Savage
In the deep woods, a deer hears a rustle in the bushes a fraction of a second before its life ends.  In a wild stretch of marshland, a canoe is capsized by something that might not be an alligator.  In the dark of the jungle, drums sound in night.  In these places the Savage may be found.

The Savage is a man born to the wilds.  He has much in common with the Ranger, but depends on instinct and cunning rather than spiritual magic.  Unlike the Barbarian he fights from cover, striking unseen, hunting his enemies with relentless skill.  Savages are highly skilled in wilderness lore, and use it as a craft to live within the cycle of natures lure.  They are competent warriors, but their meager equipment is rarely comparable to that of most medieval characters.  Above all, they excel at striking from ambush, and remaining unseen amid the forests canopy.

Abilities
Dexterity and Wisdom are vital to the Savage.  Without stealth and an understanding of nature they will fail to survive in the harsh land they call home.  A Savage may find a high Constitution useful for long-term survival, and Strength and Intelligence may prove useful to a Savage's everyday life.

Alignment
Like so many who live outside the safety of civilization, the Savage is pragmatic and draws few lines between pure good or evil.  He views the world as a place of balance, and is capable of wicked deeds and charitable acts.  A Savage has no use whatsoever for laws or controls, they are always chaotic in ethos.

Religion
Most Savages follow either tribal or cultural gods or the spirits of ancestors and nature.

Races
Savages can be of any race or culture that deals with survival on a daily basis, though most Savages tend to be either human or orcish.  Savage cultures tend to be primitive at best.  Stone Age tribes, Australian aborigines, and Amazonian Indians are all good examples of Savage cultures.  Further, many of the fey are savages, being prone to fast silent attacks.

Other Classes
 A Savage can usually be found in a wilderness setting.  They are trusting of most Ranger or Druidic classes, but are usually xenophobic, and kill outsiders without delay.

Hit Die		d8.
Starting Gold	2d4 x 10 gp.  All starting funds must be spent at character creation: any remainder is lost.

Class Skills
	Strength	Climb, Jump, Swim.
	Dexterity	Hide, Move Silently, Ride, Use Rope.
	Intelligence	Craft, Knowledge (nature), Search.
	Wisdom	Listen, Spot, Survival.
	Charisma	Handle Animal.

Skill Points
	Starting	( 6 + intelligence modifier ) x 4.
	Per Level	6 + intelligence modifier.

Class Features
	Weapon Proficiency	Simple, Martial.
	Armor Proficiency	Light, Shields.
	Bonus Feats		At 1st level and every three levels thereafter (4th, 7th, 10th, 13th, 15th, and 18th levels) a Savage may select a bonus feat from the following list: Alertness, Animal Affinity, Athletic, Greater Skill Focus (any craft skill), Skill Focus (any craft skill), Self-Sufficient, Stealthy, and Track.  A savage must still meet all prerequisites for a bonus feat.
	Ambush Strike (Ex)		When attacking an enemy during the surprise round, a Savage gains a bonus to hit equal to his level. If attacking with a ranged weapon, the Savage must be within the first range increment.
	Illiteracy		Savages do not automatically know how to read and write. A Savage may spend 2 skill points to gain the ability to read and write all languages he is able to speak (if such a written language exists).
	Uncanny Dodge (Ex)		At 2nd level, a Savage retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker.  However, he still loses his Dexterity bonus to AC if immobilized.  If a Savage already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
	Danger Sense (Ex)		Starting at 3rd level, a Savage gains a +1 bonus on Spot checks made to avoid being surprised and to notice non-magical traps.  These bonuses rise by +1 every three Savage levels thereafter (6th, 9th, 12th, 15th, and 18th level).
	Imp. Un. Dodge (Ex)		At 5th level and higher, a Savage can no longer be flanked.  This defense denies a rogue the ability to sneak attack the Savage by flanking him, unless the attacker has at least four more rogue levels than the target has Savage levels.  If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
	Deadly Ambush (Ex)		Starting at 8th level, a Savage's ambush strike gains a +1 bonus to critical multiplier and the strike's threat range increases by 1.  Threat range bonuses stack after multipliers from Improved Critical, Keen Edge, and similar effects.  Multiplier and threat range bonuses increase by +1 every three Savage levels thereafter (11th, 14th, 17th, and 20th level).

Savage Table
Level	Base Attack Bonus	Fort	Ref	Will	Special
1	+1	+2	+2	+0	Ambush strike, Illiteracy, Bonus feat.
2	+2	+3	+3	+0	Uncanny dodge.
3	+3	+3	+3	+1	Danger sense +1.
4	+4	+4	+4	+1	Bonus feat.
5	+5	+4	+4	+1	Improved uncanny dodge.
6	+6/1	+5	+5	+2	Danger sense +2.
7	+7/2	+5	+5	+2	Bonus feat.
8	+8/3	+6	+6	+2	Deadly ambush +1.
9	+9/4	+6	+6	+3	Danger sense +3.
10	+10/5	+7	+7	+3	Bonus feat.
11	+11/6/1	+7	+7	+3	Deadly ambush +2.
12	+12/7/2	+8	+8	+4	Danger sense +4.
13	+13/8/3	+8	+8	+4	Bonus feat.
14	+14/9/4	+9	+9	+4	Deadly ambush +3.
15	+15/10/5	+9	+9	+5	Danger sense +5.
16	+16/11/6/1	+10	+10	+5	Bonus feat.
17	+17/12/7/2	+10	+10	+5	Deadly ambush +4.
18	+18/13/8/3	+11	+11	+6	Danger sense +6.
19	+19/14/9/4	+11	+11	+6	Bonus feat.
20	+20/15/10/5	+12	+12	+6	Deadly ambush +5.