Thursday, January 22, 2009

Savage Pathfinder: Edges

I'm currently gearing up to run a Savage Worlds conversion of the Pathfinder Chronicles setting on Monday nights in the near future. Character creation is done, and really all that's left is to finish up our current Monday night projects (one more session each of Don't Rest Your Head and Changeling: The Lost) before jumping into the savage world of Golarion.

In order to get ready for the campaign, I've been relentlessly savaging various feats and class abilities into Edges. Here are a few of the ones I've been working on.

Crossbow Mastery (Combat)
Seasoned, Agility d8+, Shooting d8+
You can load crossbows with blinding speed and even fire them in melee range with little fear of reprisal. The time required for you to reload a crossbow is reduced to a free action, regardless of the type of crossbow used. You may also fire a crossbow at an adjacent foe engaged in melee, but the target number is his Parry score rather than the standard TN of 4.

Dart Cloud (Combat)
Seasoned, Agility d8+, Quick Draw, Throwing d8+
You can throw a large number of small weapons in one quick motion, filling the air with deadly steel. When you use shuriken or daggers as thrown weapons, your Rate of Fire is 3. You can draw and throw as part of the same action when performing this maneuver. You suffer the usual –2 penalty to attack rolls for using a weapon with a Rate of Fire greater than 1 when you use this Edge.

Versatile Caster (Power)
Wild Card, Seasoned, Arcane Background, Knowledge (Arcana) d8+
In a pinch, some arcanists can reach into a reserve of spontaneous creativity and use their powers in a different way than normal.
This caster may spend a benny when casting a spell to change its trappings to a different trapping approved by the GM. Until the end of the encounter, the caster can use either this new trapping or his original trapping interchangeably.
For example, a wizard who knows bolt as “flame arrow” could use this Edge to alter it to “ice lance.” This would allow him to inflict cold damage instead of fire damage with his attack, plus any additional effects the GM uses for cold spells.

Arcane Archer (Professional)
Novice, elf or half-elf only, Arcane Background (Magic), Smarts d8+, Shooting d8+, Spellcasting d6+
You have trained in the twin elven arts of sorcery and archery. By combining the two into a fluid whole, you can use your arrows to greatly extend the range of your magical powers.
While firing a bow (not a crossbow or other ranged weapon), you can cast spells with a range other than Personal, Touch, or any Template and use the range of the bow instead of the spell’s normal range. You still use Spellcasting for the spell’s attack, modified by the bow’s range increment. The arrow is consumed by the magic when you use it in this manner and does not inflict its usual damage.
For example, the bolt power normally has a range of 12/24/48. A long bow has a range of 15/30/60. When using your Arcane Archer Edge, you would use the bow’s range to determine the bolt’s effective distance and range penalties.

Free Runner (Professional)
Novice, Agility d6+, Strength d6+, Climbing d6+
Many of the great cities of Avistan boast communities of people dedicated to moving quickly and nimbly through the streets and across the roofs of their home. Free runners (sometimes called shingle rats or roof runners) are experts in urban navigation.
A character with this Edge gains a +2 bonus on Climbing rolls and Agility rolls made as part of a chase. These benefits apply only in urban environments. Because of their ability to roll with a fall, Free Runners get a free soak roll against any damage caused by a fall.

Hamatulatsu Initiate (Professional)
Seasoned, Strength d8+, Pugilist, Stone Hands, Intimidation d6+
This character has mastered a deadly fighting style inspired by the devastating attacks of the barbed devil. Practitioners of hamatulatsu seek to not just kill their opponents, but to first cripple and humiliate them with memorable, scarring pain.
If this character makes an unarmed Fighting attack against a foe and succeeds in striking the opponent but fails to inflict enough damage to render that opponent Shaken, he may immediately attempt an Intimidation roll against that foe as a free action.
Additionally, a Hamatulatsu Initiate can choose to inflict Fatigue instead of wounds with his unarmed strikes. He must declare that he is doing so before making his Fighting roll, and suffers –1 on the attack roll when doing so. Such attacks are still compared against Toughness and the target can soak normally.

Of course, all of these are in addition to the Faith Edges I posted about previously. If there's any interest in my players or readers of this blog, I might also post up campaign notes about the Curse of the Crimson Throne adventure path.

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