PoorWanderingOne's Untitled Campaign (Inactive)

Game Master PoorWanderingOne



Greetings.

I am considering opening a Rise of the Runelords game using the new Pathfinder for Savage Worlds rule set. The rules look to be a really interesting interpretation of our beloved Pathfinder but who knows what will happen once the dice hit the metaphorical table so I am only considering running the first book at the moment. If it works then I am quite open to running the full campaign but baby steps for right now.

Players will need to own/have ready access to at least the PDF of the base Savage Worlds Pathfinder rules. If you want to use anything from the Companion or the Advanced Players Guide you will need those as well. I am afraid there is nothing like the SRD. At least not yet anyway.

If you think this is a good idea or have a question give me a shout below.

See you in Sandpoint.


I have heard good things and bad things about SW Pathfinder. The good news (to me) is that the classes do not define everything about you, but rather give you one specific Edge per Rank, and you're free to pick the SWD Core Edges in-between (AFAIK). The bad news is that some things are WAY overpowered (<cough>Summoner<cough>), so you might want to go to the PEG boards and search thru their posts, and maybe consider making some house rules to balance things out.

Any idea how important/essential the Companion and APG are? What added info do they provide?

Regardless, count me interested!


Pathfinder Lost Omens Subscriber

Perhaps. I have the rules, but really haven’t looked at them much.


I have been interested in that AP for a while now but have had limited opportunities to play it. I'll pick up the SW source books and consider character options. I'm a bit over-extended at the moment, but plan to eliminate one of my GM duties soon, so I hope that will free up time to devote to this.


ZenFox42 wrote:

I have heard good things and bad things about SW Pathfinder. The good news (to me) is that the classes do not define everything about you, but rather give you one specific Edge per Rank, and you're free to pick the SWD Core Edges in-between (AFAIK). The bad news is that some things are WAY overpowered (<cough>Summoner<cough>), so you might want to go to the PEG boards and search thru their posts, and maybe consider making some house rules to balance things out.

Any idea how important/essential the Companion and APG are? What added info do they provide?

Regardless, count me interested!

Not exactly. The main reason I'm stressing access to the Pathfinder SW books so much is that edges etc from the main book are not available. This allows PathSW to offer a tightly curated set of edges and powers that work in this setting.

Not seeing issues with the PathSW Summoner. The SWADE Fantasy companion Summoner however is a very different kettle of fish and if I were to run a game using the Fantasy Companion I would go over the Summoner with a very fine toothed comb. But that is not relevant as the SWADE Fantasy Companion is not allowed in this game.

The only sources players are allowed to access in this game are; The Pathfinder for Savage Worlds Core Rule, The Pathfinder for Savage Worlds Companion, and The Pathfinder for Savage Worlds Advanced Player's Guide.

As far as the usefulness of the Companion and the Advanced Guide, it depends on what you want to play. The Companion is mainly background on Glorian but it does add the Harrower, Hellknight and Mantis Assassin prestige classes along with their associated gear. So if you want to play one of them you will need the Companion.

The Advanced guide adds Tiefling, Goblin, Dhampire, Catfolk, and Aasimar ancestries, more options for the ancestries in the Core rules, more edges and hindrances, some new gear, and several new powers while adding /updating some of the core powers. The guide also includes the class edges for; the Alchemist, the Cavalier, the Inquisitor, the Oracle, the aforementioned Summoner, and the Witch. It also includes the prestige edges for the; Battle Herald, Holy Vindicator, Horizon Walker, Master Chymist, Master Spy, Nature Warden, Rage Prophet, and the Stalwart Defender.

The Guide increases your options but if you are happy with what is in the Core Rules then you do not need it. Nothing in the Advanced guide overshadows what is available in the core. You can play this whole campaign and never touch the Guide. It just gives you some more options.


scranford wrote:
Perhaps. I have the rules, but really haven’t looked at them much.

I found them interesting. Savage Pathfinder is NOT pathfinder but it is an interesting lens to look at the familiar PF game through.


PWGM - thanks for the info. I have a really bad memory, and had forgotten the broken Summoner was in the Fantasy Companion, not PF.

Quick clarification : you said that the Advanced guide "includes the class edges for; the Alchemist, the Cavalier, the Inquisitor, the Oracle, the aforementioned Summoner, and the Witch". So those classes aren't mentioned at all in the PF Player's Guide? Could you list what classes are described in the Player's Guide, so I can decide whether I want the Advanced Guide? Thanks!


ZenFox42 wrote:

PWGM - thanks for the info. I have a really bad memory, and had forgotten the broken Summoner was in the Fantasy Companion, not PF.

Quick clarification : you said that the Advanced guide "includes the class edges for; the Alchemist, the Cavalier, the Inquisitor, the Oracle, the aforementioned Summoner, and the Witch". So those classes aren't mentioned at all in the PF Player's Guide? Could you list what classes are described in the Player's Guide, so I can decide whether I want the Advanced Guide? Thanks!

Ah there is some confusion here. Allow me to clarify.

Pathfinder for Savage Worlds Core Rules AKA Core has

-Class edges for: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rouge, Sorcerer, and Wizard.

-Prestige edges for: Arcane Archer, Arcane Trickster, Assassin, Dragon Disciple, Duelist, Eldritch Knight, Loremaster, Mystic Theurge, Pathfinder Chronicler, and Shadowdancer.

Pathfinder for Savage Worlds Companion AKA Companion has
-No class edges.
-Prestige edges for the Harrower, Hellknight and Mantis Assassin.

Pathfinder for Savage Worlds Advanced Players Guide AKA Guide, Advanced Guide, Players Guide has
-Class edges for the Alchemist, Cavalier, Inquisitor, Oracle, Summoner, and the Witch.
-Prestige edges for the Battle Herald, Holy Vindicator, Horizon Walker, Master Chymist, Master Spy, Nature Warden, Rage Prophet, and the Stalwart Defender.

Those are all the class and prestige edges I know of so far. Does that answer your question?


Clebsch73 wrote:
I have been interested in that AP for a while now but have had limited opportunities to play it. I'll pick up the SW source books and consider character options. I'm a bit over-extended at the moment, but plan to eliminate one of my GM duties soon, so I hope that will free up time to devote to this.

Great! SW stuff always takes a bit to get moving so there is plenty of time.


I picked up the books and have made some notes on heritages, classes, hindrances, and edges for later when I have a better idea of what other players are thinking of playing, if that point comes.

I'm considering either a human or catfolk for heritage, bard, oracle, monk, or sorcerer for class. Will most likely be female.

I'm willing to go for other classes if there turns out to be a need, say for a healer or a rogue or a front-line fighter.


Clebsch73 wrote:

I picked up the books and have made some notes on heritages, classes, hindrances, and edges for later when I have a better idea of what other players are thinking of playing, if that point comes.

I'm considering either a human or catfolk for heritage, bard, oracle, monk, or sorcerer for class. Will most likely be female.

I'm willing to go for other classes if there turns out to be a need, say for a healer or a rogue or a front-line fighter.

Class musings, not critical info:
Even though SWPF has something like classes you are not as siloed as you are in D&D descended games. This is neither good nor bad it is just a different way of doing things.

Take healing for example. Magical healing is represented in this game by the Healing Power. Both Oracles and Bards have access to it so half your list can be a healer. But that is just magical healing. SW actually makes the Healing skill useful. I played what was effectively a Wizard in an alt-renaissance sw game and I was the primary healer for the group. I did not have the healing power. I did have the Healing skill and the Healer edge. Nobody died. Occasionally someone had to spend some down time recovering and there were a couple of tense moments when we had to drag a bleeding PC out of sight to give me the 10-20 minutes to patch them up but that was actually cool and dramatic. That said if you are worried about not having someone around to patch you up, maybe look at the Fast Healer or Healer edges. Assuming it didn't kill you you will bounce back quickly.

Same goes for a "rouge". Thievery is a skill in SW that anyone can take. Even the Thief edge is not too tough to qualify for.

I suppose what I am trying to say is that there are many ways to cover any needed bases in SW. You do not have to restrict your character ideas maybe just reserve a skill point or an edge now and then.

Oh and Monks ARE front line fighters. Really nasty ones too. And my god what the Bard class edge can do. They can turn a toddler into Muhammad Ali for a few turns. And I should point out that SW actually allows ways of fighting other than hitting each other to be effective. Support and Tests are not afterthoughts. Even a mediocre fighter can go toe to toe with the Heavy squad if they have a friend kicking them a +1 or +2 and making sure their opponent is Distracted/Vulnerable/Shaken/Enraged.


Thanks. I understand that the class edges are just giving a big nod in the direction of the general class roles. I have refrained from digging into the options that all the various edges and skills offer partly because I don't want to put in the effort until it looks like there'll be enough interest for a campaign.

I usually start with a kind of personality type and build around that. So I'm thinking of a sorcerer with the celestial bloodline and some other options to make her kind of an aristocrat dabbler in sorcery. I imagine her as someone no one would take very seriously as an adventurer. If I go this direction, I'd play up her entitled attitude but gradually have her mature into a capable adventurer.

That's just one idea. I'll mull over the options for a while to see if anything else suggests itself.

Dark Archive

I backed the SW for PF kickstarters and would love a chance to play it! I read through the first (pdf) book when it came out but haven't done much else with it. :)
I don't think i've even opened my Advaced player's guide pdf's yet..


Right that is enough interest to kick things off. Actual recruiting thread incoming.


Interested! So interested! Could not be more interested!

I'm running the Curse of the Crimson Throne AP for PFSW on another site, and I have been itching to play myself.

I will play anything the party needs. Just hand me that wild die!


the real recruitment thread is live.
Hop on over and get the party started!


Colorfoot wrote:

Interested! So interested! Could not be more interested!

I'm running the Curse of the Crimson Throne AP for PFSW on another site, and I have been itching to play myself.

I will play anything the party needs. Just hand me that wild die!

You will have to tell me about your Crimson experience over in the real thread.


Joseph Martin 681 wrote:

I backed the SW for PF kickstarters and would love a chance to play it! I read through the first (pdf) book when it came out but haven't done much else with it. :)

I don't think i've even opened my Advaced player's guide pdf's yet..

Well let's see if we can't give those PDF's a bit of a workout. Hop over the recruitment thread and start the warm-ups. :7)


Clebsch73 wrote:

Thanks. I understand that the class edges are just giving a big nod in the direction of the general class roles. I have refrained from digging into the options that all the various edges and skills offer partly because I don't want to put in the effort until it looks like there'll be enough interest for a campaign.

I usually start with a kind of personality type and build around that. So I'm thinking of a sorcerer with the celestial bloodline and some other options to make her kind of an aristocrat dabbler in sorcery. I imagine her as someone no one would take very seriously as an adventurer. If I go this direction, I'd play up her entitled attitude but gradually have her mature into a capable adventurer.

That's just one idea. I'll mull over the options for a while to see if anything else suggests itself.

I like that idea. You could even delay the class edge until your first advance and take the option for the free background edge Aristocrat rather that the free class edge at start. Taking Sorcerer as your first advance could represent you finally applying yourself or just your magic growing due to the suddenly increasing stress of your new adventuring lifestyle.

You would be doing the first bit without magic but that might be a good way to get a feel for the character. Just random musings. I tend to do this. See you in the real thread.


I have a rough draft of the sorcerer. I think I've split the difference between making her as powerful as possible at the start to the suggestion of not taking the class edge until the first advance.

Here is a list of the main traits, edges, and hindrances. No gear yet, but there won't be much to do there as she can't wear armor and will use her bolt spell for attacks or a starknife for melee (I'm making her a follower of Dezna).

Details:
Name: Zahara
Ancestry
Human (female)
*Bonus Edge
*Spirit die starts at d6

Edges
Sorcerer
*Bloodline: Celestial
-Spells
*Bolt
*Detect/Conceal Arcana

Attractive
Scholar (academics)
Beast Master (she loves animals, part of her Desna faith)
I'd like her initial animal companion to be something like a lynx or if not too large, a large cat. The bestiary section of the SWPF core rules does not list a size for large cats, but a lion is size 1, so I figure there might be something like a jaguar or leopard or smaller big cat, larger than a lynx at size 0. If you have the bestiary book and have time, can you list other possible animal companions suitable for the edge?

The three edges are paid for by the human bonus edge and two major hindrances.

Hindrances
Code of Honor (major)
Heroic (major)

These are things my PCs generally do, but I could justify arrogant, to give her a disagreeable personality. I may play that as an unofficial extra hindrance. This will fade with experience.

Traits
Agility d4
Smarts d8
Spirit d8
Strength d4
Vigor d6

Skills
Academics d8
Athletics d4
Common Knowledge d4
Fighting d4
Intimidation d4
Notice d6
Persuasion d8
Spellcasting (linked to Spirit) d8
Stealth d4
Taunt d4

Advancement plans: add spells and power points early on.

As I get time, I plan to work up alternate characters mostly just to get more familiar with the options and to have options if the game develops a surplus of spellcasters.


Clebsch73 wrote:

I have a rough draft of the sorcerer. I think I've split the difference between making her as powerful as possible at the start to the suggestion of not taking the class edge until the first advance.

Here is a list of the main traits, edges, and hindrances. No gear yet, but there won't be much to do there as she can't wear armor and will use her bolt spell for attacks or a starknife for melee (I'm making her a follower of Dezna).

** spoiler omitted **

As I get time, I plan to work up alternate characters mostly just to get more familiar with the options and to have options if the game develops a surplus of spellcasters.

2 things one more important than the other. First there is a real recruitment thread. So hop on over.

Second Large cats in SW are size 0. Beast master gets you a pet of up to size 0.

See in the other thread.
~PWGM

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