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Anachronistic Adventurers: The Tough (PFRPG) PDF

***** (based on 2 ratings)

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“This is my BOOMSTICK!” —The Man That Falls from the Sky

The tough is a rough-and-tumble free spirit, who possesses what might charitably be called a recalcitrant streak, or uncharitably be called “rage issues.” A tough does not like to be told what to do, where to go, or how to act, and he absolutely does not accept the idea that he is going to lose (even when he has clearly, logically already lost). When things are calm, a tough can be hard to identify from everyone else, acting the role of anything from anarchist bomb-thrower to peaceful member of the gardening club. But when things get grim, when blood starts to flow and the tough has been smashed and battered, the tough reacts differently than anyone else. The more a tough is bloodied and hurt, the angrier and more determined to survive, to win, the tough becomes.

Toughs often have trouble with authority, and may take the easy route and live lives as bikers, bouncers, rum runners, thugs, and crooks. But just as many fight against their riotous, dangerous nature and seek to channel their anger and strength. Toughs can be found as drill sergeants, beat cops, bounty hunters, and local heroes. But no matter how carefully trained their fighting skills are, or neatly ordered their plans are, a tough is simply different once the fit hits the shan. A tough soldier may be respected, but he’s also the guy quietly described as a crazy SOB. A tough firefighter is respected and honored, but people get nervous when they are assigned to his squad. A tough seems to be able to survive things that should leave him a smoldering corpse, and displays a refusal to quit that sometimes gets his more fragile allies killed.

A tough is a heck of an ally... if you can survive the friendship.

Included in this 24 page book are rules for the new "Battered" condition, as well as rules and guidelines for when characters from modern settings bring vehicles from those settings with them into fantasy campaigns with lower-progress levels. Based on the rules found in Pathfinder Roleplaying Game: Ultimate Combat, these character-scale rules are designed to handle heroes on foot running from a sedan of tommy-gun-toting mobsters, or a single character on a motorcycle driving in and out of a riot, to a gang of smugglers ambushing a steam punt boat with an archeological expedition on board. In all these cases, the main action is focusing on character vs. character conflict, and a small number of vehicles interacting with those characters as outliers to the general activity. Also included are rules for when the main focus of the encounter is straight up vehicle on vehicle action! 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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PZOPDFRGGOWC5175E


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Product Discussion (30)
Paizo Employee Webstore Gninja Minion , Star Voter 2013, Star Voter 2014

Now available!


Liz Courts wrote:
Now available!

YAY! :D


I am getting this one even now! Yay for more Anachronistic Adventurers!


Okay, I got it and I'll review it later, but I have one question. Am I mistaken, or are the talents for the Wise Guy archetype missing?

Paizo Employee Modules Overlord

Eric Hinkle wrote:
Okay, I got it and I'll review it later,

I look forward to it!

Eric Hinkle wrote:
but I have one question. Am I mistaken, or are the talents for the Wise Guy archetype missing?

Unlike most anachronistic archetypes, the wise guy doesn't have an archetype-specific list of talents for further flexibility (though a wise guy tacked onto an anachronistic class still receives the class's talents as normal). It is in this regard similar to the combatant (from Anachronistic Adventurers: The Enforcer), the escapist & the occultist (both from Anachronistic Adventurers: the Daredevil) and the inventor (from Anachronistic Adventurers: The Investigator).

The ever-increasing power of sucker punch (which, yes, is limited to alpha strikes, but players who take this archetype will build their characters and tactics around those devastating alpha strikes), and the increase in power and rounds/day of fearful inspiration makes adding another level of talents on top of that unnecessary and (it turns out) over-powered.

Additionally, one of the comments I got from playtesters early on in AA class/archetype development was that having every anachronistic archetypes have its own pool of talents (in addition to talents gained by classes) was just too much for a segment of players to track. So, I decided to include at least one archetype in each class book that doesn't offer yet-another talent pool.

The wise guy is built around a very specific exemplar of a crook. Since all Anachronistic Adventurer archetypes can be used by all AA classes, a tough who wants a more generic (and more customizable) criminal character can take the knee-breaker, from Anachronistic Adventurers: The Enforcer.


Oh, okay, thanks for explaining that. And sorry to be a pain, but there are bonus feats listed for the Tough as a class feature, but they don't seem to be listed anywhere in the description itself?

I'm figuring that they'd mostly be either combat feats or 'tough guy' ones like Toughness, Endurance, the various improvements to saving throws, etc.

Thanks again for the response!

Paizo Employee Modules Overlord

Eric Hinkle wrote:

And sorry to be a pain, but there are bonus feats listed for the Tough as a class feature, but they don't seem to be listed anywhere in the description itself?

I'm figuring that they'd mostly be either combat feats or 'tough guy' ones like Toughness, Endurance, the various improvements to saving throws, etc.

Okay, THAT is actually an error, and it's my fault. Your list of what you think the feats might be is both fairly accurate, and a sign of why this happened. During playtesting I was regularly tweaking what bonus feats the tough got, and I just forgot to add the final list into the final manuscript (which was totally and exclusively my job).

We'll have an updated file before the end of the weekend, but just in case anyone needs to make a tough right now, here's the missing information.

"Bonus Feats: A tough gains a bonus feat at 4th level, and again at 8th, 12th, and 16th level. These bonus feats must be selected from those listed as combat feats (sometimes also called “fighter bonus feats”) or one of the following feats: Diehard, Endurance, Great Fortitude, Heroic Defiance, Heroic Recovery, Improved Great Fortitude, Improved Iron Will, Iron Will, and Toughness."

That turns out to be pretty simple. At one time it was much more complicated (Things like "COmbat feats, except those with a minimum Dexterity score as a prerequisites, and also Endurance, Toughness, and any feat with Endurance, Toughness or a minimum Constitution score as a prerequisite. And Great Fortitude. And Improved Great Fortitude. And Iron Will. But not Lightning Reflexes.") But playtesting showed that was just not necessary or well-received. :D


Thank you, Mister Stephens, and I just reviewed it. I really do love the tone of this one.

Paizo Employee Modules Overlord

Many thanks for the review!


And thanks for putting the errata in covering the bonus feats! By the way, any ideas on what the next entry in this series will be?

Paizo Employee Modules Overlord

Yes, actually, I do have some ideas! We discussed this a little on summerofbullets.com, when we announced our plans through September. There are two "base" Anachronistic Adventurer classes left to go, the luminary and the sensitive. Once we've released them, my initial vision of classes and archetypes to cover potential modern character concepts will be fulfilled... which is not to say I don't have some ideas for after that. :D


Pathfinder Adventure Path Subscriber

So, there are 6 classes. Are these basically fancy named 20 level versions of the old d20 Modern Base classes?

Paizo Employee Modules Overlord

xorial wrote:
So, there are 6 classes. Are these basically fancy named 20 level versions of the old d20 Modern Base classes?

You know, I seriously considered changing how many base classes I worked toward exactly to avid this question. But I found the ideas I had fit neatly into six broad categories, and opted not to change the ideas that seemed to work the best just to look different.

While there are obviously some parallels, I didn't design these to be basically fancy named 20 level versions of anything that came before, and even looking back I think I've gone a very different place.

My main objection to thew d20 Modern classes (and I think my track record with d20 Modern shows I liked a lot of it) it that they were, intentionally, boring and generic. The Strong Hero was supposed to be able to fill any role a muscled hero might choose... and in my experience that usually meant it didn't really fill any role well.

So even totally ignoring my design intent to make sure the Anachronistic Adventurers are 100% Pathfinder compatible (and indeed, grow out of the "man out of time" characters of planetary romances and early time travel adventure stories, so are designed to be dropped into a typical fantasy Pathfinder campaign), my classes have specific roles and concepts they support.

In other words, the Enforce can't be called an update to the Strong Hero, or the Fast Hero, though some ideas from both of those classes find their way in. Instead the Enforcer is the calm combatant, the professional kneebreaker or trained soldier who has studied the art of killing things. I consider the class to be its own thing, and very little of it can be traced back to any one source, with more-than-a-dash of new ideas and mechanics.

The other big difference is that my Anachronistic classes are designed to have an archetype added to them. You don't just play an Enforcer, you play an Enforcer Knee-Breaker, or an Enforcer Prize fighter or (since you can use any archetype from any Anachronistic Adventurers product with any Anachronistic Adventurers class) an Enforcer Masked Adventurer, Enforcer Medical Examiner, or an Enforcer Monster Smasher.

I happened to originally settle on six Anachronistic Classes, because each class includes three or four archetypes. Right now I already have 11 archetypes with 4 class, for 44 total possible combinations (and yeah, you can have an all-Investigator group if you want, and still end up with very different characters, though you'll be a little combat light even with an Investigator Combatant, but MPs come from somewhere, right?) By the time I'm done with my original 6 classes and 18 archetypes, there will be 108 potential "core" Anachronistic character builds (ignoring multiclassing or adding archetypes from the Genius Guide To... Archetypes books, which happen to be compatible).

After that, I think I'll want to focus on more setting-specific material. I envision most of that as being archetype based (one of the whole points of this system was to allow a Tough to be a space marine, Cossack, biker, or Cow Punch, with archetypes giving specific setting=dependent benefits you could then slap on any class), but if I find there is a core class or two worth of ideas I can't generate with this system, I'll happily produce another Anachronistic Adventurer class as well.


Owen K. C. Stephens wrote:
Yes, actually, I do have some ideas! We discussed this a little on summerofbullets.com, when we announced our plans through September. There are two "base" Anachronistic Adventurer classes left to go, the luminary and the sensitive. Once we've released them, my initial vision of classes and archetypes to cover potential modern character concepts will be fulfilled... which is not to say I don't have some ideas for after that. :D

I'm guessing that the sensitive is planned to be a psychic or mystic type of character, and the luminary is one specialized in social skills?

In any event, I'm looking forward to both.


Pathfinder Adventure Path Subscriber
Owen K. C. Stephens wrote:
xorial wrote:
So, there are 6 classes. Are these basically fancy named 20 level versions of the old d20 Modern Base classes?
Stuff

Actually, I go to thinking if I wanted to make a d20M Pathfinder, that 20 levels classes for the old base classes combined with the SGG approach to archetypes would be the way to go. That got me to thinking that might be what you are doing. I agree the old ones were boring, but combining with the SGG style archetypes, it would allow the flexibility needed for d20 Modern. I just figured you guys were doing something like that, and you are. Your approach keeps them from being boring. You aren't doing exactly the way I was thinking about, but it accomplishes the same thing. Combine it with some of your older Archetypes, and you can have your Modern Arcana game, no problem.

I just hope you guys manage to get Hero Lab files out for these sometime. I know you said something before about getting older material done for HL first, but I really feel you need to get the current stuff under control. You have a huge fanbase at the Hero Lab forums that works on your older stuff. they have some of the products done up, already.

Paizo Employee Modules Overlord

Eric Hinkle wrote:
I'm guessing that the sensitive is planned to be a psychic or mystic type of character, and the luminary is one specialized in social skills?

Pretty close, though the sensitive is not necessarily psychic or mystic. The idea is that you can play a sensitive who is just very in tune with the universe around him. Similarly a luminary is an important personage, but it should be possible to play one with no particular social skills, who is just famous for being famous. Part of the advantage of the talent/archetype system is that even with roles built-in to the classes, there is lots of player control about just what a character is really like.

Eric Hinkle wrote:
In any event, I'm looking forward to both.

Glad to hear it!

Paizo Employee Modules Overlord

xorial wrote:
I agree the old ones were boring, but combining with the SGG style archetypes, it would allow the flexibility needed for d20 Modern. I just figured you guys were doing something like that, and you are. Your approach keeps them from being boring. You aren't doing exactly the way I was thinking about, but it accomplishes the same thing. Combine it with some of your older Archetypes, and you can have your Modern Arcana game, no problem.

It's true that I decided to go base class + archetype, and that with the existing archetypes from the Genius Guide to X Archetypes series, we cover a lot of potential Modern Mysticism concepts. That's one of the reasons I kept the archetypes compatible between thew two systems.

xorial wrote:
I just hope you guys manage to get Hero Lab files out for these sometime. I know you said something before about getting older material done for HL first, but I really feel you need to get the current stuff under control. You have a huge fanbase at the Hero Lab forums that works on your older stuff. they have some of the products done up, already.

We're beginning to work with our HL fanbase, but that's going to take time. And as I'm slowly revising older products, obviously the revised versions won't have HL files out yet. That said, the AA material may well be moving up on the priority list for other reasons.


And reviewed here, on DTRPG and sent to GMS magazine. Cheers!

Paizo Employee Modules Overlord

Endzeitgeist wrote:
And reviewed here, on DTRPG and sent to GMS magazine. Cheers!

Many thanks for the review!


That's one great review, Endzeitgeist!


Love the vehicle creation rules - I'd been looking at building vehicles as characters, but the SGG system looks to handle what I wanted far more elegantly and effectively than the approach I was considering. So here's my first attempt, a jump-pack based on an eagle. Y'all who are good at these things, eyeball this and see if I did it right or mangled it horribly, please!

***

Dextian Bro’s Jump-pack
(Eagle Vehicle) CR 1/4 (1/2 -1 light alloy -1 limited fuel +1 template)
XP 100
Medium light-alloy vehicle
Init: Driver
DEFENSE
AC: 14 plus driver, touch 10 plus driver, flat-footed 14
(+4 armor)
hp: 5 (1d8+3, x.66 alloy)
Saving Throw: +3 plus driver
Defensive Abilities: hardness 0 (light alloy)
OFFENSE
Speed: fly 80 ft. (avg); no stall speed, pilot must move every round or begin falling
Melee: none
STATISTICS
Passengers: Driver (1). Does not give partial cover.
Fuel: Jump-pack can operate for one hour before needing fueling.
Ability scores: Str 14; Dex 13; Con 16; Int 2; Wis 15; Cha 7

Applied “Giant” template to Eagle, using “rebuild” rules.

***
I think requiring the vehicle to be the size of the operator doesn't work in the realm of worn vehicles like jet-packs and such, but that's what I went with, RAW.

Paizo Employee Modules Overlord

I'm actually planning for jump/jet packs to be equipment that gives a character a fly move (and use the Fly skill) while a jetbike would be a Medium vehicle (and use the Ride/Drive/Pilot skill). But this works great for the rules I've managed to publish so far!


Great! Nice to know I'm tracking correctly, even if I *am* impatient. :D One thing that tripped me up - under "size," a vehicle can carry one creature of its size, but the wolf-based bike has driver/passenger. I just assumed this was a case of "the GM can adjust this as he sees fit." (My inner Car Wars player is cringing at being able to fudge like that!)

I might modify my jump-pack into more of a speeder-bike, since you have plans in mind for how jet-packs etc are going to be handled. Also, I'm looking at the Giant Eagle for a smaller family-type air-flitter or small modern-day plane like a Cessna 172.

There's a gap in the flying movement options, specifically a vehicle that has to keep moving every turn or it falls. Winged craft have stall speeds and fly as long as their current speed > stall speed. LTA like dirigibles stay aloft as long as their lifting device is functional. Rotary-wings and vectored-thrust aircraft have the Hover feat. Certain aircraft designs, particularly science-fiction designs (and the main one I'm thinking about is the Dark Trooper jump-jet from Battlefront II, so it actually will come under a different set of rules, but...), have no aerodynamic body to keep them aloft (wings/rotors, gasbags, etc) and have to deliberately keep moving to stay in the air. IE: "This vehicle has no stall speed and no hover capability and falls out of the air if its pilot doesn't make a Ride check to maintain control of the vehicle." A very special case, I'll grant! And, really, more likely to occur with science-fiction designs than modern-day designs. Any ideas on how to handle Twin Pod Cloud Cars and the like using this templated animal system? (Genius!!)

Dark Archive

Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game, Tales Subscriber

Anyone come up with additional applications for the battered condition?


Pancakes? Sorry. Couldn't resist! :)


Would vehicles like the wolf based motorcycle be able to use the mounted combat feat chain, without having to first take the outrider archetype?

Paizo Employee Contributor; Developer, Super Genius Games

Yes.


Thank You!


Pathfinder Adventure Path Subscriber

You know i've had this for a while not but never really given it a good hard look. I was glancing at it today because I was thinking of campaign ideas for a potential (I know its not coming any time soon) warlord of the apocalypse game.

So anyway I was looking this over and I find I really like it. I especially like the archetypes in the tough.

I do have a concern about the amount of attacks a master of arms can churn out with certain combinations though. A Master of arms could theoretically weild two light blades with improved two weapon fighting, and the rapid attacks talent and get a +9/+9/+9/+9/+4/+4/-1/-1 attack routine at 11th level. Given that those short sword attacks would also essentially be resolved with the better of either a d6 (normal) or a d10 (minimum weapon die at that level) that seems like its going to be a TON of damage.

I like the flavor it adds, and it seems almost like an introduction of the concept of weapon speeds which I find interesting, i just wonder about balance concerns. Was there any issue with this in playtests?

I do however really like the idea of the minimum damage die. It irks me a little that often many interesting weapons get shunted aside for the 'best' ones. This offers an alternative to the standard blades that tend to dominate since those with a lower damage die are essentially bumped up to a higher one through the minimum.

I am going to have to look at it in a bit more detail, but overall I find the product really interesting, and though I dont have a campaign where this concept fits at the moment, i certainly think i will make sure to get a modern/post apocalyptic game going at some point to use this.

Also a small side note, are you aware the picture on page 6 is backwards? I assume it was flipped for layout purposes, but the word police is written on the officer's sheild and its backwards.

Paizo Employee Contributor; Developer, Super Genius Games

Yep, I know the pic on page 6 is backwards. I decided he chases down people in cars, so he wanted them to be able to read the shield from their rearview mirrors. :)

We had a few masters of arms in playtesting and found they weren't better than fighters or barbarians, but could compete with fighters and barbarians. While the minimum damage die makes lighter weapons viable, it still doesn't push their total damage into the heavy weapon range (on average the difference between a d6 of damage and a d10 of damage is 2 points... though the master of arms actually does an average of 5.95 points of damage if he's rolling a d6 and d10 and taking the better of the two), while rapid attacks adds a single attack. So your example is certainly possible, but represents someone who has put a LOT of resources into a specific fighting combination (and is, as one would expect, rewarded... as long as the foe isn't at range).

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