Savage Pathfinder - Advanced Players Guide v1.0
Savage Pathfinder - Advanced Players Guide v1.0
Savage Pathfinder - Advanced Players Guide v1.0
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PATHFINDER 1ST EDITION:
LEAD DESIGNER: Jason Bulmahn
DESIGNERS: Dennis Baker, Jesse benner, Benjamin Bruck, Adam Daigle, Jim Groves, Tim Hitchcock, James
Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland,
Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen K.C. Stephens, Todd Stewart, and Russ Taylor
COVER ARTIST: Wayne Reynolds
INTERIOR ART: Dave Allsop, Alex Aparin, Yngvar Asplund, Rayph Beisner, Eric Belisle, Eric Braddock,
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Gonzalo Flores, Sara Forlenza, Grafit, Paul Guzenko, Andrew Hou, Mathias Kollros, Chuck Lukacs, Emiliano
Petrozzi, Steve Prescott, Dmitry Prosvirnin, Klaus Scherwinski and Luisa Preissler, Wayne Reynolds, Fransisco
Rico Torres, Marc Simonetti, Craig J Spearing, J. P. Targete, Svetlin Velinov, Tyler Walpole, Ben Wootten, Kevin
Yan, Kieran Yanner, and Ilker Serdar Yildiz
CREATIVE DIRECTOR: James Jacobs
ART DIRECTOR: Sarah E. Robinson
MANAGING EDITOR: F. Wesley Schneider
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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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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
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
32
CHAPTER TWO
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
37
ALCHEMIST
SAVAGE PATHFINDER
38
P DAMIEL (NOVICE, ICONIC PATH ALCHEMIST)
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.
39
BOMBS DISCOVERIES
SAVAGE PATHFINDER
40
reclaim the bomb, recovering its Power
Points and preventing its detonation.
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)
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.
43
ORDER ABILITY (Aid Allies): Whenever an
CAVALIER ORDERS
SAVAGE PATHFINDER
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
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
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.
47
ORACLE
SAVAGE PATHFINDER
48
P ALAHAZRA (NOVICE, ICONIC PATH ORACLE)
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.
49
stressful situation, the oracle can only speak
CURSES
SAVAGE PATHFINDER
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
51
SUMMONER
SAVAGE PATHFINDER
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.
53
add evolutions to himself (reducing the total can't be concealed by magic such as disguise
SAVAGE PATHFINDER
54
EIDOLON EVOLUTIONS
COST NOVICE RANK EVOLUTIONS
55
COST SEASONED RANK EVOLUTIONS
SAVAGE PATHFINDER
56
CREATURE ABILITIES
RULES
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.
59
WITCH
SAVAGE PATHFINDER
60
P FEIYA (NOVICE, ICONIC PATH WITCH)
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.
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.
64
MYSTIC POWERS (ROGUE) once per day. Oozes, constructs, undead, and
creatures without biological organs cannot be
REQUIREMENTS: Seasoned, Rogue effected by Quivering Palm.
65
SAVAGE PATHFINDER
66
HEROIC DEFIANCE RENDING CLAWS
REQUIREMENTS: Seasoned, Vigor d8+ REQUIREMENTS: Heroic, Claws,
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
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
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.
71
Night Vision: The chymist gains
SAVAGE PATHFINDER
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.
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
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
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.
75
DUCK AND COVER at least that many other Edges requiring the
SAVAGE PATHFINDER
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
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
81
Crossbow V, Rapid Reload, Shoot a crossbow as quickly as a bow and use it in melee as
SAVAGE PATHFINDER
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)
83
S, Nerves of
Defensive stance: The character becomes a bulwark of
Steel, no Armor
SAVAGE PATHFINDER
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
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.
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.
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).
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
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
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
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
101
VETERAN ARCANE BACKGROUND (WIZARD)
SAVAGE PATHFINDER
VETERAN HEROIC
Baleful polymorph, banish, fly, planar binding, Magic jar, time stop
plane shift, puppet
LEGENDARY
HEROIC Wish
Magic jar
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
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.
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
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
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.
111
Price: 16,400 gp; Weight: 5 lbs. AMULET OF SPELL CUNNING
SAVAGE PATHFINDER
112
Clamor Box Cauldron of Plenty Boots of
Friendly Terrain
Moon Circlet
Helm of Flying Lord’s Banner
Fearsome Mien Ointment
113
The user of the cauldron commands the Success on the healing roll restores targeted
SAVAGE PATHFINDER
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
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
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
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..
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.
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
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
127
EGO MODIFIER possess them, even though they may never
SAVAGE PATHFINDER
128
INDEX
Index
129
SAVAGE PATHFINDER
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.
130