Anachronistic Adventurers: The Investigator (PFRPG) PDF (based on
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“At length, sick with longing for those glittering sunset streets and cryptical hill lanes among ancient tiled roofs, nor able sleeping or waking to drive them from his mind, Carter resolved to go with bold entreaty whither no man had gone before, and dare the icy deserts through the dark to where unknown Kadath, veiled in cloud and crowned with unimagined stars, holds secret and nocturnal the onyx castle of the Great Ones.”
—H.P. Lovecraft, The Dream Quest of Unknown Kadath
The investigator is a searcher for answers, a solver of riddles, and an explorer of the unknown. While many investigators fall into the broad category of “detective,” the class can be used to represent anyone skilled at gathering information, forming theories, and applying knowledge gained in new and innovative ways. Reporters who seek to uncover the truth, scientists who wish to discover the fundamental laws of nature, inventors who want to create new devices, and even physicians who seek to understand diseases and heal the sick are all examples of investigators. Investigators apply knowledge and intelligence the way warriors apply brute force, as their primary tool in overcoming challenges. In so doing, they are often able to solve an extremely broad range of problems.
Of course investigators are often asking questions others would prefer go unanswered. Such inquiries can make enemies, and often have consequences. Occasionally tracking down murderers in the dark alleys of Whitechapel, deciphering Babylonian books bound in human skin, experimenting with alien technology, or asking too many questions about mysterious cults, create such bizarre consequences the investigators end up in fantasy realms where the mysteries are far more deadly, and the resources at their disposal much more primitive.
The “modern” person of great education and intellect being stuck in a more primitive, fantasy-themed world is a common trope in a great deal of adventure fiction, especially the “time travel adventure fiction” more common in the early part of the 20th century than today, but still very popular with a wide range of gamers (and game writers). The investigator is the second in a line of Anachronistic Adventurers products designed to provide rules for running modern (or near-modern) heroes in a typical fantasy roleplaying game setting. While it’s impossible to address every possible issue that might arise for such characters (can the adherent of a modern, real-world religion become a cleric?), each product in the line will look at one area where the modern and fantasy realms are most likely to overlap and give guidance for running heroic anachronisms.
We also discuss some rules useful in dealing with the detective tropes common to fiction in a number of genres, including gathering clues, preventing investigations from taking over a campaign, making sure a bad die roll never brings a mystery adventure to a total standstill, and the advantages of advanced scientific knowledge. Finally we touch on the idea of Progress Levels (PL), a simple way to determine the general technological advancement of a campaign (and outlined in more detail in Anachronistic Adventurers: The Enforcer).
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The Investigator, a class that depends on intellect to solve mysteries, find weaknesses, and overcome foes with clever tricks and careful planning.
Three archetypes. The investigator class is designed to have an archtype added to it for further customization. In addition to any archetype from The Enforcer, this product includes three new archetypes. The Great Detective is a master crime solver. The Inventor is a master of building and maintaining better versions of tools, weapons, and vehicles. The Medical Examiner is a skilled healer who can use his skills to patch wounds, unravel the causes of mysterious ailments, and learn from the bodies of the dead.
A page of advice on running Mysteries in Pathfinder RPG campaigns.
Research rules, allowing the search for answers to become more than a single die roll, or be stymied when that die roll goes badly. Includes rules for using research archives (such as museums and libraries), and six examples of research archive game stats.
A quick sampling of anachronistic investigation gear, such as forensic kits.
And, as with the Enforcer, the better sales are, the sooner we'll release the next book in the line!
I note with some disappointment that the Ritualist doesn't seem to have made it in. I am not completely surprised, but I was looking forward to having John Constantine as a option alongside Sherlock Holmes and Temperance Brennan.
The Investigator, a class that depends on intellect to solve mysteries, find weaknesses, and overcome foes with clever tricks and careful planning.
Three archetypes. The investigator class is designed to have an archtype added to it for further customization. In addition to any archetype from The Enforcer, this product includes three new archetypes. The Great Detective is a master crime solver. The Inventor is a master of building and maintaining better versions of tools, weapons, and vehicles. The Medical Examiner is a skilled healer who can use his skills to patch wounds, unravel the causes of mysterious ailments, and learn from the bodies of the dead.
A page of advice on running Mysteries in Pathfinder RPG campaigns.
Research rules, allowing the search for answers to become more than a single die roll, or be stymied when that die roll goes badly. Includes rules for using research archives (such as museums and libraries), and six examples of research archive game stats.
A quick sampling of anachronistic investigation gear, such as forensic kits.
And, as with the Enforcer, the better sales are, the sooner we'll release the next book in the line!
Ok do have one question, how do you apply cost to a feat or racial trait?
Say Dr Prometheus is trying to invent a pair of night vision goggles.
He wants it to have Darkvision 60 feet and +2 to perception rolls. The +2 is easy as it is a given bonus how do you adjust for things like darkvision, low-light vision, scent etc.
I note with some disappointment that the Ritualist doesn't seem to have made it in. I am not completely surprised, but I was looking forward to having John Constantine as a option alongside Sherlock Holmes and Temperance Brennan.
I would add one of the Archetypes from the Arcane Archetypes or the Divine Archetypes books to this and you have a good Ritualist Investigator.
I note with some disappointment that the Ritualist doesn't seem to have made it in. I am not completely surprised, but I was looking forward to having John Constantine as a option alongside Sherlock Holmes and Temperance Brennan.
You can, of course, add the Hedge Wizard or Pact Scion from the genius Guide to Arcane Archetypes to an Investigator rather than Great Detective, Inventor or Medical Examiner. It's worked very well for several playtest characters.
But yeah, the ritualist archetype isn't ready for prime time. It's too easy to abuse as written, and I'm just not ready to put it in a SGG product right now.
Ok do have one question, how do you apply cost to a feat or racial trait?
Say Dr Prometheus is trying to invent a pair of night vision goggles.
He wants it to have Darkvision 60 feet and +2 to perception rolls. The +2 is easy as it is a given bonus how do you adjust for things like darkvision, low-light vision, scent etc.
Items like that are covered as Anachronsitic Devices. The GM has to decide if such devices can be created with 1 or 2 PLs of the campaign's tech base, then use the advice in that section of the inventor for pricing. The earliest night-vision I am aware of hits in PL 4, so for a typical PL 2 campaign it's a +2 PL device, which is a major accomplishment for an inventor.
Allowing inventors to create higher tech like this is very much the same sort of thing as allowing wizards to research new spells, and take the same kind of effort for the gm. However with real-world tech, a quick trip online will often tell you how early such devices worked, how much they weighed, and what their drawbacks were. Also, a lot of modern and pulp-era d20 games are out there with similar lists. An Anachronistic Adventurers equipment list by PL is in the works, but will likely be its own release.
If a GM wanted to allow more fantastic devices he can look to the Master Craftsman feat on how to do so, (and inventors can certainly take the feat and be well-rewarded for doing so), but logically such items should be magical if the tech available to the inventor isn't capable of stretching up to the level needed for nonmagic versions.
Cool that makes a lot more sense. Master Craftsman would work for an Inventor trying to come up with an alternate "magical" power source. I have a friend in our game group that will more than probably make a Gnome Inventor. :)
am still trying to decide if I have a place in my game for this
totally off topic:
Any word on future Hero Lab data file sets? Just finished adding DragonRider Bullet Point to my hero lab, and would be more than happy to kick it over to you. Seemed the logical one to start with, since the Guide to Dragonrider has an official HeroLab dataset
edit * whom I kidding...of course I'm going to get it.
The "Attention to Detail" talent on page 3 should be in italics, not bold.
The "Follow the Evidence" talent on page 4 has a base 70% chance of success, +1% per level, to a maximum of 70%.
The "Invention Costs" table on page 13 has a row for "+1" listed twice.
It's AMAZING what gets past a dozen set of eyes. The corrected version will be up ASAP. It's +1% to a max of 90%, for the record. :)
You know, I proofed the "Attention to Detail" section four times because, hey, who wants to be the proofreader that missed something in the section titled "Attention to Detail", right? I don't get bold or italic indications on my copy, though, so I am happy to say that I am blameless in that section at least.
The rest of it I'll cop to. I can say in all honesty that I may have been a little too involved with the content itself, as the book continually delighted me at every turn.
I must remember to remain more dispassionate in the future. I think as exuses go, it's a pretty good one. :-p
The "Attention to Detail" talent on page 3 should be in italics, not bold.
The "Follow the Evidence" talent on page 4 has a base 70% chance of success, +1% per level, to a maximum of 70%.
The "Invention Costs" table on page 13 has a row for "+1" listed twice.
It's AMAZING what gets past a dozen set of eyes. The corrected version will be up ASAP. It's +1% to a max of 90%, for the record. :)
You know, I proofed the "Attention to Detail" section four times because, hey, who wants to be the proofreader that missed something in the section titled "Attention to Detail", right? I don't get bold or italic indications on my copy, though, so I am happy to say that I am blameless in that section at least.
The rest of it I'll cop to. I can say in all honesty that I may have been a little too involved with the content itself, as the book continually delighted me at every turn.
I must remember to remain more dispassionate in the future. I think as exuses go, it's a pretty good one. :-p
I've found that it's helpful to assume that what you are reading is the worst PoS in the world, and you are going to show the author what's what.
I've found that it's helpful to assume that what you are reading is the worst PoS in the world, and you are going to show the author what's what.
Gets you in the mindset to be highly critical.
I work in QA and that is pretty much what I do. I just assume that I am looking at untested, slap dash nonsense. Devs dont really like it, but hey, if they never made mistakes my job wouldn't exist.
I think an Anachronistic Feat that allows for extra talents would be a very good option. Something to think of for the Genius is a bullet point for Anachronistic options.
So far I'm a big fan of this series and can not wait for the next to be released.
I think an Anachronistic Feat that allows for extra talents would be a very good option. Something to think of for the Genius is a bullet point for Anachronistic options.
So far I'm a big fan of this series and can not wait for the next to be released.
I think an Anachronistic Feat that allows for extra talents would be a very good option. Something to think of for the Genius is a bullet point for Anachronistic options.
So far I'm a big fan of this series and can not wait for the next to be released.
I second all of this.
I third it. I happy that there is finally a way for my friend and I to have two of our White Wolf characters in D&D/PF. Both the Anachronistic Adventurers classes fit them to a T.
I third it. I happy that there is finally a way for my friend and I to have two of our White Wolf characters in D&D/PF. Both the Anachronistic Adventurers classes fit them to a T.
While I confess making rules for WoD characters to be converted to Pathfinder wasn't a design goal, I am really pleased to hear you can do that. :)
While I confess making rules for WoD characters to be converted to Pathfinder wasn't a design goal, I am really pleased to hear you can do that. :)
I didn't realize it either until I saw this and relooked at the Enforcer. I admit that it isn't be an exact conversion, but it is a very good base line to go from. Truthfully we just wanted an excuse to play our characters from an awesome game that is on indefinite hiatus. XD
Looking forward to the next in line of Anachronistic Adventurers.
Reviewed here, on DTRPG, devoted a post to it on RPGaggression and sent it to GMS magazine. Cheers!
As always, many thanks for the review!
In this particular case, also know that you made my day! The AA books simply take a LOT more work to produce than most our PDFs (in large part due to balance issues and wanting to hit the right balance of enough modern ideas vs too many modern ideas), and I'm thrilled to know it hit the mark for you. :D
The additional work does show, though: It did more than hit the mark - this one BLEW ME AWAY. Seriously, I LOVE this class. I LOVE the research-rules. Glorious package and worth every cent. :)
Nice review End--and agreed on all counts. I'm actually gearing up to run a VTT game with some of my players utilizing this and the Enforcer AA supplement, so we'll see how these things go in play! As you might imagine, I'd like to see more released in this line any time now... ;)
Presently the players are a bit spooked about how they'd handle healing with a strictly AA ensemble, but we'll see how it goes in play. How about an AA entry for additional talents, feats and other odds and ends?
Nice review End--and agreed on all counts. I'm actually gearing up to run a VTT game with some of my players utilizing this and the Enforcer AA supplement, so we'll see how these things go in play! As you might imagine, I'd like to see more released in this line any time now... ;)
Presently the players are a bit spooked about how they'd handle healing with a strictly AA ensemble, but we'll see how it goes in play. How about an AA entry for additional talents, feats and other odds and ends?
Remember all of the AA classes can choose instead an archetype from the Archetype line of SGG products. So if they are worried about healing/condition removal. One of them might want to consider the Wise Archetype from the Divine Archetypes product.
Seriously, I LOVE this class. I LOVE the research-rules. Glorious package and worth every cent. :)
Thanks, I really love hearing things like this. It can really lighten up the writing-dungeon Hyrum has me in. :D
Gozuja wrote:
As you might imagine, I'd like to see more released in this line any time now... ;)
I'm actually hoping to have the next one out in March.
Gozuja wrote:
How about an AA entry for additional talents, feats and other odds and ends?
That's on the agenda... but probably not until I get at least 3 more classes out. Once I have what IO see as my core 5 AA classes out (assuming sales and/or glowing reviews justify putting them all out), there's a good chance I'll do an Anachronistic Options book.
And honestly, if THAT goes well, I'm likely to compile it all into an Anachronistic Campaign, designed to blend the pulp stories I love with hardcore Pathfinder style fantasy material. But that's getting WAY ahead of where I am now.
Kolokotroni wrote:
Remember all of the AA classes can choose instead an archetype from the Archetype line of SGG products. So if they are worried about healing/condition removal. One of them might want to consider the Wise Archetype from the Divine Archetypes product.
Very true! And another thing I hope for in my theoretical-if-I-can-get-to-it Anachronistic Options book would be some more fantastic-powers archetypes, with specific pulp and swords-and-sorcery themes.
I seem to recall there being discussion about how a GM should be careful about swapping of base class packages (for example: a rogue getting the ranger's package). I suppose that would work.
But what I had in mind were archetypes to give some of the abilities of the SGG base classes to other classes. Like an archetype to give Bulwark from the Armiger, or some mote-abilities from the time thief.
I seem to recall there being discussion about how a GM should be careful about swapping of base class packages (for example: a rogue getting the ranger's package). I suppose that would work.
But what I had in mind were archetypes to give some of the abilities of the SGG base classes to other classes. Like an archetype to give Bulwark from the Armiger, or some mote-abilities from the time thief.
Ah! That is something different, and it's an interesting point. I'll think about it -- some of those abilities might work well in either anachronistic archetypes, or another upcoming archetypes book.
I seem to recall there being discussion about how a GM should be careful about swapping of base class packages (for example: a rogue getting the ranger's package). I suppose that would work.
But what I had in mind were archetypes to give some of the abilities of the SGG base classes to other classes. Like an archetype to give Bulwark from the Armiger, or some mote-abilities from the time thief.
Ah! That is something different, and it's an interesting point. I'll think about it -- some of those abilities might work well in either anachronistic archetypes, or another upcoming archetypes book.
Certainly some of the archetypes in the line are designed to provide similar abilities to some existing classes with a slightly different twist. For instance the yuxia or the weapon master which take some of the core concepts of the monk and fighter respectively and sort of repackage them. Doing that with say the time thief/time wardern, or the shadow assasin, or the armiger, might be a very cool addition to the SGG Archetypes line.
I noticed that skill ranks are set at 7 + Int Mod, which is akin to D20 Modern. However, D20 Modern set out that advancement acknowledging that it was based on humans, i.e., building in the +1 rank for humans into the formula. Is that the case here? I.e., should I read this "7 + Int Mod" as "6 + Int Mod +1 for Human Rank" or if I played a human, would it be "7 + Int Mod +1 for Human Rank"? I think the 6 + Int Mod, if based on D20 Modern, is a more accurate approach.
Also, note that I'm only looking at the Investigator packet. I don't know if this applies to both the Enforcer and Daredevil.
I noticed that skill ranks are set at 7 + Int Mod, which is akin to D20 Modern. However, D20 Modern set out that advancement acknowledging that it was based on humans, i.e., building in the +1 rank for humans into the formula. Is that the case here?
Nope! When I say 7 + Int mod, I mean for everyone. If you are human, you still get 1 extra skill point/level. Unless you take investigator as your favored class and pick an extra skill point at every level, in which case it's 8/level.
There are no unexplained hold-overs from d20 Modern in this. All you need to know how all the rules work is the Pathfinder CRB & this pdf.
Saurstalk wrote:
Also, note that I'm only looking at the Investigator packet. I don't know if this applies to both the Enforcer and Daredevil.
All Anachronistic Adventurer classes have odd skill points per level, just as all Pathfinder CRB classes have even skill points/level. That it NOT because we assume only humans can be Anachronistic Adventurers. It is instead an unrelated design choice, based on the idea that modern classes are more skill-based than classes that developed in less advanced societies, but not as much as a full step into the next skill point tier.
First, PRPG doesn't address modern skills, like Craft sets, Pilot, Knowledge sets, and Pilot. However, D20 Moder hasn't gone through the process of streamlining skill sets like PRPG. Have you taken a look at expanding the skills for AA?
In my own house ruling, here's what my skill bank looks like:
Second, what about Modern Feats? Have you evaluated and/or incorporated them, too? I notice that you address firearms via Progress Level, but there are others in D20 Modern that I'm curious as to whether you've evaluated or incorporated.
Third, D20 Modern (or a Modern campaign) generally deals less with armor than a fantasy campaign. In D20 Modern, this was managed by having class bonuses to armor class. In my own house rules, I created a "Base Defense Bonus" that adds half the Base Attack Bonus to armor class as a rough equivalent. Have you evaluated this issue for your AA series?
First, PRPG doesn't address modern skills, like Craft sets, Pilot, Knowledge sets, and Pilot. However, D20 Moder hasn't gone through the process of streamlining skill sets like PRPG. Have you taken a look at expanding the skills for AA?
In my own house ruling, here's what my skill bank looks like:
Second, what about Modern Feats? Have you evaluated and/or incorporated them, too? I notice that you address firearms via Progress Level, but there are others in D20 Modern that I'm curious as to whether you've evaluated or incorporated.
Third, D20 Modern (or a Modern campaign) generally deals less with armor than a fantasy campaign. In D20 Modern, this was managed by having class bonuses to armor class. In my own...
Don't know if you know this but the system has already been updated to pathfinder already. I believe that it is this update that they are basing these designs off of at SGG. The wiki can be found here.
First, PRPG doesn't address modern skills, like Craft sets, Pilot, Knowledge sets, and Pilot. However, D20 Moder hasn't gone through the process of streamlining skill sets like PRPG. Have you taken a look at expanding the skills for AA?
We mostly handle this with progress level proficiency. AA is designed to be 100% compatible with a typical Pathfinder campaign, so adding a new wave of skills does not match our design goals. We will be talking a bit mroe about what PL proficiencies mean in regards to skills (and how you make characters well-versed in various sciences) in an upcoming class book.
Saurstalk wrote:
Second, what about Modern Feats? Have you evaluated and/or incorporated them, too? I notice that you address firearms via Progress Level, but there are others in D20 Modern that I'm curious as to whether you've evaluated or incorporated.
We continue to add what feats we think modern characters need, as we think they need them. A lot of d20 Modern covers ideas differently than pathfinder, and most feats from the former aren't really needed in the later.
Saurstalk wrote:
Third, D20 Modern (or a Modern campaign) generally deals less with armor than a fantasy campaign. In D20 Modern, this was managed by having class bonuses to armor class.
We covered that idea in Anachronistic Adventurers: The Enforcer), with the Avoidance feat line, and a whole apge sidebar discussing why we felt it was the bets answer to this issue.
Hum. I'm having the same reaction to that you are -- I'd *expect* that to be reversed. Lemme go back and look at my design notes and see if this is a copy-and-paste error from somewhere, or if I had a design guide I'm not remembering...