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Pathfinder for Savage Worlds

Core Rules, 2nd Printing
Golarion's epic fantasy adventures powered by Savage Worlds' fast and furious engine
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fantasy
HeroicCombat-HeavyHigh-FantasyCharacter BuildingTacticalFast-Paced
Languages: English
Diced4–d12
System FamilySavage Worlds
Cost$$
LicenseSavage Worlds (Proprietary)
PublisherPinnacle Entertainment Group / Paizo
Year2023
Complexity Medium
Accessibility Medium
Community Low

Core Mechanic

Roll a trait die (d4–d12) plus a Wild Die (d6); keep the highest. Dice 'explode' (ace) on their max value. Beat a Target Number (usually 4) to succeed; each raise (4 over) improves the result. Playing cards determine initiative. Bennies let you reroll or soak damage. Class Edges capture Pathfinder archetypes as progressive talent trees.

Best For

Groups who love the Pathfinder world of Golarion but want faster, more cinematic combat — Savage Worlds' exploding dice and Bennies replace Pathfinder's tactical crunch with pulp-action heroics.

Highlights

Fast combat compared to standard Pathfinder, Golarion setting fully supported with ancestries and deities, Class Edges capture iconic Pathfinder classes, Bennies keep heroes in the action, compatible with Savage Worlds Adventure Paths

Considerations

Requires Savage Worlds familiarity — not standalone for new SW players, some Pathfinder depth lost in translation, not compatible with standard Pathfinder adventures without conversion