Anachronistic Adventures (PFRPG) PDF

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Prepare for Pulp Adventure!

Want two-fisted action? Dapper heroes with ESP, strong-jawed adventurers who run in, guns blazing, and sophisticated great detectives? Love the Pathfinder Roleplaying Game, but you're looking for pulp adventure stories from the late 1700s to the 1940s? Then you want Anachronistic Adventures!

This pulp genre toolbox works seamlessly with the existing Pathfinder Roleplaying Game rules, and presents:

  • Six new 20-level classes (Cogitator, Daredevil, Enforcer, Luminary, Sensitive, and Tough) representing iconic pulp heroes concepts!
  • More than a score of archetypes that let you fine-tune unique modern age characters!
  • Rules for modern firearms, heroes without armor, low-magic campaigns, and everything else you need to run anachronistic adventures or create your own anachronistic campaign!

Author: Owen K.C. Stephens Pages: 132

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***** (based on 4 ratings)

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*****

If you bought enough of the previous component pieces of Anachronistic Adventures then this needs no introduction because you already have this. Enjoy. For everyone else that are potential buyers the general premise of Anachronistic Adventures is making a modern or pre-modern character that finds herself in medieval fantasly-land. This is done with six 20 level classes each based on the six ability scores. They're rather basic in the sense that they don't have setting assumptions in their crunch and are mostly flavored around their respective ability scores. They do have some deviations that set them apart from normal classes and binds them together. Each one has a few floating class skills to make them a bit more customizable and each have one more skill rank per level than what is standard to represent higher education standards in modern settings. They also each get an archetype from a pool shared by all of them. This is a big deal as there are a lot of archetypes with a lot of different flavors from a technomancer to martial artist. Because these archetypes are shared between the six classes this makes for a combination equal to six times the number of archetypes (21) making the classes very varied. For example, one is an Inventor. You can be an inventor that is a charismatic celebrity like Tony Stark or a pulp action scientist depending on what class you use for that archetype.

If this all sounds familiar, its basically d20 Modern in basic structure. And to that extent, being classes and archetypes without real mechanical setting assumptions, the classes kind of succeeds past their premise. Broken Earth suggests using it and the upcoming Conquest of the Universe from Tripod Machine uses it, so we have two settings with the settings of post-apocalyptic earth and outer space respectively, that can utilize these classes and from personal experience, it works. I've seen plenty of classes from scifi third party products and the Anachronistic classes do way more to meld with a pre-modern to post-modern setting. For example, I've seen a few 'pilot' classes that either drive cars or robots and are pretty much useless in any other situation. But here, you can take the Outrider archetype and attach it to six different classes to make whatever kind of pilot you want. I think the key part that makes this all work is that they don't try to make new rules to interact with, play well with Pathfinder rules as they exist, and the wording along with the floating class skills makes them work well with whatever third party thing you throw at them. Also it comes with proficiencies by progress level they come from so they don't choke on third party things.

Past that, there are a ton of new equipment and rules for adjusting to a new setting, including modern weapons and some rules on ESP. One thing I found genius was the Vehicle Template, which is a monster template that turns a creature into a vehicle. With one template you have as many vehicles as there are large enough monsters in your bestiaries and a foundation for making level appropriate vehicles. And the best part about these rules is that they play amazingly well with the rest of the game. Even new rules don't disrupt the game, so you have a lot of new crunch that does not choke on third party things like Broken Earth or Infinite Futures. And for the most part they are fairly mundane classes that don't suck so they fit wherever.

Currently this is my beloved baby simply by making Space Pathfinder more feasible. Technomancers aside I have not seen a product that gets so much done for the subject. This is outright the spiritual successor of d20 Modern and by sheer virtue of playing nice with the rules rather than being their own it succeeds it by being a potential foundation for other settings. This book is the very definition of what I look for in third party products too. It makes some things easier, it gives something new but still plays nice with the rules that exist and is useful beyond it's premise, so I'm giving it 5 out of 5 stars and for any post-1700s setting an outright requirement.


An Endzeitgeist.com review

*****

This massive book clocks in at 133 pages, 1 page front cover, 1 page ToC, 2 pages editorial/SRD, leaving us with 129 pages of content, so let's take a look!

So, this book has been long coming - what we see here is, for now at least, the culmination of the rather cool Anachronistic Adventurers-series by Rogue Genius Games (then still Super Genius Games). The basic premise of the series is pretty simple: Taking a cue from traditional weird fiction and sword and sorcery novels, it's about people from our world falling into a fantasy context: Essentially, what happens when a navy seal wakes up in Golarion. But the rules ultimately provided more than that - the reason I love this series lies not in the new classes provided, though they obviously are pretty neat. No, to me, the supplemental rules generated have exerted the real draw.

From modern firearms to ESP rules, they offer a less fantastic playing experience, should you choose to embark on such a tale; if you're going for Solomon Kane instead of Tolkien, this very much may be worth a look. The investigator also featured the most elegant, simple research rules for a d20-based system I've seen so far - one I gladly have been using and one my players love to death. There's a reason that installment made one of my Top ten-lists.

So yes, as you may have gleaned from this, I have covered quite a few of the classes herein already, so let's go through these in express-mode, shall we? If you require details, please check the respective reviews for them.

The Enforcer would be the professional combatant among the classes. The daredevil allows for surges to supplement his tricks and is the suave secret agent, the daring escapist. The tough would be the brute you just can't smash down and may also be the nigh-unkillable driver. The Sensitive would be the kind-of-ESP or at least, supernaturally aware person and the Luminary is the brilliant face, the star, the dandy - the class represents, to me, the class I'd give Oscar Wilde. Obviously, the investigator had to be renamed and is now the cogitator, though that in no way detract from the appeal of the class.

Now unlike most traditional classes, anachronistic adventurers have built-in archetypes you must choose upon taking the class, allowing for massive customization options: Want a celebrity enforcer? A daredevil cold-reader? A sensitive who fought in the trenches? Well, all of that is possible now. It should also be mentioned that here, we actually get new, previously unreleased material - want to play e.g. someone who has his own devices that improve every level, essentially getting a built-in legacy item? Yup, in here. With pages upon pages of devices and bonuses by the level for a diverse array of slots - whether they be armor or rings. The thing with these archetypes is that they multiply the amount of concepts you can realize with these classes - and that makes them awesome.

Which would be a pretty perfect place for me to comment on one thing: This is not just a compilation. There is new material herein and generally, the streamlining that obviously went into the classes has to be acknowledged: From spagyric devices (originally pioneered in Advanced Options: Alchemist) to all new content, this massive book goes the extra mile. The progress-level system for technology-levels is explained more concisely. There is more equipment provided and the relative positioning rules for vehicular combat are downright awesome. And yes, there be vehicle maneuvers herein. Oh, and there'd be the vehicle template. Take a wolf, add this template, you have a wolf-themed vehicle. This template is a stroke of genius and something I hope to see expanded: With unique customization options, for example. Rules for group attitude and diplomacy and my beloved research-rules...all here.

Of course, there also would be new feats and advice on running diverse types of campaigns with these rules - whether a full-blown campaign or just one character doesn't matter - this book has you covered.

Conclusion:

Editing and formatting are top-notch: One can see the care that went into the making of this massive book and the fact that the small hiccups have been polished off. It's quite astounding, really - the original pdfs were mostly great, yes. However, at the same time, this book obviously went the extra mile to make everything more shiny and even more polished. Layout adheres to RGG's two-column full-color standard with a brownish border. Interior artwork consists mostly of stock art that thematically fits the topic at hand. The book's electronic version comes fully bookmarked with nested bookmarks for your convenience.

When a compilation hits sites, I usually tend to be less than enthused. They mean a lot of work for me with not much pay-off: I have to go through all my old reviews and files and compare them to the compilation. This task, as you may note, is pretty tedious and takes time. Thankfully, though, the great 3pps that bless our hobby with cool expansions tend to go the extra mile as well and provide streamlined material, new content...you name it. Heck, last year's Top Ten saw Raging Swan's legendary Dungeon Dressing and Wilderness Dressing-compilations score my number 1 spot. This book, thankfully, follows the tradition of carefully crafted compilations and streamlines what was already a great collection of rules further.

Why should you care? Well, if you're like me, you're a bit of a stickler for mood while RPing. But we *ALL* have this one player who just can't swallow the modern-day allusions, right? Well, hand such a player an anachronistic character and suddenly, these quips make sense in-game. That's not the book's primary selling point for me, though.

In fact, I urge you to get this even if the concept of Anachronistic Adventurers annoys the hell out of you. Why? Because it's all fluff. The rules herein can be reskinned and the supplemental rules provided, quite frankly, are genius and can enrich any game - I'm not engaging in hyperbole when I'm saying that some of my favorite rules from the pen of Owen K.C. Stephens can be found herein. Considering his output, that does say something about the quality of this glorious book.

Transcending the limitations of its theme by virtue of its great design, sporting superb material galore...this is a superb offering indeed. My final verdict will clock in at 5 stars + seal of approval and I nominate this as a candidate for my Top Ten of 2015.

Endzeitgeist out.


Come for the classes, stay for the secondary systems

*****

I purchased the majority of the classes contained in this document as stand-alone products and RGG was good enough to provide a PDF of the compilation for free, with no prompting. That was a pleasant surprise!

As for the content, this is all about playing swords and sorcery or fish out of water in a fantasy setting type characters and stories. It also features one of the better set of occult classes out there. In many ways, they are handled more elegantly and with more originality than Paizo's offerings, so if you are in to that, check it out.

Where the book really comes together is the level of customizability on offer. Each class has access to a collection of anachronistic archetypes which can be taken by any anachronistic class. Some are more obviously intended for certain classes, but there are opportunities to create a more unusual character as well. On top of that, each class has a selection of talents that are actually worth taking and provide more opportunities to create the character you want.

For me though, the real draw of this book are the secondary systems. Personal favourites include:

  • Legacy equipment type rules for special devices that are the focus of a character (heavy, medium, light armor options, rings, shields, weapons) and scale as they level up;
  • ESP abilities and systems. This is more occult than Paizo's occult adventures and is not just psionics with a different name.
  • Investigation rules and rules for tracking an individual down in an urban setting;
  • Invention system for adding additional bonuses to a normal item;
  • A better secret identity system than the one offered in the recent vigilante playtest;
  • Progress levels for different technological levels. I like this version more than Paizo's pseudo version which only applies to firearms;
  • Firearm Rules that are more coherent, easier to run, and simpler than Paizo's;
  • Vehicle Rules that allow large movements and vehicle combat on the battlefield that are not practical with a normal playmat. These ones actually let you recreate the Mad Max car chase/car battle scenes. It even includes the ways that spells and other range effects work in a fast-moving scene without bogging down the system or creating nonscensical results;
  • Oh, and if the last point wasn't good enough, it also includes a vehicle template that lets you turn a monster into a vehicle and have a halfway decent idea of the CR value of the resulting creation!
  • Ritual Magic. There are other good systems that do the same, but this one is pretty good for allowing out of combat casting by a broader range of people who may not be spellcasters.
  • A system for applying diplomacy effects to large groups. The lack of a system like this is a glaring hole in the diplomacy rules and reminds me of some of political system rules from 3pp in 3.5.
  • Research rules. Simple, but deep and will help turn something that would often be just an unsatisfactory skill check into an adventure. These rules let the players discover things that are unknown by any others and feel like their discoveries are their accomplishments and not just the GM feeding them important plot info;

The book also throws in some advice about how to design an anachronistic adventure as well as how to handle mysteries and investigations (both tropes of the source material inspiring this book).

Overall, I'd recommend picking this up if you are at all interested in the types of stories that inspire the anachronstic adventures, or if you are looking for a bunch of very different classes and want to file off the numbers and use them as normal fantasy classes.


Well Worth It!

*****

I bought all of the original classes as they came out. I was impressed with them but wasn't sure what I wanted to to do. I'm glad that I waited for this. Holy crap, when he says they err on the side of awesome, he isn't kidding! This is incredible.

I have a ton of ideas running through my head! I want to run a Call of Cthulhu style adventure (I'm waiting for Occult Adventures to see if anything should be added). I want to run a spaghetti western. I want to run a cowboys verses aliens adventure. I want to run an Indian Jones style adventure. I want to run a time travel adventure (and am looking to see if I should use the temporal classes he's also done). One of my players wants me to run a space pirates adventure. I want to run a Gamma World adventure. All of these are possible with this! Sure, I may have to add a few things to deal with things beyond Progress Level 5 but I have plenty of resources for that.

If this is just a taste of what to expect for Warlords of the Apocalypse, Owen's going to be able to retire when that comes out!


Community Manager

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Now available!


...are there stats for whatever weapon she's using? Because I want at least three.

Paizo Employee Organized Play Developer

Cheapy wrote:
...are there stats for whatever weapon she's using? Because I want at least three.

My wife and I were just discussing the functionality of the harpoon-rifle-bow on the cover. I thought it was cool, she just shook her head and said "Inefficient".

There are stats for an M1891 in the book and the description says "The rifle has a lug for the attachment of a socket bayonet, and can be equipped with a unique sidemount scope system."

So my guess is it's an M1891 using a harpoon-style bayonet, and the bow assembly is the unique scope system.

Dark Archive

Adventure Path Charter Subscriber

It's a custom crossbow, obviously. ;)

Paizo Employee Organized Play Developer

Justin Sluder wrote:
It's a custom crossbow, obviously. ;)

Maybe it's a gun that kicks like a 'roid-raging mule and the bow piece is just extra gripping and bracing, with a length of wire added on to make the weapon's loading mechanism easier to operate. Any resemblance to a bow is purely coincidental.

I also find it really interesting that every class has 1 more skill point than its fantasy counterparts, going in increments of 3/5/7 instead of 2/4/6. It's a change I like, I'd just be interested in hearing the reasoning behind it.


Pathfinder Adventure Path, Roleplaying Game Subscriber

So if I have the pdfs for all of these classes already, is there a reason for me to get this?


Pathfinder Card Game, Class Deck Subscriber

Ahhh.... I've been hoping, begging, and waiting for this ever since I discovered the series with the Tough's release. I just couldn't live with myself if I didn't get it right away, especially at such a reasonable price. *purchased*


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Nate Z wrote:
So if I have the pdfs for all of these classes already, is there a reason for me to get this?

The answer is both "Yes" and "No."

There's tons of cool stuff in this that isn't in the original six pdfs. So yes, you want this.

We're working to get everyone who bought all the old pdfs a free copy of this, so you don't want to buy it.

(If you want it in print, you can buy that here).


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Ssalarn wrote:
I also find it really interesting that every class has 1 more skill point than its fantasy counterparts, going in increments of 3/5/7 instead of 2/4/6. It's a change I like, I'd just be interested in hearing the reasoning behind it.

I think I cover that in there somewhere, but basically said the idea is that at higher Progress Levels, there's on average simply more access to apprenticeship, libraries, education, and learning techniques. So the "heroic" characters that fill those iconic pulp-era slots have had more chances to learn things and more systems to help them learn, leading to an extra skill point per level.


Pathfinder Adventure Path, Roleplaying Game Subscriber
Owen KC Stephens wrote:
Nate Z wrote:
So if I have the pdfs for all of these classes already, is there a reason for me to get this?

The answer is both "Yes" and "No."

There's tons of cool stuff in this that isn't in the original six pdfs. So yes, you want this.

We're working to get everyone who bought all the old pdfs a free copy of this, so you don't want to buy it.

(If you want it in print, you can buy that here).

Holy heck really?! I'll admit to maybe possibly fishing for a discount but that is incredibly generous of you! Even if it doesn't work out, thank you very much for considering it! :D

Paizo Employee Organized Play Developer

Owen KC Stephens wrote:
Ssalarn wrote:
I also find it really interesting that every class has 1 more skill point than its fantasy counterparts, going in increments of 3/5/7 instead of 2/4/6. It's a change I like, I'd just be interested in hearing the reasoning behind it.
I think I cover that in there somewhere, but basically said the idea is that at higher Progress Levels, there's on average simply more access to apprenticeship, libraries, education, and learning techniques. So the "heroic" characters that fill those iconic pulp-era slots have had more chances to learn things and more systems to help them learn, leading to an extra skill point per level.

I figured it was probably in there somewhere and I'd just overlooked it. There's a lot of cool material to sift through.


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Nate Z wrote:
Owen KC Stephens wrote:

We're working to get everyone who bought all the old pdfs a free copy of this, so you don't want to buy it.

(If you want it in print, you can buy that here).

Holy heck really?! I'll admit to maybe possibly fishing for a discount but that is incredibly generous of you! Even if it doesn't work out, thank you very much for considering it! :D

Oh yes. You buying early versions of this stuff put food on my table. And I want you to buy more things in the line later (like the Bestiary Jenny Jarzabsky is working on).

We've already done it on DriveThru, Paizo will just take a bit (maybe after gen con, but hopefully not).

Feel free to buy other things of ours, though. :)


Also, I released a free "adventure sketch," a rough outline of an adventure a GM can fill in and modify as needed for a specific game, for a Progress Level 4 Anachronistic Adventures game: Jurassic Island!

There are also a few Campaign Sketches (just the barest outline of a campaign's set-up), specifically No Strings Attached: A Noir Horror Adventure Setting with a Twist; Pierce the Veil; and Guns of Tarnation.

All of these take a bit of adaptation to run with Anachronistic Adventures (mostly just use AA classes and archetypes rather than the typical Pathfinder classes recommended in each setting, and use Small wyrwoods for Marions in No Strings Attached), but I'll likely pick one of them for expanded support soon (in case anyone has a preference).


Pathfinder Starfinder Roleplaying Game Subscriber

A great book, lots of beautiful artwork, and a brilliant set of rules.

Why does the Cogitator have a poor Will save, though?


Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

I got a download presumably because I got it in the bundle of holding. I assume so because I only had three of the Anachronist Adventurers PDFs, but the same didn't happen with Fall of Man.


Pathfinder Adventure Path, Roleplaying Game Subscriber

I got my copy of this so I just wanted to once again say thank you for the kindess! Hopefully I will someday find time to actually look at this. :D


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Malwing wrote:
I got a download presumably because I got it in the bundle of holding. I assume so because I only had three of the Anachronist Adventurers PDFs, but the same didn't happen with Fall of Man.

Nope, not because of the Bundle of Holding.

Since this updates, compiles, and expands on material from the original six Anachronisitc Adventures class books, and any further updates will occur to this pdf, rather than those pdfs, we arranged with Paizo to add this to anyone who had bought a set number of the original pdfs.

I didn't set that cut-off at buying everything. A few key pdfs is enough.

I never want someone to regret buying any of our products early. Those early sales are crucial. So the only way to encourage folks to keep buying everything when we release it is to give them updates material, even if it's got lots of brand-new material as well.

Liz Courts being awesome, she got this taken care of before Gen Con. :)

Enjoy.

Liberty's Edge

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Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber

I am also very pleased to have gotten this for free. Your customer service and class remain top-notch.


Shisumo wrote:
I am also very pleased to have gotten this for free. Your customer service and class remain top-notch.

Thanks!


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Comics Subscriber

This looks interesting I'll have to pick it up when I have some extra money.

Any chance of the physical copy being sold thru Pazio?


I wish someone could hassle John Reyst to get this on D20pfsrd; but the poor guy has his hands full already.


John Kretzer wrote:

This looks interesting I'll have to pick it up when I have some extra money.

Any chance of the physical copy being sold thru Pazio?

Realistically the margins just don't make sense for it. I'd have to print them, pay to ship them to myself, carry them into the warehouse, then sell them through Paizo that (quite reasonably) would take it's cut. I'd make almost nothing on each sale, and if I mis-estimated how many I needed and not enough of those sold, I'd lose money on the effort.

If I had 50 or more people who assured me they'd pay $24.99, plus shipping, to order a print copy from Paizo.com, and they are completely unwilling to order a print copy from DriveThruRPG, it would make sense to arrange for print copies here. Otherwise, the time and effort and risk offset the small potential upside.


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Axial wrote:
I wish someone could hassle John Reyst to get this on D20pfsrd; but the poor guy has his hands full already.

You can, of course, get the same info NOW by just paying for the pdf. :D


Many thanks for your generosity, Owen! I’ve never regretted snapping up each individual AA supplement at first opportunity after its release, and this giveaway just gives me another reason to be sure it was a good call. ;-)

Liberty's Edge

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This looks really cool, im not sure how it just appeared in my downloads today, but I wont complain, whoever bought it for me you have my thanks as I have something to read!

So far the class concepts and the steam punk seem very interesting.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Comics Subscriber
Owen KC Stephens wrote:
John Kretzer wrote:

This looks interesting I'll have to pick it up when I have some extra money.

Any chance of the physical copy being sold thru Pazio?

Realistically the margins just don't make sense for it. I'd have to print them, pay to ship them to myself, carry them into the warehouse, then sell them through Paizo that (quite reasonably) would take it's cut. I'd make almost nothing on each sale, and if I mis-estimated how many I needed and not enough of those sold, I'd lose money on the effort.

If I had 50 or more people who assured me they'd pay $24.99, plus shipping, to order a print copy from Paizo.com, and they are completely unwilling to order a print copy from DriveThruRPG, it would make sense to arrange for print copies here. Otherwise, the time and effort and risk offset the small potential upside.

Understandable it is just getting things thru pazio is a little easier.


Angry Ghost wrote:
This looks really cool

Thanks!

Angry Ghost wrote:
im not sure how it just appeared in my downloads today, but I wont complain, whoever bought it for me you have my thanks as I have something to read!

I'd guess that you bought the right combination of previous rogue Genius Games products (possibly back when they were Super Genius Games products), so you qualified to receive this 132-page book as an "update." :D

Angry Ghost wrote:
So far the class concepts and the steam punk seem very interesting.

Glad you like them!


Seeing this was a pleasant surprise, as I know you have been as busy as a naga in a tap-dancing contest. I'm still not sure how I feel about the revised Enforcer. Nevertheless, I am very pleased by what this product means for future publications.

And thanks for the download! A class act, as always.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber

Haven't seen anything. Must be because I got them as part of supporting Dungeonaday when SGG were offering pdfs as part of the deal. :-(


1 person marked this as a favorite.

Paul - send an email to owen.stephens@gmail.com with the email to your DriveThru account, and I'll get you hooked up with a copy.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber

Owen,
Thank you very much. Product received.

Paizo Employee Developer

1 person marked this as a favorite.

Thanks to Bob_Loblaw for the review!


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"Baskervilles," a campaign sketch for Anachronistic Adventures.


Thanks for the copy of the compiled Anachronistic Adventures. I'd purchased a number of the individual pdfs that went into this compilation and the complimentary copy of the compiled version makes me happy with my early purchases.

Also, did any of the Anachronistic Adventures design/concepts get used in the recent Vigilante playtest and accompanying book? Looking through Anachronistic Adventures again, I saw a fair bit of conceptual overlap.

If I get the time, I'll put a review up. The short version is, this is a quality product with decent subsystems and I can recommend it for use in all sorts of games. The classes can be made to work in more traditional dragons and knights games with a bit of reflavouring.


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Caedwyr wrote:
Thanks for the copy of the compiled Anachronistic Adventures. I'd purchased a number of the individual pdfs that went into this compilation and the complimentary copy of the compiled version makes me happy with my early purchases.

I always try to both reward people for being early adopters of my books, and treat customers the way I hope companies will treat me.

Caedwyr wrote:
Also, did any of the Anachronistic Adventures design/concepts get used in the recent Vigilante playtest and accompanying book? Looking through Anachronistic Adventures again, I saw a fair bit of conceptual overlap.

To the best of my knowledge no one on the design team has read the Anachronistic Adventures classes, and I've done no work on the vigilante. Parallel design is fairly common, and we're all drawing from the same set of core rules. Sometimes an idea (such as archetypes, which showed up in the Genius Guide to X Archetypes books before the APG) is an obvious result there's more than one way to arrive at

It may be fair to note that Paizo liked my design aesthetic so much, they hired me. :)

Caedwyr wrote:
If I get the time, I'll put a review up. The short version is, this is a quality product with decent subsystems and I can recommend it for use in all sorts of games.

I'd love to see your review, even if it's not much longer than this post. :)

Caedwyr wrote:
The classes can be made to work in more traditional dragons and knights games with a bit of reflavouring.

Absolutely true, and in some ways intentional. Especially since they can use the archetypes from The Genius Guide to Arcane/Archer/Divine/Martial Archetypes, it's easy to get a broad range of fantasy concepts quite easily with the anachronistic classes.


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NOW 51% OFF!
For November Only, as part of our "Deal You Can't Refuse" SALE!


I finally added my review. As I note in the review, while the classes and archetypes are pretty awesome and provide a huge amount of customization, the secondary systems are the real draw of the book for me. Nicely done!


Well-written, concise review Caedwyr! I came to much the same conclusions as you when I posted my review of this today - anachronistic Friday! :D


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I saw your review this morning and it made me remember my promise to post my own review. There's a number of subsystems that have been done by others, very well, but even still the ones in this book work well or are complementary to those other sources. Most of the systems are very simple and easy to implement.

I look forward to seeing your review posted over here as well :)


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I second Endzeitgeist's opinion of the recent review, it's a great piece of work.


Thanks to Caedwyr and Endzeitgeist for your reviews!


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Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.


Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Review is up. You can find it and more over on my blog.


As always Malwing, many thanks for the review!


Paul Watson wrote:

Owen,

Thank you very much. Product received.

You're welcome!

I confess to being very pleased to have four 5/5 reviews!


I'm looking at cracking this open for my next gestalt character, but I'm noticing a few discrepancies between the class descriptions and their accompanying tables that I'm hoping to clear up.

  • Luminary's table shows their talents at 1st, 3rd, 6th, 7th etc. levels, but the talent's description says they gain their first one at '1st' (omitting the word 'level'), and then the next at 6th level.
  • Tough's table shows that it gains Hardened 1 at 2nd level, but Hardened 1's description states that it is gained at 1st level.
In addition, while the Enforcer states what its hit dice should be, it references some option 'hit points/level' rule that doesn't appear elsewhere in the PDF. Doesn't need clarifying, but I figured I'd include it along with the other nitpicks. :-)

Thanks!


Where the table and the class text disagree, the table is right.

I'll see about getting these corrected.


Awesome, thanks Owen!

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