Savage Pathfinder - Advanced Players Guide v1.0

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ADVANCED PLAYER'S GUIDE


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CONTENTS
ANCESTRIES7 Weird Edges...................................................70
New Ancestries................................................7 Legendary Edges...........................................70
Expanded Ancestries......................................7 Hindrance summaries..................................76
New Ancestries������������������������������������������������8 Edge Summaries............................................76
Aasimar............................................................8
Catfolk............................................................10 GEAR83
Dhampirs........................................................12 New Crafting Rules......................................83
Tieflings..........................................................14 New Gear Traits............................................84
Expanded Ancestries������������������������������������16 Personal weapons..........................................85
Dwarves..........................................................16
Elves................................................................18 POWERS89
Gnomes...........................................................20
Half–Elves......................................................22 New Powers��������������������������������������������������� 89
Half–Orcs.......................................................24
Halflings.........................................................26 MAGIC ITEMS 97
Humans..........................................................28 Using magic items.........................................97
Armor, shields, & Weapons.......................100
EDGES & HINDRANCES 31 Rings.............................................................103
New Hindrances�������������������������������������������31 Rods & Staves..............................................104
Skills����������������������������������������������������������������33 Wondrous items..........................................107
New Skills.......................................................33 Enchantments................................................99
Animal Handling..........................................33 Magic Items..................................................100
New Edges.....................................................34 Cursed Items................................................111
Background Edges........................................34 Minor Artifacts............................................113
Class Edges....................................................35 Major Artifacts.............................................115
Alchemist........................................................36
Discoveries.....................................................38 GAME MASTERING 119
Advanced Discovery.....................................38 Alternate Rule���������������������������������������������� 119
Grand Discovery...........................................39 Creature Abilities���������������������������������������� 120
Cavalier...........................................................40 Special Abilities...........................................120
Cavalier Orders.............................................42
Inquisitor........................................................44
Oracle..............................................................46
Curses.............................................................48
Mysteries........................................................48
Summoner......................................................50
Eidolons..........................................................52
Witch...............................................................56
Hexes...............................................................58
Major Hexes...................................................58
Grand Hexes..................................................59
New Class Edges...........................................60
Combat Edges................................................62
Leadership Edges..........................................63
Power Edges...................................................64
Prestige Edges................................................64
Social Edges...................................................70
SAVAGE PATHFINDER

RULES UPDATES

W elcome to the Advanced Player's Guide than the type listed, the character's arcane
for Pathfinder for Savage Worlds. Within skill rolls suffer a –4 penalty. The hero
these pages you'll discover a host of cannot use other abilities granted by this
new character options for players to explore Edge or any Edge that has this Edge as a
as they continue their adventures in Golarion. Requirement.
For example, while using these rules, the
Armor Interference for a Druid is now:
ARMOR INTERFERENCE (Light): Bulky
NEW AND UPDATED RULES armor interferes with a druid’s ability to sense
and commune with nature. They subtract 4
from their Faith rolls and the character cannot
The following rules replace those with the use other abilities granted by this Edge or
same name, found in the Pathfinder for Savage any Edge that has this Edge as a requirement.
Worlds core book. Druids cannot use metal armor at all.

ARMOR RESTRICTION AND


ARMOR INTERFERENCE VILLAINOUS CONVICTION
„ ARMOR RESTRICTION (Type): While This rule can be used to enhance the difficulty
wearing any armor or using shields higher of key villains in a campaign. This rule is
than the type listed, the hero cannot use any already included in the Curse of the Crimson
abilities granted by this Edge or any Edge Throne adventure path.
that has this Edge as a Requirement.
VILLAINOUS CONVICTION
For example, while using these rules, the
The player characters have Bennies,
Armor Restriction for a barbarian is now:
Conviction, and even Adventure Cards to
ARMOR RESTRICTION (Medium): A
help them in their epic struggles — and the
barbarian’s fighting style requires great
ability to earn more through great roleplaying.
freedom of movement. She cannot use any
Wild Card villains get Bennies, but at a much
abilities granted by this Edge or any Edge that
slower rate, and while they can be given
has this Edge as a requirement when wearing
Conviction if the Game Master desires, it’s
heavy armor or using a heavy shield.
not something they earn quite as easily as
„ ARMOR INTERFERENCE (Type): While player characters.
wearing any armor or using shields higher

5
Important villains of an adventure gain who fails to break free can’t try again until
Conviction any time they succeed at a the situation changes in some way (GM’s call).
significant goal or the heroes fail in some Bound or Entangled victims may try to
task related to his scheme. This makes them destroy the entanglement with an accessible
much more powerful and provides incentive and appropriate weapon (GM’s call based on
for the heroes to act quickly and decisively circumstances and the entangling material).
when thwarting their plans. Weapon attacks hit automatically (see
Breaking Things), and attackers may Wild
UPDATED RULES Attack for +2 damage. Webs, ropes, nets, and
the like are generally Hardness 4. If successful
Entangled: The victim can’t move and is the character is un-Entangled (others in an area
Vulnerable as long as he remains Entangled. effect entanglement must be freed separately
Bound: The victim may not move, is unless the attack is an area effect itself).
Distracted and Vulnerable as long as he
remains Bound, and cannot make physical POWERS WITH THE TOUCH LIMITATION
actions other than trying to break free The target of powers activated with the
(see below). Touch Limitation must be within the reach
Breaking Free from a Device: Breaking free of the caster's unarmed attack or Natural
from a web, net, manacles, handcuffs, or the Weapon. The caster rolls his arcane skill but
entangle power is an action using Athletics or must meet the target's Parry and use this
Strength at -2. A character bound by a device roll as the target's value in any appropriate
Opposed Roll.
CHAPTER ONE

ANCESTRIES
that teach children of the heroes of old, helping
NEW ANCESTRIES them dream of the day when they might give
While the seven ancestries in the core book their own lives in the stronghold’s defense.
are the primary focus of the Savage Pathfinder In the spires of their forest cities, elves find
Roleplaying Game, they are not the only ones a kinship with nature, as the great trees are
suitable to be played as characters. Other, some of the few non-elven friends who won’t
even stranger races help populate the world, grow old and wither before their eyes.
creating fun and exciting new roleplaying By exploring the cultures and traditions
opportunities. of a character’s ancestry, we can better
This section details some of those ancestries. understand where she comes from and what
From the nimble catfolk to the infernal makes her tick, thus immersing ourselves
tieflings, these ancestries have just as much that much deeper in the campaign world
motivation to be adventurers as do elves,
gnomes, and humans. And while they may ALTERNATE ANCESTRAL ABILITIES
not be as common in the major population This section presents alternate ancestral
hubs of the Savage Pathfinder campaign setting, abilities for players to choose from. Each
each ancestry detailed in this chapter presents ability grants a unique bonus but replaces
its own unique background and abilities. another of the ancestries abilities. For example,
elves who live deep in the desert tend to have
the Desert Runner ancestral ability instead of
EXPANDED ANCESTRIES Elven Magic.
Ancestries are an important part of what A player can take any number of alternate
makes characters who they are, yet it’s often abilities as long as no two abilities replace
all too easy to gloss over the details. After the same ability on the ancestries entry. This
all, most people know the basics: dwarves means a tiefling cannot take both Prehensile
are short, elves live a long time, and gnomes Tail and Vestigial Wings since they both
are dangerously curious. Half-orcs are replace Fiendish Sorcery.
ugly. Humans are — well, human. To some
players, choosing an ancestry is simply a
matter of finding which modifiers best fit a
character’s build.
Yet there’s so much more to ancestries than
that. From their deep halls beneath craggy
mountains, dwarves sing mournful ballads

7
NEW ANCESTRIES
SAVAGE PATHFINDER

AASIMAR
Aasimars are humans with a significant amount of celestial or other good outsider blood
in their ancestry. While not always benevolent, aasimars are more inclined toward acts of
kindness rather than evil, and they gravitate toward faiths or organizations associated with
celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the
child of two apparently human parents.
Most societies interpret aasimar births as good omens, though it must be acknowledged
that some aasimars take advantage of the reputation of their kind, brutally subverting the
expectations of others with acts of terrifying cruelty or abject venality. “It’s always the one
you least suspect” is the axiom these evil aasimars live by, and they often lead double lives as
upstanding citizens or false heroes, keeping their corruption well hidden. Thankfully, these
few are the exception and not the rule.

PHYSICAL DESCRIPTION
Aasimars look mostly human except for some minor physical
trait that reveals their unusual heritage. Typical aasimar features
include hair that shines like metal, jewel-toned eyes, lustrous skin
color, or even glowing, golden halos.

SOCIETY
Aasimars cannot truly be said to have an independent society of
their own. As an offshoot of humanity, they adopt the societal
norms around them, though most find themselves drawn to
those elements of society that work for the redress of injustice
and the assuagement of suffering. This sometimes puts them
on the wrong side of the law in more tyrannical societies,
but aasimars can be careful and cunning when necessary,
able to put on a dissembling guise to divert the attention of
oppressors elsewhere.
While corrupt aasimars may be loners or establish secret
societies to conceal their involvement in crime, righteous
aasimars are often found congregating in numbers as part of
good organizations, especially (though not always) churches and
religious orders.
Relations: It is unclear why the touch of the celestial is felt so
much more strongly in humanity than in those of a different
heritage, though it may be that humanity’s inherent adaptability
and affinity for change is responsible for the evolution of aasimars.
Perhaps the endemic traits of other ancestries are too deeply
bred, too strongly present, and too resistant to change. Whatever
dalliances non-humans may have had with the denizens of the
upper planes, the progeny of such couplings are vanishingly rare
and have never bred true.
Even if they generally tend toward human societies, aasimars
can become comfortable in virtually any environment. They
have an easy social grace and are disarmingly personable.

8
They get on well with half-elves, who share a similar not-quite-
human marginal status, though their relations are often less
cordial with half-orcs, who have no patience for aasimars’
overly pretty words and faces.
Elven courtiers sometimes dismiss aasimars as unsophisticated,
and criticize them for relying on natural charm to overcome faux
pas. Perhaps of all the known ancestries, gnomes find aasimars
most fascinating, and have an intense appreciation for their

Ancestries
varied appearances as well as the mystique surrounding their
celestial heritage.
Religion: For the most part, aasimars favor deities of honor, valor,
protection, healing, and refuge, or simple and prosaic faiths of
home, community, and family. Some also follow the paths
of art, music, and lore, finding truth and wisdom in beauty
and learning.

ADVENTURERS
Aasimars frequently become adventurers, as they often don't
quite feel at home in human society and feel the pull of some
greater destiny.
Languages: Common, Celestial.
„ DARKVISION: Aasimar eyes are able to pierce the darkness.
They ignore penalties for Illumination up to 10” (20 yards).
„ DIPLOMATIC: Aasimar start with a d6 in Persuasion instead of
d4. This increases maximum Persuasion to d12 + 1
„ DAYLIGHT: Summoning celestial light, aasimar can illuminate
an area. Once per day, as a limited free action, the aasimar cast
minor light as an Innate Power.
„ NATIVE OUTSIDER: An aasimar's Type is Outsider rather than
Humanoid.
„ SPIRITED: Aasimar are strong willed and insightful. They start with a d6 in Spirit instead of
a d4. This increases maximum Spirit to d12 + 1.

ALTERNATE ANCESTRAL ABILITIES


„ CELESTIAL CRUSADER: Some aasimars follow their destiny to war against the powers of
ultimate evil. These individuals gain Favored Enemy (Outsider) as per the Range Class
Edge in Pathfinder for Savage Worlds. This replaces Diplomatic.
„ EXALTED RESISTANCE: An aasimar with this ability gains the Arcane Resistance Edge even
if she does not meet the Requirements. This replaces Spirited.
„ HALO: Some aasimar possess the unique ability to manifest halos. These aasimar's Daylight
ability creates a halo shaped light centered on their heads. When the halo is manifested,
the aasimar gains a free reroll on Tests against evil creatures. This trait replaces Darkvision
with Low Light Vision.

9
CATFOLK
SAVAGE PATHFINDER

Catfolk are natural explorers who rarely tire of trailblazing, but such efforts is not limited to the
search for distant lands. Many catfolk see personal growth and development as equally valid
avenues of exploration. Catfolk are curious by nature, and their culture never discourages
inquisitiveness, but rather fosters and encourages it.
Outsiders see them as quirky extroverts, but within catfolk tribes there is no shame attached
to minor peculiarities, eccentricities, or foolhardiness. All but the most inwardly focused
catfolk enjoy being the center of attention, but not at the expense of their tribe, whether it’s the
one the catfolk are born into or the tribe they choose through the bonds of friendship. Catfolk
tend to be both generous and loyal to their family and friends.

PHYSICAL DESCRIPTION
Catfolk are lithe and slender, standing between dwarves and humans in stature. While clearly
humanoid, they possess many feline features, including a coat of soft fine fur, slit pupils,
catlike ears, and a sleek, slender tail. Their fingers terminate in small, sharp, retractable claws,
though they are typically not powerful enough to be used as weapons. Some members of the
species—either by quirk of birth or from years of honing —can use them with deadly effect.
Feline whiskers are not uncommon, and hair and eye color vary greatly.

SOCIETY
While self-expression is an important aspect of catfolk culture, it is mitigated by a strong sense
of community and group effort. The pursuit of personal power never comes before the health
and wellbeing of the tribe. More than one enemy has underestimated this seemingly gentle
people only to discover much too late that their cohesion also provides them great strength.
Catfolk prefer to be led by their most competent members,
usually a council of sub-chieftains chosen through consensus
or election. The sub-chiefs then choose a chieftain to lead in
times of danger and to mediate
disputes among the sub-chiefs.
The chieftain is the most capable
member of the tribe, and is often
magically talented.
Catfolk who settle in more urban and
civilized areas still cling to a similar tribal
structure, but often see friends outside the tribe, even non-
catfolk, as part of their extended tribe. Within adventuring
groups, catfolk who do not consider themselves the obvious
choice as chieftain often defer to the person who most
resembles their cultural ideal of a chieftain.
Relations: Adaptable and curious, catfolk get
along with almost any ancestry that extends
reciprocal goodwill. They acclimate easily
to halflings, humans, and especially elves.
Catfolk and elves share a passionate nature, as
well as a love of music, dance, and storytelling; elven
communities often mentor catfolk tribes, though such
elves are careful not to act in a patronizing manner
toward their feline friends.
Gnomes make natural companions for catfolk, as
catfolk enjoy their strange and obsessive qualities.

10
Catfolk are tolerant of
kobolds as long as the
reptilian beings respect
the catfolk’s boundaries.
The feral nature of orcs stirs
as much puzzlement as it does
revulsion among catfolk, as they
don’t understand orcs’ savagery and

Ancestries
propensity for self-destruction. Half-orcs,
on the other hand, intrigue catfolk, especially
those half-orcs who strive to excel beyond the
deleterious and hateful nature of their savage kin.
Religion: The gods Desna, Cayden Cailean, and
Shelyn all speak to the souls of catfolk, and
many tribes depict the latter two as catfolk
themselves. The quest for self-improvement
has led many an individual to explore
different philosophies, including the
worship of Irori.

ADVENTURERS
Natural born trackers, the hunter-gatherer aspect of their tribes pushes
many catfolk toward occupations as rangers and guides, but such roles don’t
always speak to their love of performance art, be it song, dance, or storytelling.
Catfolk legends also speak of a rich tradition of great sorcerers. Those catfolk
who internalize their wanderlust often become wizards and monks. Catfolk
understand that exploration and self-knowledge can lead down many roads,
and are accepting of nearly all professions and ways of life.

Languages: Common, Catfolk.


„ AGILE:Catfolk are graceful and agile. They start with a d6 in Agility instead of a d4. This
increases maximum Agility to d12 + 1.
„ CAT'S LUCK: Catfolk get a free reroll on failed Evasion rolls.
„ LOW LIGHT VISION: Like other feline creatures, catfolk can see perfectly in low light. They
ignore penalties for Dim and Dark Illumination.
„ SPRINTER: Catfolk increase their running die by one die type.

ALTERNATE ANCESTRAL ABILITIES


„ CAT’S CLAWS: Feral catfolk have stronger and more developed claws than other members
of their species. Catfolk with this ability have a pair of claws that deal Str+d4 damage (see
Natural Weapons in Pathfinder for Savage Worlds). This replaces Agile.
„ NIMBLE FALLER: Some catfolk have an amazing sense of balance and keen knowledge of
their own center of gravity. Catfolk with this ability land on their feet even when they take
damage from a fall. Furthermore, catfolk with this ability reduce falling damage by 1d6 + 1.
This replaces Sprinter.
„ SCENT: These catfolk favor a keen sense of smell over sensitive sight. Catfolk with this
ability ignore up to 4 points of penalties when attacking foes hidden by magical darkness,
invisibility or similar abilities. This replaces Low Light Vision.

11
DHAMPIRS
SAVAGE PATHFINDER

The half-living children of vampires and human females, dhampirs are progenies of tragedy.
The circumstances of a dhampir’s conception are often called into question but scarcely
understood, as few mothers survive the childbirth. Those who do often abandon their children
and refuse to speak of the matter. While some speculate dhampirs result when mortals couple
with vampires, others claim they form when a pregnant woman suffers a vampire bite.
Some particularly zealous scholars even contest dhampirs’ status as a unique ancestry,
instead viewing them as humans suffering from an unholy affliction. Indeed, this hypothesis
is strengthened by dhampirs’ seeming inability to reproduce, their offspring are inevitably
humans. Regardless, they live and die just like any other mortal creatures, despite possessing
a supernatural longevity akin to that of elves.
Hardship and suffering fill a dhampir’s formative years. Most grow up as orphans, and
despite their exquisite features, they face a lifetime of prejudice, mistrust, fear, and persecution.
Humans who witness the nature of a dhampir child’s supernatural powers or sensitivity to
daylight display an array of reactions ranging from awe to terror to outright hatred.
Eventually, a dhampir must learn to cope with these difficulties and find his place in the
world. Dhampirs keep few, if any, close companions. Even with those they feel attached to,
most dhampirs are sullen and reserved. Some fear the persecution heaped upon them may
be transferred to their companions, whereas others worry their own bloodlust will one day
overwhelm them and they’ll inadvertently turn upon their friends.

PHYSICAL DESCRIPTION
Tall and slender and with well-defined musculature, dhampirs
look like statuesque humans of unearthly beauty. Their hair,
eye, and skin colors resemble unnerving versions of their
mothers’; many possess a ghastly pallor, particularly in
the sunlight, while those with dark complexions often
possess skin the color of a bruise.
While many dhampirs can pass as humans, their
features are inevitably more pronounced and they
move with an unnaturally fluid grace. All
dhampirs have elongated incisors. While not
true fangs, these teeth are sharp enough to
draw blood, and many suffer a desire to
indulge in sanguinary delights, despite
the fact that it provides no physical benefit.

SOCIETY
Dhampirs have no culture of their own,
nor do they have any known lands or even
communities. Often born in secret and abandoned
at orphanages or left to die, they tend to live
solitary lives. Individuals acquire the cultural
beliefs and teachings of the regions in which they
grew up, and adopt additional philosophies over the
course of their lives. This ability to adapt to a verity
of circumstances provides dhampirs with a social
camouflage that hides them from both predators
and prey.

12
Relations: As dhampirs are scions of evil, few outsiders view them
favorably. They share an affinity for those half-breeds whose ancestry
also sets them apart from human society, particularly tieflings
and half-orcs. Humans view them with a combination of fear and
pity, though such feelings often devolve into hatred and violence.
Others, such as dwarves, elves, and halflings, simply shun them.
Religion: Dhampirs who become vampire hunters tend to
worship Sarenrae or Pharasma, depending on their moral

Ancestries
stance. Those who have spiraled into evil and embraced
their undead heritage typically worship
the demon lord Zura the Vampire Queen or
Urgathoa, goddess of the undead.

ADVENTURERS
The life of an adventurer comes naturally to most dhampirs,
since constant persecution condemns many to spend their
days wandering. Regardless of their reasons, most
dhampirs simply feel more at home on the road
than in a settlement.
Almost universally, those inclined toward
magic pursue the field of necromancy,
though dhampir alchemists have been
known to obsess over transforming their own
bodies with potions and mutagens.
Languages: Common.
„ AGILE: Dhampir are graceful and agile. They start with a d6 in Agility
instead of a d4. This increases maximum Agility to d12 + 1.
„ DETECT UNDEAD: As a limited action, a dhampir can sense undead within 20"
(40 yards). As a limited free action, the dhampir knows the number of undead
and can estimate how powerful each one is.
„ LIGHT SENSITIVE: Dhamphir suffer a –1 on Trait rolls requiring sight while in bright light.
„ NIGHT VISION: Dhampir ignore all penalties for illumination.
„ REDUCED VITALITY: Dhampir suffer –1 Toughness.
„ UNDEAD RESISTANCE: Damphirs get a free reroll to resist contracting diseases and are
immune to Energy Drain (see Energy Drain in Pathfinder for Savage Worlds).

ALTERNATE ANCESTRAL ABILITIES


„ DAYBORN: A few dhampirs were born during the day under the blessings of priests, and their
blood has weaker ties to their undead bloodline than others. Such dhampirs are unhindered
by daylight and lose Light Sensitivity and replace Night Vision with Low Light Vision.
„ FANGS: On occasion, a dhampir may inherit his father’s lengthy canines. These dhampir
can make bite attacks dealing Str+d4 damage (See Natural Weapons in Pathfinder for Savage
Worlds). This replaces Undead Resistance.
„ VAMPIRIC EMPATHY: Though dhampirs often relate poorly to humanoids, some share an
affinity with baser creatures. These dhampirs gain the ability to communicate with bats,
rats, and wolves. In addition, they get a free reroll on failed Persuasion rolls when dealing
with these animals. This replaces Detect Undead.

13
GOBLINS
SAVAGE PATHFINDER

Goblins are a race of childlike creatures with a destructive and voracious nature that makes
them almost universally despised. Weak and cowardly, goblins are frequently manipulated or
enslaved by stronger creatures that need destructive, disposable foot soldiers. Those goblins
that rely on their own wits to survive live on the fringes of society and feed on refuse and the
weaker members of more civilized races. Most other races view them as virulent parasites that
have proved impossible to exterminate.
Goblins can eat nearly anything, but prefer a diet of meat and consider the flesh of humans
and gnomes a rare and difficult-to-obtain delicacy. While they fear the bigger races, goblins’
short memories and bottomless appetites mean they frequently go to war or execute raids
against other races to sate their pernicious urges and fill their vast larders.

PHYSICAL DESCRIPTION
Goblins are short, ugly humanoids. Their scrawny bodies are topped with oversized and
usually hairless heads with massive ears and beady red or occasionally yellow eyes. Goblins’
skin tone varies based on the surrounding environment; common skin tones include green,
gray, and blue, though black and even pale white goblins have been sighted. Their voracious
appetites are served well by their huge mouths filled with jagged teeth.

SOCIETY
Violent but fecund, goblins exist in primitive tribal structures with constant shifts in power.
Rarely able to sustain their needs through farming or hunting and gathering, goblin tribes
live where food is abundant or near places they can steal it from. Since they're incapable of
building significant fortifications and have been driven out of most easily accessible locations,
goblins tend to live in unpleasant and remote locations, and their poor building and planning
skills ensure they dwell primarily in crude caves, ramshackle villages, and abandoned
structures.
Few goblins are good with tools or skilled at farming, and the rare items of any value
that they possess are usually cast-off implements from humans or other civilized cultures.
Goblins’ appetites and poor planning lead to small tribes dominated by the strongest
warriors. Even the hardiest goblin leaders quickly find out that their survival depends on
conducting frequent raids to secure sources of food and kill
off the more aggressive youth of the tribe. Both goblin men
and women are ugly and vicious, and both sexes are
just as likely to rise to positions of power in a tribe.
Goblin babies are almost completely self-sufficient
not long after birth, and such infants are treated
almost like pets. Many tribes raise their children
communally in cages or pens where adults can largely
ignore them. Mortality is high among young goblins,
and when the adults fail to feed them or food runs low,
youths learn at an early age that cannibalism is
sometimes the best means of survival in a
goblin tribe.
Relations: Goblins tend to view other beings as
sources of food, which makes for poor relations with
most civilized races. Goblins often survive on the fringes of
human civilization, preying on weak or lost travelers and
occasionally raiding small settlements to fuel their voracious
appetites. They have a special animosity toward gnomes,

14
and celebrate the capturing or killing of such victims with a feast.
Of the most common races, half-orcs are the most tolerant
of goblins, sharing a similar ancestry and experiencing
the same hatred within many societies. Goblins are mostly
unaware of half-orcs’ sympathy, however, and avoid them
because they are larger, meaner, and less flavorful than
other humanoids.
Religion: Goblins are greedy, capricious, and destructive

Ancestries
by nature, and thus most are neutral or chaotic evil.
When they bother to worship, goblins follow the goddess
Lamashtu and to a lesser extent the four barghest hero-
gods, Hadregash, Venkelvore, Zarongel, and Zogmugot.

ADVENTURERS
Goblin adventurers are usually curious and inclined to explore the world,
though they're often killed by their own foolish misdeeds or hunted down
for their random acts of destruction. Their pernicious nature makes
interacting with civilized races almost impossible, so goblins tend to
adventure on the fringes of civilization or in the wilds.
Adventurous individuals who survive long enough often ride goblin dogs or other exotic
mounts, and focus on archery to avoid close confrontation with larger enemies. Goblin
spellcasters prefer fire magic and bombs over almost all other methods of spreading mayhem.
Languages: Common, Goblin.
„ AGILE: Goblins are fast and agile. They start with a d8 in Agility instead of a d4. This increases
maximum Agility to d12 + 2.
„ CAPABLE RIDER: Goblins start with a d6 in Riding instead of a d4. This increases maximum
Riding to d12 + 1.
„ DARKVISION: Goblin eyes are able to pierce the darkness. They ignore penalties for
Illumination up to 10” (20 yards).
„ OUTSIDER (Major): Almost every non-goblin culture is suspicious of goblins. They subtract
2 from all Persuasion rolls and are often bullied by others.
„ SIZE −1: Averaging roughly three feet tall, goblins reduce their Size and Toughness by 1.
„ SNEAKY: Goblins start with a d6 in Stealth instead of a d4. This increases maximum Stealth
to d12 + 1.

ALTERNATE ANCESTRAL ABILITIES


„ EAT ANYTHING: Raised with little or no proper food, many goblins have learned to survive
by eating whatever they happen across and can digest nearly anything without getting
sick. Goblins with this ability get a free reroll on Survival checks to forage for food and a +2
bonus on Vigor checks caused by consuming toxic substances. This ancestral ability replaces
Capable Rider.
„ HARD HEAD, BIG TEETH: Goblins are known for their balloonlike heads and enormous maws,
but some have even more exaggeratedly large heads filled with razor-sharp teeth. Goblins
with this trait gain a bite (Str+d4). This ancestral ability replaces Sneaky.
„ OVER-SIZED EARS: While goblins’ ears are never dainty, these goblins have freakishly large
ears capable of picking up even the smallest sounds. Goblins with this ancestral ability start
with a d6 in Perception instead of a d4. This increases maximum Perception to d12 + 1. This
replaces Capable Rider.
15
TIEFLINGS
SAVAGE PATHFINDER

Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends.
With otherworldly blood and traits to match, tieflings are often shunned and despised out of
reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced
their curse occurred generations earlier. The taint is long-lasting and persistent, often
manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon.
Despite their fiendish appearance and netherworld origins, tieflings have a human’s capacity
for choosing their fate, and while many embrace their dark heritage and side with fiendish
powers, others reject their darker predilections. Though the power of their blood calls nearly
every tiefling to fury, destruction, and wrath, even the spawn of a succubus can become a saint
and the grandchild of a pit fiend an unsuspecting hero.

PHYSICAL DESCRIPTION
No two tieflings look alike; the fiendish blood running through their veins manifests
inconsistently, granting them an array of fiendish traits. One might appear as a human with
small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of
fangs, tiny wings, and claws, and yet another might possess the perpetual smell of blood, foul
incenses, and brimstone. Typically, these qualities hearken back in some way to the manner of
fiend that spawned the tiefling’s bloodline, but even then the admixture of human and fiendish
blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in tieflings is a
thing of wonder, running the gamut from oddly beautiful to utterly terrible.

SOCIETY
Tieflings on the Material Plane rarely create their own settlements and holdings. Instead,
they live on the fringes of the land where they were born or choose to settle. Most societies
view tieflings as aberrations or curses, but in cultures where there are
frequent interactions with summoned fiends, and especially where
the worship of demons, devils, or other evil outsiders is legal or
obligatory, tieflings might be much more populous and accepted,
even cherished as blessings of their fiendish overlords.
Tieflings seldom see another of their own
kind, and so usually simply adopt the
culture and mannerisms of their human
parents. On other planes, tieflings form
enclaves of their own kind. Often such
enclaves are less than harmonious—the diversity
of tiefling forms and philosophies is an inherent
source of conflict between them, and cliques
and factions constantly form in an ever-shifting
hierarchy where only the most opportunistic or
devious gain advantage. Only those of common
bloodlines or those who manage to divorce their
worldview from the inherently selfish, devious,
and evil nature of their birth manage to find true
acceptance, camaraderie, and common ground
among others of their kind.
Relations: Tieflings face a significant amount of
prejudice from most other cultures, who view them as
fiend-spawn, seeds of evil, monsters, and lingering curses
placed upon the world. Far too often, civilized ancestries shun
or marginalize them, while more monstrous ones simply fear
16
and reject them unless forced or cowed into acceptance.
But half-elves, half-orcs, and — most oddly — aasimars
tend to view them as kindred spirits who are too often
rejected or who don’t fit into most societies by virtue
of their birth. The widespread assumption that tieflings are
innately evil — ill-founded though i t may be —
prevents many from easily fitting into
most cultures on the Material Plane

Ancestries
except in exceedingly cosmopolitan or
planar-influenced nations.
Religion: Though many creatures just assume
tieflings worship devils and demons, their
religious views are as varied as their physical forms.
Individual tieflings worship all manner of deities, but
they are just as likely to shun religion all together. Those
who give in to the dark whispers that haunt the psyche of
all tieflings serve all manner of powerful fiends.

ADVENTURERS
Tieflings rarely integrate into the mortal societies they
call home. Drawn to the adventuring life as a method of
escape, they hope to make a better life for themselves,
to prove their freedom from their blood’s taint, or to
punish a world that fears and rejects them.
Languages: Abyssal, Common, and Infernal.
„ DARKVISION: Tieflings ignore penalties for Illumination up to 10” (20 yards).
„ DARKNESS: Calling on the shadows, a tiefling can darken an area. Once per day as a limited
free action, the tiefling can cast minor darkness as an Innate Power
„ FIENDISH SORCERY:Tiefling sorcerers with the Abyssal or Infernal bloodlines are count as
one Rank higher when taking the Advanced Bloodline Edge .
„ INTELLIGENCE: Tieflings start with a d6 in Smarts instead of a d4. This increases maximum
Smarts to d12 + 1.
„ NATIVE OUTSIDER: A tiefling's Type is Outsider rather than Humanoid.

ALTERNATE ANCESTRAL ABILITIES


„ FIENDISH SPRINTER: Some tieflings have feet that are more bestial than human. Whether
their feet resemble those of a clawed predator or are the cloven hooves common to many of
their kind, these tieflings gain the Fleet-Footed Edge. This replaces Intelligence.
„ PREHENSILE TAIL: Many tieflings have tails, but some have long, flexible tails that can be
used to carry items. While they cannot wield weapons with their tails, they can use them to
retrieve small, stowed objects carried on their persons as a free action. This replaces Fiendish
Sorcery.
„ VESTIGIAL WINGS: Some tieflings possess a pair of undersized, withered, or stunted wings
like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like
those of a bat. Other times they are covered with a scattering of black, red, or violet feathers.
Rare manifestations can take even more bizarre forms. These wings provide limited lift,
allowing her to fly at Pace 6. She must make a Vigor roll at the end of every round spent
flying or take Fatigue. This replaces Fiendish Sorcery.

17
EXPANDED ANCESTRIES
SAVAGE PATHFINDER

DWARVES
Dwarves are a stoic but stern people, ensconced in cities carved from the hearts of mountains
and fiercely determined to repel enemies, like orcs and goblins. Dwarves have acquired a
reputation as dour and humorless artisans of the earth. It could be said their history shapes the
dark disposition of many dwarves, for they reside in high mountains and dangerous realms
below the earth, constantly at war with giants, goblins, and other such horrors.
Dwarves are lovers of history and tradition, and their long lifespan leads to far less in the way
of generational shifts in attitudes, styles, fashions, and trends. If a thing is not broken, they
do not fix it or change it; and if it is broken, they fix it rather than replace it. Thrifty as a rule,
dwarves are loath to discard anything unless it is truly ruined and unable to be fixed.
At the same time, dwarves’ meticulous, near-obsessive attention to detail and durability in
their craftsmanship makes that a rare occurrence, as the things they make are built to last. As
a result, virtually everything made by dwarves still sees regular use at an age when such items
would be relegated to museum pieces, dusty antique shelves, or junkyard fodder by other
ancestries. Together, these traits create the impression that dwarves are a people frozen in time.
Nothing could be further from the truth, as dwarves are both thoughtful and imaginative,
willing to experiment, if keen to refine and perfect a new technique or product before moving
on. Dwarves have achieved feats of metallurgy, stonework, and engineering that have
consistently outpaced the advances of other societies, though some non-dwarves have used
magic to supplement and perfect their own creations to achieve the same ends.
They're also typified by stubborn courage and dedication to seeing tasks through to
completion, whatever the risks. These traits led dwarves to explore and settle in environments
that would cause others to retreat. From the depths of the underworld to the highest
mountain peaks, from rusting iron citadels along rocky coasts to squat jungle ziggurats,
dwarves have established their enclaves and redoubts, holding them against all
comers or perishing to the last and leaving only their enduring monuments.
It is said that dwarves are not venturesome or inventive,
although, in reality they maintain a focus on and
dedication to each task they undertake and vet changes
thoroughly before adopting them wholeheartedly.
When faced with new circumstances and new
needs, they react by applying tried and true tools
and techniques systematically, using existing
methods whenever possible
If necessity requires, they throw themselves
with equal vigor into developing
the next perfect procedure for
demolishing the obstacles that get
in their way. Once their desired
goal is obtained, they focus on
consolidating each new piece of
territory or conceptual advance.
Dwarves thus rarely overextend
themselves, but they also may miss
opportunities to seize the initiative and
maximize the advantages they create.

18
PHYSICAL DESCRIPTION
Dwarves are short and stocky, and stand about a foot
shorter than most humans, with wide, compact
bodies that account for their burly appearance.
They pride themselves on the long length of
their hair, and men often decorate their beards
with a variety of clasps and intricate braids.
Clean-shavenness on a male dwarf is a sure sign

Ancestries
of madness, or worse — no one familiar with
their culture trusts a beardless dwarven man.

SOCIETY
The distances between dwarves’ mountain
citadels account for many of the cultural
differences within their society. Despite these
schisms, dwarves are characterized by their
love of stonework, passion for stone- and metal-
based craftsmanship and architecture, and their
fierce hatred of giants, orcs, and goblinoids.
In some remote enclaves where these enemies
are uncommon or unheard of, dwarves’ fixation
on security combined with their pugnacious nature
leads them to find enemies or at least rivals wherever they settle. While they are
not militaristic, they learned long ago that those without axes can be hewn apart by them,
and thus all dwarves are schooled to be ready to enforce their rights and claims by force.
When their patience with diplomacy is exhausted, dwarves adopt what they call “aggressive
negotiations.”
Dwarves are driven by honor and tradition. While they are often stereotyped as standoffish,
they have a strong sense of friendship and justice, and those who win their trust understand
that while they work hard, they play even harder—especially when good ale is involved.
Relations: Dwarves and orcs have long dwelt in proximity to one another, and share a long
history of violence. Dwarves generally distrust and shun half-orcs. They find elves, gnomes,
and halflings to be too frail, flighty, or “pretty” to be worthy of proper respect. It is with
humans that dwarves share the strongest link, for humans’ industrious nature and hearty
appetites come closest to matching those of the dwarven ideal.

ADVENTURERS
Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth
with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels.

ALTERNATE ANCESTRAL ABILITIES


„ MINESIGHT: Dwarves with this ability gain Night Vision; however, they are automatically
Shaken when exposed to bright light and suffer –1 on sight based rolls while remaining in
bright light. This replaces Darkvision.
„ ROCK STEPPER: Dwarves with this ability can skillfully negotiate rocky terrain. They can
ignore Difficult Ground created by rubble, broken ground, steep stairs or similar effects.
This ability replaces Stonecunning.
„ STONESINGER: Some dwarves’ affinity for the earth grants them greater powers. When
spending a Benny to reroll arcane skill rolls, add +2 to the total. This only applies when
activating a power with an earth or stone trapping. This replaces Stonecunning.
19
ELVES
SAVAGE PATHFINDER

The long-lived elves are children of the natural world. They seek to live in balance with the
wild and understand it better than most other mortals. Some of this understanding is mystical,
but an equal part comes from the elves’ long lifespans. Elves can expect to remain active in
the same locale for centuries. By necessity, they must learn to maintain sustainable lifestyles,
and this is most easily done when they work with nature, rather than bending it to their will.
Elves value their privacy and traditions, and while they are often slow to make friends at both
the personal and national levels, once an outsider is accepted, the resulting alliances can last
for generations. Elves take joy in forging alliances with those that share or exceed their long
lifetimes, and often work to befriend dragons, outsiders, and fey. Those who spend their lives
among the short-lived, on the other hand, often develop a skewed perception of mortality and
become morose, the result of watching wave after wave of companions die before their eyes.

PHYSICAL DESCRIPTION
Generally taller than humans, elves possess a graceful, slender physique. It is a mistake
to consider them weak or feeble, as the thin limbs of an elf can contain surprising power.
Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils.
The coloration of elves varies wildly as their coloration often matches their surroundings.
Although, elves of a single community may appear quite similar. Forest-dwelling elves often
have variations of green, brown, and tan in their hair, eye, and even skin tones.
Elves’ bodies change over time, taking on a physical representation
of their mental and spiritual states. Additionally, those who dwell
in a region for a long period of time find themselves physically
adapting to match their surroundings, such as taking on coloration
that reflects the local environment.

SOCIETY
Many elves feel a bond with nature and strive to live in harmony
with the natural world. When driven to live in harsher climates,
they work hard to protect and shepherd the region’s bounty, and
learn how to maximize what can be harvested. When they can carve
out a sustainable, reliable life in deserts and wastelands, they take
pride as a society in the accomplishment.
Elves have an innate gift for craftsmanship and artistry, especially when
working in wood, bone, ivory, or leather. Most find manipulating earth
and stone to be distasteful, and prefer to avoid forging, stonework, and
pottery. When such work must be done, regardless of their craftsmanship,
such “dirt-wrights” are generally seen by other elves as being a bit off.
Elves also have an appreciation for the written word, magic, and
painstaking research. Arcane research and accomplishment are seen as
both practical goals, in line with being a soldier or architect, and artistic
endeavors as great as poetry or sculpture. Within elven society, wizards
are held in extremely high regard as masters of an art both powerful and
aesthetically valued. Other spellcasters are not disdained, but do not
gain the praise lavished upon elven wizards.
Relations: Elves are prone to writing off outsiders as rash and impulsive,
yet on an individual level, they are excellent judges of character. In many
cases an elf will come to value a specific member of another culture, seeing
that individual as deserving and respectable, while still dismissing their
ancestry as a whole. If called on this behavior, the elf often doesn’t

20
understand why his “special friend” is
upset the elf has noticed the friend is
“so much better than the rest of his kind.”
Even elves who see such prejudice for what
it is must constantly watch themselves
to prevent such views from coloring
their thinking.
Elves are not foolish enough to dismiss all

Ancestries
aspects of other cultures. An elf might not
want a dwarf neighbor, but would be the first
to acknowledge dwarves’ skill at smithing
and their tenacity in facing orc threats. Elves
regard gnomes as strange (and sometimes
dangerous) curiosities, but regard their magical
talent as being worthy of praise and respect.
Halflings are often viewed with a measure of pity,
for these small folk seem to the elves to be adrift,
without a traditional home. Elves are fascinated
with humans, who seem to live in a few short
years as full a life as an elf manages in centuries.
In fact, many elves become infatuated with
humans, as evidenced by the number of half-elves in
the world. Elves have difficulty accepting crossbreeds of
any sort and usually disown such offspring. They similarly
regard half-orcs with distrust and suspicion.
Religion: Elves prefer deities who share their love of the mystic
qualities of the world—Desna and Nethys are particular favorites, the
former for her wonder and love of the wild places, and the latter for his mastery of magic.
Calistria is perhaps the most notorious of elven deities, for she represents elven ideals taken to
an extreme. Elves accept in Calistria (and her priests) behavior they would denounce in others,
because Calistria is clearly (to elves’ perceptions) serving as an example of personal artistry
and freedom of expressions, rather than seeking some base physical gratification.

ADVENTURERS
Many elves embark on adventures out of a desire to explore the world, leaving their secluded
realms to reclaim forgotten magic or search out lost kingdoms. This need is accepted as a
natural part of becoming mature and experienced individuals. For elves raised among humans,
however, life within their homes—watching friends and family swiftly age and die—is often
stifling, and the ephemeral and unfettered life of an adventurer holds a natural appeal.

ALTERNATE ANCESTRAL TRAITS


„ DESERT RUNNER: Some elves thrive in deserts, forever roaming across burned and parched
lands. These elves get a free reroll to avoid Fatigue, Exhaustion, or other ill effects from
forced marches, starvation, thirst, or hot or cold environments. This replaces Elven Magic.
„ DREAMSPEAKER: A few elves have the ability to tap into the power of sleep, dreams, and
prescient reverie. An elf with this ability adds +1 to rolls made to resist suffering Fatigue
from lack of sleep. In addition, each night the elf can send his consciousness into the mind
of a dreamer he knows. The character can deliver a message before returning to his body.
The recipient remembers the message perfectly upon waking up. This replaces Keen Senses.
„ URBANITE: Elves living in cities for more than a century learn the ebb and flow of social
situations. These elves get a free reroll when Networking. This replaces Keen Senses.

21
GNOMES
SAVAGE PATHFINDER

Gnomes are distant relatives of the fey, and their history tells of a time when they lived in the
fey’s mysterious realm, a place where colors are brighter, the wildlands wilder, and emotions
more primal. Unknown forces drove gnomes from that realm long ago, forcing them to seek
refuge in this world; despite this, the gnomes have never completely abandoned their fey roots.
Gnomes are often driven by passions and desires that non-gnomes see as eccentric at best,
and nonsensical at worst. A gnome may risk his life to taste the food at a giant’s table, to reach
the bottom of a pit just because it would be the lowest place he’s ever been, or to tell jokes to a
dragon—and to the gnome those goals are as worthy as researching a new spell, gaining vast
wealth, or putting down a powerful evil force. While such apparently fickle and impulsive
acts are not universal among gnomes, they are common enough for the cultures as a whole to
have earned a reputation for being impetuous and at least a little mad.
Gnomes are often amazed how alike other common, civilized cultures are. It seems stranger
to a gnome that humans and elves share so many similarities than that the gnomes do not.
Indeed, gnomes often confound their allies by treating everyone who is not a gnome as part
of a single, vast non-gnome collective.

PHYSICAL DESCRIPTION
Gnomes generally stand just over three feet in height. Though their diminutive stature reduces
their ability to move quickly, gnomes often train to take advantage of their size, especially
when fighting foes larger than themselves.
The coloration of gnomes varies so wildly that many outsiders assume gnomes commonly
use dyes and illusions to change their skin and hair tones. While gnomes are certainly not
above cosmetic enhancement, their natural hues truly range over a rainbow of coloration.
Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant
green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly,
their flesh tones range from earthy browns to floral pinks, and gnomes with black, pastel blue,
or even green skin are not unknown. Gnomes’ coloration has little regard for heredity, with
the color of a gnome’s parents having no apparent bearing on the gnome’s appearance.
Gnomes possess highly mutable facial characteristics, and their proportions often
don’t match the norm of other humanoids. Many have overly large mouths and
eyes, an effect which can be both disturbing and stunning, depending on
the individual. Others may have extremely small features
spread over an otherwise blank expanse of face, or may
mix shockingly large eyes with a tiny, pursed mouth
and a pert button of a nose. Gnomes rarely take
pride in or show embarrassment about their
features, but outsiders often fixate on a gnome’s
most prominent feature and attempt to use it
as the focus of insults or endearments.

SOCIETY
Gnomes do not generally organize themselves within
classic societal structures. Gnome cities are unusual and
gnome kingdoms almost unknown. Further,
gnomes have no particular tendency to gather in
specific neighborhoods even when a large number of
them live among other ancestries. While specific
laws meant to contain the potential impact of gnomes on a
society may require a “gnome quarter,” and societal pressure

22
sometimes causes all non-gnomes to move away from
areas with high gnome populations, left to their own
devices, gnomes tend to spread evenly throughout
communities that allow them.
Whimsical creatures at heart, they typically travel alone
or with temporary companions, ever seeking new and
more exciting experiences. They rarely form enduring
relationships, instead pursuing crafts, professions, or

Ancestries
collections with a passion that borders on zealotry. If a
gnome does settle in an area or stay with a group for a
longer period, it is almost always the result of some
benefit that area gives to a vocation or obsession to
which the gnome had dedicated himself.
Despite their varied backgrounds and lack of a
unifying homeland, gnomes do possess some common
cultural traits. Males have a strange fondness for unusual
hats and headgear, often wearing the most expensive
and ostentatious head-covering they can afford. Females
rarely cover their heads, but proudly wear elaborate and
eccentric hairstyles that often include jeweled combs
and headpieces.
Relations: Gnomes have difficulty interacting with the
others, on both emotional and physical levels. In many ways the very fact other cultures
see gnomes as odd is itself the thing gnomes find most odd. When two gnomes encounter
one another, they generally assume some mutually beneficial arrangement can be reached,
no matter how different their beliefs and traditions may be. The inability or unwillingness
of members of other cultures to make the same effort when dealing with gnomes is both
frustrating and confusing to most gnomes.
In many ways, it is gnomes’ strong connection to a wide range of apparently unconnected
ideas that makes it difficult for other races to build relationships with them. Gnome humor,
for example, is often focused on physical pranks, nonsensical rhyming nicknames, and efforts
to convince others of outrageous lies that strain all credibility. Gnomes find such efforts
hysterically funny, but their pranks often come across as malicious or senseless to other races,
while gnomes in turn tend to think of the taller races as dull and lumbering giants.
Gnomes get along reasonably well with halflings and humans, who at least have some
traditions of bizarre, gnomelike humor. Gnomes generally feel dwarves and half-orcs need
to lighten up, and attempt to bring levity into their lives with tricks, jokes, and outrageous
tales the more dour races simply cannot see the sense of. Gnomes respect elves, but often grow
frustrated with the slow pace at which members of the long-lived race make decisions. To
gnomes, action is always better than inaction, and many gnomes carry several highly involved
projects with them at all times to keep themselves entertained during rest periods.

ALTERNATE ANCESTRAL TRAITS


„ ETERNAL HOPE: Gnomes rarely lose hope and are always confident that even hopeless
situations will work out. Gnomes with this ability add +1 to their Fear checks. This replaces
Keen Senses.
„ GIFTOF TONGUES: Gnomes love languages and learning about those they meet. Gnomes
with this ability know two additional languages of their choice. This replaces Obsessive.
„ WARDEN OF NATURE: Gnomes must often protect their homes against unnatural or
pestilential infestations. These gnomes gain +1 Parry against Aberrations, Oozes, and Vermin
because of their special training. This replaces Obsessive.
23
HALF–ELVES
SAVAGE PATHFINDER

Since the two first came into contact with each other, humans have held up elves as models
of physical perfection, seeing in these fair folk idealized versions of themselves. For their part,
many elves find humans attractive despite their comparatively barbaric ways, and are drawn
to the passion and impetuosity with which they play out their brief lives.
Sometimes this mutual infatuation leads to romantic relationships. Though usually short-
lived, even by human standards, such trysts may lead to the birth of half-elves, an ancestry
descended from two cultures yet inheritor of neither. Half-elves can breed with one another,
but even these tend to be viewed as bastards by humans and elves alike. Caught between
destiny and derision, half-elves often view themselves as the middle children of the world.

PHYSICAL DESCRIPTION
Half-elves stand taller than humans but shorter than elves. They inherit the lean build and
comely features of their elven lineage, but their skin color is normally dictated by their human
side. While half-elves retain the pointed ears of elves, theirs are more rounded and less
pronounced. Their eyes tend to be humanlike in shape, but feature an exotic range of colors
from amber or violet to emerald green and deep blue.
This pattern changes for half-elves of drow descent. Such elves are almost unfailingly marked
with the white or silver hair of the drow parent, and more often than not have dusky gray skin
that takes on a purplish or bluish tinge in the right light, while their eye color usually favors
that of the human parent.

SOCIETY
Their lack of a unified homeland and culture forces half-elves to remain
versatile, able to conform to nearly any environment. While often considered
attractive to elves and humans,, half-elves rarely fit in with either. This lack
of acceptance weighs heavily on many half-elves, yet others are bolstered
by their unique status, seeing in their lack of a formalized culture the
ultimate freedom.
Even half-elves welcomed by one side of their heritage often
find themselves caught between cultures, as they are encouraged,
cajoled into taking on diplomatic responsibilities between humans
and elves.
Relations: Half-elves understand loneliness, and know that
character is often less a product of their bloodline than of life
experience. As such, they are less likely than most to rely on
first impressions when forming opinions of new acquaintances.
Those humans who admire elvenkind see half-elves as a living
link or bridge between the two. But this attitude often foists unfair
expectations upon half-elves, and quickly turns to derision when
they do not live up to the destinies others set for them. Additionally,
half-elves raised by or in the company of elves often have the
human half of their parentage dubbed as something to overcome.
Among other cultures, half-elves form unique and often
unexpected bonds. Dwarves, despite their traditional mistrust
of elves, see a half-elf’s human parentage as something
hopeful, and treat them as half-humans rather than half-elves.
Additionally, the lifespan of dwarves is closer to a half-elf’s
own than that of either of her parents. As a result, half-elves
and dwarves often form lasting bonds.

24
Gnomes and halflings often see half-elves
as a curiosity. Those half-elves who have
seen themselves pushed to the edges of
society, truly without a home, typically
find gnomes and halflings frivolous
and worthy of disdain, but secretly
envy their seemingly carefree ways.
Clever and enterprising gnomes and halflings

Ancestries
sometimes partner with a half-elf for adventures
or even business ventures, using the half-elf’s
participation to lend their own endeavors an air of
legitimacy that they cannot acquire on their own.
Perhaps the most peculiar and dichotomous relations
exist between half-elves and half-orcs. Those half-
orcs and half-elves who were raised among their
non-human kin normally see one another as
hated and ancient foes. Half-elves who have been
marginalized by society feel a deep, almost instant
kinship with half-orcs, knowing their burdens
are often that much harder because of their
appearance and somewhat brutish nature.
Not all half-orcs are inclined or able to
understand such empathy, but those who
do often find themselves with a dedicated
diplomat, liaison, and apologist. For their
own part, half-orcs usually return the favor by acting
as bodyguards and take on other roles suited to their
brawny forms.
Religion: Half-elves’ lack of a unified culture makes them
less likely to turn to religion, but those who do generally follow the common faiths of their
homeland.
Some half-elves feel the pull of the divine but live beyond the formal religious instruction of
society. Such individuals often worship ideas and concepts like freedom, harmony, or balance,
or the primal forces of the world. Still others gravitate toward long-forgotten gods, finding
comfort and kinship in the idea that even deities can be overlooked.

ADVENTURERS
Half-elves tend to be itinerants, wandering in search of a place to call home. The desire to
prove themselves to the community and establish a personal identity — or even a legacy —
drives many half-elf adventurers to lives of bravery. Despite their longevity, some half-elves
claim they perceive the passage of time more like humans than elves, and are driven to amass
wealth, power, or fame early on in life so they may spend the rest of their years enjoying it.

ALTERNATE ANCESTRAL ABILITIES


„ DROW MAGIC: A few half-elves with drow ancestry exhibit the innate magic of their ancestors.
They have 1 Power Point and can cast darkness, using their Smarts (or arcane skill if they have
one) to activate this power. This replaces Elven Magic.
„ WARY: Many half-elves have spent their long lives moving from place to place, often driven
out by the hostility of others. Such experiences have made them wary of others’ motivations.
These half elves get a free reroll when deceiving others or attempting to detect when they are
being deceived. They also gains the Suspicious (Minor) Hindrance, but not any Hindrance
points.
25
HALF–ORCS
SAVAGE PATHFINDER

Half-orcs are seen as monstrosities, the result of perversion and violence—whether or not this
is actually true. Half-orcs are rarely the result of loving unions, and as such are usually forced
to grow up hard and fast, constantly fighting for protection or to make names for themselves.
A few feared, distrusted, and spat-upon half-orcs manage to surprise their detractors with
great deeds and unexpected wisdom—though sometimes it’s easier just to crack a few skulls.
Some half-orcs spend their entire lives proving to full-blooded orcs that they are just as fierce.
Others try to blend into human society, constantly demonstrating they aren’t monsters.
Their need to always prove themselves worthy encourages half-orcs to strive for power and
greatness within the society around them.

PHYSICAL DESCRIPTION
Half-orcs average around six feet tall, with powerful builds and greenish or grayish skin.
Their canine teeth often grow long enough to protrude from their mouths, and these “tusks,”
combined with heavy brows and slightly pointed ears, give them their notoriously bestial
appearance. While half-orcs may be impressive, few ever describe them as beautiful. Despite
these obvious orc traits, half-orcs are as varied as their human parents.

SOCIETY
Unlike half-elves, half-orcs get the worst of both worlds: physically weaker than orcs, they also
tend to be feared by humans who don’t bother making the distinction between full orcs and
halfbloods. Even on the best of terms, half-orcs in civilized societies are not exactly accepted,
and tend to be valued only for their physical abilities. On the other hand, orc leaders have
been known to deliberately spawn half-orcs, as the halfbreeds make
up for their lack of physical strength with increased cunning and
aggression.
Within orc tribes, half-orcs find themselves striving to
prove their worth with feats of strength.
These half-orcs are likely to file
their tusks and cover themselves
in tribal tattoos. Tribal leaders
quietly recognize that
half-orcs are more
clever than most
orcs and often
apprentice them to
the tribe’s shaman.
Apprenticeship to a
shaman is a brutal
and often short-
lived distinction
and those
who survive it
either become
influential in
the tribe or are
driven to leave.
Half-orcs have a more mixed experience in human
society, where many view them as little more than
monsters. They often are unable to get normal work,
and are pressed into service in the military or sold into
26
slavery. In these cultures, half-orcs often lead furtive lives, hiding their nature whenever
possible.
Less commonly, human cities may allow half-orcs a more normal existence, even enabling
them to develop small communities of their own. These communities are usually centered
around the arena districts, the military, or mercenary organizations where their brute strength
is valued and their appearance is more likely to be overlooked. Even surrounded by their
own kind, half-orc life isn’t easy. Bullying and physical confrontation comes easy to a people
who have been raised with few other examples of behavior. Even more rarely, certain human

Ancestries
cultures come to embrace half-orcs for their strength. There are stories of places where people
see half-orc children as a blessing and seek out half-orc or orc lovers.
Relations: Elves and dwarves tend to be the least accepting of half-orcs, seeing in them too
great a resemblance to their racial enemies, and other races aren’t much more understanding.
A lifetime of persecution leaves the average half-orc wary and quick to anger, yet people who
break through his savage exterior might find a well-hidden core of empathy. Human societies
with few orc problems tend to be the most accommodating, and half-orcs dwelling there can
often find work as mercenaries and enforcers.
Half-orcs are envious of the measure of acceptance half-elves have within human and elven
society and resent their physical beauty, which contrasts starkly to the half-orcs’ brutish
appearance. While half-orcs avoid antagonizing their half-breed cousins directly, they won’t
hesitate to undermine them if the opportunity presents itself.
Half-orcs are most sympathetic with halflings, who often have an equally rough lot in life.
Half-orcs respect their ability to blend in and disappear and admire their perpetually cheerful
outlook on life in spite of hardships. Halflings fail to appreciate this fact because they usually
are too busy avoiding the large, intimidating half-orcs.
Religion: Half-orcs worship the human or orc gods venerated in the area where they were
raised. Those who live alongside humans most often worship human gods of war, freedom, or
destruction. Half-orcs raised in orc tribes find themselves most drawn to the gods of blood, fire,
and iron—depending more on what god the tribe worships rather than the half-orcs’ personal
preference. Many half-orcs are contrary about religion, either ignoring it entirely, or getting
deeply involved in it and trying to find meaning in a life filled with hate and misunderstanding.

ADVENTURERS
Staunchly independent, many half-orcs take to lives of adventure out of necessity, seeking
to escape their painful pasts or improve their lot in life. Half-orcs raised in orc societies often
take up the brutish ways of those around them. Those who survive their shaman training may
eventually succeed their masters as tribal shamans, or flee and practice their magic as outcasts.
Half-orcs are fascinated by alchemy, and its destructive capabilities make its usefulness
obvious in any orc tribe. Half-orc alchemists treat themselves as living experiments, even to
the point of trying to separate their orc and human halves through alchemy.

ALTERNATE ANCESTRAL ABILITIES


„ SACRED TATTOO: Many half-orcs decorate themselves with tattoos, piercings, and ritual
scarification, which they consider sacred. Half-orcs with this ability gain an additional
Novice Power the first time they take an Arcane Background. This replaces Orc Ferocity.
„ SCAVENGER: Some half-orcs eke out a leaving picking over the garbage heaps of society,
and must learn to separate rare finds from the inevitable dross. These half-orcs have +1 on
Notice rolls to find hidden objects (including traps and secret doors), determine whether
food is spoiled, or identify a potion by taste. This replaces Intimidating.
„ SKILLED: Second- and third-generation half-orcs often favor their human heritage more
than their orc heritage. Half-orcs with this ability start with 14 skill points instead of 12.
This replaces Darkvision.
27
HALFLINGS
SAVAGE PATHFINDER

Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful
wanderlust, halflings make up for their short stature with an abundance of bravado and
curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady
eye on opportunity, and are not as prone to violent or emotional outbursts as other ancestries.
Even in the jaws of catastrophe, halflings almost never lose their sense of humor. Their ability
to find humor in the absurd, no matter how dire the situation, often allows halflings to distance
themselves ever so slightly from the dangers that surround them.
Halflings are inveterate opportunists. They firmly believe they can turn any situation to
their advantage, and sometimes gleefully leap into trouble without any solid plan to extricate
themselves. Often unable to physically defend themselves from the rigors of the world, they
know when to bend with the wind and when to hide away. Yet halflings’ curiosity often
overwhelms their good sense, leading to poor decisions and narrow escapes.
Though their curiosity drives them to seek out new places and experiences, halflings possess
a strong sense of hearth and home, often spending above their means to enhance the comforts
of domestic life. Halflings enjoy luxury and comfort, but they have equally strong reasons to
make their homes a showcase. Halflings consider this urge to devote time, money, and energy
toward improving their dwellings a sign of both respect for strangers and affection for their
loved ones. Halflings make their homes beautiful in order to express their feelings toward
those they welcome inside. Even traveling halflings typically decorate their wagons or carry
a few cherished keepsakes to adorn their campsites.

PHYSICAL DESCRIPTION
Halflings rise to a humble height of three feet. They prefer to walk barefoot, leading the
bottoms of their feet to become roughly calloused. Tufts of thick, curly hair warm the tops of
their broad, tanned feet. Their skin tends toward a rich cinnamon color and their hair toward
light shades of brown. A halfling’s ears are pointed, but proportionately not much larger than
those of a human.
Halflings prefer simple and modest clothing. Though willing and
able to dress up if the situation demands it, their urge to remain
quietly in the background makes them rather conservative dressers
in most situations. Halfling entertainers, on the other hand, make
their livings by drawing attention, and tend to go overboard with
gaudy and flashy costumes.

SOCIETY
Rather than place their faith in empires, many halflings
prefer to focus on the simpler virtues of their families and
local communities. Halflings claim no cultural homeland
and control no settlements larger than rural assemblies of
free towns. Most often, they dwell at the knees of their human
cousins in human cities, eking out livings as they can from the
scraps of larger societies. Many halflings lead perfectly fulfilling
lives in the shadow of their larger neighbors, while some prefer
more nomadic lives, traveling the world and experiencing all it
has to offer.
Halflings rely on customs and traditions to maintain their
own culture. They have an extensive oral history filled with
important stories about folk heroes who exemplify particular
halfling virtues, but otherwise see little purpose in studying
history in and of itself. Given a choice between a pointless
28
truth and a useful fable, halflings almost
always opt for the fable. This tendency helps
to explain at least something of the famous
halfling adaptability. Halflings look to the
future and find it very easy to cast off the
weight of ancient grudges or obligations that
drag down so many other races.
Relations: A typical halfling prides himself

Ancestries
on his ability to go unnoticed by others — a
trait that allows many halflings to excel at
thievery and trickery. Most halflings know full
well the stereotypical view others take of them as
a result, and go out of their way to be forthcoming
and friendly to the bigger ancestries when they’re
not trying to go unnoticed.
They get along fairly well with gnomes, although
most halflings regard these eccentric creatures
with a hefty dose of caution. Halflings respect elves
and dwarves, but they often live in remote regions far from
the comforts of civilization that halflings enjoy. By and
large, only half-orcs are shunned by halflings,
for their great size and violent natures are
a bit too intimidating for most halflings to
cope with.
Halflings coexist well with humans as a general rule, but since some of the more aggressive
human societies value halflings as slaves, they try not to grow too complacent.
Religion: Always practical, halflings frequently worship the deity most favored by their
larger and more powerful neighbors. They also usually cover their bets, however, by giving
Desna her due. The goddess of both luck and travel seems a natural fit for most halflings and
offering her a quick prayer every now and then is only common sense.

ADVENTURERS
Their inherent luck coupled with their insatiable wanderlust makes halflings ideal candidates
for lives of adventure. Though perfectly willing to pocket any valuables they come across,
halflings often care more for the new experiences adventuring brings them than for any
material reward.
Others often put up with this curious ancestry in hopes that some of their mystical luck will
rub off. Halflings see nothing wrong with encouraging this belief, not just in their traveling
companions, but also in the larger world. Many try to use their reputation for luck to haggle
for reduced fare when traveling by ship or caravan, or even for an overnight stay at an inn,
though this it met with mixed success.

ALTERNATE ANCESTRAL ABILITIES


„ ADAPTABLE LUCK: Some halflings have control over their innate luck. Once per session, this
character can spend a Benny to reroll a Critical Failure. This replaces Lucky.
„ FLEET OF FOOT:Some halflings are quicker than their kin but less cautious. These halfings
draw one additional card when using the Quick Chase deck. This replaces Keen Senses.
„ LOW BLOW: Some halflings train extensively in the art of attacking larger creatures. Halflings
with this ability gain +2 AP when attacking creatures at least 3 sizes larger than themselves.
This replaces Sure-Footed.

29
HUMANS
SAVAGE PATHFINDER

Humans possess exceptional drive and a great capacity to endure and expand, and as
such are currently the dominant people in the world. Their empires and nations are vast,
sprawling things, and the citizens of these societies carve names for themselves with the
strength of their sword arms and the power of their spells. Humanity is best characterized
by its tumultuousness and diversity, and human cultures run the gamut from savage but
honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities.
Human society is a strange amalgam of nostalgia and futurism, being enamored of past
glories and wistfully remembered “golden ages,” yet at the same time quick to discard
tradition and history and strike off into new ventures. Relics of the past are kept as prized
antiques and museum pieces, as humans love to collect things —not only inanimate relics but
also living creatures—to display for their amusement or to serve by their side.
Humans in many places are fascinated by older cultures, though at times they grow frustrated
or even contemptuous of ancient and (to their mind) outmoded traditions. Their attitudes
toward other ancestries are thus a curious mix of exoticism and even fetishism, though usually
with a very superficial level of understanding and appreciation of those cultures, alongside
a deeply rooted arrogance that means most humans have a hard time regarding themselves
as anything other than the default standard of society. Humans are gregarious, often friendly,
and willing to mix and interact with others, but their sheer obliviousness to their offhanded
marginalization of others is what so chagrins others when dealing with them.
Of course, well-meaning, blundering ignorance and numerical superiority are not the only
things that make other ancestries suspicious of humans. Entirely too many examples
can be found throughout history wherein human xenophobia and intolerance has led
to social isolationism, civil oppression, bloody purges, inquisitions, mob
violence, and open war. Humans are not the only ones to hate what
is different among them, but they seem to have a susceptibility to
fear-mongering and suspicion, whether about
ancestry, language, religion, class, gender, or
another difference. More moderate human
citizens often sit idly by while their more
extreme compatriots dominate the political
and cultural conversation, yet there are also
many who stand in opposition to extremists
and embody a spirit of unity across the bounds
of difference, transcending barriers and forming
alliances and relationships both large and small across
every color, creed, country, or species.

PHYSICAL DESCRIPTION
Their physical characteristics are as varied as the world’s
climes. From the dark-skinned tribesmen of the southern
continents to the pale and barbaric raiders of the northern
lands, humans possess a wide variety of skin colors, body
types, and facial features. Generally speaking, humans’
skin color assumes a darker hue the closer to the equator
they live. At the same time, bone structure, hair color
and texture, eye color, and a host of facial and bodily
phenotypic characteristics vary immensely from one
locale to another.
Cheekbones may be high or broad, noses aquiline or flat,
and lips full or thin; eyes range wildly in hue, some deep

30
set in their sockets, and others with full epicanthic folds. Appearance
is hardly random, of course, and familial, tribal, or national
commonalities allow the knowledgeable to
identify a human’s place of origin on sight, or at
least to hazard a guess. Humans’ origins are
also indicated through their styles of
bodily decoration, not only in the
clothing or jewelry worn, but also

Ancestries
in hairstyles, piercing, tattooing, and
even scarification.

SOCIETY
Human society comprises a multitude
of governments, attitudes, and lifestyles.
Though the oldest human cultures trace their
histories thousands of years into the past, when
compared to societies like those of elves
and dwarves, human society seems to
be in a state of constant flux as empires
fragment and new kingdoms subsume
the old. In general, humans are known for
their flexibility, ingenuity, and ambition.
Other races sometimes envy humans
their seemingly limitless adaptability, not
so much biologically speaking but in their
willingness to step beyond the known and press on
to whatever might await them. While many or even most
humans as individuals are content to stay within their comfortable
routine, there is a dauntless spirit of discovery endemic to humans as a
species that drives them in striving toward possibilities beyond every horizon.
Relations: Humans are fecund, and their drive and numbers often spur them into contact
with other ancestries during bouts of territorial expansion and colonization. In many cases, this
tendency leads to violence and war, yet humans are also swift to forgive and forge alliances
with those who do not try to match or exceed them in violence. Proud, sometimes to the
point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty
fops, halflings as craven thieves, gnomes as twisted maniacs, and half-elves and half-orcs as
embarrassments—but the diversity among its own members also makes many humans quite
adept at accepting others for what they are.
Humans may become so absorbed in their own affairs that they remain ignorant of the
language and culture of others, and some take this ignorance to a hateful extreme of intolerance,
oppression, and rarely even extermination of others they perceive as dangerous, strange, or
“impure.” Thankfully, while such incidents and movements may taint all of humanity in the
eyes of some, they are more often the exception than the rule.
Religion: Humans have the widest range of gods and religions, lacking other ancestries’ ties
to tradition and eager to turn to anyone offering them glory or protection.

ADVENTURERS
Ambition alone drives countless humans, and for many, adventuring serves as a means to
an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue
adventuring careers simply for the thrill of danger. Humans hail from myriad regions and
backgrounds, and as such can fill any role within an adventuring party.

31
NON-HUMAN COMMON NAMES
SAVAGE PATHFINDER

ANCESTRY MALE NAMES FEMALE NAMES

Aritian, Beltin, Cernan, Cronwier, Eran, Arken, Arsinoe, Davina, Drinma, Imesah,
Aasimar Ilamin, Maudril, Okrin, Parant, Tural, Masozi, Nijena, Niramour, Ondrea,
Wyran, Zaigan. Rhialla, Valtyra.

Carruth, Drewan, Ferus, Gerran, Nyktan, Alyara, Duline, Hoya, Jilyana, Milah,
Catfolk
Rouqar, Zithembe. Miniri, Siphelele, Tiyeri.

Most keep their human birth names but may take a surname derived from a significant
Dhampir
event or the towns they were born.
Dolgrin, Grunyar, Harsk, Kazmuk,
Dwarves Agna, Bodill, Ingra, Kotri, Rusilka, Yangrit.
Morgrym, Rogar.
Amrunelara, Dardlara, Faunra, Jathal,
Caladrel, Heldalel, Lanliss, Meirdrarel,
Elves Merisiel, Oparal, Soumral, Tessara,
Seldlon, Talathel, Variel, Zordlon.
Yalandlara.
Abroshtor, Bastargre, Halungalom,
Besh, Fijit, Lini, Majet, Neji, Pai, Queck,
Gnome Krolmnite, Poshment, Zarzuket,
Trig.
Zatqualmie.
Boorgub, Gogmurch, Rotfoot,
Goblin Geedra, Goomluga, Hoglob, Luckums.
Zobmaggle.
Calathes, Encinal, Iradli, Kyras, Narciso, Cathran, Elsbeth, Iandoli, Kieyanna,
Half Elves
Quinray, Seltyiel, Zirul. Lialda, Maddela, Reda, Tamarie.
Ausk, Davor, Hakak, Kizziar, Makoa, Canan, Drogheda, Goruza, Mazon, Shirish,
Half Orcs
Nesteruk, Tsadok. Tevaga, Zeljka.

Antal, Boram, Hyrgan, Jamir, Lem, Miro, Anafa, Bellis, Etune, Filiu, Irlana, Marra,
Halflings
Sumak, Tribin, Uldar, Vraxim. Pressi, Rilka, Sistra, Wyssal, Yamyra

The diversity across the nations of Golarion has resulted in a nearly infinite set of
Humans names. Even humans who speak the same language may have names that are as varied
as their beliefs and appearances, depending on their origins

Baru, Dellisar, Maldrek, Molos, Sarvin, Allizsah, Indranna, Kasidra, Kilarra,


Tieflings
Shoremoth, Temerith, Voren, Zoren. Mellisan, Mordren, Nisha.

32
CHAPTER TWO

EDGES & HINDRANCES

This chapter introduces new Edges and BITTER (MAJOR)


Hindrances for Pathfinder for Savage Worlds.
Some of the options presented in this section You have been hurt repeatedly by those you
are easily incorporated into other settings. trusted, and it has become difficult for you to
accept help.
Other people attempting to heal this
character suffer a –2 penalty to their roll. This
NEW HINDRANCES applies to both mundane and magical healing.
This does not affect natural healing rolls

Some Hindrances have mechanical effects. CLAUSTROPHOBIC (MINOR)


Others are more subjective “roleplaying” Some people can't handle the restrictive and
Hindrances that help you understand confining nature of armor. The tight grip of
and roleplay your character. They should leather and suffocating helms cause them
occasionally cause the hero to act in ways that to panic.
aren’t necessarily smart, efficient, or in the This character gains Armor Restriction
best interests of the party or the overall goal. (Medium). If she already has an Armor
That’s what roleplaying games are all about, Restriction, increase her existing Restriction
and the GM may reward you with a Benny (Medium is increased to Light and Light
when your Hindrances cause significant is increased to Any) to a max of Armor
trouble! Below are hindrances based off the Restriction (Any).
drawback found in Pathfinder.
EASILY DISTRACTED (MINOR)
ANCESTRAL WEAKNESS (MINOR/MAJOR) Some adventurers need more time to pick
Some families can trace their bloodline back things up. They are just as capable as others
far enough to find an ancestor who was from in their field but are constantly distracted,
another plane. Every so often, a descendant is causing them to have to dedicate more time
born with a strange weakness or trait tied to to picking up new things.
this long forgotten ancestor.
This character selects one core Class Edge.
Select one of the following: Fire, Cold, or Increase all Trait requirements one die type
Electricity. With the Minor version of this for all other Class Edges and Prestige Edges.
Hindrance this character suffers +2 damage
from attacks of this type. The Major version
increases this to +4.
33
FAVORED CLASS (MAJOR) METICULOUS (MINOR)
SAVAGE PATHFINDER

Whenever your hero commits to something, You plan and prepare everything in detail,
she sees it through to the end, even to the and aren’t good at improvising when things
exclusion of other studies. don’t go as planned.
A character with this Hindrance can only This Pathfinder suffers –4 penalty on
have one core Class Edge and cannot take any untrained skill rolls instead of the usual –2.
Prestige Edges.
MUNDANE VISION (MINOR)
FEY–TAKEN (MINOR) Something has caused you to lose the
As a child, you were whisked away by supernatural vision common to your ancestry.
mischievous fey for a time. When you This is often caused by a curse, illness, or
returned, you were ever after considered odd similar effect.
and distant. You long to return there, and find The character loses his low-light vision or
the mortal world dull and at times revolting, darkvision. He must have low-light vision or
so you eat poorly and trust strange visions. darkvision to take this Hindrance.
The character suffers a –2 penalty on rolls to
resist disease and poison and on rolls to resist SHORT SIGHTED (MINOR OR MAJOR)
spells, abilities, and opposed Tests from Fey. Some adventurers see things through to
the end. Pulling at every thread, they wont
HELPLESS (MINOR/MAJOR) consider something finished until they've
You once stood helpless as great harm befell exhausted every option. This is not your hero.
a loved one, and that paralysis sometimes A character with the Minor version of this
returns when an ally is in a dire position. Hindrance cannot spend Conviction to gain
As a Minor Hindrance, whenever this an extra use of a once per encounter ability.
character sees an ally suffers a Wound, he The Major version of this Hindrance makes
is Distracted. As a Major Hindrance, the the Conviction die a d4.
character is also Vulnerable.
TAINTED SPIRIT (MINOR)
LONER (MAJOR) As a child, a parent or other person with
Raised by pirates, bandits, or other authority over you made a pact with a fiend,
troublemakers unwilling to stick out their stealing some of your vitality as collateral.
necks for you, you are accustomed to Immediately after combat ends, this
operating on your own. The presence of allies character makes a Vigor roll or suffers a
can easily become a distraction, and you do level of Fatigue. This Fatigue lasts until the
your best to keep them out of your space character spends 24 hours without getting
This character does not benefit from Gang into combat.
Up bonuses.
OBLIVIOUS (MINOR)
MAGICAL KLUTZ (MINOR) Your hero has difficulty noticing the scope of
You were born in a place with a plethora area attacks. This character takes half damage
of strangely interacting magic, and magic when he makes a successful Evasion roll.
is dangerously eager to surge into action
around you. Because of this, you must take SPOOKED (MINOR)
extra care when using magic items, so they A traumatic experience at a young age with
don't malfunction and cause you harm. a spirit, undead, or other supernatural entity
Activating a magical item is a limited colors your reactions to such creatures.
action instead of an action. If the magic Whenever you perceive a Fey, Outsider, or
item normally required a limited action,the Undead within 10" (yards) you must make a
character cannot take a Multi-Action. Fear check. If the creature causes Fear, you
suffer an additional –2 to the roll.
34
Edges & Hindrances
When a character becomes Jaded (see Pathfinder
for Savage Worlds) against a creature's Fear,
it only applies to a specific Fey, Outsiders, or
SKILLS
Undead. A character may stop being fearful of
his tiefling companion, but still panic when he
sees a vrock. This means the more supernatural
creatures this character is exposed to, the less
NEW SKILLS
he will be affected.
ALCHEMY (SMARTS)
UMBRAL UNMASKING (MINOR) Alchemy is a new arcane skill for the
Alchemist Class Edge (see page 38).
You cast no shadow whatsoever, or the
shadow you do have is monstrous. Under
normal lighted conditions, this is not hard to ANIMAL HANDLING
observe—but uncommon to notice.
Pathfinders must frequently train, control,
Anyone who notices this character's shadow ride, or otherwise attempt to get creatures of
has a worse initial reaction to the character animal intelligence to do their bidding. Rather
(see Persuasion in Pathfinder for Savage Worlds). than create a new skill that might conflict with
others, we use Intimidation or Persuasion,
WARDED AGAINST NATURE (MINOR) depending on approach and demeanor.
Animals find your character particularly With success, the animal attempts to follow
unnerving. Even the most well trained the instructions to the best of its ability. It's
animals require coaxing to work with you. still just an animal though, so complex tasks
Animals do not willingly approach within are usually beyond its abilities to comprehend.
10" of you unless persuaded. In addition, the Unlike influencing sentient creatures, a hero
hero suffers a –2 penalty on rolls to control need not worry about speaking the same
animals, including Riding (see Animal language as the animal. If he is able to speak
Handling, below). to the animal, however, he adds +2 to the roll.

35
SAVAGE PATHFINDER

ANGEL WINGS
NEW EDGES REQUIREMENTS: Seasoned, Aasimar
Some aasimar have a special connection to
On the following pages are dozens of Edges their celestial bloodline that increases over
for Savage Pathfinder. Edges are grouped time. This character grows a pair of gleaming
by type to help during character creation, feathered wings that grant her the Special
and you’ll find a handy summary of each Ability Flight: Pace 6.
on page 79.
Unless an Edge specifically says otherwise, ARMOR OF THE PIT
it may only be selected once. REQUIREMENTS: Novice, Tiefling
Your fiendish traits take the form of a
BACKGROUND EDGES protective scaly skin. This character gains
Armor +2 and Environmental Resistance: Fire.
These Edges are typically advantages a
character is born with, learns from prolonged ATTUNED TO THE WILD
and extensive training, or gains after exposure
REQUIREMENTS: Novice, Elf
to certain events.
Some elves share a connection with the wilds
Players can choose these Edges after
that revitalizes them.
character creation with a little rationalization.
An individual might choose the Attractive Select one type of terrain from the Ranger
Edge, for example, by cleaning himself up, Class Edge. While in the selected terrain type,
getting a makeover, and generally paying this character can make a natural healing roll
more attention to physical appearance. every 24 hours with a +2.
Characters might also be able to gain an
Arcane Background by finding and studying BLOOD DRINKER
a spellbook or training with another arcane REQUIREMENTS: Novice, Dhampir
type in their party during downtime between The curse in your veins allows you to heal
adventures. whenever you consume the blood of a mortal.

36
As a limited action the character can drink Your connection to the dark has caused your
the blood of a living Humanoid to imidiately senses to be especially keen.
make a natural healing roll. This is easier

Edges & Hindrances


The character replaces her current Low Light
to accomplish when the dhampir has a Vision or Darkvision with Night Vision.
bite attack.
LUCKY HALFLING
BURN! BURN! BURN! REQUIREMENTS: Novice, Halfling,
REQUIREMENTS: Novice, Goblin, Common Bond
Theivery d6+ Some halflings are capable of extending
Increase the damage you deal with non- their luck to their companions. Because of
magical fire one die type (such as torches and this, many adventuring groups consider it
alchemists fire). Additionally, add +1 to the good luck to have a halfling counted among
roll to see if something catches fire. their ranks.
This character can spend a Benny to allow an
CASUAL ILLUSIONIST ally to reroll a Trait or damage roll with a +2.
REQUIREMENTS: Novice, Gnome This edge does not stack with similar Edges
Some gnomes can use their innate magic to (such as Elan).
create minor illusions that augment their
efforts at trickery and deceit. NIMBLE STRIKER
The gnome, may add +1 to Thievery rolls, REQUIREMENTS: Novice, Catfolk, Sprinter
Persuasion rolls, or other rolls made to ability, Agility d8
deceive someone for each Power Point spent, You were born to charge your enemies and
to a maximum of +4. nobody does it better.
This character doesn't suffer a –2 penalty for
CELESTIAL SERVANT running if he only takes a single action in the
REQUIREMENTS: Novice, Aasimar, Beast same turn.
Bond or similar ability
Rather than being a normal animal or beast, RAZOR TUSK
your companion or familiar hails from the REQUIREMENTS: Novice, Half-Orc
heavenly realms.
Your powerful jaws and steely teeth are
This character's animal companion's type deadly enough to give you a bite attack.
becomes magical beast (though it still counts
This character gains the bite Natural Attack,
as an Animal for purposes of spells and
dealing Str+d6 damage.
abilities) and it gains the following abilities:
• Armor +2 SHATTERSPELL
• Night Vision.
• Smite Evil (as the Paladin Edge). REQUIREMENTS: Novice, Dwarf
With the blessings of your ancestorsy, your
CLAW POUNCE mighty blows shatter your enemy's magic.
REQUIREMENTS: Novice, Catfolk, Claws, This character can take a limited action to
Agility d6, Strength d6 make a Fighting Test against an opponent.
If they have an active power, this test is
This character can charge and make an attack
opposed by the casters arcane skill. This Edge
with its paws similar to that of a dire cat.
functions the same as dispel.
When this character makes a Wild Attack, it
adds an additional +2 to its damage roll.
CLASS EDGES
DEEPSIGHT You’ll find six core Class Edges as well as
REQUIREMENTS: Novice, Darkvision Low advanced Edges for higher Ranks on the
Light Vision following page spreads.

37
ALCHEMIST
SAVAGE PATHFINDER

ALCHEMIST with powers and use the creator's Alchemy


skill. They behave like spells, and can be
REQUIREMENTS: Novice, Smarts d6+, dispelled by effects like dispel.
Alchemy d6+
Extracts are prepared "off camera,"
Whether secreted away in a smoky basement requiring an hour's time, the alchemist's
laboratory or gleefully experimenting in a personal formulae book where his powers
well-respected school of magic, the alchemist are recorded, and an alchemist's kit.
is often regarded as being just as unstable, Without them, he may cast as usual but
unpredictable, and dangerous as the cannot refresh his "supplies" (his Power
concoctions he brews. While some creators Points do not recharge).
of alchemical items content themselves with
sedentary lives as merchants, providing Powers with a Range greater than Touch
tindertwigs and smokesticks, the true must take the Touch Limitation (since
alchemist answers a deeper calling. extracts must be consumed or applied to
be used). The Power Point cost is reduced
Rather than casting spells like a sorcerer as usual. The effects of powers like burst
or wizard, an alchemist captures arcane or damage field emanate from the character
essences within strange liquids and extracts, who imbibed the extract, but the alchemist
infusing mysterious concoctions with still makes the arcane skill roll.
spell-like abilities, combustible energy, and
transformative mutagens. Alchemists may also create bombs and
mutagens with their various chemicals and
„ ARCANE BACKGROUND (Alchemist): reagents. See page 40.
Alchemists use Alchemy as their arcane
skill. This gives them 10 Power Points and
two powers from the list below.
DISCOVERY
REQUIREMENTS: Seasoned, Alchemist
Available Powers: Arcane protection, boost/
lower Trait, burst, damage field, darksight, The alchemist makes an incredible revelation.
deflection, detect/conceal arcana, disguise, Select one Discovery from those listed on page
environmental protection, fly, growth/shrink, 40. This Edge may be taken once per Rank.
healing, invisibility, intangibility, magic jar,
protection, relief, shape change, speak language, ADVANCED DISCOVERY
speed, wall walker, warriors gift. REQUIREMENTS: Veteran, Alchemist
„ ARMOR INTERFERENCE (Light): While The alchemist makes a great advance in his
wearing medium or heavy armor or using knowledge of science and chemistry. He can
medium or heavy shields, the character's choose an Advanced Discovery from the
Alchemy rolls suffer a –4 penalty. The hero list on page 40. This Edge may be taken
cannot use other abilities granted by this once per Rank.
Edge or any Edge that has this Edge as a
Requirement. GRAND DISCOVERY
„ ALCHEMICAL IDENTIFICATION: An alchemist
REQUIREMENTS: Heroic, Alchemist
can use Alchemy to identify a potion as if
The alchemist makes a Grand Discovery,
using detect arcana.
choosing any one of the abilities listed on page
„ EXTRACTS: Potions are permanent magic
41. The promise of a Grand Discovery is the
items such as those listed in the Magic life-long goal of most alchemist's dangerous
Items chapter of Pathfinder for Savage Worlds. experiments and hard work.
Extracts are temporary concoctions imbued

38
P DAMIEL (NOVICE, ICONIC PATH ALCHEMIST)

Edges & Hindrances


A handsome elvish man, barring the wild appearance of his bloodshot eyes, the man before
you wears leathers and carries countless vials of strange-looking liquids. He tips one of
these vials to his lips, then a guttural growl emerges from his chest as he sneers at you. His
features become more bestial, his movements quicken, and his eyes fill with fire and hatred.
ANCESTRY: Elf (Agile, Elven Magic, Intelligence, Keen Senses, Low Light Vision, Slender)
ATTRIBUTES DERIVED HINDRANCES: Favored Class (Alchemist),
Agility d8 Parry: 6 Impulsive
Smarts d8 (7 with rapier) EDGES: Alchemist, Calculating
Spirit d6 Toughness: 6 (2) LANGUAGES: Common, Draconic, Elven, Goblin,
Strength d6 Pace: 6 Sylvan
Vigor d6 Bennies:3

SKILLS: Alchemy d8, Athletics d8, Common Knowledge d6, Fighting d8, Notice d6,
Occult d4, Persuasion d6, Stealth d6, Thievery d6
POWERS: Deflection, shape change
GEAR: Rapier (Str+d4, Parry +1), dagger (Str+d4), leather jacket and leggings (+2),
alchemist’s kit, adventurer's kit, Formulae book, potion of minor protection, 48 gp.

DAMIEL'S ADVANCEMENT TRACK


1 – New Powers: Boost/lower Trait, burst
2 – Agility d10
3 – Power Points (15 total)
S—Discovery (Extend Potion)
5 – Smarts d10
6 – Athletics d10, Science d10
7 – New Powers: Disguise, healing
V—Advanced Discovery (Combine Extracts)
9 – Heroic Defiance
10 – Vigor d8
11 – Power Points (20 total)
H—Grand Discovery (Fast Healing)
13 – Spirit d8
14 – New Powers: Fly, warriors gift
15 – Frenzy
L—Tough as Nails
17 – Frenzy (Imp)
18 – Block
19 – Power Surge
20 – Strength d8

39
BOMBS DISCOVERIES
SAVAGE PATHFINDER

Alchemists can swiftly mix jars and vials of


volatile chemicals from their alchemists' kits Every alchemist searches for new scientific
and turn them into hasty explosives. principles they can use to further their
own knowledge. A character may choose
Creating an alchemist's bomb and throwing one of these truths each time he takes the
it is a limited action that costs two Power Discovery Edge.
Points and uses the Alchemy skill. Alchemical
„ ETERNAL YOUTH: The alchemist has
bombs have a Range of 10" (20 yards) and
cause 2d6 Damage in a Small Blast Template. discovered a cure for aging, and from this
The alchemist can spend +1 Power Point to point forward suffers no penalties due to
increase the damage to 3d6 in a Medium his age. This removes any penalties caused
Blast Template. by the Elderly Hindrance.
„ EXTEND POTION: The alchemist can double
An alchemist's bombs are an extension of
their own personal magic and must be used the Duration of any potion, extract, or his
instantly —they cannot be stored or given to own mutagen effect with a Duration greater
others. They also aren't powers, and can't use than Instant.
Power Modifiers like Selective — allies must „ DILUTION: Once per day, the alchemist can
beware getting caught in the splash zone! dilute any one potion or elixir (not extract
A Critical Failure when creating a bomb or mutagen), creating two doses from
means the alchemist has run out of volatile one. Diluting a potion costs gp equal to
chemicals and cannot use this ability again he one-quarter of the potion’s market value.
refreshes his supplies (in a shop, a few hours A potion that has been diluted cannot be
gathering ingredients and a Survival roll, etc). diluted again.
„ FERAL MUTAGEN: Whenever the alchemist

MUTAGENS imbibes a mutagen, he grows claws and


fangs, gaining the Claw and Bite Natural
Mutagens alter the alchemist's form,
Weapons (Str+d6), and a +2 bonus on
increasing his physique for one hour at the
Intimidation rolls.
cost of mental impairment.
Brewing a mutagen costs an hour's work
and two Power Points but no arcane skill ADVANCED DISCOVERY
roll. The Power Points are stored and don't True alchemists yearn for the greater
replenish until the mutagen is consumed or advancements in knowledge, to better the
destroyed. An alchemist may only have one world or lord their genius over their peers!
active mutagen in existence at a time.
„ COMBINE EXTRACTS: Once per day when
Chooses one of the three options below the alchemist creates his extracts, he can
when the mutagen is created. Drinking it has place two formulae into one extract. When
the listed effect and also hardens the imbiber's the extract is consumed, both formulae
skin, increasing Toughness by +1. take effect. This lets the alchemist cast both
„ STRENGTH: +2 to Strength and melee powers with the same action and Alchemy
damage rolls but –2 on Academics, roll.
Common Knowledge, Occult, Repair, „ INSTANT ALCHEMY: The crafter can create
Science, and arcane skill rolls. alchemical items with almost supernatural
„ AGILITY: Opponents subtract 1 when speed. He may create any of the alchemical
making direct attacks against the alchemist. items listed on page 89 or those in
The chemist subtracts 2 from Healing, Pathfinder for Savage Worlds with an
Notice, Survival, and Taunt rolls. Alchemy roll and a limited action.
„ VIGOR: +2 to Vigor rolls but –2 to Battle, „ DELAYED BOMB: The alchemist can set a
Gambling, Performance, and Persuasion bomb so that it explodes up to ten rounds
rolls. after he creates it. The creator may also

40
reclaim the bomb, recovering its Power
Points and preventing its detonation.

Edges & Hindrances


A delayed bomb detonates immediately if
anyone else touches or moves it without a
successful Thievery check.
An alchemist cannot have more than one
delayed bomb at once. If he creates another,
the previous bomb becomes inert. Dispel
can neutralize a delayed bomb, as can a
successful Thievery check (at –2 if it was
created with a raise).

GRAND DISCOVERY
The ultimate feat for any brew master is
making a Grand Discovery the world will talk
about for generations to come!
„ FAST HEALING: The alchemist’s flesh
responds to damage with shocking speed—
he gains the Fast Regeneration ability.
„ ELIXIR OF LIFE: Once per day, the alchemist
can brew an elixir of life. This special
concoction costs 25,000 gp to create and
takes one hour of work. When administered
by the alchemist who brewed it, it restores
life to a dead creature as per resurrection,
using the character's Alchemy roll.
Alternatively, the alchemist may drink the
elixir of life himself, rising as if resurrected if
slain within five days of consumption!
„ PHILOSOPHER’S STONE: The alchemist
learns how to create a philosopher’s stone,
and can do so once per month at no cost.
Creating a philosopher’s stone takes one
day of work (see Artifacts in the Pathfinder
Companion for information on this item).
„ ETERNAL POTION: If an alchemist drinks
a potion with a non-instant Duration, he
can choose to make the effect permanent
or until he chooses to make another potion
effect permanent. The effects of the potion
can still be stopped with dispel.

41
CAVALIER
SAVAGE PATHFINDER

CAVALIER BANNER
REQUIREMENTS: Novice, Agility d6+, REQUIREMENTS: Seasoned, Cavalier
Fighting d6+, Riding d6+ The cavalier’s banner becomes a symbol of
While many warriors spend their time honing inspiration to his allies and companions. As
their martial skills, others dedicate themselves long as the warrior’s banner is clearly visible
to a cause. These "cavaliers" swear themselves (either held or planted in the ground), all
to a purpose, serving it above all else. allies within 10" (20 yards) get a free reroll on
They travel about on horseback, championing Fear checks and may reroll their running die
their causes and charging headlong across once per turn.
battlefields with the symbol of their order As a limited action, the cavalier can wave his
trailing on long, fluttering banners. banner, removing Distracted and Vulnerable
The cavalier’s true power comes from the conditions from all allies in range.
conviction of his ideals, the oaths he swears,
and the challenges he makes to those who ORDER ABILITY
stand in his way. REQUIREMENTS: Veteran, Cavalier
„ CHALLENGE: As a limited action, a cavalier The cavalier's dedication to his order grants
can issue a challenge to an opponent he him additional strength in combat. He
can see and is within 24" (48 yards). The gains the order ability associated with his
challenge remains in effect until the target chosen order (see Cavalier Orders beginning
is defeated or the combat ends, and he may on page 44).
never challenge more than one enemy at
a time. The effects of the challenge can be DEMANDING CHALLENGE
found under each of the Cavalier Orders
beginning on page 44. REQUIREMENTS: Heroic, Cavalier
„ MIGHTY CHARGE: The cavalier increases his
As long as the cavalier is withi 5" (10 yards) of
the foe he challenged, he may spend a Benny
melee weapon's damage die one die type
to negate that foe's Benny before it's spent.
on a turn in which he moves towards an
enemy while mounted.
„ ORDER: A cavalier must pledge himself to
SUPREME CHARGE
an order of like-minded individuals. This REQUIREMENTS: Wild Card, Legendary, at
gives him a Minor Vow to serve the order least two Cavalier Edges
that doesn't grant additional Hindrance Once per encounter, when the cavalier makes
points. If a cavalier violates his order's a charge while mounted, he doubles the
edicts (GM's call), he loses the benefits of damage if using a lance.
all Cavalier Edges for 24 hours.
The list of orders, their edicts, and the
benefits they grant are listed on page 44.
A cavalier cannot change his order without
undertaking a lengthy process to dedicate
himself to a new cause. Members of these
orders are not necessarily bound together,
but some organizations are comprised
of cavaliers who all belong to one
specific order.

42
P ALAIN (NOVICE, ICONIC PATH CAVALIER)

Edges & Hindrances


Alain is a selfish man who comes from royal blood, though he has been hardened by battle
since removing the silver spoon from his mouth. He is an excellent commander of troops
and enjoys battle as much as any other sellsword.

ANCESTRY: Human (Adaptability)


ATTRIBUTES DERIVED HINDRANCES: Impulsive, Stubborn, Vengeful
Agility d8 Parry: 6 (Minor), Vow (Major, order)
Smarts d6 Toughness: 9 (3) EDGES: Beast Bond, Cavalier (order of the
Spirit d6 Pace: 6 cockatrice)
Strength d8 Bennies: 3 LANGUAGES: Common, Elven, Orc, Virisian
Vigor d8

SKILLS: Athletics d6, Common Knowledge d6, Fighting d8, Notice d6, Persuasion d6,
Riding d6, Shooting d6, Stealth d4, Survival d4
GEAR: Long sword (Str+d8), Lance (Str+d8, AP 2 on charge, Reach 2, mounted only), light
crossbow (Range 10/20/40, Damage 2d6, AP 2), 10 bolts, scale tunic (+3). adventurer's kit,
heavy pony, riding saddle.

ALAIN'S ADVANCEMENT TRACK


1 – Riding d8, Survival d6
2 – Trademark Weapon (long sword)
3 – Spirit d8
S—Banner
5 – Mounted Shield
6 – Beast Master (Increase Trait)
7 – Fighting d10
V—Order Ability
9 – Trademark Weapon (Imp, long sword)
10 – Frenzy
11 – Hard to Kill
H—Greater Banner
13 – Beast Master (Wildcard)
14 – Vigor d10
15 – Fighting d12
L—Supreme Charge
17 – Strength d10
18 – Tough as Nails
19 – Weapon Master
20 – Champion

43
„ ORDER ABILITY (Aid Allies): Whenever an
CAVALIER ORDERS
SAVAGE PATHFINDER

order of the dragon cavalier Supports an


The following orders are the most common ally, the ally also receives the support bonus
throughout Golarion. Members are not to their Parry for the rest of the round.
necessarily bound together, but some
organizations do exist that are comprised of ORDER OF THE LION
cavaliers that all belong to one specific order. A cavalier who belongs to this order has
Names of these orders might vary pledged himself to a sovereign; be it a king,
depending on the region. A cavalier gains queen, or even the local warlord. They are
his order's Order Ability upon taking the stalwart and dedicated to their cause, willing
appropriate Edge. to go to any length to ensure the safety of
their lord and his domain.
ORDER OF THE COCKATRICE „ EDICTS: The cavalier must protect the life

A cavalier who belongs to this order serves and lands of his sovereign at all costs. He
only himself, working to further his own aims must obey his lord's commands without
and increase his personal prestige. question and strive to expand the power
and prestige of his realm.
„ EDICTS: The cavalier must keep his own
interests and aims above those of all others. „ CHALLENGE: The target of the cavalier's
He must always accept payment when it is challenge is Distracted as long as the
due, rewards when earned, and an even cavalier is within 10" (20 yards).
(or greater) share of loot when possible. „ ORDER ABILITY (Shield of the Liege): A
The cavalier must take every opportunity selfless lion cavalier may redirect a melee
to increase his own stature, prestige, and or ranged attack made against an adjacent
power. ally. This ability must be declared before
„ CHALLENGE: The cavalier adds +2 damage the attack roll is made.
to Fighting attacks made against the target
of his challenge. ORDER OF THE SHIELD
„ ORDER ABILITY (Steal Glory): Once per Cavaliers who join the order of the shield
round, when an ally targets a foe within the devote their lives to protecting the common
cavalier's Reach, the cavalier may make a folk, from the simple farmer to the honest
free attack against the same target. craftsman. These cavaliers stand before the
tide, protecting the innocent from roving
ORDER OF THE DRAGON marauders and hungry monsters.
„ EDICTS: The cavalier must protect the
Cavaliers belonging to the order of the
dragon dedicate themselves to a group of lives and prosperity of the common folk,
like-minded individuals, be it a mercenary shielding them from the deprivations
company or a small band of adventurers. of any who would cause them harm or
They believe in loyalty and friendship, and exploit them. He must give charity when
are willing to lay down their lives to protect it is warranted and aid where needed. He
their allies. must take no action that would cause harm
or hardship to those who cannot defend
„ EDICTS: The cavalier must remain loyal to
themselves.
his allies and always work to further the
„ CHALLENGE: Whenever an order of the
aims of the group. He must protect his allies
from harm and defend their honor when shield cavalier issues a challenge, he
called into doubt. receives a +2 bonus on opposed Tests with
the target of his challenge.
„ CHALLENGE: As a limited action, the cavalier
„ ORDER ABILITY (Stem the Tide): Once per
grants his allies a +2 bonus on Fighting rolls
against the target of his challenge until the round when an enemy enters reach of one
end of the round. of his weapons the cavalier may make a free
attack. If he hits, the enemy is Vulnerable
and cannot move any further this round.

44
ORDER OF THE STAR
Cavaliers who join the order of the star

Edges & Hindrances


dedicate themselves to the protection and
service of a faith and its members (chosen
when this Edge is selected). Thereafter they
tend to following many of the tenets and
guides of the religion they serve.
„ EDICTS: The cavalier must strive to protect
the faith and all those who follow its
teachings, from priest to common person.
He must adhere to the strictures of the faith,
promote its cause whenever possible, and
serve the agents of the divine.
„ CHALLENGE: The target of the cavalier's
challenge subtracts 2 from his arcane skill
rolls.
„ ORDER ABILITY (Calling): The cavalier may
make a short prayer as a limited free action,
filling him with confidence in his abilities.
The hero adds an extra d6 to all Trait and
damage rolls his next turn.

ORDER OF THE SWORD


Cavaliers who join the order of the sword
dedicate their lives to the code of chivalry,
living a life of honor, valor, and fairness. They
tend to swear service to a lord or a lady, or
sometimes to a creature of renown.
Of all the orders, the order of the sword is
perhaps the broadest in terms of its focus
and ideals.
„ EDICTS: The cavalier must show courage in
the face of danger, mercy to those who have
wronged him, and charity to the poor and
meek. He must be just and honorable at all
times and in all things. He must defend his
honor and, above all else, the honor of those
he serves.
„ CHALLENGE: The cavalier gets a free reroll
on a failed Fighting roll against the target
of his challenge.
„ ORDER ABILITY (Mounted Master y):
Cavaliers eventually learn to turn the long
reach of pole-arms and other weapons
designed to defeat horsemen against their
wielders. Whenever a mounted cavalier
makes a charge attack, he adds his mount’s
Strength roll to the damage (rather than
the usual +4 charge bonus for mounted
attacks, see Mounted Combat in Pathfinder
for Savage Worlds).
45
INQUISITOR
SAVAGE PATHFINDER

INQUISITOR brand. The brand can be hidden by clothing


but cannot be removed except by the
REQUIREMENTS: Novice, Athletics or inquisitor or holy person of the same faith.
Fighting or Shooting d6+, Occult d4+ When within 6" (12 yards) of a visible symbol
Grim and determined, inquisitors root out of the faith, it glows with the light of a torch
enemies of the faith, using trickery and and causes the bearer to be Distracted.
guile when righteousness and purity are not
enough. They are above many of the normal MYSTIC POWERS (INQUISITOR)
rules and conventions of the churches they
serve. They answer directly to their deity REQUIREMENTS: Veteran, Inquisitor
and their own sense of justice alone, and are The inquisitor may cast one of the following
willing to take extreme measures to meet spells as a limited free action: boost Trait
their desperate goals. (Notice, Shooting, and Survival only),
darksight, detect/conceal arcana, and dispel.
„ ARMOR RESTRICTION (Medium): While
Boost Trait, darksight, and detect arcana are self
wearing heavy armor or using heavy
only, but the inquisitor gains no benefit from
shields, the hero cannot use any abilities
the Limitation.
granted by this Edge or any Edge that has
this Edge as a Requirement. She has 10 dedicated Power Points, which
work as described under the Mystic Powers
„ JUDGMENT: Once per encounter as a free
(Monk) Edge in Pathfinder for Savage Worlds.
action, the inquisitor can pronounce
judgment on an enemy to gain five Judgment
tokens. A single token may be spent to add EXPLOIT WEAKNESS
+2 to a Trait or damage roll she makes REQUIREMENTS: Heroic, Inquisitor
against the judged, or –2 to one of the foe's The inquisitor learns to exploit an enemy's
Trait or damage rolls. Judgement tokens flaws, treating her attacks as if they were the
may be spent after the roll, and remain in proper type to trigger a being's Environmental
effect if the original total is rerolled. Weakness, if any.
„ MONSTER LORE: Inquisitors get a free reroll If the target has Fast Regeneration and takes
on skill rolls when attempting to identify a at least one Wound from the inquisitor, it
being's abilities or weaknesses. cannot regenerate for the remainder of this
encounter.
BANE
REQUIREMENTS: Seasoned, Inquisitor TRUE JUDGMENT
Once per encounter, as a limited free action, REQUIREMENTS: Wild Card, Legendary,
an inquisitor may imbue her weapon with Inquisitor 2+
righteous judgement. As long as it remains The judge may call divine wrath down upon
in her hands, it has the bane enchantment the condemned. An inquisitor may declare
for five rounds (+2 AP, increases damage die True Judgment against someone she's judged
one type; see Magic Items in Pathfinder for as a limited free action. If she spends a token
Savage Worlds). on an attack that causes at least one Wound,
he must make a Vigor roll or perish.
BRAND After the attack is resolved, she can choose
REQUIREMENTS: Seasoned, Inquisitor a new opponent to be the target of her
As a limited action, the character touches a remaining judgment. This does not grant her
target's flesh and marks it with a magical additional Judgement tokens.

46
P IMRIJKA (NOVICE, ICONIC PATH INQUISITOR)
Imrijka was raised in an orphanage in Lepidstadt, a pistachio-skinned girl indoctrinated
into the faithful of Pharasma. Since becoming an initiate inquisitor in that faith, she's

Edges & Hindrances


traveled most of Ustalav and beyond, regularly returning to Gravecharge to visit and
check up on those she grew up with and cared for.
ANCESTRY: Half-Orc (Darkvision, Intimidating, Orc Ferocity, Outsider (Minor), Strong)
ATTRIBUTES DERIVED HINDRANCES: Obligation (Minor - care for
Agility d8 Parry: 5 orphans), Outsider (Minor), Ruthless (Minor),
Smarts d6 Toughness: 9 (3) Stubborn, Vow (Minor)
Spirit d8 Pace: 6 EDGES: Elan, Inquisitor
Strength d6 Bennies: 3 LANGUAGES: Celestial, Common, Giant, Orc
Vigor d6

SKILLS: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6,
Occult d4, Persuasion d6, Shooting d8, Stealth d4, Survival d4
GEAR: Morningstar (Str+d6), shortbow (Range 12/24/48, Damage 2d6), 20 arrows, dagger
(Str+d4), scale breastplate (+3), adventurers pack, holy water, light wooden shield, 2x
manacles, silver holy symbol, sunrod, 48 gp.

IMRIJKA'S ADVANCEMENT TRACK


1 – Agility d10
2 – Trademark Weapon (Shortbow)
3 – Occult d6, Shooting d10
S—Bane
5 – Vigor d8
6 – Fighting d8, Stealth d6
7 – Marksman
V—Mystic Powers (Inquisitor)
9 – Rapid Shot
10 – Iron Jaw
11 – Menacing
H—Exploit Weakness
13 – Crippling Attack
14 – Smarts d8
15 – Occult d8, Survival d6
L—True Judgment
17 – Trademark Weapon (Imp, Shortbow)
18 – Shooting d12
19 – Common Knowledge d8, Fighting d10
20 – Strong Willed

47
ORACLE
SAVAGE PATHFINDER

ORACLE „ MYSTERY: The oracle selects one Mystery


from the list on page 50. This grants
REQUIREMENTS: Novice, Spirit d6+, her two of the "Known Powers" listed in
Faith d6+ addition to those she may already have,
None of the god's agents is more mysterious regardless of her Rank or the power's.
than the oracle. These vessels are granted
power without their choice, selected by REVELATION
providence to wield powers they don't fully
understand. REQUIREMENTS: Seasoned, Oracle
The oracle can cast one of her power from her
Unlike a cleric, who draws her energies
Mystery as a limited free action.
through devotion to a deity, oracles garner
strength and power from many sources,
including multiple patron deities who DIVINE MASTERY
support their ideals. Oracles serve them all, REQUIREMENTS: Veteran, Oracle
venerating all the gods that grant her power The oracle unlocks the enigmas of her
and give her purpose. divine power through devotion and intense
„ ARCANE BACKGROUND (Oracle): Oracles suffering. She gains access to all her powers’
use a Faith as their arcane skill. They have Epic Power Modifiers.
15 Power Points and choose two powers
from the list below. GREATER REVELATION
Available Powers: Banish, barrier, beast REQUIREMENTS: Heroic, Oracle
friend, boost/lower Trait, burrow, burst, The oracle gains the Greater Revelation
conjure item, create pit, damage field, darksight, associated with her Mystery.
deflection, detect/conceal arcana, dispel,
divination, elemental manipulation, empathy,
environmental protection, fear, havoc, healing,
light/darkness, relief, resurrection, sanctuary,
shape change, slumber, smite, sound/silence.
speak language, stun, summon ally, summon
monster, summon planar ally, zombie.
„ ARMOR INTERFERENCE (Medium): Oracles
require rapid, intricate, and unhindered
somatic movements. While wearing
heavy armor or using heavy shields, the
character's Faith rolls suffer a –4 penalty.
The hero cannot use other abilities granted
by this Edge or any Edge that has this Edge
as a Requirement.
„ CURSE: The oracle gains her divine power
at the cost of a terrible Curse chosen from
the list on page 50. Such is the lot of these
enigmatic seers.

48
P ALAHAZRA (NOVICE, ICONIC PATH ORACLE)

Edges & Hindrances


Alahazra is kind but distant, often letting conversation drop in favor of taking in the
sounds and smells of her environment. When she does speak, her words have the weight
of command. She has little patience for fools, yet also has a soft spot for orphans, and in her
own way often sees herself as the mother to her adventuring companions.
ANCESTRY: Human (Adaptability)
ATTRIBUTES DERIVED HINDRANCES: Bad Luck, Loyal, Poverty
Agility d6 Parry: 5 EDGES: Oracle (Flame, Clouded Vision), Power
Smarts d6 Toughness: 7 (2) Surge
Spirit d10 Pace:6 LANGUAGES: Common, Draconic, Elven, Sylvan
Strength d4 Bennies: 2
Vigor d6

SKILLS: Athletics d6, Common Knowledge d6, Faith d10, Fighting d6, Healing d6,
Notice d6, Occult d6, Persuasion d6, Stealth d4
POWERS: Burst (mystery), detect/conceal arcana,environmental protection, havoc, healing,
smite (mystery)
GEAR: Quarterstaff (Str+d4, Parry +1, Reach 1, Two Hands), sling (4/8/16, Damage
Str+d4), 10 stones, leather tunic and leggings (+2), adventurer's kit, 60 gp.

ALAHAZRA'S ADVANCEMENT TRACK


1 – Powers: Boost/lower Trait, relief
2 – Command
3 – Power Points (20)
S—Revelation
5 – Natural Leader
6 – Fervor
7 – Powers: Dispel, summon ally
V—Divine Mastery
9 – Command Presence
10 – Smarts d8
11 – Power Points (25)
H—Greater Revelation
13 – Vigor d8
14 – Powers: Divination, slumber
15 – Power Points (30)
L—Agility d8
17 – Powers: Damage field, resurrection
18 – Healing d8, Occult d8
19 – Athletics d8, Fighting d8
20 – Inspire

49
stressful situation, the oracle can only speak
CURSES
SAVAGE PATHFINDER

and understand the selected languages.


The price of piercing the great mysteries of Innate Powers: Minor speak language (self
the world come with a heavy price. An oracle only, while not under the effects of Tongues).
must have one of the Curses listed below.

CLOUDED VISION
MYSTERIES
The oracle’s eyes are obscured, making it Each Mystery lists the deity most closely
impossible for her to make out anything associated with it, the available powers it
beyond 5" (10 yards). She may not take the grants, and the Greater Revelation the oracle
Bad Eyes or Blind Hindrances. gains if she takes that Edge.
Blind Sense (5"): The oracle can perceive
her environment using supernatural
BATTLE
senses. She ignores invisibility, illusion, Deity: Cayden Cailean, Gorum,
and all Illumination penalties up to 5" (10 Iomedae, Rovagug.
yards) away. Known Powers: Barrier, deflection, growth/
shrink, stun.
DEAF Greater Revelation (Battlecry): Once per
The oracle loses the ability to hear. She gains encounter as a limited action, the character
the Hard of Hearing (Major) Hindrance. may unleash an inspiring battlecry. All allies
Innate Powers: Major detect arcana (self only). within 12" (24 yards) who can hear the cry add
+1 to their Trait rolls for the next five rounds.
HAUNTED
BONES
Malevolent spirits follow the oracle around,
causing minor mishaps and strange Deity: Norgorber, Pharasma, Urgathoa.
occurrences). Retrieving any stored item from Known Powers: Bolt, damage field, fear, zombie.
her gear requires an action, unless it would Greater Revelation (Soul Siphon): As a
normally take longer. Any item she drops limited action, the character can make a Faith
lands d6" distant in a random direction. roll against a target within Range Smarts. If
Innate Powers: Minor fly (Self, levitate up successful, the target suffers Energy Drain
or down only). (Spirit or Vigor) (see Energy Drain in
Pathfinder for Savage Worlds).
LAME
One of the oracle’s legs is wounded, making FLAME
it difficult to move around. She suffers –2 Deity: Asmodeus, Sarenrae.
Pace (The character cannot take the Slow Known Powers: Burst, darksight,
Hindrance or Fleet-Footed Edge). environmental protection, smite.
Enduring: The oracle ignores up to 1 point Greater Revelation (Form of Flame): Once
of Fatigue penalty and does not suffer a Pace per encounter as a limited action, the oracle
reduction for Wound penalties. can assume one of the following three forms.
„ ELEMENTAL: The oracle becomes a fire
WASTING elemental (see the Pathfinder for Savage
The oracle’s body slowly begins rotting away. Worlds Bestiary) for 10 rounds (she remains
The oracle gains the Ugly (Minor) Hindrance. a Wild Card).
Immunity: Disease. „ MOLTEN SKIN: The oracle gains Immunity
to Fire and projects a major damage field
TONGUES (fiery aura) for five rounds.
Pick two of the following languages: „ WINGS OF FIRE: The character manifests

Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, a pair of fiery wings for ten minutes. This
Infernal, or Terran. While in combat or a grants her Flight (Pace 12).

50
HEAVENS Greater Revelation (Spirit of Nature):
Once per day as a free action, the seer gains
Deity: Desna, Gozreh, Pharasma, Sarenrae. Fast Regeneration for five rounds. This ends

Edges & Hindrances


Known Powers: Banish, divination, fly, healing. immediately if she's Incapacitated.
Greater Revelation (Mantle of Moonlight):
The character's innate understanding of the STONE
moon renders her immune to lycanthropy. Deity: Abadar, Gorum, Torag.
She may also disrupt a lycanthrope’s
Known Powers: Barrier, burrow, deflection,
connection to the moon with a successful
protection.
Touch Attack. Success forces the lycanthrope
into its humanoid form, where it must remain Greater Revelation (Steelbreaker Skin):
for five rounds. Once per encounter as a limited action, the
character may harden her flesh so weapons
Once per encounter, the hero can make a
that strike her are damaged or destroyed.
successful Touch Attack fo force someone into
or out of a Rage (see Barbarian in Pathfinder for Anytime a melee or ranged weapon strikes
Savage Worlds). the oracle, it takes 1d6 damage plus an
additional 1d6 for every Power Point she
LIFE spends (up to a max of 3). If this shatters the
weapon, the oracle takes no damage from
Deity: Gozreh, Pharasma, Sarenrae. that attack.
Known Powers: Healing, light/darkness, relief,
sanctuary. WAVES
Greater Revelation (Energy Body): Once Deity: Gozreh, Pharasma.
per encounter as a limited action, the hero
Known Powers: Barrier, environmental
can transform her body into pure life energy,
protection, havoc, intangibility.
resembling a golden-white fire elemental.
Greater Revelation (Storm): Once per day,
She becomes the Monster Type: Elemental
as an action, the oracle may create a raging
and gives off a warm, welcoming light that
storm that stretches out for half a mile in all
increases illumination within a Small Blast
directions. The storm occurs only outside,
Template by one step, up to normal light.
limits visibility to 24" (48 yards), and decreases
The aura acts as a minor damage field Illumination one level. The tempest lasts five
against undead. rounds and may be extended another five
rounds by spending a Power Point.
LORE As a limited action, the oracle may focus
Deity: Abadar, Irori, Nethys. part of the tempest into a hailstorm that
Known Powers: Detect/conceal arcana, speak causes 2d6 damage in a Large Blast Template
language, locate, time stop. anywhere within 24" (48 yards).
Greater Revelation (Spontaneous
Symbology): The oracle's knowledge of WIND
the secret history of the world has revealed Deity: Gozreh, Shelyn.
untold truths. The oracle may spend a Benny Known Powers: Deflection, fly, havoc,
to cast any power of her Rank or lower. The elemental manipulation.
power may be maintained normally but
Greater Revelation (Vortex Spell):
afterwards is forgotten (the oracle doesn’t
Whenever the oracle gets a raise on a power
add it to her list of powers).
with a wind Trapping, she may make
anyone affected by the power Distracted or
NATURE Vulnerable, in addition to any other benefits
Deity: Erastil, Gozreh. granted by the particular spell.
Available Powers: Beast friend, elemental
manipulation, protection, shape change.

51
SUMMONER
SAVAGE PATHFINDER

SUMMONER Summon ally (5 Power Points, no Power


Modifiers allowed) may be used to conjure
REQUIREMENTS: Novice, Smarts d6+, the eidolon faster if needed.
Spellcasting d6+
When summoned, the eidolon's Wounds
Summoners form bonds with powerful are unchanged from the last time it
outsiders from the farthest reaches of the was dismissed (if slain, it returns with
planes. This practitioner of the arcane arts two Wounds).
forms a close bond with one particular
outsider, known as an eidolon.
EXTRA EVOLUTION
Over time, the two become linked,
eventually even sharing a shard of the same REQUIREMENTS: Novice, Summoner
soul. But this power comes with a price: the The summoner gains additional mastery over
summoner’s spells are limited due to his time his eidolon. This Edge can be taken once per
spent exploring the nature of his eidolon. Rank, granting the eidolon three Evolution
Points (see Eidolon Evolutions, page 55).
„ ARCANE BACKGROUND (Summoner):
Summoners use Spellcasting as their
arcane skill. On taking this Edge, the hero MAKER'S CALL
gains 10 Power Points, summon ally and REQUIREMENTS: Seasoned, Summoner
one additional starting power from the list As a limited free action, a summoner may call
below. a summoned eidolon to his side. The eidolon
Available Powers: Baleful polymorph, banish, appears as close to the summoner as possible.
barrier, boost/lower Trait, conjure item, create Additionally, the summoner and his eidolon
pit, deflection, detect/conceal arcana, disguise, can swap locations.
dispel, divination, environmental protection,
fly, growth/shrink, healing (summoner and SUMMONER'S CALL
eidolon only), invisibility, light/darkness, REQUIREMENTS: Seasoned, Summoner
magic jar, planar binding, plane shift, puppet,
Whenever the character summons his
speak language, speed/sloth, summon ally,
eidolon, he may increase its Agility, Strength,
summon monster, teleport, wall walker.
and Vigor one die type. This bonus lasts
„ ARMOR INTERFERENCE (Light): Summoners
for 10 minutes after the summoning ritual
require rapid, intricate, and unhindered is complete.
somatic movements. While wearing
medium or heavy armor or using
medium or heavy shields, the character's
LIFE BOND
Spellcasting rolls suffer a –4 penalty. The REQUIREMENTS: Veteran, Summoner
hero cannot use other abilities granted by A summoner’s life becomes linked to his
this Edge or any Edge that has this Edge as eidolon’s. As long as the creature has at
a Requirement. least one Wound remaining, the summoner
„ EIDOLON: The character can summon a may transfer any Wounds he'd take to his
powerful outsider known as an eidolon. eidolon instead.
The mage summons the creature by
completing a one minute ritual, and ASPECT
remains until Incapacitated or dismissed REQUIREMENTS: Heroic, Summoner
(a free action). An eidolon also returns to The summoner may divert up to half the
its native plane if its summoner is rendered points from his eidolon’s evolution pool to
asleep, unconsciouss, or Incapacitated.
52
P BALAZAR (NOVICE, ICONIC PATH SUMMONER)

Edges & Hindrances


Balazar is a gnome summoner who takes his privacy very seriously. Even around friends,
he is loathe to discuss his past. His eidolon Padrig is his enforcer, best friend, and link to
the arcane world.
ANCESTRY: Gnome (Gnome Magic, Keen Senses, Low Light Vision, Obsessive, Reduced
Pace, Size –1, Tough)
ATTRIBUTES DERIVED HINDRANCES: Enemy (Major - Nexian wizards),
Agility d6 Parry: 5 Poverty, Secret (Minor - the source of his white
Smarts d8 Toughness: 6 (2) hair)
Spirit d8 Pace: 5 EDGES: Extra Evolution, Summoner
Strength d4 Bennies:3 LANGUAGES: Common, Gnome, Goblin, Orc,
Vigor d6 Sylvan

SKILLS: Athletics d4, Common Knowledge d6, Fighting d6, Healing d4, Notice d6,
Occult d8, Persuasion d4, Riding d4, Shooting d4, Spellcasting d8, Stealth d4, Survival d4
POWERS: Deflection, healing, summon ally, summon monster
GEAR: Light club (Str+d4), dagger (Str+d4), hand crossbow (Range 5/10/20 Damage 2d4),
leather vest (+2), adventurer's kit, 10 bolts, pipe, 3x sunrod, scroll of bolt.

BALAZAR'S ADVANCEMENT TRACK


1 – New Powers: Boost/lower Trait, speak language
2 – Common Knowledge d8, Shooting d6
3 – Smarts d10
S—Makers Call
5 – Extra Evolution
6 – Spellcasting d10
7 – New Powers: Create pit,
speed/sloth
V—Life Bond
9 – Extra Evolution
10 – New Powers: Invisibility, teleport
11 – Summoner's Call
H—Aspect
13 – Spellcasting d12
14 – Power Points (16 total)
15 – Extra Evolution
L—Twin Eidolon
17 – New Powers: Plane shift, puppet
18 – Power Points (16 total)
19 – Power Surge
20 – Extra Evolution

53
add evolutions to himself (reducing the total can't be concealed by magic such as disguise
SAVAGE PATHFINDER

number available to the eidolon). (although invisibility conceals it along with


He may not select the Attribute Increase, the summoner as usual).
Skill, or Edge evolutions, or any evolution The eidolon gains and Advancement at
the eidolon can't possess, and he must meet creation and once at each of its maker's new
the listed Requirements as usual. Ranks. It may gain additional Evolutions via
The summoner may change the evolutions the Extra Evolutions Edge (see page 52).
any time he can change the eidolon’s
evolutions. BASE FORMS
TWIN EIDOLON P BIPED
REQUIREMENTS: Wild Card, Legendary, A basic humanoid figure with the Bash, Limbs
Summoner 2+ (arms), and Limbs (legs) Evolutions.
The summoner and his eidolon share a true Type: Outsider
connection. Once per encounter as a limited Attributes: Agility d6, Smarts d4, Spirit d6,
action, the summoner may assume the shape Strength d6, Vigor d6
of his servant, copying all of its evolutions, Skills: Athletics d6, Fighting d6, Notice d6,
form, and abilities. His Strength, Agility, and Stealth d4
Vigor change to match his eidolon, but his Pace: 6; Parry: 5; Toughness: 6 (1)
Smarts and Spirit remain his own. Edges: —
The summoner may end the transformation Special Abilities:
as a free action. Otherwise it lasts five „ Armor +1: Natural armor.
rounds, and may be extended it as if it were „ Bash: Str+d4.
a power (one additional Power Point every
five rounds). P QUADRUPED
The summoner may choose to drop any gear A four-legged eidolon with the Bite and
he carries or absorb it into the new form. Items Limbs (legs) x2 Evolutions.
with continuous effects continue to function
Type: Outsider
while absorbed in this way. The summoner
Attributes: Agility d6, Smarts d4, Spirit d6,
loses his natural attacks and all ancestral
Strength d6, Vigor d6
abilities (except bonus Edges, skills, and
Skills: Athletics d6, Fighting d6, Notice d6,
languages) in favor of the abilities granted by
Stealth d4
his eidolon’s evolutions.
Pace: 8; Parry: 5; Toughness: 6 (1)
Edges: —
EIDOLONS Special Abilities:
„ Armor +1: Natural armor.
When the mage first conjures his eidolon, he „ Bite: Str+d4.
picks one of the base forms below (biped,
quadruped, or serptentine), and then
gains three Evolution Points to enhance its
P 
SERPENTINE
abilities. The details of the creature's form A snake-like eidolon with Bash (tail), Climb,
are up to the summoner, but it is permanent Limbs (tail), and Reach (tail) Evolutions.
and unmistakably that of a unique and Type: Outsider
fantastic creature. Attributes: Agility d6, Smarts d4, Spirit d6,
An eidolon can speak all its summoner's Strength d6, Vigor d6
languages, and cannot make Natural Healing Skills: Athletics d6, Fighting d6, Intimida-
rolls (it must be healed). tion d4, Notice d6, Stealth d4
The eidolon bears a glowing rune identical to Pace: 6; Parry: 5; Toughness: 6 (1)
one that appears on the summoner’s forehead Edges: —
when the creature is summoned. The rune Special Abilities:
„ Armor +1: Natural armor.
can be hidden through mundane means, but
„ Bash: Str+d4, Reach 1.

54
EIDOLON EVOLUTIONS
COST NOVICE RANK EVOLUTIONS

Edges & Hindrances


Aquatic: The eidolon is native to the water. It's a natural swimmer and cannot drown and can
2 swim at its regular Pace. The summoner may spend an additional Evolution point to increase
the swimming Pace by +4.
Armor Piercing: One of the eidolon's natural attacks becomes far more dangerous. Any one
1 of its natural weapons gains AP 2. For an additional evolution point, it's increased to AP 4.
Requires Bite, Claws, Hooves, or Horns.
2 Attribute Increase: Increase one of the eidolon’s attributes one die type.
Bash: The eidonlon is considered armed and causes Str +d4 damage with its limbs. Requires
1
Limbs (arms or tail).
1 Bite: Str + d4.(See Creature Abilities for additional rules)
1 Burrow: The eidolon gains the Burrow ability at its regular Pace.
2 Claws (Requires Limbs (arms or legs)): The creature has Str +d4 claws.
1 Climb: The creature has the Wall Walker ability at its regular Pace.
Environmental Resistance: The eidolon gains Environmental Resistance to acid, cold,
1 electricity, or fire (choose one), usually reflected in its form. This evolution can be selected
more than once to gain resistance to additional energy types.
1 Hooves: Str + d4. Requires Limbs (legs).
1 Horns: Str + d4.
Improved Damage: Increase the damage of one of the eidolon’s natural weapons one die
1 type. This evolution may be selected more than once (applied to a different natural weapon
each time).
Improved Natural Armor: An eidolon’s hide grows thick fur, rigid scales, or bony plates,
1
increasing its Armor by +2. This evolution can be taken twice per Rank.
Limbs: The being grows an additional pair of limbs that take one of the three forms listed
below. This evolution can be selected more than once.
1 • Legs: Increases Pace by 1.
• Arms: May wield weapons.
• Tail: Allows for a stinger.
2 New Edge: The eidolon gains a non-Class Edge it meets the Requirements for.
Reach: One of the eidolon’s attacks gains Reach 1. This evolution may be taken up to three
1
times per attack form.
Rend: The thing rips and tears the flesh of those it attacks, gaining the Rending ability.
Requires claws or pincers.
• Rending: Victims Shaken or Wounded by a rending attack are bleeding and must make
3 a Vigor roll as a free action at the beginning of their next turn. Failure causes a Wound
and the victim must make another Vigor roll next turn. Success means the victim doesn't
suffer a Wound, but must make a Vigor roll again next turn. A raise (or a successful
Healing roll) stops the bleeding.
Skilled: Increase a skill that is equal to or greater than its linked attribute one die type or two
2 skills that are lower than their linked attributes by one die type each (including new skills the
character didn’t have before at d4).
Stinger: The eidolon has a long, barbed stinger at the end of its tail, granting it a Str+d4, AP
1
2, sting attack. Requires Limbs (tail).
Swallow Whole: The eidolon can swallow targets smaller than his Size category.
• Swallow Whole: With a successful bite attack, the victim must make an Evasion roll or
be Swallowed Whole. At the end of the eidolon's subsequent turns, anyone swallowed
3 makes a Vigor roll at –2 (a free action) or take a Wound. This continues until they're freed
or perish. If the eidolon is Shaken or Wounded from the inside (ignoring its Armor!),
everyone inside gets an immediate Athletics roll to escape. If the monster is Shaken or
Wounded from the outside, the escape roll is made at –2. Requires bite.

55
COST SEASONED RANK EVOLUTIONS
SAVAGE PATHFINDER

Blindsense: An eidolon’s senses become incredibly acute, granting it Blindsense.


3
• Blindsense: The eidolon ignores invisibility, illusion, and all Illumination penalties.
Energy Attacks: The eidolon's attacks become charged with an energy form of your choice:
1
acid, cold, electricity, or fire.
Breath Weapon: The eidolon can exhale magical energy in a Cone or Line Template as a breath
weapon. Select from acid, cold, electricity, or fire. Anyone under the template may Evade. The
4
eidolon can use this ability once per encounter plus one additional time for every extra point
spent on this evolution (max of 3). The eidolon must be of Seasoned Rank.
Grab: Grab: One of the eidolon's natural attacks may immediately make a grappling attempt
(+2 with a raise on the attack) as a free action if it Shakes or Wounds a foe with a Fighting
2
attack. This ability only works on creatures of the same Size category or smaller than the
eidolon.
Flight: The eidolon has wings and gains Flight at Pace 6. This may be increased to Pace 12
2 for an additional Evolution point. For another, the eidolon flies by means of magic instead
of wings.
Immunity: The eidolon’s body becomes Immune to one energy type (acid, cold, electricity,
3
or fire). This evolution may be selected more than once, choosing a energy type each time.
Large: The eidolon grows to Size 4 (Large), increasing its Strength and Vigor two die types
4
and armor +2. If the eidolon has the biped base form it gains Reach 1.
Pincers: The creature grows large pincers (Str+d4) at the end of one pair of its limbs. Eidolons
2 with the grab evolution linked to pincers gain a free reroll when grappling with them. Requires
Limbs (arms).
Poison: The creature has a Mild toxic bite or sting attack (see Hazards in Pathfinder for Savage
1 Worlds). When it hits, the target has a chance to be poisoned. For +2 Evolution Points the toxin
is Knockout or Lethal poison. For +2 more points, victims resist at –2.
Pounce: An eidolon gains quick reflexes and the Pounce ability. Requires quadruped.
2
• Pounce: If the creature makes a Wild Attack, it adds +4 to its damage instead of +2.
Tentacle: Long, sinuous tentacles emanate from the being, granting it two Str + d4, tentacle
2
actions with Reach 2 (four actions for two additional Evolution Points).
Trample: An eidolon gains the ability to crush its foes underfoot, gaining Trample (at Str +d6,
2
or Str + d8 with the hooves evolution). Requires biped or quadruped.
Web: The eidolon can spin webs through a pair of spinnerets. It can use these webs to support
itself from heights plus up to one creature of the same Size category. As a limited action, the
3
eidolon may make an Athletics roll up to 24", entangling a creature of its Size or smaller. The
webs are Hardness 8. Requires the climb evolution.
COST VETERAN RANK EVOLUTIONS
Fast Healing: The being’s body gains Fast Regeneration.
• Fast Regeneration: The eidolon can make a Vigor roll every round—even after it's been
3
Incapacitated. Success heals one Wound (or removes Incapacitated status), and a raise
heals an additional Wound.
Frightful Presence: The creature is terrifying to look at, and gains the Fear ability. For 3
3
additional Evolution Points, a summoner may increase the Fear check to –2.
Huge (Requires Large Evolution): A Large eidolon grows to Size 8 (Huge), increasing Strength
and Vigor another two die types and armor an additional +2. It gains Reach 1 (or Reach 2 if
6
biped). Any reach evolutions the eidolon possesses are added to this total. The Attribute
Increase evolution costs 4 points.

56
CREATURE ABILITIES
RULES

Edges & Hindrances


Aquatic: The creature is native to the water. It's a natural swimmer and cannot drown. Its Pace in water
is specified after the Aquatic ability.
Armor: A creature’s Armor is written in parentheses next to its total Toughness, and already added in.
Thick, leathery hide generally offers 2 points of Armor. Supernatural creatures may have much higher
Armor values. An iron golem, for example, might have 6 points of Armor or more.
Armor Piercing (AP) attacks allow an attacker to ignore a number of points of Armor equal to the
weapon's AP value.
Bash: Larger creatures often use their bodies or body parts to pummel their opponents during combat.
See the creature’s statistics for any special effects.
Bite: The creature may bite a target it has grappled (instead of only crushing its prey, see Grappling
in Savage Pathfinder).
Blindsense: A creature with this ability can perceive its environment using non-visual senses. This
includes keen sense of smell, echolocation, or the ability to sense vibrations in the ground or even in
the air. They ignore invisibility, illusion, and all Illumination penalties.
Breath Weapons: Most dragons and other “fire breathers” use a Cone Template for their attacks (see
Area Effect attacks in Pathfinder for Savage Worlds). A few specific creatures, such as blue and black
dragons, use the Stream Template instead.
Unless otherwise noted, breath attacks may be evaded (see Evasion in Pathfinder for Savage Worlds)
and take the creature’s entire turn — they can’t perform Multi-Actions in the same round they make
a breath attack.
Burrow: From massive worms to sand-dwelling humanoids, many creatures are able to burrow
beneath the earth and move within it.
Burrowers can tunnel underground and reappear elsewhere for devastating surprise attacks against
their foes. The distance a creature can burrow on its turn is written immediately after its Burrow ability.
A burrowing creature may tunnel on its action, and may erupt from the ground at any point within
its burrowing Pace in the same turn. It can't be attacked beneath the earth unless the attacker has some
means of detecting it and penetrating the intervening dirt.
Burrowing creatures erupt from beneath their foes and may take them by surprise. If the target was
unaware of the burrower’s presence, the creature makes an opposed Stealth roll versus the victim’s
Notice (see Attacking from Stealth in Savage Pathfinder). Targets on Hold may attempt to interrupt
an attack before it occurs if they detect it.
Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection
and mobility.
Claws: +2 to Athletics (climbing) rolls on any rough or soft surface (not sheer steel, glass, etc.).
Environmental Resistance: The creature is resistant (but not immune) to a particular type of energy
or substance, such as cold, heat, iron, etc.
Damage from the source is reduced by 4, and the being adds +4 to resist matching Hazards or powers
with a similar Trapping.
Fear: Particularly frightening monsters cause Fear checks to all who see them. Some truly terrifying
monsters may inflict penalties on Fear checks as well. A creature with Fear −2, for instance, causes those
who see it to make their Fear checks at −2. See the Fear rules in Savage Pathfinder for effects.
Flight: A creature can fly at the listed Pace. It uses its Athletics to maneuver if a roll is required.
If a creature’s Pace is at least 24, attackers subtract 1 when making attacks against it. If it’s Pace is 48
or higher, attackers subtract 2.
Horns: Add +4 damage at the end of one Fighting action in which it runs, moves at least 5″(10 yards),
and successfully hits with its horns.
Immunity: Creatures born in fire aren’t affected by heat, and a horror made of pure lightning ignores
a bolt attack with an electrical Trapping. They ignore damage and effects based on any attack with that
Trapping.
Immunities include related types of attacks as well. A monster that ignores cold-based effects and
attacks also ignores powers with frost or ice Trappings, for example.

57
RULES
SAVAGE PATHFINDER

Innate Powers: Various creatures on Golarion have Innate Powers. These are usually magical abilities
with "spell-like" effects or powers.
Activating an Innate Power is an action and follows all the power's usual rules such as Range, line of
sight, etc.
Automatic Powers: These powers don't require a roll to activate. Minor powers activate with success
and major powers activate with a raise. This is true even if the power normally requires an attack roll.
Minor bolt, for example, automatically hits its target if any part of it is visible and in Range, ignoring
Cover, the Dodge Edge, etc.
Opposed Powers: These powers must still be resisted by the target. A minor power sets the target
number to resist at 4 (because it's a success), a major power sets the target number to resist at 8 (because
it's a raise).
Major puppet means the victim must make a Spirit check against a target number of 8 (for a major
power) or be enthralled.
Rolled Powers: If an ability does require a Trait roll, the skill or attribute is listed in parentheses after
the power, like so: invisibility (flamer; True; Spirit).
As with other powers, a Critical Failure causes Fatigue.
Duration: Creatures do not need to spend Power Points to maintain Innate Powers.
Power Modifiers: Innate Powers can't use Power Modifiers unless listed with the ability.
Natural Weapons: Creatures with natural weapons such as fangs, claws, or horns may attack with any
or all of them using their Fighting skill. Damage is stated for character ancestries and beasts in their
various descriptions.
Creatures with natural weapons are always considered armed. This means they aren’t Unarmed
Defenders and foes fighting with Two Weapons gain no advantage against them.
Poison: Snakes, spiders, and other creatures inject poisonous venom via bite or scratch. To do so, the
creature must cause at least a Shaken result to the victim, who then makes a Vigor roll modified by the
strength of the poison (listed in parentheses after the creature’s Poison ability). Effects of failure are
described in more detail under Hazards in Savage Pathfinder.
Pounce: Predators often pounce on their prey to best bring their mass and claws to bear. If a creature
with pounce makes a Wild Attack, it adds +4 to its damage instead of +2 to one successful Fighting
attack.

58
RULES
Regeneration: Hydras, trolls, vampires, and other legendary creatures can Regenerate their injuries.

Edges & Hindrances


Regeneration can be Fast or Slow.
Fast: Wounded creatures make a Vigor roll each round—even while Incapacitated. Success heals one
Wound (or removes Incapacitated status), and a raise heals an additional Wound. Wounds caused by
some damage types, listed in the creature’s description, don't regenerate but may still heal naturally.
Trolls can't regenerate Wounds caused by flame, for example.
Slow: The creature makes a natural healing roll once per day.
Rending: Victims Shaken or Wounded by a rending attack are bleeding and must make a Vigor roll as
a free action at the beginning of their next turn. Failure causes one Wound and the victim must make
another Vigor roll next turn. Success means the victim doesn't suffer a Wound, but must make a Vigor
roll again next turn. A raise stops the bleeding and no further rolls are required from that attack.
A successful Healing roll also stops the bleeding.
Size: Size grants a bonus to Toughness (or penalty for small creatures) and is a guide to the typical
Strength of creatures in that general range.
Size is generally based on mass, but exceptions exist for extremely large but weak creatures, small but
strong beings, etc. If no Size is listed, the creature is Size 0.
If the creature is of a size other than normal, it is listed in parentheses after the Size entry.
Additional Wounds: Large creatures can take an additional Wound, Huge can take two, and
Gargantuan three. The maximum Wound penalty is always three. This stacks with Resilient/Very
Resilient (see above).
Such creatures typically have Reach equal to the additional Wounds granted by Size.
Swallow Whole: With a successful bite attack, the victim must make an Evasion roll or be Swallowed
Whole. At the end of the creature's subsequent turns, anyone swallowed must make a Vigor roll at –2
or take a Wound from the crushing gullet and acidic bile. This continues until they're freed or perish.
If the creature is Shaken or Wounded from the inside (ignoring its Armor!), everyone inside gets an
immediate Athletics roll to escape. If the monster is Shaken or Wounded from the outside, the escape
roll is made at –2.
Appropriate Tests (GM's call, such as pepper in the nose, extreme nausea from a spell effect or poison,
etc.) might cause the beast to cough, sneeze, or vomit. This gives everyone inside an Athletics roll to
escape.
Swat: The monster has learned to hunt or deal with smaller opponents. It ignores up to 4 points of
Scale penalties when attacking creatures smaller than itself.
Tentacles: The creature has a number of “tentacle actions” specified in its description (usually 2 or 4) it
may use once per turn. All of a creature's tentacle actions count as one of its three potential actions for
the turn, and must stem from the tentacle in some way —usually a Fighting, Shooting, or grappling
attack (GM’s call). A giant octopus with four tentacle actions, for example, could make four attacks as
one action and still have two actions left over.
If the creature is a Wild Card, it rolls its Wild Die with each tentacle action as usual.
If the being performs other actions on its turn, such as Taunting or casting a spell, these and the tentacle
actions are affected by the Multi-Action penalty as usual.
Grappling rolls made with tentacles get a +2 bonus, and its crushing attack causes the creature’s
Strength in damage unless otherwise listed.
Severing a tentacle is a Called Shot. If damage exceeds the creature’s Toughness, the limb is severed
and the monster is Shaken. If it was already Shaken, it takes a Wound.
Trample: Elephants, rhinoceroses, and other large creatures can trample smaller victims underfoot
while moving at least 5″ (10 yards) in a straight line. This applies only when the foes are at least two
sizes smaller. See the creature's description for other conditions.
Anyone in the creature's path must Evade or take the listed damage. Those trampled may attack it after
it passes, if possible (see Withdrawing from Melee in Savage Pathfinder), unless it has Extraction or
a similar ability.
Wall Walker: Some creatures have the ability to walk on walls. They automatically walk on vertical
or inverted surfaces.
A Wall Walker’s movement rate when walking on walls is its standard Pace. It may run as usual when
walking on walls unless the specific creature’s text says otherwise.

59
WITCH
SAVAGE PATHFINDER

WITCH A witch’s familiar stores its mistress' spells


(but not those learned from other arcane
REQUIREMENTS: Novice, Occult d4+, backgrounds), though it can't cast them
Spellcasting d6+, itself. The witch must communes with her
Some gain power through study, some familiar every morning or lose access to her
through devotion, others through blood, spells until she does so.
but some gain power from communion A witch may only have one familiar
with the unknown. Generally feared and at a time, no matter how many Edges
misunderstood, the witch draws her magic grant her one.
from a pact made with an otherworldly power.
„ HEX: Witches have access to additional
Communing with that source and using supernatural abilities called hexes. They
her familiar as a conduit, the witch gains gain one hex of her choice from the list
not only a host of spells, but a number of on page 62 on taking this Class Edge. A
strange abilities known as hexes. As the witch cannot select an individual hex more
spellcaster grows in power, she might learn than once.
about the source of her magic, but many
remain blissfully unaware of their patrons'
true identity.
ADDITIONAL HEX
REQUIREMENTS: Seasoned, Witch
„ ARCANE BACKGROUND (Witch): Witches
use Spellcasting as their arcane skill. They The witch may select a new Hex from those
start with 10 Power Points and two powers listed on page 62.
chosen from the list below.
„ AVAILABLE POWERS: Baleful polymorph, MAJOR HEX
beast friend, blind, burst, boost/lower Trait, REQUIREMENTS: Veteran, Witch
conjure item, curse, damage field, detect/conceal The witch gains a Major Hex from the list
arcana, dispel, empathy, fear, fly, healing, light/ on page 62.
darkness, locate, magic jar, mind reading, plane
shift, protection, puppet, relief, resurrection, ARCANE MASTERY
scrying, slumber, speak language, stun,
summon ally, teleport. REQUIREMENTS: Heroic, Witch
„ ARMOR INTERFERENCE (Any): Witches
Through her dark patron, the witch unlocks
the mysteries of her mystical powers. This
require rapid, intricate, and unhindered
gives her access to all her powers’ Epic Power
somatic movements. While wearing light,
Modifiers.
medium, or heavy armor or using light,
medium, or heavy shields, the character's
Spellcasting rolls suffer a –4 penalty. The GRAND HEX
hero cannot use other abilities granted by REQUIREMENTS: Wild Card, Legendary,
this Edge or any Edge that has this Edge as Witch 2+
a Requirement. The witch selects a Grand Hex (see page 63).
„ FAMILIAR: Witches gain the service of a
familiar that serve them and reveals secrets
unknown to most mortals. The familiar
uses the same rules as the Wizard Edge
(see Pathfinder for Savage Worlds) with the
following exceptions.

60
P FEIYA (NOVICE, ICONIC PATH WITCH)

Edges & Hindrances


A lithe young woman with stark white hair stares provocatively at you, silently daring you
to advance and either provoke or caress her. Her fingernails are overlong and sharpened,
and she carries a wooden staff with strange trinkets tied to it. Close by, a red fox watches
you warily, ready to defend the woman if necessary.
ANCESTRY: Human (Flexibility)

ATTRIBUTES DERIVED HINDRANCES: Driven (Major - Find parents),


Agility d6 Parry: 4 Enemy (Minor - Crones), Loyal
Smarts d8 Toughness: 5 EDGES: Alertness, Luck, Witch (Evil Eye Hex, Fox
Spirit d8 Pace: 6 Familiar)
Strength d6 Bennies: 4 LANGUAGES: Aklo, Common, Celestial, Elven,
Vigor d6 Sylvan

SKILLS: Athletics d4, Common Knowledge d6, Fighting d4, Healing d6, Intimidate d6,
Notice d6, Occult d6, Persuasion d4, Spellcasting d8, Stealth d4
POWERS: Boost/lower Trait, protection
GEAR: Staff (Str+d4, Parry +1, Reach 1, Two Hands), dagger (Str+d4), 4x darts (Range
3/6/12, Damage Str+d4, counts as shuriken), adventurer's kit, fetishes, healers kit, iron
pot, spell components pouch, 2x sunrods, tanglefoot bag, 2x scroll of bolt, 24gp.

FEIYA'S ADVANCEMENT TRACK


1 – New Powers: Detect/conceal arcana, dispel
2 – Fighter d6, Occult d8
3 – New Powers: Burst, stun
S—Additional Hex (Cackle)
5 – Smarts d10
6 – Persuasion d6, Spellcasting d10
7 – Spellcasting d10
V—Major Hex (Augment)
9 – Healing d8, Notice d8
10 – Disruptive Spells
11 – New Powers: Fear, slumber
H—Arcane Mastery
13 – Power Points (15)
14 – Agility d8
15 – Athletics d6, Stealth d6
L—Grand Hex (Eternal Slumber)
17 –Vigor d8
18 – Tough as Nails
19 – Spellcasting d12
20 – New Powers: Curse, puppet

61
HEXES MAJOR HEXES
SAVAGE PATHFINDER

„ AGONY: As a limited free action, the witch „ HAG’S EYE: The witch creates an invisible
makes an opposed Spirit roll against magical sensor that sends her visual
an enemy within a Range equal to her information. She creates the eye within
Smarts. With success, she makes the target a Range of Smarts. The eye the size of a
Distracted or Vulnerable (both with a raise). normal human eyeball and has Flight at
„ AUGMENT: The witch may cast the Pace 6. It sees exactly as the witch would if
following powers as a limited free action: she were there.
fly, speak language (the hex doesn't grant The eye can’t leave the witch's plane for
these powers). any reason. It functions for one minute
„ BLIGHT: The witch curses an animal, plant, increments, up to 10 minutes per day.
or a plot of land. This takes a full round of „ NIGHTMARES: The witch may automatically
concentration, and she and her familiar place a curse on a target within a Range of
must be in contact with part of the area to be twice her Smarts. The victim must make
corrupted. If used on a plot of land, plants a Spirit roll at –2 when it tries to sleep
wither the following day and die completely or be tormented by terrible nightmares,
over the next week. Nothing grows in that preventing her from resting (see Sleep
area so long as the hex persists. Hazards in Pathfinder for Savage Worlds).
A witch may affect an area with a radius If the Spirit roll is successful the nightmares
equal to twice her Smarts. Dispel can be pass until the witch hexes him again.
used to remove a blight, but the caster must „ VISION: The witch can grant a glimpse of the
first walk the perimeter of the blighted area future to a creature she touches. Granting a
for one hour before attempting to cast. vision takes a full minute of concentration,
The witch can instead take an action to during which time she must remain in
blight a creature of the Animal or Plant contact with her subject. At the end of this
Type. The witch touches the target and time, the target receives a brief image of the
makes a Spellcasting roll. Success reduces near future (usually no more than one year)
the creature's Toughness by 4 (to a of the Game Master's discretion. The witch
minimum of 1). At the end of each of the can grant this individual no further visions
creature's turns it makes a Spirit roll (at –2 until this one has come to pass (or not).
with a raise) as a free action to end the effect. This is only the most likely version of the
A witch can only have one blight in effect future, so such visions are unreliable at best.
at a time. Casting a new one terminates the A witch cannot use this ability on herself.
other immediately. „ WAXEN IMAGE: This hex gives the witch the
„ CACKLE: A witch may issue a hideous and puppet power if she doesn't already have it.
disturbing cackle as a free action. Distracted As a limited action, she may create a crude
or Vulnerable creatures don't remove these and unnerving wax duplicate of a creature
conditions as long as they remain within she can see within a Range of Smarts.
10" (20 yards) of a cackling witch. She may then cast puppet on the target of her
„ CHARM: The witch may cast the following waxen image from any distance. If she can
powers as a limited free action: beast friend, see the target she adds +2 to the roll. The
empathy (this hex doesn't grant these waxen image melts after use, so she must
powers). make a new one after each casting.
„ EVIL EYE: The witch may cast the following The witch can only have one waxen image
powers as a limited free action: boost/lower at a time. If she creates another, the previous
Trait, slumber (the hex does not grant her image becomes useless.
these powers). „ WEATHER CONTROL: The witch may
„ HEALING: The witch may cast the following cast environmental manipulation with the
powers as a limited free action: healing, relief Weather Power Modifier at no cost, once
(the hex does not grant her these powers). per day.

62
Edges & Hindrances
no other actions other than performing
GRAND HEXES this hex. The witch makes a Spellcasting
„ DEATH CURSE: This hex seizes a creature’s roll, targeting her victim within a Range
heart, causing death in just a few moments. equal to her Smarts. With success, the
Death's curse has a range of 5" (10 yards), target must make a Spirit check (at –2 with
and the target makes a Spirit roll. If failed, a raise on the Spellcasting roll), or die and
the creature takes Fatigue each round until be immediately reincarnated into a new
it's Incapacitated, then makes a Vigor check body (roll on the chart below to see what
or dies. With success, he takes 3d6 damage the creature is). The reincarnated form still
(ignoring armor) and the hex ends. a Wild Card if it was one before the hex was
cast. A creature cannot be the target of this
Slaying the witch that hexed the creature
hex more than once a day.
ends the effect, though the Fatigue remains.
D100 CREATURE
A creature cannot be the target of Death's
Curse again for an entire day. 1 Bugbear
„ ETERNAL SLUMBER: As a limited action, 2-12 Dwarf
the witch makes a Touch Attack with 14-25 Elf
Spellcasting. With success, the target makes 26 Gnoll
a Spirit roll (–2 with a raise). Failing this
27-38 Gnome
check causes it to fall into a deep slumber
from which it cannot be woken except by 3*9-42 Goblin
a wish or by slaying the witch who cast it! 43-52 Half-Elf
A witch can use also poison food or drink 53-62 Half-Orc
with her hex, causing the next person to 63-74 Halfling
consume it to be affected. She may only 75-89 Human
have one such poisoned dish at a time, and
90-93 Kobold
it loses its potency after one minute if not
consumed. A creature can't be affected by 94 Lizardfolk
eternal slumber more than once per day. 95-98 Orc
REINCARNATION: The witch can
„ FORCED 99 Troglodyte
move and take free actions, but can take 100 Other (GM's choice)

63
(but must meet the new power's requirements
NEW CLASS EDGES
SAVAGE PATHFINDER

as usual).
On the following pages are additional
Class Edges that may be taken by multiple FAVORED POWER (CHOOSE ONE)
character types, or expand on the core Class REQUIREMENTS: Seasoned, Sorcerer or
Edges to help your hero follow the calling of Wizard
their career. The spellcaster has great familiarity with
certain powers and can cast them quickly
AURA OF JUSTICE and easily. As a limited free action, he may
REQUIREMENTS: Seasoned, Paladin ignore up to two points of any penalties
As a limited free action the paladin can expend (Multi-Action, Wounds, Fatigue, etc.) when
two uses of her smite evil ability to grant the casting any one of the spell sets below. This
ability to all allies within 5" (10 yards). Allies Edge may be taken multiple times, choosing
must use smite evil ability on their next turn a different set each time. This Edge doesn’t
or lose the gift. give him those powers— they must be taken
separately.
COCKATRICE STRIKE „ ABJURER: Banish, environmental protection,
or protection.
REQUIREMENTS: Seasoned, Monk,
„ CONJURER: Barrier, create pit, or summon ally.
Spirit d8+, Fighting d8+
With a single strike, the solemn warrior „ DIVINER: Detect arcana, locate, or scrying.

transmutes flesh to stone. „ ENCHANTER: Beast friend, empathy, or mind

As a limited action, the monk can make a wipe.


single unarmed strike against a Vulnerable, „ EVOKER: Blast or burst (choose one), havoc,
Stunned, Bound, or Incapacitated foe. If the or stun.
attack hits with a raise, the target is petrified „ ILLUSIONIST: Conceal arcana, illusion, or
(see curse in Pathfinder for Savage Worlds) invisibility.
unless he makes a Vigor roll (at –2 with a raise
„ NECROMANCER: Blind, drain Power Points,
on the attack).
or fear.
„ TRANSMUTER: Elemental manipulation, shape
CROSSBLOODED
change, or telekinesis.
REQUIREMENTS: Heroic, Sorcerer
A crossblooded bloodline combines the HUNTER'S BOND
powers of two distinct heritages. In most
cases, sorcerers with this bloodline are the REQUIREMENTS: Seasoned, Ranger
offspring of two sorcerers from different The ranger forms a bond with his hunting
ancestries, but occasionally a crossblooded companions. Once per encounter as a limited
sorcerer arises from the conjunction of other, free action, the hunter grants his Favored
stranger powers. Enemy benefit against a single target of the
appropriate type to all allies within 5" (10
The sorcerer can select a new bloodline and
yards) who can see or hear him.
take its Advanced Bloodline Edge.
This lasts for five rounds, and does not stack
EXTRA DOMAIN with any Favored Enemy bonuses possessed
by his allies.
REQUIREMENTS: Seasoned, Cleric
This cleric's deity smiles down upon her, INSPIRE GREATNESS
granting divine strength. Select one additional
domain listed under the character's deity. The REQUIREMENTS: Veteran, Bard
cleric gains access to all powers on the list in The bard gains an additional three Inspiration
addition to those in her starting domain. She tokens when he uses Inspire Heroics.
also gains one power from the new domain

64
MYSTIC POWERS (ROGUE) once per day. Oozes, constructs, undead, and
creatures without biological organs cannot be
REQUIREMENTS: Seasoned, Rogue effected by Quivering Palm.

Edges & Hindrances


As a limited free action the rogue can cast one Anyone struck by the blow may be slain by
of the following spells: Boost Trait (Athletics, the monk up to one week later. The monk
Stealth, and Thievery only), darksight, sound/ need not see his target, he merely wills his
silence, and wall walker. All powers except demise (a free action). Unless the victim
sound are self only, but the rogue gains no makes Vigor roll (apply any penalties from a
benefit from the Limitation. Called Shot on the attack to the Vigor roll), he
The scoundrel has 10 dedicated Power Points immediately begins Bleeding Out.
that recharge normally. She automatically
activates the power with success for its DISRUPTIVE RAGE
regular cost, or with a raise for an additional
REQUIREMENTS: Veteran, Barbarian,
two Power Points. She may use applicable
Spirit d8+, Occult d6+
Power Modifiers if desired at the usual cost.
See Pathfinder for Savage Worlds for more Superstitious barbarians hone their martial
information on specific spells. prowess against spellcasters. This rampaging
mage-killer gets a free attack against any
Mystic Powers doesn’t grant access to Edges
enemy who casts a spell or miracle within
requiring an Arcane Background. If the rogue
her Reach.
also has an Arcane Background, none of its
Edges and abilities can be used with Mystic Magic items don't normally trigger this
Powers (and vice-versa). ability unless they allow the user to cast a
spell, miracle, or power of some sort.
QUIVERING PALM
TIMELESS BODY
REQUIREMENTS: Heroic, Monk,
Fighting d10+ REQUIREMENTS: Seasoned, Druid,
Vigor d8+
The monk can send deadly vibrations
through the body of a creature that can turn The druid no longer physically ages, though
fatal if the monk so desires. The warrior can she still dies of old age when her time is up.
use Quivering Palm attack no more than

65
SAVAGE PATHFINDER

Due to the supernatural nature of her body, CRIPPLING ATTACK


she is also immune to all poisons and diseases.
REQUIREMENTS: Heroic, Trademark
Weapon
COMBAT EDGES Whenever the hero gets a raise with his
These Edges are designed to help your hero trademark weapon, the target's Pace is halved
dish out terrible damage—or survive it —in for five rounds. Against creatures with
the bloody battles of Savage Worlds. multiple types of movement, the character
must choose which movement type to affect.
ARMOR TRAINING Flying creature hit must make an Athletics
check to remain airborne when crippled.
REQUIREMENTS: Novice, Armor
Restriction (Any, Light, or Medium)
CROSSBOW MASTERY
Through tireless training, the adventurer has
mastered the use of heavier armor without REQUIREMENTS: Veteran, Rapid Reload,
reducing his physical capabilities. Decrease Shooting d8+
the type of armor restricted by one type (for The time required for the Pathfinder to reload
example, Light increases to Medium). any crossbow is reduced to a limited free
action. Additionally, the archer can use his
COVERING DEFENSE crossbow as a heavy club.
REQUIREMENTS: Novice
ELDRITCH CLAWS
You are skilled at protecting yourself and
your allies with your shield. When this REQUIREMENTS: Seasoned, Claws,
valiant champion uses the Defend maneuver Fighting d6+
while wielding a shield, he may provide an The warrior's claws can mimic the effects of
adjacent ally with the Parry and Cover bonus adamantine, cold iron, silver, or magic for
of his shield (in addition to himself). purposes of Weaknesses and Environmental
Weaknesses.

66
HEROIC DEFIANCE RENDING CLAWS
REQUIREMENTS: Seasoned, Vigor d8+ REQUIREMENTS: Heroic, Claws,

Edges & Hindrances


You struggle on when others would fall. Strength d8
Once per encounter, the valiant hero may The savage hero's claws cause Rending
automatically remove the Bound, Entangled, damage (see page 59).
Distracted, or Vulnerable condition.
The character may spend a Benny to remove SHADOW STRIKE
these conditions in the same encounter REQUIREMENTS: Veteran, Sneak Attack,
afterwards. Fighting d6+
The scoundrel can use her sneak attack while
MISSILE SHIELD in Dim, Dark, or Pitch Darkness illumination.
REQUIREMENTS: Veteran
You are skilled at deflecting ranged attacks TOUCH OF SERENITY
with your shield. The hero must be using a REQUIREMENTS: Seasoned, Spirit d8+,
shield to benefit from this Edge. When he Unarmed Strike, Fighting d8+
is hit with a ranged attack (not including With a single touch you can reduce the threat
spell effects or ranged Heavy weapons), he of even the most savage of foes. Once per
may apply the shield's Parry bonus to his encounter, after making a successful Fighting
Toughness. The character must be aware of attack, the warrior may forfeit damage and
the attack for this Edge to take effect. all other effects to cause a state of temporary
serenity in his foe. Until his next turn, the
MOUNTED SHIELD
REQUIREMENTS: Novice
Your defensive tactics defend
both you and your mount. When
mounted, the horseman may add
his shield bonuses (against both
ranged and melee attacks) to his
mount's defenses.

POINT BLANK MASTER


REQUIREMENTS: Veteran,
Shooting d10+
The archer has learned to fire his
ranged weapon even in close
combat. He may fire any personal
ranged weapon in melee, and uses the
standard Target Number of 4 as the base
rather than the opponent's Parry.

FERAL CLAWS
REQUIREMENTS: Seasoned,
Claws, Strength d6+
Your claw attacks do greater harm
to your enemy. The claws gain
+2 AP and their damage die
increases one die type.

67
target cannot take any hostile actions Leadership Edges aren’t cumulative with
SAVAGE PATHFINDER

(offensive spells, attacks, Tests, etc.). This also the same Edge from other leaders. Characters
ends the target's Rage if he has that ability. may benefit from different Leadership Edges
by the same or different leaders, however.
TRIPPING STRIKE Command Range: Allies must be within 5″
REQUIREMENTS: Seasoned, Fighting d8+ (10 yards) and be able to see and hear their
The force of this brute's blows brings leader to benefit from her abilities. This is
opponents to their knees. A target Shaken called her “Command Range.”
or Wounded by this warrior's attack is also
knocked prone. TEAM UP
REQUIREMENTS: Veteran, Smarts d8+,
UNDER AND OVER Command, Natural Leader
REQUIREMENTS: Novice, Size –1 or This tactical master makes his allies more
smaller, Athletics d8+ efficient. Once per turn, he may choose a
You can slip under your enemies' strikes to character in Command Range to take an
keep them off balance. If an enemy at least additional limited action or limited free action
three Sizes larger than your hero misses with on their next turn. This doesn't increase the
a Fighting roll, it must make an Agility roll at number of actions a character can take.
–2 or be Vulnerable and fall prone.
POWER EDGES
LEADERSHIP EDGES Power Edges are the key to unlocking the true
Leadership Edges grant bonuses to allies, potential of those with Arcane Backgrounds.
making them more effective, reliable, or They can mean the difference between an
durable. Unless an Edge says otherwise, apprentice with a few abilities and a master
it only affects allied Extras. Wild Cards of magic or divine energies!
only benefit if the leader has the Natural
Leader Edge.

68
BOUNCING SPELLS
REQUIREMENTS: Veteran, Arcane

Edges & Hindrances


Background (Any)
Whenever a character with this Edge
successfully casts a power at a single target
and the enemy resists it or is Immune to it,
she may spend two Power Points to choose
another target in Range instead. This Edge
can only be used once per spell.

DISRUPTIVE SPELLS
REQUIREMENTS: Seasoned, Arcane
Background (Any)
The magical energies from your powers cling
to enemies, interfering with their innate
abilities.
Targets affected by one of this spellcaster's
powers must make a successful Smarts roll to
activate any of their Innate Powers or Mystic
Powers (rather than the power activating
automatically). This effect lasts until the end
of the target's next turn.

PRESTIGE EDGES
Prestige Edges build on other Edges, classes,
and skills to provide unique talents possessed
by a rare few.
A character may only choose a new core
Prestige Edge once per Rank (this is instead
of a core Class Edge), and once every four
Advances at Legendary Rank. Advanced
Prestige Edges (the level II and III Edges
listed below each core Edge) are not subject Range one of the following abilities for five
to this restriction. rounds:
Toughness: Allies gain +2 Toughness.
BATTLE HERALD
Reveille: Allies ignore one point of Fatigue
REQUIREMENTS: Seasoned, Cavalier or Wound penalty.
or Paladin, Command, Persuasion d6+,
Sound the Charge: Allies deal +2 damage
Intimidation d4+.
on Fighting attacks.
In every army there are leaders who surpass
the average cold-hearted mercenary, battle-
scarred veteran, or wizened drill instructor.
BATTLE HERALD II
Battle heralds are skilled warriors who have REQUIREMENTS: Veteran, Battle Herald
honed the art of leadership to a keen edge. „ TACTICIAN: As a limited action, the herald

„ INSPIRING COMMAND: The leader uses may grant all allies in command one of her
her keen tactical acumen and decisive Combat Edges for five rounds. Allies do not
judgment to lead others to victory. Once need to meet the Edge's Requirements.
per encounter as a limited free action, she
may provide allies within her Command

69
BATTLE HERALD III living conduits of divine power, willing to
SAVAGE PATHFINDER

sacrifice their bodies if it brings glory to their


REQUIREMENTS: Heroic, Battle Herald II deity or judgment upon enemies of their faith.
„ LAST STAND: Once per encounter, as an „ STIGMATA: A vindicator is marked by
action, the battle herald can inspire her scarified wounds appropriate to his deity.
allies to continue fighting even when all He may cause the wounds to bleed for five
hope is lost. rounds as a limited free action.
All allies can immediately make a natural While the stigmata bleed, the vindicator
healing roll ignoring one point of Wound adds +2 to all healing rolls. Once the
penalties. stigmata ends, the holy vindicator suffers
a level of Fatigue.
HOLY VINDICATOR
REQUIREMENTS: Seasoned, Channel HOLY VINDICATOR II
Energy ability (such as in the Cleric Class REQUIREMENTS: Seasoned, Holy
Edge), Occult d6+ Vindicator
Within many faiths are orders of militants „ BLOODFIRE: The vindicator's stigmata
who put their lives and immortal souls on the allows him to add his Spirit die to Fighting
line for their beliefs. With sufficient training, damage rolls while bleeding. He may also
they may become paragons of battle and use his Spirit when checking for a weapon's
Min Str, allowing him to wield greater
burdens in the service of his religion.

HOLY VINDICATOR III


REQUIREMENTS: Veteran, Holy
Vindicator II
„ BLOODRAIN: The vindicator surges with
sacred energy while bleeding. Doing so
activates a minor damage field in a Medium
Blast Template centered on the hero with
the Selective Power Modifier. Any enemies
in the template lose the Hardy special
ability.

HORIZON WALKER
REQUIREMENTS: Seasoned, Survival d6+
Horizon walkers are masters of travel,
always seeking to find safe paths through
inhospitable terrain. They are comfortable
in places others speak of only in hushed
whispers, and can venture forth onto
untrod paths to guide the less-traveled
through such hazardous lands.
A horizon walker who doesn't
already have the Favored Terrain
ability (such as in the Ranger
Class Edge) gets one when taking
this Edge.
„ TERRAIN MASTERY: When within a horizon
walker's Favored Terrain, he may, as a
limited free action, grant all allies who
can see and hear him and are within 5" (10
70
yards) a free reroll on their next Athletics,
Notice, Stealth, or Survival check.

Edges & Hindrances


HORIZON WALKER II
REQUIREMENTS: Veteran, Horizion
Walker
A horizon walker learns total dominance
over the terrain he has already selected for
Favored Terrain. Terrain dominance grants
additional abilities, detailed below.
„ TERRAIN DOMINANCE: The horizon walker
gains the following benefits depending on
his Favored Terrain (whether he's in that
terrain type or not).
Astral Plane: Increases flying Pace by +6
(but doesn't grant flight).
Cold: Environmental Resistance (Cold).
Desert: Ignore one point of Fatigue penalty.
Ethereal Plane: Ignore the Illumination
penalty from fog and mist.
Forest: Free reroll on failed Stealth checks.
Jungle: The horizon walker is not
Distracted while Entangled or Bound.
Mountain: The horizon gains the Wall
Walker special ability.
Plains: This character treats his Strength
as one die type higher when determining
Encumbrance and Minimum Strength to
use armor, weapons, and equipment.
Plane of Air: +1 on attack rolls against
flying creatures.
Plane of Earth: Armor +2. Water: The character gains Aquatic at his
Plane of Fire: Environmental normal walking Pace. If already Aquatic,
Resistance (Fire). Pace increases by +6 while swimming.
Plane of Water: The character gains
Aquatic at his normal walking Pace. If MASTER CHYMIST
already Aquatic, Pace increases by +6 REQUIREMENTS: Seasoned, Alchemist
while swimming. Mutagenic Form: A master chymist’s
Plane, aligned: If the horizon walker mutagenic form is a dramatically different
selects a plane with an alignment trait, he alter ego caused by the mutagenic potions
can choose to detect that alignment as a she has consumed over the course of her
free action. career. The form shares memories and basic
Swamp: Free reroll on failed Notice rolls. goals with the chymist’s normal personality
Underground: The character gains but goes about meeting those goals in a
Darkvision, or Night Vision if he already different manner.
has Darkvision. The mutagenic form is often ugly and
Urban: Free reroll on failed Persuasion rolls. monstrous and may even appear to be a
different species or gender than her normal
form. Indeed, the mutagenic form often has

71
Night Vision: The chymist gains
SAVAGE PATHFINDER

Nightvision in her mutagenic form.

MASTER CHYMIST II
REQUIREMENTS: Veteran, Master
Chymist
„ BRUTALITY: A master chymist’s taste for
violence leads her to strike more powerful
blows with weapons easily mastered by her
bestial mind. In her mutagenic form, the
chymist's Fighting attacks deal +2 damage.

MASTER CHYMIST III


REQUIREMENTS: Heroic, Master
Chymist II
„ ADVANCED MUTAGEN: The mutagenic
form of the master chymist continues
to evolve and develop. She selects an
advanced mutagen that changes how her
form works or can only be accessed in her
mutagenic form.
Furious Mutagen: The damage dice
for the feral mutagen’s bite and claw
attacks increase by one die type and gain
his or her own name, and may AP 2. The character must have the
attempt to maintain independent feral mutagen discovery to select
relationships and strongholds this ability.
(though the alter ego’s limited time Growth Mutagen: The chymist's
in existence often makes this difficult). mutagenic form is Size +1 and increases
„ MUTATE: Repeated exposure to Strength one die type.
her mutagens allows the chymist Restoring Change: When the chymist
to take on her mutagenic form assumes a mutagenic form or returns
without imbibing her mutagen to her normal form, she may make a
(and without expending any natural healing roll.
Power Points). She may do so
once per encounter, gaining all MASTER SPY
the bonuses and penalties of her REQUIREMENTS: Seasoned,
mutagen. Using a mutagen also Notice d6, Persuasion d8,
forces the chymist into this form. Performance d6
Taking a mutagen or using the
Unparalleled practitioners of
mutate ability again while in
deception, master spies rely on
her mutagenic form works
deceit and trickery over brawn
normally (with the new
and spells. A master spy is an
modifiers, penalties, and
expert at both magical and
duration taking precedence).
nonmagical means of evading
The chymist remains in her
detection, and quick-
mutagenic form until its
witted when it comes to
duration expires or she
improvisation.
expends another use of
her mutate ability.

72
„ MASTER OF DISGUISE: A master spy can wardens are much more than tamers of wild
create a disguise in less than a minute if things. They are experts at navigating the
she access to a disguise kit or some basic harsh brutality of nature’s fury and making

Edges & Hindrances


supplies. She reduces any penalties that do with whatever tools and weapons present
might come from assuming the persona of a themselves.
person of different gender, ancestry, age, or „ SURVIVALIST: The nature warden increases
Size by 2. Additionally, she can cast minor the damage of any improvised weapon she
conceal arcana on herself or her equipment uses one die type and has +1 Parry while
as a limited free action. This costs no Power wielding it.
Points and lapses only when she decides to
drop it or is sleeping or unconscious. NATURE WARDEN II
REQUIREMENTS: Veteran, Nature
MASTER SPY II Warden
REQUIREMENTS: Seasoned, Master Spy „ IRON PAW: The warden forms a spiritual
Superficial Knowledge: A master spy bond with one of her companions. If she
gives the appearance of knowing more chooses, any power that targets her also
than she actually does. She can ignore up to targets her bonded companion with the
2 points of penalties when making Smarts- exact same effects.
based skill checks pertaining to her cover or
assumed identity.

MASTER SPY III


REQUIREMENTS: Veteran, Master Spy II
„ ASSUMPTION: As a limited action, the spy
can touch a creature and copy its aura. A
spy using this ability cannot have her mind
read and any powers used to identify or
find her, fail. A power used to search for
her assumed identity finds two different
targets. For example, someone using
locate to find her would fail—they would
need to locate the subject of the aura she
assumed. The assumption of an identity
lasts until the master spy ends it (an action)
or she uses the ability on another creature.
This ability is not proof against the actions
of deities or similarly powerful beings.
This ability is not proof against the actions
of deities or similarly powerful beings
(GM's call).

NATURE WARDEN
REQUIREMENTS: Seasoned,
Beast Master Edge, Survival d6+,
Faith d6 or Mystic Powers (Paladin
or Ranger)
Nature wardens are guardians of the
wild places of the world, highly skilled in
negotiating their way among the nonhuman
inhabitants of the wild. They befriend and
train a beast as a companion, but nature

73
NATURE WARDEN III RAGE PROPHET
SAVAGE PATHFINDER

REQUIREMENTS: Heroic, Nature Warden REQUIREMENTS: Seasoned, Arcane


II Background (Miracles or Oracle), the Rage
„ COMPANION SOUL: The nature warden’s ability (such as found in the Barbarian Class
bond with her animal companion is so Edge), Occult d4,
strong it transcends distance and even Throughout the wilderness, there are those
death. The companion gets a free reroll warriors whose powers are infused by the
on Spirit checks. Additionally, once per spirits, who see and hear into the world
day as an action, the warden can scry on beyond and draw unthinkable reserves of
her companion, either looking at the area power from it.
around it or through its eyes. This effect „ RAGE CASTER: The character can cast spells
lasts for up to an hour. while Raging. Additionally, while raging,
Finally, if her companion dies, the warden the spellcaster is harder to resist. She adds
can revive it with an eight hour ritual that +2 to opposed spell rolls.
has the same effect as minor resurrection.
RAGE PROPHET II
REQUIREMENTS: Veteran, Rage Prophet
„ RAGING SPELLSTRENGTH: While raging, the
character may cast spells that only targets
himself as a limited free action. He could
cast deflection on himself, for example, but
could not cast it (or other powers)
on others with the Additional
Recipients Power Modifier.

RAGE PROPHET III


REQUIREMENTS: Heroic, Rage
Prophet II
„ SPIRIT WARRIOR: While raging,
the hero adds +2 to Trait rolls against Fey,
Outsider, Undead, or incorporeal creatures
(but not the ability to hit them without a
magic item).

STALWART DEFENDER
REQUIREMENTS: Seasoned, Nerves of
Steel, may not have an Armor Restriction or
Arcane Interference
Drawn from the ranks of guards, knights,
mercenaries, and thugs alike, stalwart
defenders are masters of claiming and
holding an area. This behavior is more than
a tactical decision for stalwart defenders; it’s
an obsessive, stubborn expression of the need
to be undefeated. When such individuals set
themselves in a defensive stance, they place
their whole effort into weathering whatever
foe, conflict, or threat comes their way.
„ DEFENSIVE STANCE: Once per encounter,
as a limited free action, a stalwart defender

74
can enter a defensive stance, a position
of readiness and trance-like
determination for five rounds.

Edges & Hindrances


While doing so, the stalwart
defender gains +1 Parry and
increases his Strength and
Vigor one die type but reduces
his Pace to 2 and cannot
run. He cannot willingly
move faster through any
means (including normal
movement, riding a
mount, teleportation,
or willingly allowing
allies to carry him). If
the stalwart defender
moves faster than Pace
2, his stance ends. The
stalwart defender can
end his defensive stance
as a free action.
If the champion enters
a defensive stance while on a moving
vehicle he does not control (such as a
wagon or ship), he can maintain the stance
even if the vehicle moves.
While in a defensive stance, Trait rolls
Ending the stance causes a level of Fatigue.
targeting him get no benefit from a raise
A defensive stance requires a level of other than the additional damage. For
emotional calm, and may not be used example, an enemy who Taunts the
by a character in a rage (such as from the defender and gets a raise still causes him to
Barbarian Edge). become Distracted or Vulnerable, but does
not cause him to be Shaken.
STALWART DEFENDER II
REQUIREMENTS: Veteran, Stalwart
Defender
SOCIAL EDGES
„ LAST WORD: Once per day, while in a
defensive stance, if an attack Incapacitates
SWIFT SUPPORT
the stalwart defender, he may make one REQUIREMENTS: Seasoned, Smarts d8+
melee attack (ignoring Wound penalties) This stalwart champion is ready to assist
against an opponent within Reach. He his allies at a moment's notice. If the hero's
treats this attack as if he had been dealt Action Card is a face card or Joker, he may
a Joker. Once the attack is resolved, he is Support an ally as a limited free action.
Incapacitated as usual.

STALWART DEFENDER III


WEIRD EDGES
Weird Edges are slightly supernatural in
REQUIREMENTS: Heroic, Stalwart
origin. These are usually appropriate in a
Defender II
Pathfinder for Savage Worlds game, but check
„ BULWARK: The stalwart defender becomes
with your GM before taking them.
a master at reducing the capabilities of his
aggressors while in his defensive stance.

75
DUCK AND COVER at least that many other Edges requiring the
SAVAGE PATHFINDER

Core Edge. For example, Paladin 2+ Requires


REQUIREMENTS: Novice the Paladin Edge and at least two other Edges
Your allies assist you in avoiding that also require Paladin.
certain attacks.
Whenever this hero and at least one ally HOLY CHAMPION
must make an Evasion roll (and as long as REQUIREMENTS: Wild Card, Legendary,
one or both don't roll a Critical Failure), Paladin 2+
both characters use the highest total rolled
The paladin becomes a conduit for the raw
between them.
fury of her god. She gains +2 Toughness.
This hero must select the ally before either
Whenever she uses smite evil and
of them roll.
successfully strikes an Evil Outsider, the
target is also subject to banish, using the attack
SMASH roll as the arcane skill total. After the banish
REQUIREMENTS: Novice, Half-Orc, and damage from the attack are resolved, the
Strength d10+ smite evil ability immediately ends (even if
The strongest of half-orcs are able to destroy the foe was not banished).
objects that are normally beyond the
capability of others. This character can Ace DEADLY PERFORMANCE
melee damage rolls when attempting to REQUIREMENTS: Wild Card, Legendary,
destroy inanimate objects. Bard 2+
The bard can use his Performance to
LEGENDARY EDGES Incapacitate a foe from extreme joy or sorrow.
Some Edges introduced in this section have Deadly Performance may only be attempted
a number followed by a + after a Class Edge. once per encounter. The target must be able
This means that in order to take the Legendary to see, hear, and understand the bard and be
Edge, the hero must have the Class Edge and within 5" (10 yards).

76
Edges & Hindrances
When he decides to unleash his deadly MASTER STRIKE
display, he makes a Performance roll
opposed by the target's Spirit. If the victim REQUIREMENTS: Wild Card, Legendary,
resists, he's Stunned and is immune to any Rogue 2+
Deadly Performance for the next 24 hours. If The rogue is incredibly deadly when using
the victim loses, he's stricken by the last jest, her sneak attack. Each time she causes a
unearthly song, or heart-breaking ballad and Wound, the rogue may declare one of the
Incapacitated. effects below, which occurs immediately
unless the victim succeeds at a Vigor roll.
HOME GROUND • Put the victim to sleep for 1d4 hours
REQUIREMENTS: Wild Card, Legendary, • Paralyze the victim
Druid 2+, Spirit d8+ • Slay the victim
The druid knows every tree, deer, blade of
grass, and scuttling beetle of her home. She MYTHIC SLAYER
selects a specific area relevant to the campaign, REQUIREMENTS: Wild Card, Legendary
such as a specific forest, valley, mountain, The legendary hero has become the avatar of
bay, lake, or coastline (generally a few dozen death. She ignores the Unstoppable Ability
square miles or so). whenever her Action Card is a face card.
Once per encounter, while within their Whenever she's dealt a Joker, opponents
Home Ground, the druid may spend a Benny cannot make Soak rolls against her attacks!
to recover all her Power Points.
The druid also has a sense of her home, PERFECT BODY
no matter how distant she may be. By REQUIREMENTS: Wild Card, Legendary,
concentrating for ten minutes, she may ask Monk 2+
three questions about the current, observable The monk becomes a magical creature.
state of her homeland. He is forevermore treated as an Outsider
rather than a Humanoid (or whatever the
monk’s creature type was), can speak all

77
languages, and gains +4 Toughness against UNSTOPPABLE
SAVAGE PATHFINDER

nonmagical attacks.
REQUIREMENTS: Wild Card, Legendary,
Barbarian 2+
SEEN IT BEFORE
Nothing can kill the barbarian, though not for
REQUIREMENTS: Wild Card, Legendary, lack of trying. While the barbarian rages, she
Ranger 2+ has the Unstoppable ability.
The ranger adds +4 to Evade, resist, or recover
from any of his Favored Enemy's powers VETERAN OF ENDLESS WAR
or abilities. The power must be able to be
resisted or recovered from (such as blind or REQUIREMENTS: Wild Card, Legendary,
entangle). Fighter 2+
It doesn't affect secondary effects, such as The fighter has seen more combat then an
being Shaken by a creature's attack. entire regiment of soldiers. Enemies gain no
benefit for making a Wild Attack against her.
UNIQUE BLOODLINE
WELL PREPARED
REQUIREMENTS: Wild Card, Legendary,
Sorcerer 2+ REQUIREMENTS: Wild Card, Legendary,
Wizard 2+
The sorcerer’s blood grows wild and strange,
becoming less about her ancestors and more The wizard may activate a power that can
about her own eccentric personality. The normally be cast as an action as a limited free
sorcerer selects an additional advanced action. This costs an additional Power Point,
bloodline ability she doesn't already have and but not only allows the wizard to cast a spell
gains its benefits. each round without incurring a Multi-Action
penalty, she may also cast it while Shaken or
It's possible for a sorcerer with the affected by some other condition that only
Crossblooded and Unique Bloodline Edges allows free actions.
to have three advanced bloodlines total.

78
HINDRANCE SUMMARIES

Edges & Hindrances


Ancestral Weakness (Minor/Major): +2/+4 damage from an elemental type.
Bitter (Major): Characters healing this character suffer –2 to the roll.
Claustrophobic (Minor): Gain/increase Armor Restriction.
Easily Distracted (Minor): Increased Trait requirements to take Class Edges
Favored Class (Major): Only one core Class Edge and no Prestige Edges.
Fey-Taken (Minor): –2 to resist Disease, Poison, and effects from Fey.
Helpless (Minor/Major): Become Distracted or Vulnerable when allies suffer a Wound.
Loner (Major): Does not benefit from Gang Up bonuses.
Magical Klutz (Minor): Activating a magical item is a limited action.
Meticulous (Minor): –4 to untrained skills.
Mundane Vision (Minor): Loses low-light vision and darkvision.
Short Sighted (Minor/Major): Reduces the effectiveness of Conviction.
Tainted Spirit (Minor): Becomes Fatigued at the end of combat.
Oblivious (Minor): The character takes half damage when he makes an Evasion roll.
Spooked (Minor): Fey, outsiders, and undead scare this character.
Umbral Unmasking (Minor): Others react poorly to this character when they notice her shadow.
Warded Against Nature (Minor): Animals are hostile towards this character.

EDGE SUMMARIES
BACKGROUND EDGES
EDGE REQUIREMENTS SUMMARY
Angel Wings S, Aasimar The character grows wings.
Armor of the Pit N, Tiefling +2 Armor and Environmental Resistance: Fire.
Attuned to the Natural healing rolls every 24 hours with a +2 when in the
N, Elf
Wild woods.
Blood Drinker N, Dhampir Make a natural healing roll when after drinking blood.
Burn! Burn! Burn! N, Goblin Deal increased damage with natural fire.
Casual Illusionist N, Gnome Bonus to deceive others or steal with Power Points.
N, Aasimar,
Celestial Servant Enhance the aasimar's companion.
Beast Bond
N, Catfolk,
Claw Pounce Claws, A d6+, +2 damage on claw Wild Attack.
S d6+
N, Darkvision or
Deepsight Gain Nightvision
Low Light
N, Halfling, Spend a Benny to allow an ally to reroll a Trait roll with a +2
Lucky Halfing
Common Bond bonus.
N, Sprinter,
Nimble Striker No penalty when running and taking a single action.
Agility d8
Razor Tusk N, Half-Orc Gain a bite Natural Attack
Shatterspell N, Dwarf Make a limited action to dispel a power.
79
CLASS EDGES
SAVAGE PATHFINDER

EDGE REQUIREMENTS SUMMARY

N, Sm d6+, Arcane Background (Alchemist), Armor Interference (Light),


Alchemist
Alchemy d6+ Alchemical Identification, Bombs, Mutagens
Discovery S, Alchemist Select a discovery.
A d v a n c e d
V, Alchemist Select an advanced discovery.
Discovery
Grand Discovery H, Alchemist Select a grand discovery.
N, A d6+,
Cavalier Fighting d6+, Challenge, Mighty Charge, Order (join an order of knights).
Riding. d6+
Banner S, Cavalier Grant allies a bonus against fear and improve their charges.
Order Ability V, Cavalier Gain a special ability based on the cavalier's order.
Demanding
H, Cavalier Negate an opponents Bennies.
Challenge
WC, L, 2+
Supreme Charge Doubles damage dealt when charging with a lance.
Cavalier Edges
N, Athletics
or Fighting or
Inquisitor Armor Restriction (Medium), Judgment, Monster Lore.
Shooting d6+,
Occult d4+
Bane S, Inquisitor Enchant your weapon with the bane enchantment.
Brand S, Inquisitor Mark an enemy and make them distracted.
The inquisitor has 10 dedicated Power Points he can use to
Mystic Powers
V, Inquisitor cast boost Trait (Perception, Shooting, Survival), darksight, detect/
(Inquisitor)
conceal arcana, and dispel.
Exploit Weakness H, Inquisitor Trigger Environmental Weaknesses.
WC, L, 2+
True Judgment Smite a judged target and judge a new enemy.
Inquisitor Edges
N, Sp d6+, Faith Arcane Background (Oracle), Armor Interference (Medium),
Oracle
d6+ Curse, Mysteriy.
Revelation S, Oracle Cast a power from your mystery as a limited free action.
Divine Mastery V, Oracle The oracle may now use Epic Power Modifiers.
Greater Revelation H, Oracle Unlock the oracle's final revelation.
N, Sm d6+, Arcane Background (Summoner), Armor Interference (Light),
Summoner
Spellcasting d6+ Eidolon.
Extra Evolution N, Summoner Gain three extra evolution points
Maker's Call S, Summoner Teleport or swap places with your eidolon.
Summoner's Call S, Summoner Increase your Eidolon's Agility, Strength, and Vigor.
Life Bond V, Summoner Transfer damage to the eidolon if it's around.
Aspect H, Summoner Use some of the evolution points to transform yourself.
WC, L, 2+
Twin Eidolon The summoner can transform into his eidolon.
Summoner Edges
N, Occult d4+, Arcane Background (Witch), Armor Interference (Any),
Witch
Spellcasting d6+ Familiar, Hex
Additional Hex S, Witch The witch unlocks an additional hex.
Major Hex V, Witch The witch gains the use of a major hex.
Arcane Mastery H, Witch The witch may now use Epic Power Modifiers.
WC, L, 2+ Witch
Grand Hex Unlock a grand hex
Hexes
80
ADDITIONAL CLASS EDGES
Aura of Justice S, Paladin Share your smite evil ability with allies.

Edges & Hindrances


S, Monk, Sp d8+,
Cockatrice Strike Turn enemies into stone with a single attack.
Fighting d8+
Crossblooded H, Sorcerer Gain access to an additional bloodline.
Extra Domain S, Cleric Gain a new domain and additional power.
Extra Evolution S, Summoner Gain additional evolution points.
S, Sorcerer or Once per turn, ignore up to two points of any penalties when
Favored Power
Wizard casting a power based on your specilization.
Hunter's Bond S, Ranger The ranger shares his favored enemy bonus with allies.
Inspire Greatness V, Bard Gain additional Inspiration tokens.
The rogue has 10 dedicated Power Points he can use to cast
Mystic Powers
S, Rogue boost Trait (Athletics, Stealth, Thievery), darksight, sound/silence,
(Rogue)
and wall walker.
H, Monk, Make a special attack that can incapacitate an enemy on a
Quivering Palm
Fighting d10+ later date.
V, Barbarian, Sp
Disruptive Rage Attack nearby spellcasters for free.
d8+, Occult d6+
Timeless Body S, Druid, V d8 Stop aging and become immune to poison and disease.
COMBAT EDGES
EDGE REQUIREMENTS SUMMARY
N, Armor
Armor Training Reduce Armor Restriction limitations.
Restriction
Covering Defense N Defend maneuver aids allies.
H, Trademark
Crippling Attack Reduce an enemies pace with a raise on the attack.
Weapon

81
Crossbow V, Rapid Reload, Shoot a crossbow as quickly as a bow and use it in melee as
SAVAGE PATHFINDER

Mastery Shooting d8+ a heavy club.


S, Claws,
Eldritch Claws The character's claws trigger environmental weaknesses
Fighting d6+
Heroic Defiance S, Vigor d8+ Automatically remove one of the listed negative conditions.
Missile Shield V Increase your Toughness against ranged attacks.
Mounted Shield N You grant your shield bonus to your mount.
Point Blank
V, Shooting d10 Become better at shooting while engaged with enemies
Master
Feral Claws S, Claws, Str d6+ Claws have AP 2
Rending Claws H, Claws, St d8+ Your claws inflict Rending Attacks
V, Sneak Attack,
Shadow Strike Use your sneak attack in areas with bad illumination.
Fighting d6+
S, Sp d8+,
Touch of Serenity Unarmed Strike, Incapacitate enemies without killing them.
Fighting d8+
Tripping Strike S, Fighting d8+ Cause an enemy to be knocked prone.
N, Size –1,
Under and Over Knock over large enemies attacking you.
Athletics d8+
LEADERSHIP EDGES
(COMMAND RANGE IS 5” OR 10 YARDS)

EDGE REQUIREMENTS SUMMARY

V, Sm d8+,
Allow allies to use limited actions and limited free actions
Team Up Command,
an additional time each turn
Natural Leader

82
POWER EDGES
(“AB” IS ARCANE BACKGROUND)

Edges & Hindrances


EDGE REQUIREMENTS SUMMARY
Redirect a spell to an opponent if your target resists your
Bouncing Spells V, AB (Any)
spell.
Your spells cause enemies to have difficulty activating
Disruptive Spells S, AB (Any)
Mystic Powers and Innate Powers.
PRESTIGE EDGES
EDGE REQUIREMENTS SUMMARY
S, Cavalier
or Paladin,
Inspiring Command: Grant your allies increased fighting
Battle Herald Command,
capabilities in combat.
Persuasion d6+,
Intimidation d4+
Battle Herald II V, BH Tactitian: Grant allies one of your combat edges.
Battle Herald III H, BH II Inspire Last Stand: Bring allies back from the brink of death.
S, Channel
Holy Vindicator Energy, Occult Stigmata: The character gains a bonus on healing rolls.
d8+
Holy Vindicator II S, HV Bloodfire: Damage of your weapon is increased
Holy Vindicator III V, HV II Bloodrain: Your stigmata causes damage to enemies.
Horizon Walker S, Survival d6+ Terrain Mastery: Aids allies in specified terrain type.
Terrain Dominance: Gain special abilities based on
Horizon Walker II V, HW
Favored Terrains.
Mutagenic Form: Transform into an alter ego with enhanced
Master Chymist S, Alchemist
abilities.
Master Chymist II V, MC Brutality: Deal +2 damage with melee and natural attacks.
Advanced Mutagen: Gain a unique ability while in your
Master Chymist III H, MC II
mutagenic form.
S, Notice d6+,
Master of Disguise: Reduce the penalty for disguising
Master Spy Persuasion d8+,
yourself as ancestries of different size, age, or gender.
Performance d6+
Superficial Knowledge: Ignore penalties for Smarts based
Master Spy II S, MS
skill checks involving the character's cover.
Assumption: Become invisible to divination spells and
Master Spy III V, MS II
mind reading.
S, Favored
Terrain, Faith d6+
Nature Warden Survivalist: +1 Parry with improvised weapons.
or MP, Survival
d6+
Nature Warden II V, NW Iron Paw: Share spell effects with your companion.
Companion Soul: Gain supernatural abilities with your
Nature Warden III H, NW II
companion.
S, Oracle or AB
Rage Prophet Miracles, Rage Caster: Spells cast while raging are harder to resist.
Rage, Occult d4
Raging Spellstrength: Spells targeting the caster are limited
Rage Prophet II V, RP
free actions.
Spirit Warrior: The rage prophet is better at killing fey,
Rage Prophet III H, RP II
outsiders, and undead.

83
S, Nerves of
Defensive stance: The character becomes a bulwark of
Steel, no Armor
SAVAGE PATHFINDER

Stalwart Defender defense, increasing his attributes at the expense of being


Restriction or
able to move.
Interference
Stalwart Defender Last Word: Make an attack before being Incapacitated. Treat
V, SD
II the attack as if you had been dealt a joker.
Stalwart Defender Bulwark: Raises only do additional damage against you.
H, SD II
III They cannot trigger other effects, such as stunning fist.
WEIRD EDGES
EDGE REQUIREMENTS SUMMARY

Support allies as a limited free action if your Action Card is a


Swift Support S, Smarts d8+
face card or joker

WEIRD EDGES
EDGE REQUIREMENTS SUMMARY
Use an allies roll when evading an attack. The character is
Duck and Cover N
harder to hit while adjacent to others with this Edge
N, Half-Orc, St The character can Ace damage rolls when attempting to
Smash
d10 destroy objects.
LEGENDARY EDGES
EDGE REQUIREMENTS SUMMARY
WC, L, 2+ +4 toughness against non-evil creatures and banish outsiders
Holy Champion
Paladin Edges on smite attacks.
Deadly WC, L, 2+ Bard
Use your performance to stun or Incapacitate listeners.
Performance Edges
WC, L, 2+ Druid
Home Ground Spend Benny to recover all Power Points.
Edges
WC, L, 2+ Rogue Your sneak attacks can paralyze, slay or put your enemies to
Master Strike
Edges sleep.
Ignore Unstoppable and stop enemies from soaking your
Mythic Slayer WC, L
attacks when you have a Joker.
WC, L, 2+ The ranger becomes nearly impervious to abilities from his
Seen it Before
Ranger Edges favored enemies.
WC, L, 2+
Unique Bloodline Gan an additional advanced bloodline
Sorcerer Edges
WC, L, 2+ Monk
Perfect Body Gain +4 Toughness and become an outsider.
Edges
WC, L, 2+
Unstoppable Gain Unstoppable while Raging
Barbarian Edges
Veteran of Endless WC, L, 2+
Enemies gain no benefit for Wild Attacks against this hero
War Fighter Edges
WC, L, 2+
Well Prepared Cast a spell as a limited free action for +1 Power Point.
Wizard Edges

84
CHAPTER TWO

GEAR

T his section contains rules and equipment items such as flash powder, alkali flasks,
you can add to your Golarion campaign. and the "Alchemical Items" described in
Read the notes below before you go to Pathfinder for Savage Worlds and the new
the outfitters to understand what various additions on page 89
keywords mean. Creating common alchemical items is not
nearly as time consuming as creating magical
ones. For every 10 gp an item costs (round up)
NEW CRAFTING RULES the alchemist must spend an hour working
on it. Once the required time is invested, the
ALCHEMY creator makes an Alchemy roll (plus or minus
Blacksmiths, boyers, carpenters,and other any listed modifiers). Success creates the
crafters use the Repair skill in their profession. device; failure destroys it and the alchemist
Those who study the natural world, geology, must start again.
physics, and non-magical chemical reactions,
use the Science skill. Those who work with
magical substances, arcane reagents, and
volatile elixirs use the Alchemy skill.
A few "true" alchemists (such as those
described on page 38) imbue potions
with powerful magical qualities, but
most "common" alchemists focus on
relatively mundane but useful saleable

85
COMMON GEAR Bear Trap 2 10
SAVAGE PATHFINDER

Notes: Causes 2d6 damage. Captured prey


ITEM COST WEIGHT must make a Strength check to escape. Bear
    ADVENTURING GEAR    traps are often chained to stationary structures.
Chalkboard 1 2 Compass 10 1/2
Earplugs 3cp — Drill (1" head) 5 1
Notes: Free reroll to resist effects that require Fortune-Teller's Deck,
hearing. –2 penalty on hearing-based rolls. 1 1/2
Common
Bomb launcher 10 1/2 Fortune-Teller's Deck,
25 1
Notes: These odd, egg-shaped contraptions Quality
have cleverly placed fins that improve bombs’
accuracy. Goblin alchemists use these special
containers to make their bombs more accurate. NEW GEAR TRAITS
Using a bomb launcher when throwing a bomb
increases the bomb’s short range by 2" Bomb
launchers are destroyed when used. BRACE
Marbles 1sp 2 The weapon counts as having +1 Reach when
Notes: A bag of marbles creates Difficult determining who has the greater Reach when
Ground in a Small Blast Template. set against a charge (see Mounted Combat in
Scroll Case (holds 2 scrolls) 1 1/2 Pathfinder for Savage Worlds).
Signal Horn 1 2 The following weapons from the Pathfinder
Smoked Goggles 10 — for Savage Worlds core book all have the Brace
Notes: Free reroll to resist effects that require weapon trait: halberd, pike, spear, trident,
sight. –2 penalty on sight-based rolls and
enemies count as having light cover.
Swarmsuit 20 10
Notes: Pace –2. +4 Armor vs. swarms.
Weak Magnet 5sp 1/2
Weapon Cord 1sp —
Notes: Can retrieve a dropped weapon attached
to the cord as a limited free action.
    ALCHEMICAL ITEMS   
See page 89 for alchemical and minor enchanted
items such as Liquid Ice and the like.
    ANIMALS & TACK   
Animal Cage, Medium 30 240
Animal Cage, Large 60 960
Animal Cage, Small 15 60
Dog Sled 20 300
   ENTERTAINMENT  
Loaded Dice 25 —
Note: Notice roll at –2 to notice.
Marked Cards 1 1
Note: Notice roll at –2 to spot the markings.
    TOOLS & KITS   
Abacus 2 2
Alchemist's kit 25 5
Notes: Required for making alchemical items.

86
PERSONAL WEAPONS
MELEE WEAPONS
MIN
TYPE DAMAGE STR. WEIGHT COST NOTES
Glaive-guisarme Str+d10 d10 10 12 AP 2, Brace, Reach 1, Two Hands
Brace, Reach, Two Hands, +1 Parry
Bill Str+d8 d8 11 11
when taking the Defend maneuver
Lucerne Hammer Str+d12 d12 12 15 AP 3, Reach 1, Two Hand, Parry –2
Mancatcher — d6 10 15 Reach 2, Two Hands

Gear
Notes: If this weapon hits, the target cannot move until he wins an opposed Strength roll
­ he wearer counts as armed, free
T
Brass Knuckles — d4 1 1
reroll when attempting to conceal.

Battle Aspergillum Str+d6 d6 4 5 Holds holy water

Notes: Holy water splashes out with each swing. This weapon does +2 damage against creatures
affected by holy water. The aspergillum is empty after 3 attacks.

Halberd Str+d8 d8 12 10 AP 1, Reach 1, Brace, Two Hands

AP 1 when set, Reach 2, Brace, Two


Pike Str+d8 d8 18 20
Hands
Reach 1, Parry +1 if used Two
Spear Str+d6 d6 6 2
Hands, Brace

Trident Str+d6 d6 4 15 Reach 1 Brace

87
RANGED WEAPONS
SAVAGE PATHFINDER

MIN
TYPE RANGE DAMAGE AP ROF STR. WEIGHT COST
Double Crossbow 15/30/60 2d8 2 1 d8 18 300
Notes: The attacker can make a Shooting roll at –2 to fire both bolts at once. This changes the damage
to 3d8.
Pilum 3/6/12 Str+d6 — 1 d6 4 5
Notes: The weapon head breaks off when it hits. With a raise on the attack, it lodges in the targets
shield. The target loses their shield bonus until its remove (an action).

RANGED WEAPONS AMMUNITION


AMMUNITION COST WEIGHT NOTES
2 lbs/20 Increases the bow's Range by 2 but Reduces
Arrow, Flight 2 gp/20 arrows
arrows one of damage dice one type.

3 lbs/20 Does no damage. Places a Small Blast Template


Arrow, Smoke 10 gp/20 arrows
arrows where it hits. This is a cloud that lasts 2 rounds.

88
ALCHEMICAL ITEMS
The following items may be found in most alchemist's shops.

CRAFTING
TYPE RANGE DAMAGE AP ROF BLAST WEIGHT COST
MODIFIER
Alchemist's Kindness — — — — — — 10 —
Notes: Favored by young rakes and others of means, this is a crystalline powder resembling salt.
It makes a fizzing cocktail when mixd with water that eliminates the effects of a hangover within 10
minutes of consumption.
Alkali Flask 3/6/12 2d4 — 1 SBT 1 15 —
Notes: This flask of caustic liquid acts like acid against oozes and other acid-based creatures, but has
no harmful effects on others.
Bloodblock — — — — — — 25 –2
Notes: This gooey, pinkish substance helps treat wounds. Using a dose ends the effects of Rending
attack and Bleeding Out.

Gear
Flash Powder 3/6/12 — — 1 SBT — 50 —
Notes: This coarse gray powder ignites and burns almost instantly if exposed to flame, significant
friction, or even a simple force such as throwing it against a floo. Creatures within a Small Blast
Template are blinded (per the blind spell) until the end of their next turn.
Liquid Ice 3/6/12 2d4 — 1 SBT 2 40 —
Notes: Also known as “alchemist’s ice,” this sealed jar of crystalline blue fluid immediately starts to
evaporate once opened. During the next 1d6 rounds, an adventure can use it to freeze a liquid or coat
an object in a thin layer of ice. It can also be thrown it as a weapon.
Nushadir — — — — — 1 10 —
Notes: Stored in the form of small, salty pellets in a dry container, this reagent can be mixed with a
flask of water and stored safely. Nushadir neutralizes acid; a vial of pellets or a flask of nushadir-
water is enough to render a cubic foot of acid safe to touch in one minute, though this is usually too
slow to prevent damage from a thrown vial of acid or the contents of a large monster’s gullet.
Smelling Salts — — — — — 1 25 –2
Notes: These sharply scented gray crystals cause people to regain consciousness when inhaled.
Smelling salts grant a sleeping person a Spirit roll to wake up from both magical and mundane
sleep. A container has 12 uses if stoppered after each use, but depletes in a matter of hours if left open.
Smoke Pellet 3/6/9 — — 1 — — 25 —
Notes: This small clay sphere contains two alchemical substances separated by a thin barrier. When
the sphere is broken, the substances mingle and fill a Small Blast Template with a cloud of foul but
harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for one
round before dispersing.
Weapon Blanch,
— — — — — 1/2 100 –2
Adamantine
Notes: When this powder is poured on a weapon and placed over a hot flame it melts and forms a
temporary coating. On the next successful hit with the blanched weapon, it triggers Environmental
Weaknesses (Adamantine). Each dose coats one weapon or up to 10 pieces of ammunition. Only one
type of weapon blanch can be on a weapon at one time.
Weapon Blanch,
— — — — — 1/2 20 —
Cold Iron
Notes: As Weapon Blanch (Adamantine), above.

Weapon Blanch,
— — — — — 1/2 5 —
Silver
Notes: As Weapon Blanch (Adamantine), above.

89
CHAPTER FIVE

POWERS

This chapter includes new Power Modifiers,


powers, and options for spellcasters in
Savage Pathfinder.
NEW POWERS
CREATE PIT
Rank: Seasoned
AVAILABLE POWERS Power Points: 2
Range: Smarts
Below are the available Arcane Duration: 5
Backgrounds and the new powers School: Conjuration
that are now included in them: Trappings: Trap door, crack in the earth,
Bard: Lock/unlock, summon monster dark hole.
Cleric: Create pit (Elemental), The spellcaster creates an extradimensional
summon monster, summon nature's ally space that connects with her reality at a single
(Nature), summon planar ally point within Range. The point forms as a hole
Druid: Summon nature's ally the size of a Medium Blast Template and
Magic: Create pit, lock/unlock, magic descends 4” (eight yards) into the earth.
jar, summon monster Anyone in or adjacent to the area when the
Miracles: Summon nature's ally, spell is cast must make an Evasion roll (at -2
summon planar ally with a raise) or fall in for 2d6 + 2 damage.
Sorcerer: Create pit, lock/unlock, When the power ends, the pit disappears
magic jar, summon monster and anyone inside is placed on the ground
where the pit formed.
Wizard: Create pit, lock/unlock, magic
jar, summon monster MODIFIERS
„ SOFT GROUND (+1): The base of the pit is
made of a soft, spongy material. Those who
The updated summons for the fall in don't take damage.
summon ally power can be found on
„ SPIKED (+1): Spikes form at the bottom of
the sidebar on page 94.
the pit, increasing damage to those who fall
in by +d6.

90
„ DEEP (+2): The pit is twice as deep, „ MOVE: The caster may move a cubic foot of
increasing the base damage to 4d6 + 4. air, earth (half that in stone), fire, or water
up to the caster’s Smarts in any direction as
DISPEL a limited action.
Dispel has a new Power Modifier. „ PUSH: The elements to buffet and move the
target. The caster uses his activation roll in
MODIFIERS place of his Strength for a Push (see Savage
 REMOVE CURSE (+2): This ignores the –2 Worlds).
penalty when attempting to end the curse
„ SPECIAL EFFECTS: The caster may use the
power. Additionally, it can be used to end
the effect of cursed items. elements to create an additional effect with
the GM’s approval. Some examples are
using air to blow out a torch, fan a flame,
ELEMENTAL MANIPULATION or cool someone down (reroll a Fatigue
Rank: Novice roll in oppressive heat). The caster may use
Power Points: 2  earth to cover tracks, fix breaks in stone
Range: Smarts or earthen walls, or use fire to conjure
Duration: Instant flame about the size of a torch or spread
Trappings: Vines, webs. existing flame (see Fire on page 188). He
This power grants basic control over the four may use water to conjure a quart of water
traditional elements: air, earth, fire, and water (not “inside” objects or people) or purify a
(the elements may vary for other cultures). gallon of water per casting.
Upon activation, the caster may choose one After activation, each additional use of the
of the following effects: effects above are an action. Roll a new arcane
„ ATTACK: The caster uses their activation roll skill roll for Attack or Push (these rolls do not
as an attack roll, dealing 2d4 damage to a suffer Backlash for Critical Failures as they
target (3d4 with a raise) within Range. are not activation rolls).

Powers

91
MODIFIERS cast successfully, the target is Entangled (or
SAVAGE PATHFINDER

 POWER (+3): The volume of air, earth, fire, Bound with a raise on the arcane skill roll).
or water affected is tripled, the target of Victims may try to break free on their turn
Push suffers a –2 penalty to resist, and the as detailed under Bound & Entangled (see
damage of Attack is increased to 2d6 (3d6 Savage Worlds and update on page 75,
on a raise). Hardness 8).
 WEATHER (+5): The caster can summon or MODIFIERS
dispel storms, bring a cooling rain, scorch „ AREA OF EFFECT (+2/+3): For +2 points the
the earth with a heatwave, or even bring power affects everyone in a Medium Blast
snow to the hottest climes. Template. For +3 points the area of effect is
The caster can bring or disperse rain, increased to a Large Blast Template or use
snow, sun, and wind in about a five-mile the Stream Template.
radius. The severity depends on the local „ DAMAGE (+2): Entangled targets take 2d4
environment—a harsh desert might receive damage at the end of their turn.
gentle rain while a rain forest gets a driving
 DEADLY (+4): Entangled targets take 2d6
downpour. The effects take 10 minutes to
damage at the end of their turn. Does not
create and last an hour.
stack with Damage.
„ TOUGH (+1): The entangling material is
ENTANGLE
particularly resilient. Increase its Hardness
Rank: Novice to 10.
Power Points: 2 
Range: Smarts
Duration: Instant
ENVIRONMENTAL PROTECTION
Trappings: Vines, webs. Environmental protection has a new
Power Modifier.
Entangle restrain a target with ice, bands of
energy, vines, disembodied hands, etc. If „ PLANAR ADAPTATION (+2): This power
protects the target from the devastating

92
effects of different planes that would who speaks the phrase and remains open
normally overwhelm this spell. The subject until the phrase is repeated.
doesn't suffer the ill effects from other Unlock may be used in place of Repair or

Powers
planes, such as the plane of fire or negative Thievery (but not Strength) when attempting
energy. The duration becomes 1 hour. to unlock a container, door, or portal. It
ignores up to 4 points of penalties to the task,
LOCK/UNLOCK and with a raise disarms any traps or alarms
Rank: Novice on the portal as well.
Power Points: 1 Neither spell has any effect on barriers,
Range: Smarts barricades, or blockages — only distinct
Duration: Permanent (lock); Instant (unlock) objects which can be opened or shut.
Trappings: A physical key, miming opening
or locking a lock. MAGIC JAR
Lock magically seals a door, window, Rank: Heroic
container, envelope, drawer, box, or other Power Points: 5
closeable item. Any attempt to open a Range: Smarts
magically locked container, door, or portal Duration: 5 hours
suffers a -4 penalty. Any further attempts by a School: Necromancy
character automatically fail until he increases Trappings: A gem or crystal placed in a jar.
his skill, at which point he may try again. A
Magic jar allows a mage to transfer his soul
raise when magically locking the container
into an enchanted vessel of some sort. He may
means it can only be unlocked via the unlock
move back and forth between the jar and his
version of this power (at the -4 penalty listed
body, though his form appears dead and
above) or by dispelling the magical lock then
lifeless when the soul is absent.
picking the lock as usual.
The mage may also attempt to possess
The caster may set a passphrase when the
another body from the jar (not from the
lock is created; the portal opens for anyone

93
body). This is an opposed roll of Spellcasting action. This returns the trapped soul back
SAVAGE PATHFINDER

versus the target's Spirit. If the target wins, to its body.


the mage cannot attempt to possess it again If the host body is slain, the mage returns to
this encounter. If the mage wins, the victim's the magic jar if it's within range and the life
life force is imprisoned in the magic jar. force of the host departs to its final reward. If
The possessor keeps his own Smarts, Spirit, the host body is slain beyond the Range of the
Alignment and Edges. The body retains its magic jar, both the mage and the host perish.
Agility, Strength, Vigor, Innate Abilities, and
If the spell ends while the mage is in the
Wounds. The creature’s powers do not stay
magic jar, he returns to his body, or dies if the
with the body.
body is out of range or destroyed).
While in the vessel, the mage can sense and
If the spell ends while the mage is in a host,
attack any life force within 100 feet, though he
he returns to his body (or dies if out of Range
can't determine the specifics of the creature —
of his magic jar), and the soul in the magic jar
he simply knows if it's living or undead and
returns to its body (or dies if it is out of range).
whether or not it has a soul.
Destroying the majic jar ends the spell, and
The mage can shift from a possessed host
the spell can be dispelled at either the magic jar
to the magic jar if within range as a limited
or the host’s location

PROTECTION
Protection has a new Power Modifier.
SUMMONED ALLIES MODIFIERS
„ SHIELD OTHER (+1): When a character
ATTENDANT other then the one who cast this spell
Attributes: Agility d4, Smarts d4, suffers one or more Wounds, the spellcaster
Spirit d4, Strength d4, Vigor d4 can choose to take the Wounds instead. If
Skills: Athletics d4, Fighting d4, the spellcaster does this, she get a free reroll
Notice d4, Shooting d4, Stealth d6 on her Soak roll if she attempts a Soak roll.
Pace: 6; Parry: 4; Toughness: 4
Special Abilities: SMITE
„ Construct: +2 to recover from being Smite has a new Power Modifier.
Shaken; ignore 1 point of Wound
MODIFIERS
penalties; doesn’t breathe, immune
„ SPIRITUAL WEAPON (+2): Instead of
to poison and disease.
„ Fearless: Immune to fear and
enchanting a weapon, the spellcaster creates
a weapon of pure energy. This weapon
Intimidation.
activates on the casters turn and may attack
BODYGUARD as a limited action with Fighting equal to
the caster's arcane skill. The weapon does
Attributes: Agility d6, Smarts d4, Spr+d4 damage (Spr+d6 with a raise).
Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d8, SOUND/SILENCE
Intimidation d6, Notice d4, Shoot-
Sound/silence has a new Power Modifier.
ing d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 7 (2) MODIFIERS
Edges: First Strike „ ALARM (+1/+2): Sound only. Alarm creates
Gear: Melee attack (Str+d6). a subtle ward on an area you select. Once
Special Abilities: the spell effect is in place, it thereafter
„ Armor +2: Hardened skin. sounds an alarm each time a creature enters
„ Construct: See Attendant. the warded area or touches it. A being who
„ Fearless: Immune to fear and speaks the password (determined at the
Intimidation. time of casting) doesn't set off the alarm.

94
The warning lasts 10 hours. It costs one SUMMON MONSTER CHART
Power Point to ward an object and two CREATURE RANK COST
Power Points to ward an area 5" (10 yards)
Alligator/Crocodile S 6
in diameter.
Archon, Lantern N 5
The spellcaster can choose for the alarm to
Archon, Trumpet V 10
be audible only to him (this must be chosen
when cast). Auroch S 6
Bear S 6
SUMMON ALLY Bear, Dire V 8
Rank: Novice Beetle, Fire N 2
Power Points: Special Bird of Prey N 2
Range: Smarts
Duration: 5 Boar XX N 4
School: Conjuration Boar, Dire S 6
Trappings: Clay figure that grows into a Cat, large N 4
servant, a tattoo that comes to life. Dog/Wolf N 2
This power allows the character to summon Demon, Glabrezu V 10
a magical servant from nothing. The ally
Demon, Succubus S 6
typically takes the form of a basic humanoid
of the appropriate Size but can appear Demon, Vrock S 7
differently based on the caster’s Trappings. Devil, Bone V 8
It materializes anywhere in Range, and Devil, Ice V 8
with a raise on the arcane skill roll, it’s Devil, Lemure N 4
Resilient as well.
Elemental (Small) N 3
The ally acts on its creator’s Action Card
Elemental S 6
and follows her commands to the best of its
ability. It has no personality, creativity, or Elemental (Elder) V 9
emotions. When the power ends or the ally Elephant (Common) S 7

Powers
is Incapacitated, it fades into nothingness, Elephant (Mammoth) V 9
leaving no trace behind. Giant Animal (Ant) N 4
The type of servant that can be sum­moned Giant Animal (Centipede) S 8
depends on the caster’s Rank. With the GM’s
Giant Animal (Spider) N 2
approval, the player may swap abilities. If a
hero wants an attendant in the form of a wolf, Goblin Dog N 3
for example, the caster might exchange the Hell Hound S 5
Shooting skill for Survival so that the “animal” Horse, Light N 4
can track its foes. Horse, Heavy S 5
SUMMON ALLY Kyton S 6
RANK COST SERVANT Mephit N 3
Novice 1 Attendant Rat, Dire N 3
Seasoned 3 Bodyguard Rhinoceros S 7
Veteran 5 Sentinel Roc V 8
Heroic 7 Mirror Self* Shark S 4
*Mirror Self costs +2 power points per Rank above Snake N 3
Veteran to a maximum of 10 PPs at Legendary. Wolf, Dire S 5
MODIFIERS Wolverine N 3
 ADDITIONAL ALLIES (Varies): Additional Xill S 6
allies of the same type may be summoned
at the same time for half the Power Points

95
SUMMON NATURE'S ALLY CHART cost of the original summons (total cost
SAVAGE PATHFINDER

CREATURE RANK COST


including modifiers, rounded up).
„ COMBAT EDGE (+1): The ally has a Combat
Alligator/Crocodile S 6
Edge (it must meet the Requirements as
Auroch S 6
usual). You may take this modifier up to
Bear S 6 three times per ally.
Bear, Dire V 8 „ FLIGHT (+2): The ally can fly at its base
Beetle, Fire N 2 Pace.
Bird of Prey N 2 „ INCREASED TRAIT (+1): The caster can

Boar N 4 increase a Trait one die type for one Power


Point. She may do this for as many Traits as
Boar, Dire S 6
she likes, but only once per Trait.
Cat, large N 4
„ MIND RIDER (+1): The caster can commun­
Dog/Wolf N 2 icate and sense through the ally.
Elemental (Small) N 3
Elemental S 6 SUMMON MONSTER
Elemental (Elder) V 9 Rank: Novice
Elephant (Common) S 7 Power Points: Special
Elephant (Mammoth) V 9 Range: Smarts
Duration: 5
Ettin S 6
School: Conjuration
Giant, Fire/Frost S 8 Trappings: conjuring extra planar creatures
Giant, Hill/Stone S 7 Conjuring a mindless ally or simple beast is
Giant, Storm/Cloud V 10 one thing. But summoning a monster is a true
Giant Animal (Ant) N 4 display of a sorcerer’s power!
Giant Animal (Centipede) S 8 Summoned monsters are loyal to the caster,
Giant Animal (Crab) S 6
understand simple commands, and act on the
caster’s Action Card.
Giant Animal (Mosquito) N 2
Monsters return to from whence they came
Giant Animal (Spider) N 2
when the spell expires.
Giant Animal (Stag Beetle) S 5
MODIFIERS
Goblin Dog N 3
 ADDITIONAL MONSTERS (Varies):
Griffon S 6 Additional allies of the same type may be
Horse, Light N 4 summoned at the same time for half the
Horse, Heavy S 5 Power Points cost of the original summons
Manticore S 6 (total cost including modifiers, rounded
up).
Mephit N 3
„ INCREASED TRAIT (+1): The caster can
Owlbear S 6
increase the monster’s Trait one die type
Pixie S 6 for one Power Point. She may do this for
Purple Worm H 11 as many Traits as she likes, but only once
Rat, Dire N 3 per Trait.
Rhinoceros S 7 „ MIND RIDER (+1): The caster can commun­

Roc V 8 icate and sense through any of the monsters


conjured in this casting.
Satyr S 5
Shark S 4 SUMMON NATURE'S ALLY
Snake N 3
Rank: Novice
Wolf, Dire S 5 Power Points: Special
Wolverine N 3 Range: Smarts

96
SUMMON PLANAR ALLY CHART Summoned allies are loyal to the caster (but
CREATURE RANK COST
may be taken over by beast friend or similar
abilities).
Archon, Hound S 6
Summoned creatures act on the caster’s
Archon, Lantern N 5
Action Card. They (or their corpses) return
Archon, Trumpet V 10 from wherever they came from when the
Asimar N 3 spell expires.
Barghest N 5 MODIFIERS
Barghest, Greater S 7 „ ADDITIONAL ALLIES (Varies): Additional
Demon, Balor H 12 allies of the same type may be summoned
at the same time for half the Power Points
Demon, Glabrezu V 10
cost of the original summons (total cost
Demon, Succubus S 6 including modifiers, rounded up).
Demon, Quasit N 4 „ INCREASED TRAIT (+1): The caster can
Demon, Vroc S 7 increase a Trait one die type for one Power
Devil, Bone V 8 Point. She may do this for as many Traits as
Devil, Ice V 8 she likes, but only once per Trait.
Devil, Lemure N 4 „ MIND RIDER (+1): The caster can commun­
icate and sense through any of the creatures
Devil, Pit Fiend H 13
summoned in this casting.
Elemental (Small) N 3
Elemental S 6 SUMMON PLANAR ALLY
Elemental (Elder) V 9 Rank: Novice
Hell Hound S 5 Power Points: Special
Hell Hound, Nessian V 10 Range: Smarts
Kyton S 6 Duration: 5
Trappings: Clay figure that grows into a
Mephit N 3

Powers
servant, a tattoo
Night Hag H 9
By casting this spell, you request your deity
Nightmare S 6 to send you an outsider of the deity’s choice.
Ogre Mage V 8 If you serve no particular deity, the spell is a
Rakshasa V 7 general plea answered by a creature sharing
Shadow S 6
your philosophical alignment. If you know an
individual creature’s name, you may request
Tiefling N 3
that individual by speaking the name during
Vargouille N 3 the spell (though you might get a different
Xill S 6 creature anyway).
Xorn S 7 The summoned outsider performs a task
Yeth Hound N 6 for the spellcaster. At the end of its task, or
when the duration bargained for expires,
the creature returns to its home plane (after
Duration: 5
reporting back to you, if appropriate and
School: Conjuration
possible).
Trappings: A mystical creature is
summoned from another plane MODIFIERS
This power channels defenders of the natural  ADDITIONAL ALLIES (Varies): Additional
world to perform tasks or attack one’s foes. planar allies of the same type may be
From mighty elephants to curious pixies, summoned at the same time for half the
such creatures are powerful friends in the Power Points cost of the original summons
right circumstances. (total cost including modifiers, rounded
up).

97
„ INCREASED TRAIT (+1): The caster can of each of their turns thereafter until they’re
SAVAGE PATHFINDER

increase the monster’s Trait one die type released. Successful resistance does not mean
for one Power Point. She may do this for the spell fails–the caster may try again on his
as many Traits as she likes, but only once next turn.
per Trait. Uses:
„ MIND RIDER (+1): The caster can commun­ „ BASH: The target may be bashed into the
icate and sense through the outsider. floor, ceiling, or walls for Str+d6 damage.
„ CHANGE TARGETS: The caster may release
TELEKINESIS a victim or tool as a free action. Picking up
Rank: Seasoned a new weapon is a free action. Selecting a
Power Points: 5 new unwilling target is an action and is
Range: Smarts x2 resisted as above.
Duration: 5 „ MANIPULATE: The caster may use tools or
Trappings: A wave of the hand, magic wand, wield a weapon, using the caster’s arcane
steely gaze. skill. (This doesn’t alter the caster’s Parry
Telekinesis is the ability to move objects or if wielding a weapon if his arcane skill is
creatures (including oneself) with arcane will. different from his Fighting skill.)
It has a Strength of d10, or d12 with a raise. „ MOVE: The target or tool may be moved
On activation, the caster may immediately up to the caster’s Smarts as a limited free
perform one of the “uses” below. Subsequent action.
uses are actions and use the arcane skill (but
are not activation rolls and therefore not MODIFIERS
subject to Backlash from Critical Failures).  POWER (+3): The Strength of telekinesis is
Unwilling beings targeted by telekinesis d12, or d12 + 2 with a raise. Bashing victims
resist the caster’s arcane skill with an opposed inflicts Str+d6 damage. Objects weighing
Spirit roll when first targeted, and at the start 500 pounds or more are treated as Heavy
Weapons.

98
PRESTIDIGITATION
COMPLEX CANTRIPS Power Points: 0
Range: Smarts
Duration: 1 hour
The following complex cantrips are available
Trappings: A wave of the wand, sprinkling
to all characters with an Arcane Background
of dust, or simple magic trick
(not Mystic Powers). A character selects two
of the following cantrips when he gains an Prestidigitations are minor tricks that novice
Arcane Background and an additional one spellcasters use for practice. Once cast, a
when he takes the Extra Powers Edge. These prestidigitation spell enables you to perform
cannot use Limitations or Power Modifiers simple magical effects for one hour. The
and gain no benefit for being cast with a raise. effects are minor and have severe limitations.
A prestidigitation can slowly lift one pound of
FEATHER FALL material. It can color, clean, or soil items in a
1-foot cube each round. It can chill, warm, or
Power Points: 1 flavor one pound of nonliving material.
Range: Smarts
Duration: 5 It cannot deal damage or affect the
Trappings: A small whirlwind concentration of spellcasters. Prestidigitation
can create small objects, but they look crude
The affected target falls slowly. Feather fall and artificial. The materials created by a
instantly changes the rate at which the targets prestidigitation spell are extremely fragile,
fall to a mere 60 feet per round, and the and they cannot be used as tools, weapons,
subjects take no damage upon landing while or spell components. Finally, prestidigitation
the spell is in effect. When the spell duration lacks the power to duplicate any other spell
expires, a normal rate of falling resumes. effects. Any actual change to an object
(beyond just moving, cleaning, or soiling it)
MAGE HAND persists only one hour.
Power Points: 0
Range: Smarts SENDING

Powers
Duration: 1 minute Power Points: 1
Trappings: A translucent floating hand Range: Special
You point your finger at an object and can Duration: Instant
lift it and move it at will from a distance. As a Trappings: A whisper carried on the wind
limited free action, you can propel the object You contact a particular creature with which
as far as 3" (6 yards) in any direction, though you are familiar and send a short message of
the spell ends if the distance between you and 25 words or less to the subject. The subject
the object ever exceeds the spell’s range. recognizes you if it knows you. It can
answer in like manner immediately. Even
MINOR BOLT if the sending is received, the subject is not
Power Points: 1 obligated to act upon it in any manner.
Range: Smarts If the creature in question is not on the same
Duration: Instant plane of existence as you are, there is a 5%
Trappings: Acid splash, ray of frost, jolt of chance that the sending does not arrive.
electricity
Minor bolt sends damaging bursts of energy, STABILIZE
streaks of holy light, or shards of matter Power Points: 0
toward one’s foes. Range: Smarts
There are no Range penalties, but the arcane Duration: Instant
skill roll is affected by Cover, Illumination, Trappings: A glow emanates from the injury
and all other usual penalties. Upon casting this spell, you target a living
The damage is 2d4. creature that is Bleeding Out. That creature
gains a +2 bonus to his next Vigor roll to stop
Bleeding Out.
99
POWERS BY RANK ARCANE BACKGROUND (CLERIC)
SAVAGE PATHFINDER

NOVICE
The following section contains the list Arcane protection, beast friend, blind, bolt,
of powers for each Arcane Background, boost/lower Trait, burrow, burst, confusion,
sorted by Rank. conjure item, darksight, deflection, detect/conceal
arcana, dispel, elemental manipulation, empathy,
ARCANE BACKGROUND (ALCHEMIST) entangle, environmental protection, fear, havoc,
healing, illusion, light/darkness, locate, mind link,
mind reading, protection, relief, sanctuary, shape
NOVICE change, smite, sound/silence, speak language,
Arcane protection, boost/lower Trait, burst, stun, summon ally, summon monster, summon
darksight, deflection, detect/conceal arcana, nature’s ally, summon planar ally, wall walker
environmental protection, healing, protection,
relief, shape change, speak language, wall walker SEASONED
Barrier, blast, create pit, curse, damage field,
SEASONED disguise, divination, farsight, growth/shrink,
Damage field, disguise, growth/shrink, invisibility, object reading, scrying, speed/sloth,
invisibility, speed, slumber, telekinesis, teleport, slumber, teleport, warriors gift
warriors gift
VETERAN
VETERAN Baleful polymorph, banish, drain Power Points,
Fly, intangibility fly, intangibility, mind wipe, planar binding,
plane shift, puppet, zombie
HEROIC
Magic jar HEROIC
Resurrection, time stop
ARCANE BACKGROUND (BARD)
ARCANE BACKGROUND (DRUID)
NOVICE
Arcane protection, beast friend, boost/lower Trait, NOVICE
confusion, conjure item, deflection, detect/conceal Beast friend, boost/lower Trait, burst, conjure
arcana, dispel, empathy, entangle, environmental item, darksight, deflection, dispel, elemental
protection, fear, healing, illusion, lock/unlock, manipulation, empathy, entangle, environmental
mind link, mind reading, sound/silence, speak protection, healing, light/darkness, protection,
language, stun, summon ally, summon monster relief, sanctuary, shape change, smite, sound/
silence, summon ally, summon nature’s ally,
SEASONED wall walker
Divination, object reading, speed/sloth, slumber,
teleport, warriors’ gift SEASONED
Barrier, divination, slumber
VETERAN
Banish, drain Power Points, puppet HEROIC
Resurrection

100
ARCANE BACKGROUND (MAGIC) VETERAN
Baleful polymorph, banish, drain Power Points,
fly, intangibility, mind wipe, planar binding,
NOVICE plane shift, puppet, zombie
Arcane protection, beast friend, blind, bolt,
boost/lower Trait, burrow, burst, confusion, HEROIC
conjure item, darksight, deflection, detect/conceal
arcana, dispel, elemental manipulation, empathy, Resurrection, time stop
entangle, environmental protection, fear, havoc,
illusion, light/darkness, locate, lock/unlock, mind ARCANE BACKGROUND (ORACLE)
link, mind reading, protection, relief, shape
change, smite, sound/silence, speak language,
stun, summon ally, summon monster, wall walker
NOVICE
Beast friend, bolt, boost/lower Trait, burrow,
SEASONED burst, conjure item, darksight, deflection, detect/
conceal arcana, dispel, elemental manipulation,
Barrier, blast, create pit, curse, damage field, empathy, environmental protection, fear, havoc,
disguise, divination, farsight, growth/shrink, healing, light/darkness, locate, protection, relief,
invisibility, object reading, scrying, speed/sloth, sanctuary, shape change, smite, sound/silence,
slumber, telekinesis, teleport, warriors gift speak language, stun, summon ally, summon
monster, summon planar ally
VETERAN
Baleful polymorph, banish, drain Power SEASONED
Points, fly, intangibility, mind wipe, plane shift, Barrier, create pit, damage field, divination,
puppet, zombie growth/shrink, slumber

HEROIC VETERAN
Magic jar, time stop Banish, fly, intangibility, zombie

Powers
LEGENDARY HEROIC
Wish Resurrection, time stop

ARCANE BACKGROUND (MIRACLES) ARCANE BACKGROUND (SORCERER)


NOVICE NOVICE
Arcane protection, beast friend, blind, bolt, Arcane protection, beast friend, blind, bolt, boost/
boost/lower Trait, burrow, burst, confusion, lower Trait, burrow, burst, confusion, conjure
conjure item, darksight, deflection, detect/conceal item, darksight, deflection, detect/conceal arcana,
arcana, dispel, elemental manipulation, empathy, dispel, elemental manipulation, empathy, entangle,
entangle, environmental protection, fear, havoc, environmental protection, fear, havoc, illusion,
healing, illusion, light/darkness, locate, mind link, light/darkness, locate, lock/unlock, mind link,
mind reading, protection, relief, sanctuary, shape mind reading, protection, shape change, smite,
change, smite, sound/silence, speak language, sound/silence, speak language, stun, summon ally,
stun, summon ally, summon monster, summon summon monster, wall walker
nature’s ally, summon planar ally, wall walker
SEASONED
SEASONED
Barrier, blast, create pit, curse, damage field,
Barrier, blast, create pit, curse, damage field, disguise, divination, farsight, growth/shrink,
disguise, divination, farsight, growth/shrink, invisibility, object reading, scrying, speed/sloth,
invisibility, object reading, scrying, speed/sloth, slumber, telekinesis, teleport, warriors gift
slumber, teleport, warriors gift

101
VETERAN ARCANE BACKGROUND (WIZARD)
SAVAGE PATHFINDER

Baleful polymorph, banish, drain Power Points,


fly, intangibility, mind wipe, planar binding,
plane shift, puppet, zombie
NOVICE
Arcane protection, beast friend, blind, bolt, boost/
HEROIC lower Trait, burrow, burst, confusion, conjure
item, darksight, deflection, detect/conceal arcana,
Magic jar, time stop dispel, elemental manipulation, empathy, entangle,
environmental protection, fear, havoc, illusion,
LEGENDARY light/darkness, locate, lock/unlock, mind link,
Wish mind reading, protection, shape change, smite,
sound/silence, speak language, stun, summon ally,
summon monster, wall walker
ARCANE BACKGROUND (SUMMONER)
SEASONED
NOVICE Barrier, blast, create pit, curse, damage field,
Boost/lower Trait, conjure item, deflection, detect/ disguise, divination, farsight, growth/shrink,
conceal arcana, dispel, environmental protection, invisibility, object reading, scrying, speed/sloth,
healing, light/darkness, speak language, summon slumber, telekinesis, teleport, warriors gift
ally, wall walker
VETERAN
SEASONED Baleful polymorph, banish, drain Power Points,
Barrier, blast, create pit, disguise, divination, fly, intangibility, mind wipe, planar binding,
growth/shrink, invisibility, speed/sloth, teleport plane shift, puppet, zombie

VETERAN HEROIC
Baleful polymorph, banish, fly, planar binding, Magic jar, time stop
plane shift, puppet
LEGENDARY
HEROIC Wish
Magic jar

ARCANE BACKGROUND (WITCH)


NOVICE
Beast friend, blind, boost/lower Trait, burst,
conjure item, detect/conceal arcana, dispel,
empathy, fear, healing, light/darkness, locate,
mind reading, protection, relief, , speak language,
stun, summon ally

SEASONED
Curse, damage field, scrying, slumber, teleport

VETERAN
Baleful polymorph, fly, plane shift, puppet

HEROIC
Magic jar, resurrection

102
CHAPTER SIX

MAGIC ITEMS

T his section contains descriptions, prices, draw upon features first presented elsewhere
and abilities for magic items found on in this book, like new rods — allows a GM
Golarion. Some are rare, possibly one-of- to surprise and intrigue even the most
a-kind relics sought after by great heroes and experienced players.
nefarious evils. Others are relatively common Each magic item lists its name and effects and
items sold in city markets, found in monster the following additional entries.
lairs, or wielded by enemies. Such magical Price is how much artificers or merchants
treasures are a boon to all Pathfinders as they charge for the item, if they have them or are
quest across the wild lands of Golarion. willing to sell them at all. Heroes without
storefronts, contacts, and previous customers
can usually sell items for half this value.
Weight is how much the item weighs.
USING MAGIC ITEMS Craft lists the requirements an individual
with the Artificer Edge needs to make the item,
along with any additional costs in gold or
NEW MAGIC ITEMS IN A CAMPAIGN other resources. Each point of enhancement
takes a week of Downtime (see Pathfinder for
How pervasive a GM chooses to make the
Savage Worlds).
magic items in this chapter is entirely a
matter of personal preference. There’s no
reason these new items need to be any rarer
than those found in the Core Rulebook, and
they can be integrated into a campaign just
as easily.
Alternatively, GMs interested in adding an
unexpected element to their next encounter or
treasure hoard might easily incorporate the
properties and specific treasures presented
here. As players tend to leaf through the
magic item chapter of the Core Rulebook
when outfitting their characters, many
become quite familiar with the treasures and
effects therein. Thus, incorporating any of
the following items — especially those that
103
ENCHANTMENTS
SAVAGE PATHFINDER

Masterwork armor, shields, and weapons


can be enchanted with the qualities listed WEAPON QUALITIES
below. Each item can hold five points
worth of enchantments, and the number ALLYING (1): Melee Only. The weapon
of points a particular quality takes is listed grants the wielder the Formation Fighter
in parentheses after its name. Edge while it is being used.
Note: An item cannot be enchanted with Cost: 4,000 gp. Craft: Illusion.
the same quality more than once.
DUELING (2): 1-handed Melee Only.
Named Items: The named magic armor, While drawn, a dueling weapon grants
shields, and weapons described in the the character the Quick Edge. The bearer
rest of this chapter can’t have additional also gets a free reroll when attempting a
enchantments. called shot on a held item.
Cost: 14,000 gp. Craft: Boost trait.
ARMOR & SHIELD QUALITIES
HUNTSMAN (1): A huntsman weapon
CHAMPION (1): Armor only. This helps its wielder locate and capture
armor property only works for good quarry. While it's in hand, he adds +1 to
creatures with the challenge ability (such Survival (Tracking) rolls.
as cavaliers) or the smite evil ability (such Cost: 4,000 gp. Craft: Boost trait.
as paladins). The wearer uses one of these
abilities, the selected target reduces its TRANSFORMATIVE (1): Melee Only.
melee attacks against the wearer by –2. A transformative weapon alters its shape
Cost: 4,000 gp. Craft: Deflection. at its wielder’s command, becoming any
other melee weapon of the same general
DETERMINATION (2): A shield or armor shape and handedness. For example, a
with this property helps its owner fight transformative longsword can transform
on against seemingly impossible odds. into any other one-handed melee weapon,
She gains the Nerves of Steel Edge when such as a scimitar, flail, or trident; but not
wearing the armor or bearing the shield. a great axe.
Cost: 30,000 gp. Craft: Healing. The weapon retains all of its abilities,
including enhancements and weapon
JOUSTING (1): Armor only. This suit of properties, except those prohibited
armor helps its wearer remain mounted by its current shape. For example, a
and in control of his mount. She adds +2 keen transformative weapon functions
to Riding rolls. normally in the form of a piercing or
Cost: 3,750 gp. Craft: boost Trait. slashing weapon, but loses it when in the
shape of a bludgeoning weapon.
RIGHTEOUS (2): Armor only. Armor
When unattended, a transformative
with this property is often engraved
weapon reverts to its true shape.
or enameled with religious symbols.
Once per day, as a limited action, the Cost: 10,000 gp. Craft: Create Object.
wearer may increase his Size by +3 Each
increase in Size grants the target a one-
step increase to Strength and 1 point of
Toughness. Righteous armor does not
work for Evil creatures.
Cost: 27,000 gp. Craft: Boost Trait, growth.

104
BATTLEMENT SHIELD
MAGIC ITEMS As an action, once per day, this heavy shield
(Deflecting) transforms into a solid, 10-foot
by 10-foot by 1-foot wall of masonry with a
battlement on top and an arrow slit in each
ARMOR, SHIELDS, & WEAPONS 5-foot length.
Among the most useful and prized magic As a free action, the wielder can touch the
items for adventurers are magical armor, wall and command it to revert to a shield. The
shields, and weapons. wall has all the characteristics of any other
foot-thick wall of masonry. Attacks sufficient
SPECIFIC ARMOR AND SHIELDS to destroy the wall cause it to immediately
Armor must be worn and a shield must be in transform back into a broken shield that must
hand to benefit from any special abilities. be repaired before it can transform again. The
shield remains in wall form until destroyed
Masterworks: Magic armor and shields are
or commanded to return to shield form. The
masterwork items, reducing their Min Str
wall cannot appear in a space too small to
one die type.
accommodate it.

ARMOR OF INSULTS Price: 16,180 gp. Weight: 45 lbs.


Craft: Barrier, 8,180 gp.
Each metal bit of this suit of leather (+3, Aegis)
looks more like a tiny sneering face than
a simple stud. Once per day, as a limited BONELESS LEATHER
action, the wearer may command the mouths This suit of leather (+3 or +5 vs bladed
to unleash a torrent of verbal abuse. Every weapons, Aegis) gives its wearer the ability
hostile creature within 10" (20 yards) who can to twist and contort his body in virtually any
see and hear the wearer must make a Spirit direction. He is not Vulnerable or Distracted
check or suffer an overwhelming compulsion due to being Bound or Entangled.
to attack the wearer for the next five rounds. If
Price: 12,160 gp. Weight: 15 lbs.
the creature is unable to attack the wearer on
Craft: Disguise, 6,160 gp.
its next turn, or attacking the wearer would
put the creature at risk of injury or death
(moving through an enemies Reach, charging
BUCCANEER'S BREASTPLATE
into a pit, and so on), it can act normally This bluish metal breastplate (+5, Aegis) is
that turn. decorated with wave motifs. It allows the Magic Items
wearer to walk on top of the water, moving
Price: 16,175 gp. Weight: 20 lbs. his normal Pace. If a creature puts on the
Craft: Confusion, 7,675 gp. armor while underwater, the wearer is borne
toward the surface at a rapid rate.
Price: 23,850 gp. Weight: 30 lbs.
Craft: Environmental protection, 12,100 gp.

Armor of Insults Buccaneer’s Breastplate Giant-Hide Mail


Fortress Shield
105
FOLDING PLATE Most good folk consider wearing the skins of
SAVAGE PATHFINDER

intelligent creatures abhorrent. Giants add+1


This item normally looks like a heavy steel to attack and damage rolls against the wearer,
brooch or cloak clasp, often depicting a heavy or +2 if the wearer’s armor is made from the
helm or sturdy shield. As an action, the wearer same kind of giant as the attacker.
can command the brooch to transform in a
clatter of metallic plates and panels, instantly Price: 39,165 gp (hill giant), 59,165 gp (stone
covering him in a suit of plate armor (with giant), 54,165 gp (frost giant), 69,165 gp
the Aegis quality). The broach's design is (cloud or fire giant), 76,665 gp (storm giant)
displayed on the armor’s breastplate. gp. Weight: 25 lbs.
The same command causes the armor to Craft: Shape change, 19,660 gp (hill giant),
transform back. The brooch only transforms 29,665 gp (stone giant), 27,165 gp (frost
if the wearer isn't already armored. giant), 34,665 gp (cloud or fire giant), 38,415
gp (storm giant).
Price: 12,650 gp. Weight: —.
Craft: Create object, 7,650 gp. SPECIFIC WEAPONS
Weapons must be carried (either in a scabbard
FORTRESS SHIELD or in the hand) to grant their benefits.
As a limited action, the wearer of this heavy Masterworks: Magic weapons are
shield (Arrow Deflecting) may transform it masterwork items, increasing their AP by 1.
into a one inch thick cube of iron (Hardness
13) that springs into being around him,
completely enclosing his space.
BEASTSTRIKE CLUB
This heavy club (Str+d6 + 1 , AP 1, Damaging)
The cube is perfectly sealed, airtight, and
is often decorated with large teeth and carved
dark within, so the wearer must hold his
with stylized images of different animals. As
breath starting on the third round after
an action, the wielder may transform the
activating the cube. See Drowning in
club into the head or limb of an animal; the
Pathfinder for Savage Worlds for rules on
weapon’s damage doesn't change when the
holding your breath).
shape of the club does: bite, claw, gore, slam,
Attacks sufficient to destroy one side of the sting, or talon.
cube cause it to immediately transform back
If the wielder has the Wild Shape Edge, she
into a broken shield that must be repaired
can spend two Power Points to increase the
before it can be transformed again. Otherwise,
weapon’s damage by one die type for five
the cube reverts to shield form upon
rounds as long as the character remains in
command as a free action, if the wearer moves
contact with the weapon.
from his current space, falls unconscious, is
Incapacitated, or dies. Price: 7,300 gp. Weight: 3 lbs.
Craft: Smite, 3,800 gp.
Price: 19,180 gp. Weight: 45 lbs.
Craft: Barrier, 9,680 gp.
BLADE OF BINDING
GIANT-HIDE ARMOR This greatsword (Str+d10, AP3, Accurate)
is decorated with a chain motif. With a
This drooping, many-folded suit of leather
successful hit against a creature of the
hide armor (+ 3, Aegis, Fortification) is made
wielder’s Size or smaller, the attacker may
from the tanned skin of an actual giant. Once
transform the sword into a metal chain as
per day, as a limited action, the wearer can
a free action. If she does, it wraps around
grow to match the Size of the appropriate
the creature hit, giving the Entangled status
giant, as if using shape change (hill giant, stone
(Bound with a raise on the attack).
giant, fire giant, frost giant, cloud giant or
storm giant). This transformation lasts up If the target escapes the grapple or the
to 15 minutes, and ends when the wearer wielder decides to release the victim, the
commands. chain reverts to sword form (with the wielder
holding the handle).

106
The wielder can also let go of the chain’s Craft: Barrier, 3,652 gp.
handle while a creature is Entangled or
Bound with this item. Someone else can grab DUSTBURST BULLET
the chain’s handle and will it to revert to This gritty and irregular sling bullet
sword form as a free action, which releases (Damaging) explodes into a cloud of choking
the bound creature. dust when it successfully strikes its target.
Price: 12,350 gp. Weight: 8 lbs. This fills a Small Blast Template and follows
Craft: Telekineses, 6,350 gp. the target for 1d6 rounds before dispersing.
Any creature ending its turn in the cloud is
BOULDERHEAD MACE affected by major blind.
The head of this heavy mace (Str+d8, AP Price: 196 gp. Weight: —.
2, Accurate) is made from a single piece of Craft: Damage field, 98 gp.
roughly spherical granite. Once per day as a
limited action, the wielder can command the GUARDING BLADE
mace to release the head, which grows to the This short sword (Str+d6, AP 1, Accurate,
size of a large boulder and rolls quickly in a Dancing) automatically rises up to defend
direction the wielder specifies. its wielder if he falls unconscious or is asleep
The boulder rolls in a straight line up to 60 with it in hand. Should any creature other
feet away, trampling everything in its path than an ally of the wielder attempt to touch
for 3d6 + 5 damage (this can be Evaded). The or strike him with melee attacks (not ranged
boulder collapses into rubble and dust at the attacks), the sword attacks that creature for
end of its path or if it encounters an obstacle up to five rounds.
it cannot break through or roll over.
Price: 65,310 gp. Weight: 2 lbs.
A new stone mace-head grows on the Craft: Telekineses, 32,810 gp.
weapon’s haft over the next 24 hours.
Price: 6,812 gp. Weight: 8 lbs.
Boulderhead
Mace Shieldsplitter
Dustburst Lance
Bullets

Magic Items

Searing
Arrow Guarding
Blade
Blade of
Binding

Undercutting Axe Beaststrike Club


107
LANCE OF JOUSTING SEARING/SIZZLING ARROW
SAVAGE PATHFINDER

This ornately designed lance (Str+d8 + 1 , AP This arrow (Elemental (Fire or acid)) continues
3, Reach 2, Damaging) streams with ribbons to burn its target each round, dealing 1d6 fire
and small pennants, allowing the wielder to (or acid) damage on the attacker’s turn for
more effectively knock an opponent from the next three rounds. Removing the arrow
his mount. A successful hit with a lance of (a limited free action) prevents any further
jousting on a mounted opponent forces the damage. It's destroyed once it burns out.
target to make a Riding roll (at –2 with a raise)
Price: 1,516 gp. Weight: — lbs.
to avoid being knocked off his mount and
Craft: Bolt (fire or acid), 758 gp.
Prone. Use of such a weapon in a tournament
or similar contest is generally considered
dishonorable, and perhaps even cheating. SPARKWAKE STARKNIFE
A faint trail of sparks marks the passage of
Price: 4,310 gp. Weight: 10 lbs. this starknife (Range 3/6/12, Damage Str+d4,
Craft: Boost trait, 2,105 gp. AP 1, Elemental (Electric), Light) whenever it
is thrown. Once per day as a limited action,
RICOCHET HAMMER its wielder may choose to have it transform
This throwing hammer functions as a hand into a 4d6 lightning bolt (this can be Evaded).
axe (Range: 3/6/12, Damage: Str+d6, AP 1, It returns to its physical form at the end of
Returning) that can strike multiple foes with its path and may be thrown normally until it
a single throw. If the wielder takes multiple recharges the following day.
actions to attack with the hammer, he may
Price: 21,324 gp. Weight: 3 lbs.
throw the hammer so it rebounds off the first
Craft: Burst (electric), 10,824 gp.
target to strike at a second target, and so on
for each of the wielder’s additional attacks.
The distance to each target adds to the total SWORD OF SUBTLETY
range of the weapon. This magical short sword (Str+d6, AP
For example, a dwarf can throw the hammer 1, Accurate) has a thin, dull gray blade.
at a target 3" away; if it hits, he ricochets it to Its wielder may her Sneak Attack ability
a second target 6" away from the first target whenever she has at least a +2 Gang Up bonus
(within medium range). on her attack.
The hammer can only ricochet if it successfully Price: 22,310 gp. Weight: 2 lbs.
hits a target; if it misses, it stops ricocheting, Craft: deflection, 11,310 gp.
has no further attacks that round, and returns
as normal for a weapon with the returning UNDERCUTTER AXE
property. Because ricocheting attacks are This battleaxe (Str+d8 + 1 , AP 1, Bane (Giant),
treated as separate attacks, modifiers that Damaging) feels unusually heavy, as if it
only apply to one attack roll only apply to the were made from something far heavier than
first attack and not the others. mere wood and steel. Once per day, when
Price: 20,301 gp. Weight: 2 lbs. its wielder gets a raise on a Fighting roll, the
Craft: Telekinesis, 10,301 gp. target is affected by lower Trait (Strength) (as
if it were cast with a raise).
SHIELDSPLITTER LANCE Price: 23,310 gp. Weight: 6 lbs.
This lance (Str+d8 + 1 , AP 3, Reach 2, Keen) Craft: Lower trait, 11,810 gp.
has the ability to penetrate and destroy
shields. Whenever its wielder gets a raise
on a Fighting roll against an opponent who
RINGS
bears a shield, it takes the same damage as Rings bestow magical powers on their wearers.
the opponent. Most activate immediately and continually
when worn. A few must be activated by will
Price: 18,310 gp. Weight: 10 lbs.
or spoken word, and might have a limited
Craft: Smite, 9,310 gp.

108
Prisoner’s
Dungeon Ring Ring of
Retribution
Ring of
Delayed Doom
Jailer’s Ring of
Dungeon Ring Maniacal Devices

number of charges. If the latter, the details are Craft: Healing; 22,500 gp.
described in their individual entries.
Putting a ring on a finger is a limited free RING OF MANIACAL DEVICES
action if it’s handy (GM’s call). This deceptively precious looking ring lets
A character may only wear two magic rings the wearer ignore up to 2 points of penalties
at once—donning a third has no effect. when attempting to craft or disable a trap or
lock. This includes the penalty for not being
DUNGEON RING trained in Thievery.
A jailer’s dungeon ring is worked gold and Price: 5,000 gp; Weight: —.
set with a carnelian. It's magically attuned to Craft: Boost Trait; 2,500 gp.
one or more prisoner’s dungeon rings made
of common iron. Once the prisoner's ring is RING OF MIND SHIELDING
placed on a subject, the jailer is aware of its This ring is usually of fine workmanship
location as if tracked by a constant locate spell. and wrought from heavy gold. The wearer
A prisoner's dungeon ring cannot be is immune to any powers or effects that
removed except by dispel (–2 penalty, no more allow someone to read his mind or detect his
than one attempt per caster per week), wish, alignment.
or similar spell or ability.
Price: 8,000 gp; Weight: —.
The bearer of the jailer’s ring may remove a Craft: Mind wipe; 4,000 gp.
Magic Items
linked prisoner’s ring at any time.
RING OF RETRIBUTION
Price: 16,000 gp (jailer's ring), 250 gp (prison- Once per day, as a limited action, the wearer
er's ring); Weight: —. of this charred bone ring may cause it to
Craft: Locate; 8,000 gp (jailer's ring), 125 gp detonate in a Large Blast Template that deals
(prisoner's ring). 4d6 + 4 fire damage (this can be Evaded). If the
wearer is killed by the detonation, all magical
RING OF DELAYED DOOM equipment he carries takes half damage, and
This band has nine garnets embedded along all nonmagical equipment takes full damage.
its exterior. As a free action, the wearer may This explosion never destroys the ring.
expend a garnet to delay the onset of one Price: 15,000 gp; Weight: —.
of these harmful condition for one minute: Craft: Blast; 7,500 gp.
Distracted, Energy Drain, Paralyzed, Rending,
Stunned, Vulnerable. RING OF X-RAY VISION
The delayed effect occurs when the wearer On command, this ring gives its wearer the
falls unconscious, when the ring is removed, ability to see into and through solid matter.
or one minute after the last time the ring’s Vision range is 4" (8 yards), with the viewer
power activated. seeing as if he were looking at something in
Price: 45,000 gp; Weight: —. normal light even if there is no illumination

109
Merciful place the rod wherever he wishes, push the
Metamagic Rod
SAVAGE PATHFINDER

button, and let go.


An immovable rod can support up to
8,000 pounds before falling to the ground.
A creature pushing against it must make a
Strength check at −4 to move the rod up to 2”
(4 yards) each round.
Price: 5,000 gp; Weight: 5 lbs.
Craft: 2,500 gp.

ROD OF FLAME EXTINGUISHING


As the name says, this rod can extinguish
non-magical flames within a Medium Blast
Bouncing Template (an action). The wielder must be
Metamagic Rod adjacent to the flame to affect it.
The wielder must expend one or more
(this does not let him see invisible creatures charges to affect larger or magical flames.
unless he can normally do so.) Extinguishing a Large Blast Template of non-
X-ray vision can penetrate one foot of stone, magical fire or a magic fire of a Medium Blast
one inch of common metal, or up to three feet Template or smaller (such as that of a flaming
of wood or dirt. Thicker substances or a thin weapon or a blast spell), expends one charge.
sheet of lead blocks the vision. Continual magic flames, such as those
The ring must be used in one minute generated by a fire creature, are suppressed
increments. Doing so is exhausting, causing for five rounds and flare up again after that
the wearer to suffer Fatigue every 10 time. To extinguish an instantaneous fire
minutes of use in a single day that leads to spell, the rod must be within the area of
Incapacitation. the effect and the wielder must be on Hold
and succeed in interrupting the caster (this
Price: 25,000 gp; Weight: —.
effectively counters the spell).
Craft: Detect arcana; 12,500 gp.
Two charges are required to extinguish a
magical fire equal to a Large Blast Template
RODS & STAVES or barrier (wall of fire).
Often the mark of a great wizard, a rod or A rod of flame extinguishing has 10 charges
staff is an item of great magical power. when found. Spent charges are renewed
every day.
RODS Price: 15,000 gp; Weight: 5 lbs.
Rods are typically three feet long, scepter-like Craft: 7,500 gp.
devices, usually made of iron or other metal.
They have unique magical powers and don’t ROD OF BOUNCING
usually have charges. A user must hold the Once per encounter, when a caster wielding
rod to use its abilities. this rod successfully casts a single target
A wood or metal rod is treated as a light club spell that fails to affect the target (either due
if wielded as a weapon (Str+d4). to immunities or failed opposed roll), it may
be redirected to another eligible target within
IMMOVABLE ROD Range. The redirected spell behaves in all
An immovable rod looks like a flat iron bar ways as if the new target were the original.
with a small button on one end. When the Spells that affect a target in any way may not
button is pressed (a free action), the rod does be redirected in this manner.
not move from where it is, even if staying in
Price: 32,500 gp; Weight: 5 lbs.
place defies gravity. The owner may lift or
Craft: 16,250 gp.
110
Charges: A staff has 10 charges when created,
which is also its maximum. Each spell cast
from the device consumes the listed number
of charges. It regains one charge every sunrise.

STAFF OF BOLSTERING
The top of this rosewood shaft narrows and
then expands again, bound by a number of
metal rings. (Smarts or Spellcasting)
• Boost Trait (Vigor) (1 charge)
• Boost Trait (Fighting) (1 charge)
• Boost Trait (Shooting) (1 charge)
• Boost Trait (Strength) (1 charge)
• Smite (1 charge)
Price: 20,800 gp; Weight: 5 lbs.
Craft: All listed powers; 10,400 gp.

STAFF OF CACKLING WRATH


Staff of Staff of The thorns embedded in this gnarled length
Obstacles Cackling Wrath of wood make it rather tricky for the unwary
Staff of Staff of to grasp. (Smarts or Spellcasting)
Souls Vision
• Blind (1 charge)
• Empathy (1 charge)
ROD OF IMPROVED METAMAGIC • Stun (1 charge)
The wielder of this rod reduces the cost of her • Baleful polymorph (2 charges)
Power Modifiers by 2. This may be done once • Curse (2 charges)
per day with a minor enchantment or three
times per day if major. Price: 23,600 gp; Weight: 5 lbs.
Craft: All listed powers; 11,800 gp.
Price: 18,000 gp (minor), 64,000 (major);
Weight: 5 lbs. STAFF OF OBSTACLES
Craft: 9,000 gp (minor), 32,000 (major).
Dark and solid, this worn staff looks to be
carved of rough stone yet feels and weighs Magic Items
ROD OF MERCY like light wood. (Smarts or Spellcasting)
The wielder of this rod may cause spells he
• Deflection (1 charge)
casts to deal non-lethal damage (see Pathfinder
• Barrier with Damage (wall of fire 2 charges)
for Savage Worlds).
• Barrier with Hardened (wall of ice 2 charges)
Price: 5,500 gp; Weight: 5 lbs. • Barrier with Hardened and Size (wall of
Craft: 2,750 gp. stone 3 charges)
Price: 25,800 gp; Weight: 5 lbs.
STAVES Craft: All listed powers; 12,900 gp.
A staff (plural: staves) is a long shaft of wood,
bone, metal, or even glass that stores several STAFF OF SOULS
spells, including any Power Modifiers.
This ominous staff is made of twisting wood
A character wielding a staff may cast any and topped with a small skull. (Spirit or Faith)
of its listed spells as an action. The skill or
• Mind link (1 charge)
attribute needed to activate it is listed in
• Detect undead (functions like detect arcana
parentheses after its description (user’s choice
with Alignment Sense, but with undead
if more than one). Failure to cast the power
instead of alignment) (1 charge)
use a single charge, and a Critical Failure also
• Divination (1 charges)
causes Fatigue.

111
Price: 16,400 gp; Weight: 5 lbs. AMULET OF SPELL CUNNING
SAVAGE PATHFINDER

Craft: All listed powers; 8,200 gp.


This silver locket only has power when used
as a wizard’s bonded object. It reduces the
STAFF OF STEALTH Power Point cost of powers from the wizard's
This dark gray staff is long and twisted. opposition school by 1 (the wizard still suffers
(Smarts or Spellcasting) the –2 to Spellcasting rolls).
• Conceal arcana (1 charge)
Price: 10,000 gp; Weight: 1 lb.
• Disguise (1 charge)
Craft: Drain Power Points; 5,000 gp.
• Invisibility (2charge)
• Invisibility with Duration (3 charges)
APPLE OF ETERNAL SLEEP
Price: 18,400 gp; Weight: 5 lbs. This beautiful, ripe, red apple appears fresh
Craft: All listed powers; 9,200 gp. and tempting. Should anyone bite into it
(even a small taste), he must make a Spirit roll
STAFF OF VISION or be stricken by eternal sleep, the same as the
A clear crystal orb is affixed to the top of witch’s hex of that name (see page 63). The
this length of brass and scaled skin, and a victim can only be awakened by a casting of
smaller, crimson orb is set into a spherical dispel at –2, wish, or a kiss from someone of
ornament near the base of the shaft. (Smarts royal blood.
or Spellcasting)
Price: 2,500 gp; Weight: —.
• Darksight (1 charge) Craft: Eternal Sleep Hex; 1,125 gp.
• Detect arcana (1 charge)
• Farsight (1 charge) BOOTS OF FRIENDLY TERRAIN
• Object reading (3 charges)
• Scrying(2 charges) Each pair of these supple leather boots
corresponds to a specific sort of environment
Price: 41,250 gp; Weight: 5 lbs. (jungle, plains, and so on).
Craft: All listed powers; 20,625 gp. A character with the Ranger Edge wearing the
boots treats the corresponding environment
WONDROUS ITEMS of the boots as one of his Favored Terrains.
If he already has that particular environment
This is a catch-all category for anything that as one of his Favored Terrains, he draws an
doesn’t fall into the other groups. Anyone can additional Action Card when wearing them
use a wondrous item, and unless otherwise within that area.
stated, activating a wondrous item is an action.
Price: 2,400 gp; Weight: 1 lb.
ALL TOOLS VEST Craft: Boost Trait; 1,200 gp.
The stitching along the many pockets of this
light leather vest depicts cheerful laborers BOTTLE OF MESSAGES
going about their daily work. Once per day, This green glass bottle has a tiny winding key
the wearer can order it to bring forth all the on its elongated stem that, if turned, causes a
standard tools required to craft an object. shadowy cork to slowly become substantial
These tools appear in the countless pockets (it takes one full round).
of the vest, or if too heavy, on the floor, on a Anything the owner of the bottle speaks in
nearby shelf, on a workbench, or in a toolbox to the bottle during this time (up to 25 words)
that appears nearby. Once summoned, they gets trapped inside once the cork manifests.
remain for 24 hours or until another creature As soon as the cork is removed or the bottle
touches them. is smashed, the message is released in the
Price: 1,800 gp; Weight: 5 lbs. speaker's voice—then the bottle shatters.
Craft: Conjure item; 900 gp. Price: 300 gp; Weight: 1 lb.
Craft: Sound; 150 gp.

112
Clamor Box Cauldron of Plenty Boots of
Friendly Terrain

Moon Circlet
Helm of Flying Lord’s Banner
Fearsome Mien Ointment

CAMPFIRE BEAD creature. When the cauldron is filled with


pure water and certain rare and sacred
This tiny glass bead transforms itself into herbs (costing 10,000 gp if available), and
a small (two feet tall) pile of burning logs a deceased creature is placed inside it, the
whenever its command word is spoken (a cauldron can restore the creature to life as if
free action). The fire burns for eight hours from resurrection.
or until extinguished, at which point it turns
back into a bead. The cauldron can function once per day.
The owner of the item must wait twice as Price: 33,000 gp; Weight: 35 lb.
long as the fire burned before he can order it Craft: Resurrection; 16,500 gp.
to become a campfire again.
Price: 720 gp; Weight: —.
CAULDRON OF SEEING
Craft: Power with fire trapping; 200 gp. When filled with liquid, this small cauldron Magic Items
allows the user to see over virtually any
CAULDRON OF PLENTY distance as if using locate.
Once per day, this enchanted iron pot can Price: 42,000 gp; Weight: 5 lbs.
produce nourishing, simple fare sufficient to Craft: Locate; 21,000 gp.
feed up to 36 people. Once per week it can
also be commanded to create a heroes’ feast CAULDRON OF THE DEAD
for up to 12 people, which grants all who This dark iron pot is large enough to
consume it a Benny. The cauldron needs accommodate a single Medium creature (or
neither fire nor ingredients to produce food; multiple Size –1 or smaller creatures). When
it does so instantly upon command. filled with a mixture of water and rare herbs,
Price: 15,000 gp; Weight: 25 lbs. the cauldron transforms any dead body
Craft: Conjure item; 7,500 gp. placed in it into a zombie as if animated by
zombie with the Permanent modifier. Each
CAULDRON OF RESURRECTION corpse animated uses up 25 gp in materials
and the cauldron can animate one corpse per
The mouth of this heavy, dark iron cauldron round, even if multiple small creatures are in
is shaped like a monstrous maw and is large it at the same time.
enough to accommodate a single Medium

113
The user of the cauldron commands the Success on the healing roll restores targeted
SAVAGE PATHFINDER

undead so created — up to 12 undead at a mundane items, but a raise is required to


time; animating more beyond this limit causes restore magical items. Repairing large objects
earlier specimens to become uncontrolled. requires multiple castings, each one repairing
up to 720 lbs or 72 cubic feet of material.
Price: 30,000 gp; Weight: 35 lb.
Craft: Zombie; 15,000 gp. Price: 10,000 gp; Weight: 1 lb.
Craft: Conjure Item; 5,000 gp.
CLAMOR BOX
This delicate tin music box can produce FLYING OINTMENT
a great volume of noise at a specific time This preparation of herbs includes belladonna,
determined by its owner. Four command mandrake, and foxglove (also known as
words determine what sorts of sounds it “witch’s glove”) in a base of rendered fats.
plays (battle, fire, massacre, or riot), and a When rubbed over the skin, the ointment
fifth determines the delay (anywhere from grants the subject the ability to fly (as the fly
one round to 20 minutes) until the box begins spell) for up to nine hours.
to produce the desired sound. The noise is as
Price: 2,250 gp; Weight: 1 lb.
loud as 40 people and persists for 2d6 rounds.
Craft: Fly; 1,125 gp.
Price: 2,000 gp; Weight: 2 lbs.
Craft: Sound; 1,000 gp. HELM OF FEARSOME MIEN
This metal helm is made to look like the
CONSTRUCT CHANNEL BRICK wearer has horns, tusks, and other features
This solid red brick changes its shape to resembling a fearsome predator. If the wearer
match its bearer’s holy symbol. If the bearer has the Intimidating Glare Edge, she can
has the Channel Energy ability, she can focus use it whenever her Action card is an eight
her power on the brick, allowing her to repair or higher.
damaged constructs and objects as if they
Price: 5,000 gp; Weight: 4 lb.
were living creatures.
Craft: Boost Trait; 2,500 gp.

114
HORN OF THE ANTAGONISM Vigor rolls made to resist Fatigue from travel
and other exertions as long as they see the
Carved from the bone of some giant beast, banner at least once each day (regardless of
this large horn emits an eerie, heart-lurching the weather).
moan when sounded. Once per day, a person
with the Favored Enemy ability may blow the Terror: Enemies of the bearer must make a
horn to force one type of enemy within 10" Fear check when they first move within 5" (10
(20 yards) to make a Vigor roll or be Stunned. yards) of the banner and are able to see it. A
Creatures that cannot hear the horn are creature only needs to make one Fear check
immune to its magic. due to this banner per day.

Price: 20,000 gp; Weight: 4 lb. Price: 100,000 gp (Crusades), 10,000 gp (Swift-
Craft: Smite; 10,000 gp. ness), 56,000 (Terror); Weight: 3 lb.
Craft: Smite; 50,000 gp (Crusades), 5,000 gp
(Swiftness), 28,000 (Terror).
HORN OF THE HUNTMASTER
This elongated horn curves sharply at the MANACLES OF COOPERATION
end, almost making it seem more like an
enormous pipe than a tool for the hunt. Once These tight iron cuffs can fit over the wrists of
each day, a person with the Ranger Edge may any Large or smaller humanoid.
blow the horn as a limited action; this grants When placed on a helpless (possibly
his full favored enemy bonus against a single Incapacitated or Bound) humanoid, they
target to all allies within 5" (10 yards) who can make the captive more docile and compliant.
see and hear him. The effect lasts for 1 minute. The prisoner never attempts to escape of its
own volition and agrees to any reasonable
Price: 5,000 gp; Weight: 5 lb. request unless it makes a Spirit check.
Craft: Smite; 2,500 gp.
Price: 2,000 gp; Weight: 3 lb.
LORD'S BANNER Craft: Empathy; 1,000 gp.
A lord’s banner is a cloth flag or standard, at
least two feet wide and four feet long (though MOON CIRCLET
some are up to twice that size), meant to be This fine silver circlet has a carved moonstone
carried and displayed on a lance, polearm, inset on the front of a crescent moon design.
frame, or staff. It has no effect when not The wearer gains Darkvision. Its other effects
mounted properly or when lying on the only benefit a wearer capable of casting spells.
ground. It normally depicts the insignia or During the waxing moon, the wearer’s Magic Items
heraldic symbol of a particular noble. caster ignores the penalties caused by Arcane
A lord’s banner may be carried (on foot or Resistance.
mounted) or planted. In the latter case, the During the three nights of the full moon,
banner does not need a bearer, but if it is he ignores penalties from Improved Arcane
toppled or touched by an enemy, it loses its Resistance. During the waning moon,
effectiveness until reclaimed and replanted however, the wearer increases the penalty of
by allies of its owner. Arcane Resistance by another –2, and during
Crusades: This noble-looking lord’s banner the three nights of the new moon, the penalty
emits an aura that prevents undead from increases to –4.
being created and grants all allies within 10" Removing a moon circlet imposes a level of
(20 yards) +2 Parry vs undead. The banner Fatigue on the wearer until the next full moon
displays the faith’s holy symbol along with (or until the circlet is worn again, whichever
the owner’s crest. comes first). This Fatigue cannot be restored
Swiftness: A group or army traveling under by any means short of a wish or similar effect.
a lord’s banner of swiftness may make a Price: 20,000 gp; Weight: 5 lb.
forced march to cover great distances and Craft: Darksight; 10,000 gp.
still arrive ready for battle. All allies within
one mile of the banner may reroll failed

115
SAVAGE PATHFINDER

MULEBACK CORDS at which point it and the sheath become


visible again.
These thick leather cords wrap around the
wearer’s biceps and shoulders, making the The invisible sheathed weapon can still
muscles appear larger than normal. be detected by touch. Effects that detect or
reveal invisible things work normally on the
The wearer treats his Strength as one die sheathed weapon.
type higher when determining Encumbrance
(See Pathfinder for Savage Worlds). Price: 5,000 gp; Weight: 2 lbs.
Craft: Invisibility; 2,500 gp.
Price: 1,000 gp; Weight: 1/4 lb.
Craft: Boost Trait; 500 gp.
SILVER SMITE BRACELET
PHILTER OF LOVE This heavy silver bracelet is etched with icons
of purity, fidelity, chastity, and honor, and
This potent preparation causes a creature who glows with a soft white light whenever its
drinks it to fall madly in love with the first owner prays.
being he or she perceives after consuming it.
If the wearer has the Paladin Edge, she may
If a romantic attraction is possible, the use her Smite Evil ability one additional time
drinker falls in love with that person. per encounter.
Otherwise, the drinker’s love is a platonic
adoration. The effects of the philter are Price: 16,000 gp; Weight: 1 lb.
permanent unless removed by a wish or Craft: Smite; 8,000 gp.
power that can remove a curse.
Price: 3,000 gp; Weight: —.
SNIPER GOGGLES
Craft: Empathy; 1,500 gp. The leather strap attached to these bulbous
lenses allows their wearer to fit them
SHEATH OF BLADESTEALTH to his head.
This mundane-looking but serviceable sheath The wearer of these goggles benefits from
fits any bladed slashing weapon, from a major farsight.
dagger to a greatsword. When a weapon is Price: 20,000 gp; Weight: 1 lb.
placed into the sheath, both it and the weapon Craft: Farsight; 10,000 gp.
become invisible until the weapon is drawn,

116
in which he could eat part of an intelligent
CURSED ITEMS being, he must make a Spirit check or dine on
the forbidden meat.
On any day he eats at least one meal of flesh
The following are additional cursed items from an intelligent creature, he does not have
that may arise from faulty item crafting — to make hourly starvation and thirst checks,
or in some cases, deliberate construction. and recovers any accumulated Fatigue from
Unless the item says otherwise, it cannot be failing these checks. Once its curse activates,
discarded unless it is successfully dispelled the ring cannot be removed until the curse
with the Remove Curse power modifier, or is broken.
the subject of a wish or similar magic.
Price: —; Weight: —.
Cursed items are identified like any other Creation: Ring of sustenance.
magic item with one exception: a second raise
on an Occult roll to identify the item reveals
it's cursed and the general nature of the harm
CLOAK OF IMMOLATION
it may cause. This cloak is a finely made garment that
radiates protective magic. It can be handled
BUFFOON'S SWORD or examined without harm, but when it's put
on, it immediately bursts into flames! The fire
This blade seems to be a sword of subtlety starts at d6 and may grow (see fire in Hazards
until actually drawn for combat. Once it's in Pathfinder for Savage Worlds). From that
been wielded in battle, however, it imposes a point on it burns continuously but does not
–2 penalty on all Stealth checks and makes it harm the cloak, only its unfortunate wearer.
nearly impossible for the owner to tell a lie or
engage in any other sort of subterfuge. Each The cloak cannot be removed unless the
time he does so, he must make a Spirit check curse is broken. Sufficient amounts of water
at –2 to avoid blurting out the truth or taking or other smothering materials can douse the
some other involuntary action that spoils his flames temporarily, but the cloak reignites
attempted ruse. once possible. Spells like environmental
protection can protect the wearer against the
Price: —; Weight: 2 lb. cloak’s flames while they last.
Creation: Sword of subtlety.
Price: —; Weight: 1 lb.
Creation: Any cloak.
CANNIBAL RING
This simple copper ring appears slightly CROWN OF BLINDNESS Magic Items
tarnished, but seemingly wards off the effects
of hunger or other sorts of deprivation, so all This fine silver circlet is often set with a milky
tests reveal it to be a ring of sustenance. After moonstone. When a wearer places it on his
wearing it for seven days, its owner instead head, the stone quickly goes dark like the
comes to suffer from almost constant hunger waning moon and the wearer gains the Blind
and thirst, which, if not sated, ultimately Hindrance.
drives him mad enough to become a cannibal. Price: —; Weight: 1 lb.
The wearer must eat and drink a full day’s Creation: Headband of mental prowess,
worth of food and water each hour to avoid headband of mental superiority, moon circlet.
making a Vigor check for starvation or thirst
(see Hazards in Pathfinder for Savage Worlds). HAT OF HATREDS
Once the wearer suffers Fatigue due to failed This hat seems to be a hat of disguise until its
checks, he begins to experience ever more owner attempts to use it to disguise himself
powerful cravings for the flesh of intelligent in the presence of a hostile creature. Once
creatures! he does so, the hat causes him to assume the
If the wearer feasts in such a manner, he guise of the creature or person the hostile
recovers all Fatigue sustained from hunger creature most wants to harm.
and thirst. The next time he is in a situation

117
The hat actively changes the wearer's guise gender. The character’s abilities, mind, and
SAVAGE PATHFINDER

any time it senses a new opportunity to spirit remain unaffected.


cause him grief. It might even make the new If the Vigor check is a Critical Failure, the
guise appear disoriented, injured, or weak to item actually removes all gender from the
encourage its attackers to strike. wearer, giving him an androgynous, neutered
Once the hat reveals its true abilities, it no appearance.
longer responds to attempts by its wearer to Once the magic takes effect, the belt can be
change his appearance. removed without effort and won't affect this
For example, in a goblin lair, the wearer particular individual again (though other
might look like the tribe’s chief, but sleepy girdles might).
and vulnerable. In a human town, the wearer
Price: —; Weight: 1 lb.
may look like the hated local bully, drunk
Creation: Any belt.
and staggering. In an evil town, the wearer
might appear as a paladin or other hated foe.
RING OF TRUTH
Price: —; Weight: —. Deceptively pleasant looking, a ring of truth
Creation: Hat of disguise. bears images of childlike angels and broadly
smiling divine creatures holding onto links of
GIRDLE OF OPPOSITE GENDER a heavy chain. The wearer of this cursed ring
Each time this magical belt is put on, the is rendered unable to tell a deliberate lie, in
wearer must immediately make a Vigor either speech or writing.
Check at –4 or be transformed into a different The wearer may simply omit the truth or
choose not to communicate, but even then
must make a Spirit check at –4 to avoid
answering a direct question truthfully. The
wearer cannot remove the ring unless the
magic of the curse is negated.
Price: —; Weight: —.
Creation: Ring of mind shielding, ring of
x-ray vision.

ROD OF ARSON
All tests indicate this hollow metal tube is a
rod of flame extinguishing until its owner
uses it to extinguish or suppress a fire in any
sort of dangerous situation. Once he does,
rather than quenching the flame, the rod
causes the flame to enter his body.
The flame persists for the next 24
hours, causing minor discomfort and
Distraction, but no visible injury.
When the wielder is adjacent to or within
a flammable object or structure, however, he
must make a Spirit roll each round to avoid
setting it ablaze with whatever means are at
his disposal. A raise means the desire passes
and the victim may act normally.
The victim must also make a Spirit roll each
round he's within 12" (24 yards) of a fire
he didn't start. If failed, he must attempt to

118
extinguish the flame as if he were a rod of KNUCKLEBONE OF FICKLE FORTUNE
flame extinguishing.
At first sight, the knucklebone appears to
Price: —; Weight: 5 lbs. be nothing more than a piece of bone worn
Creation: Rod of flame extinguishing. down to a near sphere, but when a creature
picks it up, its true power and nature become
STONE OF WEIGHT (LOADSTONE) apparent. The viewer now sees that the bone
Once picked up, this dark, polished stone is a perfectly shaped die with 20 sides, each
reduces the possessor’s base Pace by half face bearing a glowing red symbol of power.
(round up). When the creature rolls the die, instead of
falling to the floor it rolls upward in mid-air,
Price: —; Weight: —.
stopping at the eye level of the creature who
Creation: Ioun stone, stone of good luck.
rolled it. It then takes its effect, based on the
side immediately facing its caster.
Roll a 20-sided die to determine the effect
MINOR ARTIFACTS (see the Knucklebone of Fickle Fortune table).
For effects that are lost if the die is rolled
again (such as #17) or a specific result is rolled
Minor artifacts cannot be created by (such as #14), the character is aware of this
Golarion's enchanters. They are rare, restriction.
wondrous devices forged by gods, Weight: —.
Destruction: The Knucklebone of Fickle
BEACON OF TRUE FAITH Fortune disappears if its Eha-Zah face (a
The Beacon of True Faith is an ornate torch 20 on the die) comes up on 20 consecutive
made of electrum. The torch holds an rolls. Some sages believe that this does not
undying magical flame that requires destroy the artifact, and it instead
no fuel or air, and in the hands of reappears at some random spot in
most creatures it functions as an the world, but such knowledge
everburning torch. is purely conjecture, for it is
not known whether anyone
When held by a divine
has accomplished this
spellcaster, outsider, or a
improbable task.
creature of especially strong
religious faith (GM’s discretion,
PERFECT GOLDEN LUTE Magic Items
but usually requiring an Edge or
ability reflecting this devotion), The Perfect Golden Lute is said
Knucklebone of to be a flawless instrument; its
the beacon gains additional Fickle Fortune
powers based on the bearer’s tone and clarity unrivaled. It is an
alignment. instrument so fine it practically
Good (white flame): Allies within 5"(10 performs itself, granting anyone who plays
yards) of the beacon gain the benefits of it a +4 bonus on Performance checks with it.
minor deflection against evil creatures. The lute grants its user the Countersong and
Evil (black flame): The bearer gains minor Dirge of Doom Edges. If the user of the Perfect
deflection and can cast major bolt against a Golden Lute has the Bard Class Edge, he adds
good creature twice per day. +2 to Performance rolls made to activate his
bard powers.
Weight: 2 lbs.
Destruction: The Beacon of True Faith is Weight: 3 lbs.
destroyed if its bearer turns against the Destruction: The Perfect Golden Lute
worship of his deity to willingly embrace an shatters into splinters if a day passes in which
opposite alignment. no music is played within 1,000 miles of it, or
if its bearer is killed by a bard's power.

119
KNUCKLEBONE OF FICKLE FATE
SAVAGE PATHFINDER

D20 RUNE NAME EFFECT


1 Eya-Doh The unfortunate roller loses his most recent Advance.
2 Bvu The character makes a Spirit check at –4 or roll again.
3 Eij The roller suffers 10d6+ 6 damage.
The roller must immediately roll three more times (unless he makes a Spirit check
4 Hor
at –4). All three rolls are made with a –5 penalty (to a minimum of 1).
5 Veh The character gains the Blind Hindrance.
The hero is flash frozen, suffering 4d6 damage and reducing his Pace by 3 for the
6 Chu
next hour.
7 Roh Rolling this causes the character to suffer a –2 to all Trait rolls for 24 hours.
8 Seh The character is paralyzed for the next 2d12 hours.
For the next week, the character emits a horrible smell. She suffers a –2 to Persuasion
9 Kog
and Stealth checks.
10 Vis The hero gains the Luck Edge for the next 24 hours.
11 Fyeh The character ignores the next four Wounds caused by fire.
12 Xal For the next 24 hours, the character adds +1 to all Trait rolls.
13 Yaq The character deals an additional d6 damage on melee attack for 24 hours.
Once in the next 24 hours, the character may force an invisible creature to become
14 Gib visible or a visible creature to gain the Blind Hindrance. This ability is lost if the
user gets this result again before the 24 hours is concluded.
15 Xku The character is immune to Fear for the next 24 hours.
Once in the next 24 hours, the user may cast burst with the Greater Burst modifier
16 Lev (lightning bolt, stream template). This ability is lost if the character rolls this result
again before the 24 hours is concluded.
For the next week, when the character is the target of healing, he recovers an
17 Nhi additional Wound. This effect is lost if the character rolls the knucklebone again
before the week is up.
18 Zmi For the next 24 hours, the character automatically passes Trait rolls to resist powers.
For the next 24 hours, the character gets a raise for every 2 points above the target
19 Tem
number (rather than 4).
The next time this character dies, he comes back from the dead the very next
20 Eha–Zah morning. This effect is negated if the character rolls the knucklebone again before
he dies.

SPINDLE OF PERFECT KNOWLEDGE Weight: —.


Destruction: The Spindle of Perfect
The Spindle of Perfect Knowledge is a large, Knowledge is destroyed if worn by a mindless
bright, and flawless marquise-cut diamond creature for an entire year.
ioun stone the size of a halfling’s fist. The
gemstone would be a treasure in itself even
if it lacked magic, but it is also a powerful
TALISMAN OF RELUCTANT WISHES
ioun stone. Any character touching a Talisman of
Reluctant Wishes must make a Spirit check
The Spindle of Perfect Knowledge functions
at –2. If the roll fails, the talisman acts as a
like a major headband of mental superiority
stone of weight (see page 119). Discarding
and grants the wearer +2 to two random
it results in 5d6 damage to the character and
Smarts-based skills. The wearer may
the disappearance of the talisman.
communicate and understand all languages
and can cast mind reading and mind link with With success, the talisman remains with
a d8 as his casting die. the character for 5d6 hours, or until a wish is

120
made with it, whichever comes first. It then A would-be wielder of the Bottle of the
disappears. Bound must know three secret commands:
With a raise, the talisman remains for a the Word of Opening to unseal the bottle
number of months equal to the character’s so the stopper can be removed; the Word
current Spirit, resisting any effort to get rid of of Binding to call forth and command its
it by reappearing in the character’s possession, denizens; and the Word of Banishment to
in a back pocket, at the bottom of his pack, or return the Bound Ones to the bottle.
the like. A holder who knows the words may use
The artifact grants a number of wishes (as the bottle like a summon ally spell that
the wish power) equal to the character's Spirit automatically summons an evil servant who
when he picked it up. It grows warm and remains until the sun next rises or sets, and
throbs whenever its possessor comes within no new creatures can be summoned from the
20 feet of a mechanical or magic trap. (If the bottle until the initial summoned creatures’
talisman is not held, its warning heat and destruction or return (This can be done as
pulses are of no avail.) long as there are any inhabitants in the bottle).
Regardless of which reaction results, a No known force can open the bottle without
Talisman of Reluctant Wishes disappears the Word of Opening. If the bottle is opened
when its time expires, leaving behind a large without the use of the Word of Binding,
diamond in its stead, valued at 1,000 gp x the its 666 inhabitants are freed, one each
character's Spirit. minute starting from simple companions
up to minions of legendary strength (see
Weight: 1 lb. bodyguard under summon ally).
Destruction: A Talisman of Reluctant Wishes
If one of the Bound is called forth and
can be destroyed by wishing it so, using
commanded without the Word of Banishment
either one of the stone’s wishes or a wish spell
being uttered, it is free after it performs the
from another source. The stone then explodes,
task for which it was summoned. The Words
causing 5d6 damage to the holder.
to use the Bottle of the Bound have been lost
for uncounted years, though some sages
believe they know at least one or two of them..

MAJOR ARTIFACTS Weight: 4 lbs.


Destruction: The Bottle of the Bound can only
be destroyed if every creature bound within
Major artifacts are unique items — only one is slain or banished, and the empty container Magic Items
of each exists, and the creation of them is is then smashed with a holy weapon.
beyond all mortal means.
CLOUD CASTLE OF THE STORM KING
BOTTLE OF THE BOUND Once the fortress of a legendary tyrant known
The Bottle of the Bound is an ancient brass only as the Storm King, this castle now
bottle with a narrow neck and a rounded wanders the known universe, sometimes at
belly, slightly flattened on the bottom so it the whim of its master, but often as a drifting
stands upright when resting on a table. The and aimless haunt of powerful monsters,
bottle’s tight-fitting stopper is engraved with ignorant of — or unable to tap into — its
sigils of binding and sealed with lead. fantastic power.
Legends say a wizard of tremendous power This grand and opulent castle is held aloft
and wisdom enchanted a fiendish army and and propelled by a foundation of storm
trapped it within the bottle for all time. The clouds constantly rumbling with thunder
Legion of the Bound may be called forth and crackling with electrical storms. Atop the
from the bottle by its wielder and forced to massive storm cloud, the castle is shaped like
serve, as they were once commanded to build a square, with 80-foot guard towers at each
a fantastic ancient city, long since buried corner. At its center is a 140-foot tower with
beneath the dust of the ages. seven levels and more than 30 chambers. The
central tower is well appointed with many
121
halls, living chambers, suites, privies, kitchens The master of the castle gains the following
SAVAGE PATHFINDER

(with pantries that magically replenish food Innate Powers:


stores every fortnight), and laboratories „ DARKNESS (fog), ARCANE PROTECTION
suitable for arcane and alchemical study. (arcane locks), ILLUSION (walls covering doors):
Each guard tower has living chambers and These can be done once per day and cover
barracks for up to 25 guards, and one tower the central tower.
has an adjoining stable that can hold up to „ ELEMENTAL MANIPULATION WITH THE
a dozen griffons, hippogriffs, pegasi, or WEATHER EPIC POWER MODIFIER (storm
even terrestrial mounts. In all, the tower can of vengeance): Once per day the master can

comfortably support a population of 300 summon forth a mighty thunderstorm,


Medium creatures. covering a range of 2,200 feet out from the
Though created by the legendary Storm castle. The master must be in the control
King millennia ago, the cloud chamber to use this ability.
castle has had several masters „ BARRIER ( windwall ): This
since he mysteriously barrier surrounds the entire castle
disappeared. Many believe at a range of 100 feet, and can
the Storm King ascended be raised or lowered by the
to godhood, while others master (or a creature he or she
believe he was captured designates) from the control
and imprisoned by a room or any tower as a
rival, a demon lord, or limited action.
even a deity wishing to
Weight: —.
remove a threat, which may
Destruction: The Cloud
mean that the Storm King will one
Castle of the Storm King can only
day return to reclaim his castle.
be destroyed if it is dissipated by
In order to fully take control Cloud Castle of the suitably strong winds. The only
of the castle, a creature must Storm King winds that can dissipate it are
be immensely powerful (only found in the most turbulent reaches of the
characters of Legendary Rank are capable of Plane of Air (of course, as nobody knows
controlling the castle) and have Occult d10 + . how to make it travel between planes, those
If the castle already has a master, that master wishing to destroy it must find it on the Plane
must be defeated (Incapacitated) before of Air to have any chance to do so).
another can take her place.
Any other attacks may cause walls to
The castle’s movement is controlled by way collapse or even side towers to break loose,
of a control chamber located at the heart (a but the central chamber and the floors
central chamber on its 4th floor). There, a font beneath it continue to exist in a ruined form
of pure elemental water serves as a scrying over a smaller storm cloud as long as this
device for the castle’s master, though it can destruction condition is not met.
only view places inside the castle or within
100 feet of it. FORK OF THE FORGOTTEN ONE
The master (or a person she designates) This ranseur (Str+d6 + 1 , AP 4, Reach 2,
can direct the castle’s motion from within elemental (fire), Accurate, Brutal, Damaging,
the chamber. It has a flying Pace of 50, can Keen)was once the weapon of a powerful
hover, and never risks falling. When not archdevil who controlled an entire layer of
being controlled, the castle moves randomly, Hell. When he attempted to defy the Prince of
sometimes changing direction every minute, Darkness, he was overthrown and banished
sometimes holding the same course for days into some cold and remote prison at the edge
at a time, but always avoiding the ground or of the multiverse.
other hazards
Still bearing some infernal vestige of the
It has been known to travel to other planes, forgotten fiend’s power, the fork grants
though no master other than the Storm the bearer +4 bonus to Persuasion and
King is known to have invoked this power.

122
Intimidation rolls and the Innate Power: bolt affecting 5,000 cubic feet of material (total).
(scorching ray) three times per day. Once per day the Moaning Diamond can
Any nonevil creature who touches the Fork also summon an elder earth elemental that
of the Forgotten One is given a choice: become serves the caster until it is slain; only one such
evil immediately or die. Those who choose elemental can be summoned at a time.
death are instantly slain unless they make a Weight: 4 lbs.
Vigor roll at –4 (Bennies and other abilities Destruction: The Moaning Diamond can be
may not be used to reroll the results!) smashed by the combined power of three
Those who choose to become evil change elemental princes, one each from the Planes
alignment immediately and are required to of Air, Fire, and Water. Even then, the dust
find the Forgotten One and free him from must be cast into a place where it will never
his icy prison — presumably thereafter he fall upon stone.
will press them into service for his plans of
revenge against those who imprisoned him. THE SHIELD OF THE SUN
Weight: 12 lbs. This large shield (Arrow Deflection,
Destruction: The Fork of the Forgotten One Reflecting), emblazoned with the symbol
is destroyed when a paladin of Legendary of the sun, grants the character the Mystic
Rank touches it and chooses death rather Powers (Paladin) Edge. The Shield of the Sun
than becoming lawful evil (and doesn't resist). also grants its wielder the Arcane Resistance
This sacrifice still kills the paladin, though Edge and bestows environmental protection
she can be raised from the dead. with the Environmental Resistance modifier.
In return for this, the shield’s owner must
THE MOANING DIAMOND undertake a quest at the behest of a good
deity once per year.
The Moaning Diamond is an uncut diamond
the size of a human fist. At all times, it gives An evil character suffers –4 to all Trait rolls
forth a baleful moaning, as if wailing in pain. when wielding the Shield of the Sun. The
Despite the disturbing noise, the artifact penalty persist as long as it's in hand and
is not evil. cannot be negated in any way (including
Edges or powers). The penalty disappears
Three times per day, the bearer may call
when the shield is stowed or leaves the
upon its power to reshape earth and stone as
wearer’s possession.
if by a powerful elemental manipulation spell,

Magic Items

123
Weight: 2 lbs. Intelligent items can be considered creatures
SAVAGE PATHFINDER

Destruction: The Shield of the Sun may be because they have Smarts and Spirit attributes.
destroyed if a good-aligned character casts Intelligent items often have the ability to
it into the Well of Eternal Night, its light illuminate their surroundings at will (as with
fading into the inky depths before it finally minor light); many cannot see otherwise.
disappears. If a non-good character does Unlike most magic items, intelligent items
the deed, the shield is not destroyed, merely can activate their own powers without
lost, and a quest to the Plane of Shadow may waiting for a command word from their
recover it. owner. They act during their owner’s turn in
the initiative order.

INTELLIGENT ITEMS DESIGNING AN INTELLIGENT ITEM


Creating an intelligent item follows these
simple guidelines. Select an alignment, assign
Magic items sometimes have intelligence of its ability scores, choose spoken languages
their own. Magically imbued with sentience, and its senses and methods of communication,
these items think and feel the same way select one special ability and calculate its
characters do and should be treated as an ego. Intelligent items with high Ego scores
individual. Intelligent items have extra are difficult to control and can sometimes
abilities and sometimes extraordinary powers take control of their owner, making them
and special purposes. dangerous to possess.
Only permanent magic items (as opposed to An intelligent magic item has a base price
single-use items or those with charges) can be increase of 500 gp. When determining the
intelligent. (This means that potions, scrolls, total value of an intelligent item, add this
and wands, among other items, are never value to the sum of the prices of all of its
intelligent.) In general, less than 1% of magic additional abilities gained through being
items have intelligence. intelligent, before adding them to the magic
item’s base price.

124
INTELLIGENT ITEM ALIGNMENT SENSES AND COMMUNICATION
Any item with intelligence has an alignment Every intelligent magic item begins with
(see Pathfinder for Savage Worlds). Any the ability to see and hear within 5" (10
character whose alignment does not yards), as well as the ability to communicate
correspond to that of the item suffers Energy empathically with its owner. Empathy only
Drain (Any) if he or she so much as picks up allows the item to encourage or discourage
the item. Although this never results in death, certain actions through urges and emotions.
it remains as long as the item is in hand and Additional forms of communication and
cannot be overcome in any way. better senses increase the item’s cost and
This Energy Drain is cumulative with Ego score, as noted on the Senses and
any other penalties the item might place Communication table.
on inappropriate wielders. Items with Ego Empathy: Empathy allows the item to
scores (see page 128) of 20 to 29 cause Energy encourage or discourage certain actions by
Drain twice. Items with Ego scores of 30 or communicating emotions and urges. It does
higher cause it three times. not allow for verbal communication.
Speech: An intelligent item with the
INTELLIGENT ITEM ALIGNMENT capability for speech can talk using any of the
D3 ALIGNMENT languages it knows.
1-2 Good Telepathy: Telepathy allows an intelligent
3-4 Neutral item to communicate with its wielder
5-6 Evil via minor mind link. The wielder must be
touching the item to communicate in this way.
Senses: Senses allow an intelligent magic
INTELLIGENT ITEM ABILITY SCORES item to see and hear out to the listed distance.
Adding darkvision or blindsense allows the
Intelligent magic items possess both mental
item to use those senses out to the same range
attributes: Smarts and Spirit. Each attribute
as the item’s base senses.
begins at a d4, but can be increased to as high
as d12. The table below shows the cost to Read Languages: The item can read script
increase one of the item’s attributes. This cost in any language, regardless of its known
must be paid for each die type increase. languages.

Magic Items
INTELLIGENT ITEM ATTRIBUTES
D# PRICE EGO MODIFIER SENSES AND COMMUNICATION
d4 — — ABILITY PRICE EGO MODIFIER
d6 +1,000 +2 Empathy — —
d8 +2,000 +3 Speech +500 gp —
d10 +4,000 gp +4 Telepathy +1,000 gp +1
d12 +8,000 gp +5 Senses 5" — —
Senses 10" +500 gp —
Senses 20" +1,000 gp —
LANGUAGES SPOKEN BY ITEM Darkvision +500 gp —
Like a character, an intelligent item Blindsense +5,000 gp +1
understands Common plus one additional Read Language +1,000 gp +1
language based on its Smarts. Choose
appropriate languages, taking into account
the item’s origin and purposes. If the item
does not possess speech, it can still read and
understand the languages it knows.

125
INTELLIGENT ITEM POWERS
SAVAGE PATHFINDER

D% ITEM POWER PRICE MODIFIER EGO MODIFIER


1-10 Item can cast cantrips +1,000 gp +1
11-20 The item has Innate Power: minor Novice power (3/day) +1,000 gp +1
21-25 Item has Innate Power: conceal arcana (self) +2,000 gp +1
26-35 Item has Innate Power: minor Seasoned power (1/day) +2,400 gp +1
36-45 Item has a d6 in one Smarts or Spirit based Skill +2,500 gp +1
46-50 Item can sprout limbs and move at Pace 2 +5,000 gp +1
51-55 Item has Innate Power: minor Veteran power (1/day) +6,000 gp +1
56-60 Item has Innate Power: minor Seasoned power (3/day) +7,200 gp +1
61-70 Item has a d10 in one Smarts or Spirit based Skill +10,000 gp +2
71-75 Item can change shape into one other form of the same size +10,000 gp +2
76-80 Item has Flight: Pace 6 +10,000 gp +2
81-85 Item has Innate Power: minor Heroic power (1/day) +11,200 gp +2
86-90 Item has Innate Power: minor teleport (1/day, self) +15,000 gp +2
91-95 Item has Innate Power: minor Veteran power (3/day) +18,000 gp +2
96-100 Item has Innate Power: minor Heroic power (3/day) +33,600 gp +2

cause of elves, stamping out their enemies


INTELLIGENT ITEM POWERS and aiding their leaders. A purpose of
Each intelligent item should possess at least “defeat/slay all” isn’t just a matter of self-
one power, although more powerful items preservation. It means that the item won’t
might possess a host of powers. To find the rest (or let its wielder rest) until it places itself
item’s specific powers, choose or roll on the above all others.
Intelligent Item Powers table. Activating a The Intelligent Item Purpose table has a
power is an action the item takes. number of sample purposes that a magic
item might possess. If the wielder specifically
ignores or goes against an intelligent item’s
SPECIAL PURPOSE ITEMS special purpose, the item gains a +4 bonus to
Some intelligent items have special purposes its Ego until the wielder cooperates. This is in
that guide their actions. Intelligent magic addition to the +2 Ego bonus gained by items
items with a special purpose gain a +2 Ego with a special purpose.
bonus. An item’s purpose must suit the type
and alignment of the item and should always
be treated reasonably.
ITEM EGO
A purpose of “defeat/slay arcane spellcasters” Ego is a measure of the total power and force
doesn’t mean that the sword forces the of personality that an item possesses. An
wielder to kill every wizard she sees. Nor item’s Ego score is the sum of all of its Ego
does it mean that the sword believes it is modifiers plus an additional bonus for the
possible to kill every wizard, sorcerer, and cost of the base magic item (excluding the cost
bard in the world. It does mean that the item of all of the intelligent item enhancements).
hates arcane spellcasters and wants to bring An item’s Ego score helps determine whether
the local wizards’ cabal to ruin, as well as end the item or the character is dominant in their
the rule of a sorcerer-queen in a nearby land. relationship, as detailed below.
Likewise, a purpose of “defend elves”
doesn’t mean that if the wielder is an elf, he
only wants to help the wielder. It means that
the item wants to be used in furthering the

126
INTELLIGENT ITEM PURPOSE
D% RUNE NAME EGO MODIFIER
1-20 Defeat/slay diametrically opposed alignment* +2
Defeat/slay arcane spellcasters (including spellcasting monsters and those
21-30 +2
that use Innate Powers)
31-40 Defeat/slay divine spellcasters (including divine entities and servitors) +2
41-50 Defeat/slay non-spellcasters +2
51-55 Defeat/slay a particular creature type (see the bane enchantment for choices) +2
56-60 Defeat/slay a particular ancestry or kind of creature +2
61-70 Defend a particular ancestry or kind of creature +2
71-80 Defeat/slay the servants of a specific deity +2
81-90 Defend the servants and interests of a specific deity +2
91-95 Defeat/slay all (other than the item and the wielder) +2
96-100 Choose one +2

• Removal of associates or items whose


ITEMS AGAINST CHARACTERS alignment or personality is distasteful to
If the character who posseses the intelligent the item.
item does not work towards the item's wishes • The character divesting herself of all other
or goals, the item may attempt to take control magic items or items of a certain type.
of its user. Similarly, any item with an Ego • Obedience from the character so the
score of 20 or higher always considers itself item can direct where they go for its own
superior to any character, and a personality purposes.
conflict results if the possessor does not • Immediate seeking out and slaying of
always agree with the item. creatures hateful to the item.
• Magical protections and devices to
When a personality conflict occurs, the
safeguard the item from molestation when
possessor must make a Spirit check with a
it is not in use.
penalty associated with the Ego (see the Ego
• That the character carry the item with her
Modifier chart). With success, she is dominant.
on all occasions.
With failure, the item is dominant. Dominance
lasts for one day or until a critical situation
• That the character relinquish the item to a Magic Items
more suitable possessor due to alignment
occurs (such as a major battle, a serious threat
differences or conduct.
to either the item or the character, and so on).
Should an item gain dominance, it resists the In extreme circumstances, the item can
character’s desires and demands concessions resort to even harsher measures, such as the
such as any of the following: following:
• Force its possessor into combat.
• Refuse to strike opponents.
ITEM EGO • Strike at its wielder or her associates.
BASE MAGIC ITEM VALUE EGO MODIFIER • Force its possessor to surrender to an
Up to 1,000 gp — opponent.
1,001 gp to 5,000 gp +1 • Cause itself to drop from the character’s
grasp.
5,001 gp to 10,000 gp +2
Naturally, such actions are unlikely when
10,001 gp to 20,000 gp +3
harmony reigns between the character’s and
20,001 gp to 50,000 gp +4 item’s alignments or when their purposes
50,001 gp to 100,000 +6 and personalities are well matched. Even so,
100,001 gp to 200,000 gp +8 an item might wish to have a lesser character
possess it in order to easily establish and
200,001 gp and higher +12

127
EGO MODIFIER possess them, even though they may never
SAVAGE PATHFINDER

EGO SPIRIT CHECK MODIFIER


successfully control their possessors. They
may be powerless to force their demands, but
0-5 — most remain undaunted and continue to air
6-10 –1 their wishes and demands.
11-15 –2
16-20 –3
21+ –4

maintain dominance over him, or a higher-


level possessor so as to better accomplish
its goals.
All magic items with personalities desire to
play an important role in whatever activity is
under way, particularly combat. Such items
are natural rivals, even with others of the
same alignment. No intelligent item wants to
share its wielder with others. An intelligent
item is aware of the presence of any other
intelligent item within 10" (20 yards), and
most intelligent items try their best to mislead
or distract their host so that she ignores or
destroys the rival. Of course, alignment might
change this sort of behavior.
Items with personalities are never totally
controlled or silenced by the characters that

128
INDEX

Index

129
SAVAGE PATHFINDER

OPEN GAME LICENSE Version 1.0a


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15. COPYRIGHT NOTICE
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Advanced Player’s Guide. © 2021, Pinnacle Entertainment Group; Author: Shane Hensley
Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn,
Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis,
Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona,
Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on
material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael
Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook,
and Skip Williams.
Pathfinder for Savage Worlds Core Rules © 2021, Pinnacle Entertainment Group; Author: Shane Hensley
Pathfinder Roleplaying Game Core Rulebook © 2013, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax.
Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax.
Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax.
Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax.

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