I for one am curious about the system, why don't you create a thread explaining it?
I mean imagine you're teaching it so someone can GM/Play the thing.
By "the system" I mean SW Pathfinder and how you've modified it to get the results you're getting.
I'll explain it here since I'm not sure how popular Savage Worlds is around these parts...
Like Shrieking, I'm trying to get the Pathfinder context-specific stuff out and the stuff I want in doing the least amount of work possible. That said my documents are already getting into the 100-page mark... so heh. In my defense a lot of it is new content specific for my Greybox take which is 1e with 2e elements.
So for example...
The Savage Pathfinder Cleric takes its queues directly from from Pathfinder 1e Core. Clerics there are pretty generic and they're healbots, lets face it. I *never* liked that in D&D and I like it even less in Pathfinder where they went ALL-IN on the idea. To me Clerics should be representatives of their Deities and should reflect that in their abilities. 'Faiths and Pantheons' is one of the best books ever written for D&D in any edition. It remains the standard for me in how Clerics should be written up. So that means converting all the deities from the Greybox to Savage Pathfinder, and retooling the Domains to match. It also means reworking the Cleric Class Edge to better reflect these changes.
Savage Worlds Cleric ReworkSo now, not all Clerics can even Heal. Only those whose Gods have it in their purview. I've listed the general creeds and dogmas of their respective deities so players can play confidently on how they want to express their characters without trying to pigeonhole themselves into their alignment ideas. Yes Alignment exists, but the dogmas are more important. I'll be adding more deities later - like all the non-human ones. The Realms have a LOT of Gods and Pantheons...
New/Different RacesI've also retooled the races. Savage Pathfinder goes with a 4-point score for their Pathfinder races, which is good. However their versions of the standard D&D races are specific to Pathfinder's Golarion setting. I was aiming for Greybox Realms - with a few tweaks tossed in to nod towards directions I'm going later - Spelljammer (so Sun Elf stats are also Imperial Elf stats).
Savage Realms RacesI'm working on Martial Arts system pulling inspiration from Oriental Adventures, as well as fighting styles from 7th Sea leveraging the Savage Worlds Pirates of the Spanish Main fencing school systems. It's still a work in progress (as is everything).
New ClassesI'm also working on new Class Edges - Currently working on the Cavalier from 1e D&D, with elements from the Pathfinder game I liked. It's still rough, and I'm testing it out. I'm on tap to make more Orders for it. I really wanted to fix the Cavalier from being so optimal at being mounted, which 1e Cavaliers had going for them. I think I landed on a good balance so Cavalier players are dangerous mounted or on foot. This is largely due to the Savage Worlds system being flexible.
Savage CavalierI plan on making some Class Edges from Oriental Adventure as well - the Sohei, the Samurai, and the Kensei Prestige Edge. The Samurai will be built similar but different in emphasis to the Cavalier. The Sohei will be a "Mystic" similar to the Ranger or Paladin in Savage Pathfinder, but with a different emphasis to create distinction between it and the Monk. The Kensei is still under a lot of consideration from me... Some OA classes will not need creating as the Savage Pathfinder classes already cover them - Ninja are Assassins, etc.
Likewise I'll be doing a pass over the Al-Qadim classes. Pretty sure the Sha'ir will get its own Class Edge. The others, we'll see.
Setting Rules -
I modified the Heavy* spellcasting modifier to be a Legendary quality, *because* I use the Heavy modifier rules as the Savage Rifts rule. This effectively lets me scale Pathfinder straight into Rift's level of power at Legendary (slightly earlier for some classes).
I also play that without the 4-wound limit. This is a modern D&Dism which I don't like, where it's exceedingly difficult to die. Dead is dead. Between the established rules and Bennies, PC's should have these things factored in before going into combat.
Savage Pathfinder does a good job of getting back to the meat-and-potatoes style play I like: Casters are powerful, but *really* frail. Warriors are super-dangerous in combat. But because of the system, it allows you to dial it out/in to get as granular as you like without missing a beat.