Adventure Awaits! An ancient and evil undead thing rises in a dark dungeon. A long-forgotten horror stirs in the dark forest. A hungry and vengeful dragon awakes in forgotten mountains. A cry for help echoes across the world of Golarion. Brave heroes —the Pathfinders— answer the call. They are crafty rogues, powerful sorcerers, and deadly fighters. They are humans, elves, dwarves, gnomes, and halflings. They are heroes! Pathfinder for Savage Worlds combines the “Fast! Furious! Fun!” of the best-selling, award-winning Savage Worlds game system with the incredible depth and excitement of Paizo’s phenomenal Pathfinder Roleplaying Game and the world of Golarion. Create your own adventures or play one of the legendary Adventure Paths, starting with Rise of the Runelords!
This book contains the Savage Worlds rules, specially tailored for the world of Golarion. All you need are dice, a deck of playing cards for initiative, and some excellent friends to share your adventures with!
A 256 page book that contains all the rules you need to play Pathfinder for Savage Worlds, no other rulebook is necessary.
Remember those old commercials for Reese's Peanut Butter Cups? "You got your chocolate in my peanut butter! You got your peanut butter on my chocolate!"
That's what this is, a perfect marriage of the epic high fantasy of Pathfinder with the more streamlined and grittier rules of Savage Worlds: Adventurers Edition. Classes are replaced by archetypes that mimic the classic character classes that you can choose to use or customize as you will. Combat is far more dangerous now that it is not simply a whittling contest to see who loses hit points first. Heroes can die just as fast as a spear carrier. This creates far more tactical thinking, and running away to fight again becomes an option. Magic is simpler and potentially more devastating.
It's not a huge book but has what you need to begin your adventures around Gorlarion and the Inner Sea. It's a great build that elevates both games' ideas while compromising neithers' essential feel.
A Savage Worlds take on Pathfinder gaming. It's readable and largely quite clear and easy to understand, but I've yet to play it so can't comment on the rules.
I've actually read the Hebrew translation that isn't out yet.