face and then proceed to smash it.
If you like to charge in and bash skulls, this is your class. You don’t just dish out damage in large heaps, you’ll also be able to take quite a bit. However, don’t underestimate how quickly your enemies can cut you down if they gang up on you.
With your Frenzy Dice class feature, your damage increases with every hit. During battle, there are two things to keep track of: the number of dice in your frenzy pool and which frenzy powers you have already used this battle.
Out of combat, a background in scouting or wilderness survival can make you an asset to the party.
You can also make yourself useful in social situations. While you won’t impress anyone with table manners or polite conversation, your free spirit can cut through the complications and get to the core of matters quickly. If diplomacy fails, the threat of ripping someone’s arm out is quite credible if it comes from you.
Ability Scores: You gain a +2 bonus to Strength or Constitution, as long as it is not the same as your racial bonus. Those two abilities are your mainstays. A good Wisdom or Dexterity is important for your armor class.
Races: Members of any race can pick up a big stick and bash their opponents to a bloody pulp. Half-Orc is a top pick. Dwarf, dragonspawn, dark elf, wood elf, or dwarf-forged are also great choices.
Backgrounds: The disgraced daughter of the tribal shaman channels the power of the spirits in a vengeful fury. The bloodthirsty mercenary wants to make a fortune before he returns to the north to his loving wife. The freed gladiator has sworn to travel every known land. The hell-hole scavenger feels an inner anger that is not all natural. The fallen paladin is on a quest to atone, but instead of peace, he has found new strength in channeling his inner anger. The gruff bounty hunter was once a celebrated painter, before the dragons came and it all went to hell.
Icons: For humans, elves, and dwarves, the savage life means they have left their civilized home behind, and the relationship to their emperor, king, or queen will be distant at best. Hailing from outside the civilized areas of the Empire, your main allegiances are the outsider icons; in particular, the High Druid for humans and elves, the Orc Lord for half-orcs, and The Three for dragonspawn. Your close relationship to nature makes the Diabolist or the Lich King, the despoilers of life and nature, natural enemies.
Gear
Most Savages hail from tribal societies, and carry with them what they need to survive in the wild. The clothes they wear are simple and sturdy, often made from the tanned furs and hides of animals they hunted. Many decorate their skin with paints, tattoos or ritual scars to appear more fearsome to their enemies. Mercenary types will wear the civilized military clothing of their region, with light armor such as a chain shirt or breast plate, and the usual travelling gear.
You can choose to start with either 25 gp, or 1d6 x 10 gp. If you don't hail from civilization, this is most likely furs, gems, or small pieces of art like carved animal teeth that your people use for trading.
Armor
Savages usually wear light armor in battle, as they find heavy armor too restrictive for their fierce, untamed fighting style.
Type | Base AC | Attack Penalty |
---|---|---|
None | 10 | - |
Light | 12 | - |
Heavy | 13 | -2 |
Shield | +1 | - |
Weapons
Savages favor melee weapons. The most common style is a single heavy weapon, but there is a variety of styles that depend on your choice of talents.
Size | One-Handed | Two-Handed |
Small | 1d4 knife | 1d6 staff |
Light or Simple | 1d6 short sword | 1d8 spear |
Heavy or Martial | 1d8 longsword, scimitar | 1d10 greatsword, battle axe |
See the talent list for an option to wield 1d12 melee weapons.
Size | Thrown | Crossbow | Bow |
Small | 1d4 dagger | 1d4 hand crossbow | - |
Light or Simple | 1d6 javelin, axe | 1d6 light crossbow | 1d6 shortbow |
Heavy | - | 1d8 heavy crossbow | 1d8 longbow |
Basic Attacks
Melee Basic Attack
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength + FRENZY damage
Miss: Damage equal to your level
Ranged Basic Attack (Thrown Weapon)
At-Will
Target: One nearby enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: Weapon + Strength OR Dexterity + FRENZY damage
Miss: Damage equal to your level
Ranged Basic Attack (Bow / Crossbow)
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
Miss: --
Savage Level Level Progression
Note: Although not listed on the table, Savages get three talents. They do not gain more at higher levels.
Savage Level |
Total Hit Points | Total Feats | Powers Known |
Power Pool Available |
Frenzy dice on hit |
Maximum Frenzy | Level-up Ability Bonuses |
Damage Bonus from Ability Score |
Level 1 | (8 + CON mod) x 3 | 1 adventurer | 3 | 1st level | 1d4 | 3d4 | ability modifier | |
Level 2 | (8 + CON mod) x 4 | 2 adventurer | 4 | 1st level | 1d6 | 3d6 | ability modifier | |
Level 3 | (8 + CON mod) x 5 | 3 adventurer | 4 | 3rd level | 1d8 | 3d8 | ability modifier | |
Level 4 | (8 + CON mod) x 6 | 4 adventurer | 5 | 3rd level | 1d10 | 3d10 | +1 to 3 abilities | ability modifier |
Level 5 | (8 + CON mod) x 8 | 4 adventurer 1 champion |
5 | 5th level | 2d6 | 6d6 | 2 x ability modifier | |
Level 6 | (8 + CON mod) x 10 | 4 adventurer 2 champion |
5 | 5th level | 2d8 | 6d8 | 2 x ability modifier | |
Level 7 | (8 + CON mod) x 12 | 4 adventurer 3 champion |
6 | 7th level | 2d10 | 6d10 | +1 to 3 abilities | 2 x ability modifier |
Level 8 | (8 + CON mod) x 16 | 4 adventurer 3 champion 1 epic |
6 | 7th level | 4d6 | 12d6 | 3 x ability modifier | |
Level 9 | (8 + CON mod) x 20 | 4 adventurer 3 champion 2 epic |
6 | 9th level | 4d8 | 12d8 | 3 x ability modifier | |
Level 10 | (8 + CON mod) x 24 | 4 adventurer 3 champion 3 epic |
7 | 9th level | 4d10 | 12d10 | +1 to 3 abilities | 3 x ability modifier |
Multiclass Savages start with 2 powers known at level 1. See the Multiclass information at the bottom for more details.
Savage Stats
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.
Ability Bonus | +2 Strength or Constitution (different from racial bonus) |
Initiative | Dex mod + Level |
Armor Class (light armor) | 12 + middle mod of Con/Dex/Wis + Level |
Physical Defense | 11 + middle mod of Str/Con/Dex + Level |
Mental Defense | 10 + middle mod of Int/Wis/Cha + Level |
Hit Points | (8 + Con mod) x Level modifier (see level progression chart) |
Recoveries | (probably) 8 |
Recovery Dice | (1d10 x Level) + Con mod |
Backgrounds | 8 points, max 5 in any one background |
Icon Relationships | 3 points; 4 at 5th level, 5 at 8th level |
Talents | 3 |
Feats | 1 per level |
Class Features
Frenzy Dice
With each hit you score in a battle, you build up a pool of frenzy dice. You add these dice to damage, but you can also expend them to fuel your powers or heal yourself.
You start each battle with zero frenzy dice. Whenever you hit with a melee attack or a thrown weapon ranged attack, you gain frenzy dice at the end of that turn. Only the first hit counts, multiple hits in one turn still only grant you frenzy dice once.
At rst level, you gain a single d4. The die increases by one step each level, as per the level progression table. At 5th level, you gain two dice, and at 8th level, four.
The frenzy dice you gain are added to your frenzy pool. You can keep adding frenzy dice until you reach the maximum, which is three times the dice you gain per hit. When an attack or power uses your current frenzy dice, the pool is referred to as FRENZY (similar to WEAPON for your weapon damage dice). Most importantly, you add FRENZY to damage when you hit with a basic melee attack. Using FRENZY does not expend the dice; they remain in your pool.
However, there are two uses that expend your frenzy dice. One is to pay the cost of your frenzy powers, the other is your Frenzied Healing class feature below.
Frenzy Powers
Your frenzy powers are stronger melee attacks and furious battlecries. They can be used once per battle. You start with three at first level, and you can switch them out when you gain a level. Many of your powers come with a cost entry. After you use the power, remove frenzy dice equal to the cost from your frenzy pool. That way, dice expended to pay for the cost are still counted for its FRENZY effect.
Frenzied Healing
At the end of your turn, you can expend frenzy dice to heal yourself. Roll the dice you discard to determine how many hit points you heal. If you have to discard frenzy dice because you have reached your maximum frenzy, or the battle has ended, you can use them to heal with this ability.
Champion Feat: When an attack reduces you below zero hit points, you can use Frenzied Healing as an interrupt action to heal back up from zero hit points. You have to expend your entire frenzy pool if you do so.
Class Talents
Born in the Saddle
Whenever you roll a natural even failure on a skill check related to animals, you can reroll the check once. This includes combat control checks. See the mounted combat rules in 13th Age Monthly #20 for details. When you succeed at a mounted combat control check, don’t increase the DC of the next check by 5.
You are not limited to two mounted combat actions per battle.
Adventurer feat: Add the escalation die to mounted combat control checks.
Champion feat: When your mount hits with an attack, add your FRENZY to the damage.
Epic Feat: When a save by your mount is an even failure, you can reroll the check once.
Critical Frenzy
When you score a critical hit with a melee attack or thrown weapon ranged attack during your turn, gain double frenzy dice at the end of your turn.
Champion feat: When your frenzy dice pool is at maximum, gain a +2 bonus to your critical threat range with melee attacks.
Epic Feat: Increase the critical threat range bonus to +3.
Flying Axes
You can use a one-handed heavy melee weapon as a thrown weapon (d8 damage dice).
Adventurer feat: You can use your melee attack frenzy powers as thrown weapon ranged attacks instead.
Champion feat: Once per battle, when an enemy successfully disengages from you, make a thrown weapon attack against that enemy as an interrupt action.
Epic Feat: Reroll natural 2s on the attack roll with thrown weapons.
Frenzied Vitality
When you use the Frenzied Healing class feature while staggered, gain extra hit points equal to your Constitution modifier. Double this bonus at 5th level, triple it at 8th.
Adventurer feat: Gain a bonus recovery.
Champion feat: Add your Constitution modifier even when not staggered.
Epic Feat: You can heal above your maximum hit points with Frenzied Healing. Any excess hit points vanish at the end of the battle.
Full Metal Berserk
Warriors of your tribe use leather and hides for protection in battle, but you earned a set of heavy armor in your spoils of war and you’ve been wearing it proudly ever since.
You don’t take an attack penalty while wearing heavy armor.
Adventurer feat: Gain a +1 bonus to PD in heavy armor.
Champion feat: Gain a +1 bonus to saving throws in heavy armor.
Epic feat: Gain a +1 bonus to AC while wearing heavy armor.
Gigantic Weapon
For a hulking brute like you, a normal sword is a better toothpick. You’d rather wield a sword that’s taller than most of your enemies, or an axe with a blade that’s twice the size of their heads.
Increase the damage die of heavy two-handed melee weapons to d12.
Adventurer feat: When wielding a two-handed melee weapon, gain a +1 bonus to hit against large and huge monsters.
Champion feat: When wielding a two-handed melee weapon, gain a +2 bonus to your critical threat range against large and huge monsters.
Epic feat: When wielding a two-handed melee weapon, deal triple damage on a critical hit against large and huge monsters.
Rallying Cry
When you rally, you regain an expended frenzy power.
Adventurer feat: When you rally, gain frenzy dice as if you had hit with a melee attack this turn.
Champion feat: When you rally, a nearby ally can use a recovery to heal.
Epic feat: When you rally, gain a +2 bonus to attacks and defenses until the end of your next turn.
Red Curtain
Once you feel the rush of battle, nothing can stop you from taking down your prey.
Whenever you take an attack penalty from a condition, halve that penalty. For example, if you are dazed, reduce the attack penalty from -4 to -2.
Adventurer feat: You gain a +1 bonus to saves against conditions.
Champion feat: Once per battle, when you are unable to take actions during your turn (such as when stunned or unconscious), you can take a standard action.
Epic feat: While staggered, you can choose to ignore the effects of any other condition. Note that when your hp drop to zero, you are no longer staggered, so the effect ends and you fall unconscious.
Spiritual Guidance
The spirits of your ancestral lands, and heroes of past ages, whose deeds are passed on in legends, watch over you. In the rush of battle, you can feel them guide your blade.
You gain a bonus frenzy power. You can choose a power that is two levels higher than your current level. Note that there are no powers higher than 9th level.
Adventurer feat: Once per scene, you can turn to your ancestors for guidance when making a skill check. Roll a d6. If the result is even, add it to your roll.
Champion feat: Once per battle, the spirits can guide your blade when making an attack. Roll a d6. If the result is even, add it to the roll.
Epic feat: Whenever you make a death save, roll a d6. If it is even, add it to the roll.
Totem Warrior
When members of your tribe reach maturity, they perform a vision quest to discover their totem animal. You have successfully completed this quest, and were accepted as an adult. You can call upon the strength of your totem spirit in battle.
You gain a beast aspect from the druid’s Shifter talent as a daily power. As a quick action, you can gain the initiate effect of the aspect until the end of the battle. You can take the feats of that aspect. Ignore other rules of the Shifter talent.
Adventurer feat: Gain the adept effect of the aspect.
Champion feat: The aspect is now Recharge 16+.
Epic feat: You gain the Shake It Off power from the Shifter talent.
Twin Blades of Fury
When waves of enemies crash against you, you are the rock that splits the tide, with a weapon in each hand for double the slashing.
When you wield a melee weapon in each hand, add FRENZY to miss damage with melee attacks.
Adventurer feat: When wielding two melee weapons, gain a +1 bonus to hit against mooks.
Champion feat: When wielding two melee weapons, gain a +2 bonus to your critical threat range against mooks.
Epic Feat: When wielding two melee weapons, deal triple damage with critical hits against mooks.
Unstoppable Determination
If your enemies think that just because you are a hulking mass of muscle, your mind is weak and can be easily swayed, they are in for a nasty surprise.
You gain a +2 bonus to MD. If you are hit by an attack against MD with an effect other than damage, immediately make a saving throw against that effect. If the save succeeds, ignore the effect.
Adventurer feat: Once per battle, if an attack against MD misses you, gain a frenzy die (2 at 5th level; 4 at 8th).
Champion feat: Increase the MD bonus to +3.
Epic feat: You are immune to fear.
1st Level Powers
Cry for Blood
Close-quarters power; Once per battle
Cost: 1 frenzy die
Target: 1d4+1 nearby enemies
Attack: Constitution + Level vs. the highest MD of all targets
Hit: Psychic damage equal to your Constitution modifier + FRENZY. Gain frenzy dice as if you had hit with a melee attack at the end of your turn.
Miss: Half damage
Champion feat: You can spend a frenzy die to give all nearby allies a +2 bonus to their next melee attack.
Frenzied Leap
Close-quarters power; Once per battle; Quick action
Cost: 1 frenzy die
Effect: Pop free from all enemies and jump to a nearby location. For a long or risky jump, the GM can require a Strength-based skill check.
Adventurer feat: Add your FRENZY to the skill check.
Headless Rush
Melee attack; Once per battle
Cost: --
Always: Engage a nearby enemy as part of the attack. You take a -4 penalty to AC until the start of your next turn.
Attack: Strength + Level + 4 vs. AC
Hit: WEAPON + Strength + FRENZY damage.
Miss: Damage equal to your level.
Adventurer feat: You can pop free from all enemies as part of the attack.
Champion feat: You can engage a far away enemy.
Iron Determination
Close-quarters power; Once per battle; No action
Cost: 1 frenzy die
Trigger: You fail a saving throw or a death save
Effect: Reroll the save. Add +1 per die in your frenzy pool to the reroll.
Adventurer feat: If the reroll fails, you do not expend this power.
Champion feat: The power cost is zero.
Savage Bash
Melee Attack; Once per battle
Cost: --
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength + FRENZY damage. Your allies can pop free from the target.
Miss: Half damage.
Adventurer feat: Until the start of your next turn, you gain a +4 bonus to opportunity attacks against the target.
Scream of Victory
Close-quarters power; Once per battle; Free action
Cost: 1 frenzy die
Trigger: You kill a non-mook enemy
Effect: Spend a recovery to heal.
Adventurer feat: Add FRENZY to the amount healed.
Champion feat: If you spend 2 extra dice, the recovery is free.
Ultra-Frenzied Strike
Melee attack; Once per battle
Cost: 1 frenzy die
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength + twice FRENZY damage
Miss: Damage equal to your level.
Adventurer Feat: You can spend an extra frenzy die to gain a +2 bonus to the attack.
Champion feat: Deal half damage on a miss.
Epic Feat: Add triple FRENZY instead.
3rd Level Powers
Feed On Pain
Close-quarters power; Once per battle; Interrupt action
Cost: -
Trigger: You take damage from an attack.
Effect: Immediately gain a frenzy die (5th level: 2 dice; 8th level: 4 dice).
Adventurer feat: Heal FRENZY hit points.
Howl of the Alpha Wolf
Close-quarters power; Quick action; Once per battle
Cost: 1 to 3 frenzy dice
Target: 1 nearby enemy per frenzy die spent
Attack: Constitution + Level vs. MD
Hit: Constitution + FRENZY psychic damage.
Natural even hit: The target is hampered (can only make basic attacks) until the start of your next turn.
Miss: Psychic damage equal to your level.
Adventurer feat: If the attack misses all targets, you don't expend this power.
Champion feat: The hamper effect is "save ends".
Epic feat: On a critical hit, the target is stunned until the start of your next turn.
Invigorating Strike
Melee attack; Once per battle
Cost: 1 frenzy die
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage. Spend a recovery to heal and add FRENZY to the amount of hp you heal.
Miss: Damage equal to your level
Adventurer Feat: You can spend a recovery to heal on a miss.
Champion feat: You can spend up to three frenzy dice on this power to use one recovery per die spent.
Epic Feat: While staggered, gain a +1 bonus to hit with this power per frenzy die spent.
Raging Vengeance
Melee attack; Once per battle; Interrupt action
Cost: --
Trigger: A nearby ally has been reduced to zero hit points
Always: Pop free from all enemies, engage the opponent that has attacked your ally.
Target: Your ally's attacker
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength + FRENZY damage.
Miss: Half damage.
Adventurer feat: Spend a frenzy die to gain a +2 bonus to the attack.
Champion feat: On a hit, grant your ally a death save with the escalation die as a bonus.
Epic feat: If your ally succeeds at the death save, increase the escalation die by 1.
Swift Punishment
Melee attack; Once per battle; Interrupt action
Cost: 1 frenzy die
Trigger: An enemy misses you with melee attack that is a natural 1–5 on the attack roll.
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength + FRENZY damage.
Miss: Damage equal to your level
Champion feat: If you miss, you don’t expend the power.
Throat Ripper
Melee attack; Once per battle
Cost: --
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage, plus FRENZY ongoing damage.
Miss: Damage equal to your level
Champion feat: The save against the ongoing damage is a hard save (16+).
5th Level Powers
Blood Frenzy
Melee attack; Once per battle
Cost: 2 frenzy dice
Target: Two enemies you are engaged with
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength + FRENZY damage.
Miss: -
Both attacks miss: Take FRENZY psychic damage.
Epic feat: Deal half damage on a miss.
Cull the Weak
Melee attack; Once per battle; Quick action
Cost: 2 frenzy dice
Target: One nearby staggered enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength + FRENZY damage.
Champion feat: If this attack kills the target, immediately make another melee attack against a nearby enemy.
Furious Outburst
Close-quarters power; Once per battle; Free action
Cost: 2 frenzy dice
Trigger: You miss with a melee attack
Effect: Reroll the attack.
Champion feat: If the second roll hits, reroll any damage dice of that attack that are natural 1s.
Epic feat: No frenzy die cost.
Puny Flesh Wound
Close-quarters power; Once per battle; Interrupt action
Cost: 2 frenzy dice
Trigger: You take damage.
Effect: Roll FRENZY and reduce the damage you take by that amount.
Champion feat: Reduce the damage by an additional 25 points.
Steeped In Fire
Close-quarters power; Once per battle; Interrupt action
Cost: 2 frenzy dice
Trigger: You take damage from an attack
Effect: You take half damage from the attack. If the attack had a type of damage associated to it, such as fire, you gain resist that type 16+ until the end of the battle.
Champion feat: No frenzy die cost.
Epic feat: You take no damage from the initial attack.
7th Level Powers
Harbinger of Death
Melee attack; Once per battle
Cost: --
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage.
Natural even hit: Spend 1 frenzy die and make another melee attack. Keep attacking until you roll odd or run out of frenzy dice. You can pop free and engage other nearby enemies between attacks.
Miss: Damage equal to your level
Epic feat: The first roll triggers a follow-up attack, even if it is not an even hit.
Raised Fist of Defiance
Close-quarters power; Once per battle; Quick action
Cost: 3 frenzy dice
Effect: You shout out a challenge to an icon, and gain a negative relationship die with that icon until your next full heal-up.
Champion Feat: Increase the escalation die by 1.
Epic feat: You can also roll a save.
Slaying Frenzy
Close-quarters power; Quick action; Once per battle
Cost: 3 frenzy dice
Effect: Increase your critical threat range by 2 until you roll a critical hit, or until the end of battle.
Epic feat: You can expend 4 frenzy dice to increase the crit range by 4 instead.
Spine-chilling Roar
Close-quarters power; Once per battle
Cost: 3 frenzy dice
Target: 1d4+1 nearby enemies OR all nearby mooks
Attack: Constitution + level vs. the highest MD of all targets
Effect: The targets are dazed until the start of your next turn, and will flee if able to.
Epic feat: You can use this power as a free action, at no frenzy die cost, after killing a non-mook enemy.
Whirling Evasion
Close-quarters power; Once per battle; Interrupt action
Cost: 3 frenzy dice
Trigger: You are hit by an attack by an enemy you are engaged with.
Effect: Take half damage from the attack. Make a basic melee attack against the attacker.
Champion Feat: You can use this power against a nearby enemy you are not engaged with. Make a basic ranged attack with a thrown weapon instead.
Epic feat: Take no damage from the attack.
9th Level Powers
Fury of the North Wind
Close-quarters power; Once per battle; Quick Action
Cost: 4 frenzy dice
Special: You must be staggered.
Effect: Until the start of your next turn, you are immune to all attacks except melee attacks.
Epic feat: You can use this power as a free action after you are staggered by an attack.
Killing Blow
Close-quarters power; Once per battle; Free action
Cost: 4 frenzy dice
Trigger: You score a critical hit against a staggered enemy.
Attack: Constitution + Level vs. PD
Hit: You kill the enemy.
Miss: The enemy is weakened until the end of your next turn.
Epic Feat: Deal 25 ongoing damage on a miss (save ends both).
Tsunami of Blood
Melee attack; Once per battle
Cost: 4 frenzy dice
Special: You can use this power as a free action when you miss with a basic melee attack.
Target: 1d3 nearby enemies
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength + FRENZY damage.
Miss: Damage equal to your level
Epic feat: Target an additional enemy.
Undying Rage
Close-quarters power; Once per battle; Free action
Cost: 4 frenzy dice
Trigger: You are reduced below zero hit points by an attack.
Effect: Heal using a recovery and add your FRENZY. Then take a standard action.
Epic feat: You can spend two recoveries.
Multiclass Savage
- You gain the Savage Dice and Frenzied Healing class features.
- You only gain frenzy dice for hits with savage basic melee attacks and savage power melee attacks. You would not, for example, gain frenzy dice for a hit with the Paladin's Smite Evil.
- You only add frenzy to damage with savage melee attacks, not attacks of other classes.
- Use the barbarian entry for key ability modifiers. A Savage / Barbarian has Str / Con as key abilities.
- Savages count as "skillful warriors" and do not suffer from a weapon damage penalty (if the other class is also from that list)
- You are one level behind on frenzy powers. At 1st level, you know 2 savage powers, and your frenzy die on hit is 1d3. Your maximum frenzy is 3d3.
Version 1.3 (published version with errata); 12 Oct 2017
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Remember that L-ascorbic acid is a water dissolvable nutrient so it isn't put away in your fat cells. To this end it should be taken consistently. Additionally some of what you take is discharged. Research has shown that bioavailability was successful and complete for a solitary cold therapy portion. In those tried no L-ascorbic acid was discharged under a 100 mg. portion. So the end was arrived at that the base successful portion ought to be everyday. The ideal portion will probably be a lot higher.
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