Weird Edges are slightly supernatural in origin. These are usually appropriate in a Pathfinder for Savage Worlds game, but check with your GM before taking them.
Requirements: Novice
Some individuals have an extraordinary bond with their animal companions. These characters may spend their own Bennies for any animals under their control, including mounts, pets, familiars, and so on.
Requirements: Novice, Spirit d8+
Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
The beast master’s “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically an animal of Size 0 or smaller, subject to the GM’s approval.
The beast is an Extra and doesn’t Advance in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in 1d4 days.
More Powerful Companions: Beast Master may be taken more than once. Choose one of the effects below each time it’s chosen:
Gain an additional pet.
Increase one of the pet’s Traits one die type (only one Trait per pet).
Increase the maximum Size pet you may have by +1, to a maximum of 3.
Make one pet a Wild Card. (The hero must be of Heroic Rank).
Requirements: Novice, Spirit d8+, Fighting d6+
Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the role and follow their path with some reluctance.
Champions fight the forces of darkness (or Good), adding +2 damage when attacking supernaturally Evil (or Good if they’re Evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
The GM must decide which foes this bonus applies to, but generally it’s any Evil (or Good!) creature born of magic or with any supernatural abilities.
Requirements: Novice
Your hero can sense when something bad is about to happen. When rolling for Surprise, he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at -2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
Requirements: Novice
The hero’s allies assist him in avoiding certain attacks.
Whenever this hero and at least one ally must make an Evasion roll (a character can’t use this Edge if he gets a Critical Failure), both characters use the highest total rolled between them.
This hero must select the ally before either of them rolls.
Requirements: Novice, Spirit d8+
A hero with this Edge gets a free reroll on all healing rolls, whether natural or magical in nature.
Requirements: Novice, Luck
Once per encounter the hero may find, “suddenly remember,” or dig up some much-needed piece of equipment, a quiver half-full of arrows, or some other useful device.
The Game Master decides what constitutes an encounter, and has the final word on what can and can’t be found.
Requirements: Novice, Half-orc, Strength d10+
The strongest of half-orcs are able to destroy objects that are normally beyond the capability of others. This character can Ace melee damage rolls when attempting to destroy inanimate objects.