Anachronistic Adventurers: The Investigator (PFRPG) PDF


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Dark Archive

Well it is up. Curious on the price not that I mind, just that it is much higher than the first one in the series. I am guessing it is a bigger book.

Scarab Sages

Dark_Mistress wrote:
Well it is up. Curious on the price not that I mind, just that it is much higher than the first one in the series. I am guessing it is a bigger book.

It is a *slightly* bigger book (23 pages vs 19). There were other costs in in creation and development as well.

Dark Archive

no worries, it was just something I noticed was all.

Scarab Sages

For those who are asking, the PDF includes:

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!

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

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.


Owen K. C. Stephens wrote:

For those who are asking, the PDF includes:

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.


Shisumo wrote:
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.

Scarab Sages

Shisumo wrote:
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.

Scarab Sages

Realmwalker wrote:


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. :)


The plot thickens for my Anachronistic campaign ideas. :D

Not to sound ungrateful for this product, but when is the next one out? :P


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Some errata that I found on my read-through:

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.

Super Genius Games

Thanks Alzrius!

Fixing those now and I'll get a new version uploaded ASAP.

Hyrum.

Scarab Sages

Alzrius wrote:

Some errata that I found on my read-through:

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. :)


Follow the Evidence just gives a +1 bonus per level, for very small values of 1.

I am looking forward to seeing this. Is the Inventor the artificer type that was mentioned awhile ago?

Scarab Sages

Cheapy wrote:
I am looking forward to seeing this. Is the Inventor the artificer type that was mentioned awhile ago?

Nope! It's restricted to more reasonable inventions than the artificer idea that's still bouncing around.

Although if the inventor got mixed with Spagyric devices from Advanced Options: Alchemists Discoveries that'd be pretty close to my artificer plan.


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.

Super Genius Games

Thanks KT! :)

(Please email it, we'd love to put it into the official HL dataset.)

We're also getting closer to having some HL news. :)


R. Hyrum Savage wrote:

Thanks KT! :)

(Please email it, we'd love to put it into the official HL dataset.)

We're also getting closer to having some HL news. :)

Will do. Which email you want it sent to? your's, or the company's?

*edit* found an email for you (sorry, it's early). You should have it.

Liberty's Edge

Owen K. C. Stephens wrote:
Alzrius wrote:

Some errata that I found on my read-through:

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


Jeremiziah wrote:
Owen K. C. Stephens wrote:
Alzrius wrote:

Some errata that I found on my read-through:

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.

Gets you in the mindset to be highly critical.


Pathfinder Starfinder Roleplaying Game Subscriber
Cheapy wrote:

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.


1 person marked this as a favorite.

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.


Great stuff! Can't wait to see what you come up with next.


Realmwalker wrote:

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.


Eric Hinkle wrote:
Realmwalker wrote:

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.

Scarab Sages

Jericho Penumbra wrote:
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. :)


Owen K. C. Stephens wrote:
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!

Scarab Sages

Endzeitgeist wrote:
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. :)

Dark Archive

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?


Pathfinder Starfinder Roleplaying Game Subscriber
Gozuja wrote:

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.

Scarab Sages

Endzeitgeist wrote:
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.


This is enough of a tangent for me to latch on to:

Have you guys considered making SGG-type Archetypes for some of the full classes you have?

Scarab Sages

Cheapy wrote:

This is enough of a tangent for me to latch on to:

Have you guys considered making SGG-type Archetypes for some of the full classes you have?

Well, we do include SGG classes in the back of the current Archetype books, so you can use any of our existing archetypes with those classes.

Or did you have something else in mind?


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.

Scarab Sages

Cheapy wrote:

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.


Pathfinder Starfinder Roleplaying Game Subscriber
Owen K. C. Stephens wrote:
Cheapy wrote:

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.


Been awhile since the Hero Lab tease. Has there been any more news of the HL data files news that was hinted at? Hopefully about AA classes?

Scarab Sages

xorial wrote:
Been awhile since the Hero Lab tease. Has there been any more news of the HL data files news that was hinted at? Hopefully about AA classes?

Not yet, and not yet.

But we are working on it!


Owen K. C. Stephens wrote:
xorial wrote:
Been awhile since the Hero Lab tease. Has there been any more news of the HL data files news that was hinted at? Hopefully about AA classes?

Not yet, and not yet.

But we are working on it!

Good I have started entering the stuff by hand, anyway. Getting the avoidance feats to work right was a pain, lol.

Liberty's Edge

Owen K. C. Stephens wrote:
xorial wrote:
Been awhile since the Hero Lab tease. Has there been any more news of the HL data files news that was hinted at?

Not yet, and not yet.

But we are working on it!

Great to hear!!! :)

Liberty's Edge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

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.

Scarab Sages

Saurstalk wrote:
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.

Liberty's Edge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Thanks for the explanation!

I have a few additional queries/observations.

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:

- Acrobatics
- Appraise
- Autohypnosis*
- Bluff
- Climb
- Craft (alchemy, armor, baskets, books, bows, calligraphy, chemical, electronic, glass, jewelry, leather, locks, mechanical, pottery, ships, shoes, smithing, structural, textiles, traps, visual arts, weapons, writing) Craft incorporates Repair
- Diplomacy
- Disable Device
- Disguise
- Drive
- Escape Artist
- Fly
- Handle Animal
- Heal
- Intimidate
- Knowledge (arcana, behavioral sciences, business, civics, dungeoneering, earth & life sciences, engineering, geography*, history, local/streetwise, nature, nobility, physical sciences, planes, psionics, religion/philosophy, society, tactics, technology) Knowledge addresses Research. Subsets for local incorporate streetwise, religion incorporates philosophy, and technology incorporates computer use
- Linguistics
- Perception
- Perform (act, comedy, dance, keyboards, oratory, percussion, sing, strings, wind)
- Pilot (aircraft, watercraft)
- Profession
- Ride
- Sense Motive
- Sleight of Hand
- Spellcraft* Spellcraft currently incorporates Psicraft
- Stealth
- Survival
- Swim
- Use Magic Device* Use Magic Device currently incorporates Use Psionic Device

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?


Saurstalk wrote:

Thanks for the explanation!

I have a few additional queries/observations.

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:

- Acrobatics
- Appraise
- Autohypnosis*
- Bluff
- Climb
- Craft (alchemy, armor, baskets, books, bows, calligraphy, chemical, electronic, glass, jewelry, leather, locks, mechanical, pottery, ships, shoes, smithing, structural, textiles, traps, visual arts, weapons, writing) Craft incorporates Repair
- Diplomacy
- Disable Device
- Disguise
- Drive
- Escape Artist
- Fly
- Handle Animal
- Heal
- Intimidate
- Knowledge (arcana, behavioral sciences, business, civics, dungeoneering, earth & life sciences, engineering, geography*, history, local/streetwise, nature, nobility, physical sciences, planes, psionics, religion/philosophy, society, tactics, technology) Knowledge addresses Research. Subsets for local incorporate streetwise, religion incorporates philosophy, and technology incorporates computer use
- Linguistics
- Perception
- Perform (act, comedy, dance, keyboards, oratory, percussion, sing, strings, wind)
- Pilot (aircraft, watercraft)
- Profession
- Ride
- Sense Motive
- Sleight of Hand
- Spellcraft* Spellcraft currently incorporates Psicraft
- Stealth
- Survival
- Swim
- Use Magic Device* Use Magic Device currently incorporates Use Psionic Device

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.

http://www.d20modernpf.com/

Scarab Sages

Saurstalk wrote:
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.

Thanks for the questions!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I notice the Investigator has a good Fortitude save progression and a poor Will save progression. I would have thought it would be the opposite.

Scarab Sages

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...

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