Savage Character Class
Savage Character Class
Class Skills
The savage's class skills (and the key ability for each skills) are Balance (Dex), Bluff (Cha), Climb (Str), Craft
(Mundane) (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge
(Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Int), Perform
(Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armour Proficiency: A savage is proficient with all Simple and Light Martial Weapons, and
some one-handed and two-handed Martial Weapons: the war club, battle axe and axe and similar primitive like
weapons, Two-Weapon Combat (savages effectively gain the Two-Weapon Combat feat for free), Light Armour
and Shields. Note that Armour Check Penalties for wearing light, medium or heavy armour apply to the skills
Balance, Climb, Jump, Move Silently, Sleight-of-Hand, and Tumble. Also, Swim checks suffer a –1 penalty for
every 5 pounds of armour and equipment carried.
The Savage
Base Base Base Magic
Attack Dodge Parry Attack Fort Ref Will
Level Bonus Bonus Bonus Bonus Save Save Save Special
1 +1 +0 +0 +0 +2 +2 +0 Track, Naked Savage, Primitive,
Favoured Terrain +1
2 +2 +1 +1 +0 +3 +3 +0 Savage Armour, Tribal Customs, True Savage
3 +3 +2 +1 +0 +3 +3 +1 The Savage Works, Endurance,
Savage Hunter
4 +4 +3 +2 +1 +4 +4 +1 Alertness, Jaguar's Speed,
Favoured Terrain +2
5 +5 +3 +2 +1 +4 +4 +1 Tribal Customs, Ambusher, Animal Reflex
6 +6/+1 +4 +3 +1 +5 +5 +2 The Savage Works, Savage Hunter, Diehard
7 +7/+2 +5 +3 +1 +5 +5 +2 2nd Favoured Terrain +1, Savage Scent
8 +8/+3 +6 +4 +2 +6 +6 +2 Tribal Customs, Favoured Terrain +3
9 +9/+4 +6 +4 +2 +6 +6 +3 Savage Hunter
10 +10/+5 +7 +4 +2 +7 +7 +3 The Savage Works, Sense Danger
11 +11/+6/+1 +7 +5 +2 +7 +7 +3 Tribal Customs
12 +12/+7+2 +8 +5 +3 +8 +8 +4 2nd Favoured Terrain +2,
Favoured Terrain +4
13 +13/+8+3 +8 +6 +3 +8 +8 +4 Unyielding
14 +14/+9/+4 +9 +6 +3 +9 +9 +4 Tribal Customs
15 +15/+10/+5 +9 +6 +3 +9 +9 +5 Headhunter
16 +16/+11/+6/+1 +10 +7 +4 +10 +10 +5 Favoured Terrain +5
17 +17/+12/+7/+2 +10 +7 +4 +10 +10 +5 2nd Favoured Terrain +3
18 +18/+13/+8/+3 +11 +8 +4 +11 +11 +6 Take their Heart; take their Strength
19 +19/+14/+9/+4 +11 +8 +4 +11 +11 +6 Savage Chief
20 +20/+15/+10/+5 +12 +8 +5 +12 +12 +6 Ultimate Savage
CLASS FEATURES:
All of the following are class features of the savage.
Note at Gamemaster's discretion, he can add Talking Drums and Sign Language to the savage's bonus languages at
character creation at 1st level.
Favoured Terrain: At 1st level, the savage gains a favoured terrain type from among the following: Plains,
Swamp, Hills, Forest or Mountains. Alternatively, he may choose a particular region as his favoured terrain, such
as the territory of their tribe, or hidden caverns. At 7th level he may choose an additional favoured terrain.
Any time a savage is in one of his favoured terrains and wearing no heavier than light armour, he gains certain
benefits as follows:
* +1 circumstance bonus to all Hide, Listen, Move Silently, Search, Spot and Survival checks.
* +1 Dodge bonus to Dodge Defence: The savage is adept at using the natural features of the terrain to his
advantage in combat. If the savage chose a particular region as his favoured terrain, he may add his favoured
terrain bonus to his Reputation while in that region.
At 4th level and every four levels thereafter, the savage’s favoured terrain bonus for his first favoured terrain
increases by +1. His second favoured terrain bonus increases by +1 at 12th and 17th levels and his third favoured
terrain bonus increases by +1 at 19th level. The savage gains additional benefits as his favoured terrain bonuses
increase. If he has a favoured terrain bonus of at least +2 for the terrain he is in, he gains a +10 feet circumstance
bonus to his movement. If he has a favoured terrain bonus of at least +3 for the terrain he is in, he may use the
Hide skill even if the terrain does not usually grant cover or concealment. If he has a favoured terrain bonus of at
least +4 for the terrain he is in, his movement bonus within that terrain increases to +20 feet, replacing the +10
feet bonus gained at +2. If he has a favoured terrain bonus of at least +5 for the terrain he is in, he can use the
Hide skill even while being observed.
Naked Savage: At 1st level the savage gains a +1 bonus to any benefit he gains from his Favoured Terrain, but
they must be constantly unarmoured to benefit from the bonuses. The bonus rises to +2 a 6th level and +3 by 10th
level. Apart from donning a loincloth or pair of sandals, or fur clock in winter, the savage cannot even don clothing
without loosing this ability.
Primitive: At 1st level the savage suffers from a lack technical advancement to their Crafts or Profession skills
which are no more advanced than the level of a copper-aged structure; technology is alien to the savage. They
receive a -8 penalty to any technical skill based on Craft or Profession or Knowledge skill with anything to do with
any weapon better than Simple quality and primitive manufacture or item that is advanced and high quality or
master-crafted (note see Savage Workers below).
The benefit of being a primitive is a mindless regard for progress, it does not matter if great cities fall and
advancements are lost, let them fall to flame and the axe and club, let them know fears of the savage's primitive
frenzy. Where others would blanch, they reap havoc, leaving farmyard litter with bodies of the dead; women and
children's bloody corpses heaped on the ground; instils fear into the savage's enemies; as they begin to realise
what the savage is capable of. The savage causes a +2 modifier to any fear DC roll generated by them or their
people.
Track: At 1st level the savage gains the Track feat for free. If he already has the Track feat, he instead gains the
Skill Focus (Survival) feat.
Savage Armour: At 2nd level, this ability allows the savage to wear 1 point or 2 point of furs, bone and leathers
without losing the 'Naked,' Ability.
True Savage: At 2nd level, the savage is born into a unique culture and each savage culture has distinct
characteristics. Only certain cultures are savage enough to take the Savage Character Class; here is a selection of
most of these known cultures.
Choose the two abilities associated with the culture that took the class, this is the
traditional traits mostly associated with the cultures concerned, if a civilized
character took the savage class, it would be in an extreme occurrence which would
be very rare and uncommon. This civilised man reduced in theory to a primitive
state with the need to survive as a near beast; should only be allowed to take the
savage class if he has associated himself with a savage tribe and lived with them
constantly for approximately a year, give or take a month or two at Gamemaster's
discretion. The civilized man in gaining the true savage abilities therefore
associated with the particular savage culture he had been adopted by.
Darfari: Teeth Gleaning: The Darfari gains the Teeth Gleaning feat as a free feat.
Darfari: Eaters of Human Flesh: Gain Craft (Cooking) as a class skill and a +3 bonus to the skill.
Pictish: Stealth: Grants a +5 bonus to Hide and Move Silently, but must move at quarter their speed. The usual
need for there to be something to hide behind is required and foliage grants the usual negatives to any
requirement to remain silent.
Pictish: Frenzied Cry: loud screeches, causes Fear: Will DC 5 + Pictish; savage (only) leader's Charisma modifier
+1 per ten other Pict savages in horde making the frenzied cry. To those that hear it this is a horrific cry, that can
cause panic within any civilized creature with a soul. Subtract the amounts of defenders there is from the
attackers, per 10 defender reduce DC by 1 (round up or lower depending on how close the number to the
remaining tenth: Example 5 or lower round down, 6 or high round up.
Example: A hundred Picts, hurl themselves out of their forest at a settler's fort along the Black River. Each Picts
is of the Savage Character Class, and each howls his frenzied cry. The Settler's are 56 in number (GM will round
up). The Picts can generate +10 bonus to the DC, plus +1 for their warchief's Charisma of 12 and the Settlers can
muster a -6 to the DC, the Picts also gain the +2 bonus from their primitive ability, for the total DC is 12. To make
the rolling easy, instead of rolling for every settlers, the best way is to divide then in to groups of ten and roll for
each group, select one as the teamleader to make the Will save for the group. The remaining six form a small
group and prepare to endure. Remember those that fail the save and are surrounded by foes, so, will still remain
and fight rather that flee blindly, but at the usual -2 penalty.
Note: This is a Fear Will save, so any modifier generated by class or culture or gender affects this roll.
Southern Black Kingdoms: Dance of the Savage: Gains the Skill Focus (Perform (Dance)) feat as a bonus feat.
Southern Black Kingdoms: Superstitious: The awe and belief of sorcery is inherent with those of the Southern
Black Kingdoms. They will gain half as much healing if that healing is done either by a witchdoctor or in such a
convincing manner that the Southern Black Kingdomer thinks that magic was involved in the process. Beneficial
magic (whether spells or from an item) last for as long as half again or its affects are half as greater than stated.
But, the Southern Black Kingdomer receives a -2 penalty to saving throw versus any magic which is hostile to him.
Note: Gamemasters creating a primitive cultural tribe; can either create their own abilities for their own true
savage abilities, or take some of the ideas above that suits their idea of their new primitive group, or just use the
closest; example: the Picts could have a typical savage behaviour concerning outsiders to their domain.
Tribal Customs: A savage at 2nd level can choose one of the following tribal customs. Once the tribal custom
has been selected, it cannot be changed; this is a general tribal effect that most savages of one tribal group or
culture would typically have. Sometimes a Gamemaster may have to insist the character takes a particular custom
if the player wants his character to come from a particular tribe.
Savage Fury: If this custom is taken by the savage, he gains a +1 damage bonus if he attacks another with a mêlée
weapon for some reason; concerning his people and his land. Mugging a passing stranger while the savage
wanders the world for a few silver is not a good reason. Killing the enemies which threaten his land and his people
is a good reason, no matter the enemy. A settler and his family are invaders and deserve no pity. The savage gains
a +1 bonus to attack with a mêlée weapon at 5th level. Then the damage bonus increases at 8th level to +2. The
attack bonus rises to +2 at 11th level and ends at 14th level with another +1 to their damage for a total +2 to attack
and +3 to damage with a mêlée weapon.
Savage Dodge: If this custom is taken a savage unarmoured dodge is increase by a +1 bonus. The bonus rises by
+1 each time the tribal custom ability occurs at 5th, 8th and 11th and 14th levels.
Animal Call: If this custom is taken, a savage can communicate with those who know the signs, different animals
can be mimic with precise intricacy. Calls recognise by one's own tribe or those one shares time with; if the savage
can show them some basic sounds; like 'beware,' or 'safe,' but nothing extreme. A savage communicating with his
fellow tribesmen could tell them the distance, location and how many of the enemy are present with a few coded
animal calls. A savage must pick a type of animal; whether some kind of bird, or a wolf, or some other creature,
even a supernatural creatures at the Gamemaster’s discretion; creatures he knows to be in the location of savage's
tribe. A savage can take 10 with these rolls and a base DC 15 for most forms of communication is needed, still
bonuses or penalties can be added if Gamemaster thinks they are appropriate. If a fellow tribesman can hear the
caller; they will comprehend the message; but a tribesman who if far away and the sound is blocked by hills or
blown away by the wind, then a Listen check must be made to hear the animal call. A tribe of savages tend to learn
the same animal call, perhaps a grouse or a raven, but some may perform different tasks and work in specially
assign groups; so choose a different call to the common animal calls of his people.
* This is treated as a new skill Mimic (Wis). Some examples: Mimic (Raven), Mimic (Wolf), the savage gains once
this ability is taken a +2 bonus to this skill.
More powerful savages can learn more animal calls latter; learning another at 5th, 8th and 11th and 14th levels. A
savage that has a high intelligence can learn one more animal call per Intelligence bonus. Example: a savage with
an Intelligence 17, can learn three extra animal calls. If a character's intelligence rises; he can also gain the bonus
animal call.
Savage Dance: If this ability is selected, the savage selects one dance, at later levels: 5th, 8th and 11th and 14th
levels the savage can take other dances. At dance last for 2d4 x10 in minutes and a DC 15 is required for a
successful dance. For every 5 above the DC, a savage adds an extra +1 bonus to the base +2 bonus received for the
dance, see below. So, a successful roll of 20 grants a total of +3, a 25 is +4 etc.
Animal Totem Dances: At Gamemaster’s discretion this could add a +2 bonus for various feats or abilities the
savage has.
Bravery Dance: After performing a war dance, the savage gains a +2 bonus versus fear.
Hunting Dance: After performing a hunting dance, the savage raises their Track score by +2.
Ritual Dance: After performing a ceremonial dances (+2 Perform (Ritual)).
Sorcerous Dance: After performing a sorcerous dance, the dancer gains a +2 bonus against hostile magic of any
sort. This bonus can be given as a negative to another if the target is observing the dance, but the dancer must
know the observer is there, perhaps tied to a post for sacrifice. The victim can make a save versus the total dance
DC the dancer generated to resist the penalty.
War Dance: After performing a war dance, the savage gains a +2 bonus to their mêlée attacks.
There are other dances; mating dances, yearly festival dances, etc., but
these little influence to game, though Gamemasters should if they wish
create other dances that grant the same or similar bonuses.
A dance needs at least one drummer (or other tribal instrument) play
loudly and with fervour; meaning they succeed in the Perform skill
(usually a DC 15 check). Only one dance can be active at any given time.
These effects last for one 1 day per 5 levels of the savage class before
fading (minimum 1 day). They also can stack with any other bonus from
any other effect granted from either feats or other special abilities.
Savage Hunter: At 3rd level the savage gains Sneak Attack +1d6 against animals (or any greater version of the
creature) only. This rises to +2d6 at 6th level and +3d6 at 9th level.
The Savage Works: At 3rd level, the savage gains a feat from the list below, note none of the crafts are classified
as advanced technology and will never suffer the penalties from the primitive ability (above). The savage must
choose which talent he wishes to take, either: Craft (Body Paint), Craft (Mask), Craft (Paint), Craft (Talking
Drum), Perform (Ritual), Perform (Talking Drum), Once selected, the savage gains a +2 bonus to that skill and can
progress in many different ways.
† The one who chooses Craft (Body Paint) can take as a free feat any one of the Craft (Body Paint) feats mentioned
below, but he must meet the prerequisites of the feat.
Craft (Body Paint) Feats: Body Paint Focus, Colour of Blood, Improved Paint Focus, Power of the Altar.
Note: the Pict only prerequisite does not apply for this selection.
† The one who chooses Craft (Mask) can take as a free feat any one of the Craft (Mask) feats mentioned below, but
he must meet the prerequisites of the feat.
Craft (Mask) Feats: Aspect of Jhebbal Sag, Face of Gullah, Face of Jhil, Face of the Panther, Mask Focus, Mask of
Venom, Mask of Fury, Mask of the Addax, Mask of the Frog, Mask of the Soaring Grace, Serpent Eyes, Terrifying
Visage.
Note: the Pict or Tibu only prerequisite does not apply for this selection. Some of these mask feats can be slightly
altered to represent an animals more closely related to the savage's environment; example: addax could be a stag.
† The one who chooses Craft (Paint) can take as a free feat any one of the Craft (Paint) feats mentioned below, but
he must meet the prerequisites of the feat.
Craft (Paint) Feats: Paint Focus, Painter of Dreams and Visions, Patterns of Protection, Patterns of Shelter,
Patterns of War, Patterns of the Protected Dwelling.
Note: the cultural only prerequisite does not apply for this selection.
† The one who chooses Craft (Talking Drum) can take as a free feat any one of the Craft (Talking Drum) feats
mentioned below, but he must meet the prerequisites of the feat.
Craft (Talking Drum) Feats: there is no craft feats, except Craft Drum Focus, Craftsman, Skill Focus (Craft
(Talking Drum)), Spirit of the Drum, Sound in the Wind.
† The one who chooses Perform (Ritual) can take as a free feat any one of the Perform (Ritual) feats mentioned
below, but he must meet the prerequisites of the feat. Note, these are Sorcery feats, to savage should have some
levels in Scholar.
Perform (Ritual) Feats: A Painted Black Skull, Ceremony of Blood, Fires of the Ritual, Performer, Skill Focus
(Perform (Ritual)), Ritual Focus.
Note: the Pict only prerequisite does not apply for some of these selection.
† The one who chooses Perform (Talking Drum) can take as a free feat any one of the Perform (Talking Drum) feat
mentioned below, but he must meet the prerequisites of the feat.
Perform (Talking Drum) Feats: Carried with the Wind, Drum Focus, Drums of Fear, Drums of the Altar,
Drums of the Dusk, Drums of the Fire, Drums of the Hunt, Drums of the Serpent, Drums of Valusia, Drums of
War, Drums of Zogar Sag, Gather the Tribe.
Note: the Pict only prerequisite does not apply for this selection.
The savage can take another feat at 6th and 10th level.
Alertness: At 4th level the savage gains the Alertness feat for as a free feat.
Jaguar's Speed: At 4th level the savage gain +10 feet to movement.
Ambusher: At 5th level the savage gains the Ambush feat as a free feat. They gain this whether they meet the
prerequisites or not.
Diehard: At 6th level the savage gains the Diehard feat as a free feat.
Savage Scent: At 7th level the savage gains the Scent ability. The savage can smell like an animal, but unlike the
animal scent ability, they cannot track with it. The savage can detect creatures by smell, generally within 30 feet
unless otherwise noted. If the creature is upwind, the range is 60 feet. If it is downwind, the range is 15 feet.
Strong scents, such as freshly shed blood, can be detected at twice the ranges noted above. Overpowering scents,
such rotting garbage, can be detected at three times these ranges or smoke five times the range. The savage detects
another creature's presence but not its specific location. Noting the direction of the scent is a standard action. If
the savage moves within 5 feet of the scent's source, he can pinpoint that source.
Sense Danger: At 10th level the savage gains an animal instinct to survive, the savage can make a DC 20
Wisdom ability check to sense if they are in danger. The savage will only sense there is something wrong, but
cannot be sure why or who, but that there is something from of danger that they should be concerned with.
Unyielding: At 13th level the savage gains the unyielding ability. The savage must be reduced to -15 hit points
before they can be killed.
Headhunter: At 15th level the savage gains the headhunter ability. For every 5 heads taken the savage gains a +1
bonus to their Attacks for 1 day plus their Wisdom bonus in days (minimum 1 day) to make an assaults on the
same enemy type. Hyborian are treated as one type.
Take their Heart; take their Strength: A savage gains this ability at 18th level. The savage once it kills a foe in
combat can take 5 full-round actions to cut their chest open and remove their heart. He then proceeds to at least
take a few bites out of the meat to gain the benefits. For every 5 levels or fraction of, the savage gains a +2 bonus to
their Strength, so, 1st to 5th level supply +2 Strength bonus, 6th to 10th level a +4 Strength bonus, etc. This
change lasts for for 1 hour per level of the victim. Killing an extra victim does not stack the benefits, though the
greater bonus does apply and the time resets based on the second victims level.
Savage Chief: At 19th level, the savage's renown is well known, and entire clans flock to his banner or he is elect
to the position of chief by his tribe or he won it by a formal duel. The number of followers gained is calculated as
from the Leadership feat the only difference it is multiplied by five. These followers are loyal, though not as loyal
as the followers of the Leadership feat, the savage tribe believes in strength, if they see weakens, some could plot
to remove their chief and replace him with another.
Ultimate Savage: At 20th level, the savage gains the ultimate savage ability. The savage must be reduced to -20
hit points before they can be killed.
Savage Code of Honour:
The savage can use the barbaric code of honour, but at Gamemaster's discretion he can add some of the following.
* Admire and fear the wilds, give nature its due, but be ferocious in its realm and learn to survive as part of its
bounty or it will destroy you.
Take no prisoners if it is not a necessity, or sacrifice them on your bloody altars to your wild gods in a scared place;
least the gods become angered and send forth death and destruction.
Every stream and tree holds a great spirit, demon of the land, honour them and ask for passage through their
territory.
Prerequisite: Charisma 13
Benefits: Any foe that attacks you must succeed at a Will save (DC 13 + your Charisma modifier) or become
shaken for 1d4 rounds. A creature that successfully saves cannot be affected again by this feat for 24 hours. The
Craft DC to add this feat to a Body Paint style is increased by 7.
Benefit: Your body paint lasts for 24 hours even through vigorous exercise and you can apply it in one-half hour
without penalty.
Benefit: All other participants in your power rituals gain a morale bonus to their Perform (ritual) checks equal to
1 plus +1 for every four points that you exceed the Craft (Body Paint) DC. The Craft DC to add this feat to a Body
Paint style is increased by 7.
Craft (Talking Drum) Feats:
Benefit: Adds half again the distance the drum can normally make. The drum cannot be constructed with any
other drum enhancing effect.
Benefit: Grants a +3 bonus to the drummer's Perform (Percussion) skill. The drum cannot be constructed with
any other drum enhancing effect.
Prerequisites: Intelligence 14, Craft (Paint) 5 rank, Knowledge (Arcana) 6 ranks, Dabbler, Paint Focus
Benefits: When you take a full day to paint a large shield using hand-made pigments you can grant it a minor
charm capable of expressing the wielder's true spirit. The wielder gains a bonus equal to his Strength modifier to
any Intimidate skill checks he makes. They cannot combine this effect with the bonus granted by any other shield
patterned effect.
Note: If crafter makes a DC 20 Craft (Paint) check, he can create the patterns in 4 hours of time. A DC 30 for 2
hours and a DC 40 for 1 hour of work. The crafter can take 10.
Prerequisites: Intelligence 14, Craft (Paint) 5 rank, Knowledge (Arcana) 6 ranks, Dabbler, Paint Focus, Painter
of Dreams and Visions
Benefits: When you take a day to paint a large shield using hand-made pigments you can grant it a minor charm.
This charm grants the bearer a +1 bonus to his saving throws against spells. This bonus does not protect the bearer
from alchemical, mechanical or natural effects. They cannot combine this effect with the bonus granted by any
other shield patterned effect.
Note: If crafter makes a DC 20 Craft (Paint) check, he can create the patterns in 4 hours of time. A DC 30 for 2
hours and a DC 40 for 1 hour of work. The crafter can take 10.
Prerequisites: Intelligence 14, Craft (Paint) 5 rank, Knowledge (Arcana) 6 ranks, Dabbler, Paint Focus, Painter
of Dreams and Visions
Benefits: When you take a day to paint a large shield using hand-made pigments you can grant it a minor charm
capable of turning away missiles. The wielder gains a +1 bonus to his Dodge Defence against ranged attacks while
wielding the shield. This bonus protects against any ranged attack, including alchemical items or sorcery spells
requiring a ranged attack roll. They cannot combine this effect with the bonus granted by any other shield
patterned effect.
Note: If crafter makes a DC 20 Craft (Paint) check, he can create the patterns in 4 hours of time. A DC 30 for 2
hours and a DC 40 for 1 hour of work. The crafter can take 10.
Prerequisites: Intelligence 14, Craft (Paint) 8 rank, Knowledge (Arcana) 8 ranks, Dabbler, Paint Focus, Painter
of Dreams and Visions
Benefits: When you take a day to paint a large shield using hand-made pigments you can grant it a minor charm.
This charm grants the bearer a +1 bonus to his attack rolls. They cannot combine this effect with the bonus
granted by any other shield patterned effect.
Note: If crafter makes a DC 20 Craft (Paint) check, he can create the patterns in 4 hours of time. A DC 30 for 2
hours and a DC 40 for 1 hour of work. The crafter can take 10.
Prerequisites: Intelligence 14, Craft (Paint) 6 rank, Knowledge (Arcana) 7 ranks, Dabbler, Paint Focus, Painter
of Dreams and Visions
Benefit: Grants those within the hut or home the ability sense danger, if some within the hut have gain sense
danger, they are granted a +5 bonus with the use of the ability while they are within the dwelling.
Ritual Feats:
Benefits: With a successful Perform (ritual) check (DC 25), you gain a +2 profane bonus to your magical attack
roll against a single individual plus +1 for every 5 points by which you exceed 25 on your Perform check. The ritual
takes no less than an hour to perform and requires a Magical Link to the target.
Ceremony of Blood (Sorcery)
When performing rituals concerned with generating more power, the sorcerer can generate more power by
tapping the hidden forces of the cosmos and draw them through his sacrifice
Prerequisites: Ritual Focus, Knowledge (Arcana) 6 ranks, Perform (Ritual), Dabbler or one sorcery style, must
perform a sacrifice on a living creature
Benefit: Generate more Power Points on a DC 15 Perform (Ritual) check at any sacrifice by +1 Power Points and
an extra +1 Power Point for each 5 above the required DC.
Prerequisites: Must know one sorcery style, Skill Focus (Perform (Ritual))
Benefits: When you use the Play on Superstitions feature of the Perform (Ritual) skill (Across the Thunder
River; pg. 118), you may choose to make your Perform check against a DC 15 instead of an opposed check. Success
grants a +1 circumstance bonus to any magic attacks directed toward any audience members. Failing by five or
more results in a -1 circumstance penalty to any magic attacks directed toward audience members.
Normal: The Play on Superstitions feature can only be used against other tribes-folks and is an opposed roll.