TEXT: 1
  There, with a revolver in his hand, stood Rodd, tall and 
  formidable, his dark face looking like that of Satan himself, a 
  very monument of rage and jealousy. There in front of him on the 
  couch sat Heda, grasping its edge with her fingers, her cheeks as 
  pale as a sheet and her eyes shining.  By her side was Anscombe, 
  cool and collected as usual, I noticed, but evidently perplexed. 
  “If there is any shooting to be done,” he was saying, “I 
  think you had better begin with me.”
   
   
   
   
  — H. Rider Haggard, Finished
  The daredevil is the kind of character that might actually 
  be called an “adventurer” by members of common society 
  – someone who is driven to regularly and intentionally do 
  things that are clearly dangerous and frightening. Some 
  daredevils are driven by the desire to experience ever-
  greater thrills, while others feel a sense of duty to undertake 
  perilous tasks so that others don’t have to. What unites all 
  daredevils is that no matter why they run into a building 
  when everyone else is running out, they have a personality 
  that allows them to do dangerous things with a calm and 
  poise that belies the great skill and concentration such 
  tasks demand. A daredevil is more than a thrill-seeker, he 
  is a professional risk-taker who is trained and predisposed 
  to accomplish deeds often described as suicidal, foolhardy, 
  or even impossible. Daredevils may be stunt men, masked 
  vigilantes, professional escapists, espionage agents, or 
  military commandos given missions regular soldiers know 
  better than to accept.
  Or course many are also delvers into mysteries they keep 
  being warned “man was not meant to know,” and as a result 
  thrust into a typical fantasy campaign.
  The “modern” person of great bravery and skill getting 
  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). 
  
  2
  The daredevil is the third 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 present rules for ritual magic, the 
  dangerous tool of mad cultists and mystics 
  often opposed by anachronistic adventures, but 
  also a power the bravest (or most foolhardy) of 
  heroes sometimes seek to claim as their own. 
  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).
  The DareDevil
  Alignment: A daredevil can be of any 
  alignment, though very few are of a lawful 
  alignment.
  Hit Die: d8
  Starting Wealth: At 1st level a daredevil 
  begins play with 3d4 x 10 gp.
  Class skills
  The daredevil’s class skills are Acrobatics 
  (Dex), Appraise (Int), Bluff (Cha), Climb (Str), 
  Craft (Int), Diplomacy (Cha), Disable Device 
  (Dex), Disguise (Cha), Escape Artist (Dex), 
  Knowledge 
  (engineering)(Int), 
  Knowledge 
  (local)(Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Sleight 
  of Hand (Dex), Stealth (Dex), and Swim (Str).
  Additionally, any character who begins play 
  as a daredevil can select two additional skills as 
  class skills, to represent the benefit of growing 
  up with the superior education options of a 
  modern advanced society. These skills should 
  be appropriate to the character’s background. 
  A wandering monster-hunter who has been 
  trained in mythology and performing exorcisms 
  by his family since birth can reasonably select 
  Use Magic Device as an additional class skill. A 
  fearless stuntman who moonlights as a bounty 
  hunter and didn’t believe in the paranormal until 
  he was set to bring in a bail-jumping werewolf is 
  limited to skills with no ties to magic.
  Skill Ranks per Level: 7 + Int modifier.
  Table 1: The DareDevil
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +0
  +2
  +0
  Archetype, dauntless surge
  2
  +1
  +0
  +3
  +0
  3
  +2
  +1
  +3
  +1
  Daredevil talent
  4
  +3
  +1
  +4
  +1
  Bonus feat
  5
  +3
  +1
  +4
  +1
  6
  +4
  +2
  +5
  +2
  Limited talent
  7
  +5
  +2
  +5
  +2
  Daredevil  talent
  8
  +6/+1
  +2
  +6
  +2
  Bonus feat
  9
  +6/+1
  +3
  +6
  +3
  10
  +7/+2
  +3
  +7
  +3
  Limited talent
  11
  +8/+3
  +3
  +7
  +3
  Daredevil talent
  12
  +9/+4
  +4
  +8
  +4
  Bonus feat
  13
  +9/+4
  +4
  +8
  +4
  14
  +10/+5
  +4
  +9
  +4
  Limited talent
  15
  +11/+6/+1
  +5
  +9
  +5
  Daredevil talent
  16
  +12/+7/+2
  +5
  +10
  +5
  Bonus feat
  17
  +12/+7/+2
  +5
  +10
  +5
  18
  +13/+8/+3
  +6
  +11
  +6
  Limited talent
  19
  +14/+9/+4
  +6
  +11
  +6
  Daredevil talent
  20
  +15/+10/+5
  +6
  +12
  +6
  Undaunted
  
  3
  Class Features
  All of the following are class features of the 
  daredevil.
  Proficiencies: A daredevil is proficient 
  with simple weapons, a single martial weapon, 
  and a single Progress Level (see Progress Level 
  Proficiencies at the end of this product).
  Archetype: Not every daredevil is drawn 
  to take the same kinds of death-defying risks, 
  nor do they have the same motivations for 
  doing so. At 1st level, each daredevil selects 
  an anachronistic archetype to represent his 
  focus and background training. Once selected, 
  this choice cannot be changed. Each archetype 
  provides a daredevil with special benefits 
  ranging from additional class skills and 
  bonus feats to new talents and class powers. 
  Archetypes are presented at the end of the 
  daredevil character rules.
  Dauntless Surge (Ex): The trademark 
  ability of the daredevil, regardless of his training 
  or methodology, is to push aside all fear, doubt, 
  and hesitation when facing a life-and-death 
  situation and act with absolutely confidence 
  and swift precision to find a way to overcome 
  the odds. Even when a daredevil consciously 
  knows he is clearly about to die, he draws upon 
  his vast reserve of poise, and performs with a 
  calm and speed most people can only display 
  when practicing their skills in total safety. 
  Of course no matter how poised a daredevil 
  remains, he can only work within the limits 
  of his mortal frame, and thus faster and more 
  nimble daredevils are able to successfully alter a 
  bad outcome more often than slower members 
  of the class.
  A number of times per day equal to his 
  Dexterity bonus plus half his class level 
  (minimum 1/day), the daredevil can add a 
  bonus as a swift action to any one attack roll, 
  damage roll, skill check, or saving throw he 
  makes. This bonus is +1d6, but cannot exceed 
  the daredevil’s class level (a 1st level daredevil 
  thus receives only a +1 bonus, while a 2nd level 
  daredevil receives a +1 bonus if a “1” is rolled 
  on the 1d6, and a “+2” bonus if a 2-5 is rolled). 
  A daredevil chooses whether or not to use a 
  dauntless surge after the result of the die roll 
  has been revealed, but before success or failure 
  is determined.
  A daredevil may add his dauntless surge to a 
  saving throw against a fear effect as an immediate 
  action. If a daredevil uses his dauntless surge to 
  add a bonus to a saving throw against fear, the 
  value of the bonus is doubled (to a maximum of 
  twice the daredevil’s class level).
  Daredevil Talents: As a daredevil 
  undertakes ever more dangerous stunts, he 
  learns a number of talents that allow him to 
  succeed where others would certainly fail (or 
  at least survive things that seem impossibly 
  deadly), as well as apply the lessons gained 
  when constantly gambling with his life to other 
  areas of endeavor. At 3rd level, a daredevil gains 
  one daredevil talent. He gains an additional 
  daredevil talent for every four class levels 
  attained after 3rd level. Unless otherwise 
  specified, a daredevil cannot select an individual 
  talent more than once.
  Talents marked with an asterisk (*) apply 
  to attacks the daredevil makes by adding the 
  bonus from his dauntless surge to the damage 
  done by an attack. Unless otherwise specified, 
  the daredevil cannot use more than one such 
  talent on the same attack.
  Action Surge (Ex): The daredevil can spend a 
  single use of his dauntless surge ability as a free 
  action. This may only be done if the daredevil has 
  already spent a dauntless surge as a swift action on 
  the same round, and the second dauntless surge 
  cannot be used to boost the same roll as the first 
  use. A daredevil must be at least 7th level to select 
  this talent.
  
  4
  Befuddling Blow* (Ex): When the daredevil adds 
  his dauntless surge bonus to damage dealt by a 
  melee attack, his target takes a –2 penalty on attack 
  rolls against the daredevil for 1d4 rounds.
  Careful Disarm (Ex): Whenever the daredevil 
  attempts to disarm a trap using Disable Device, 
  he does not spring the trap unless he fails by 10 or 
  more.
  Confounding Blow* (Ex): When the daredevil adds 
  his dauntless surge bonus to damage dealt by an 
  attack, his target can’t make attacks of opportunity 
  for 1 round.
  Cunning Trigger (Ex): The daredevil can use a 
  swift action to set off any trap within 30 feet that 
  he constructed (with Craft: traps) or bypassed (with 
  a Disable Device).
  Danger Sense (Ex): The daredevil gains an 
  intuitive sense that alerts him to danger from traps 
  and ambushes. When the daredevil is attacked by a 
  trap or when flat-footed, he may spend a use of his 
  dauntless surge as a free action and add its bonus to 
  his AC or Reflex save against that single attack. (A 
  daredevil with uncanny dodge may use this ability 
  in circumstances that would result in his being flat-
  footed if he didn’t have uncanny dodge.) This bonus 
  does not stack with the AC bonus gained from 
  Dauntless Dodge.
  Dauntless Dodge (Ex): The daredevil gains a new 
  option for his dauntless surge ability. He now has 
  the option to spend a dauntless surge to add its 
  bonus as a dodge bonus to his AC until the end of 
  his next round.
  Defensive Spin (Ex): Once per round when the 
  daredevil takes hp damage, he may expend a use 
  of his dauntless surge ability as a free action and 
  reduce the damage taken by the amount of his 
  bonus roll. Damage cannot be reduced to less than 
  0. A daredevil must be at least 11th level to select 
  this talent.
  Distracting Blow* (Ex): A daredevil with this 
  talent can make attacks (in melee, or ranged 
  attacks within 30 feet) with subtle flourishes 
  that disorient and distract his enemy. When 
  he adds his dauntless surge bonus to damage 
  dealt by a melee attack, he causes the creature 
  to become flat-footed against one target of 
  the daredevil’s choosing until the beginning of 
  his next turn. The daredevil cannot designate 
  himself as the creature gaining the benefit of 
  this talent. Creatures with uncanny dodge are 
  immune to distracting blow.
  Elusive Mind (Ex): This ability represents 
  the daredevil’s ability to marshal his mind’s 
  resources to resist mental effects. If the daredevil 
  fails a Will save against a spell or effect, he may 
  spend a use of his dauntless surge ability as an 
  immediate action. This allows the daredevil to 
  make a new save against the effect at the same 
  DC on the beginning of his next turn, adding 
  the bonus from his dauntless surge to the will 
  save total. He gets only this one extra chance to 
  succeed on his saving throw.
  Ensnaring Blow* (Ex): When the daredevil 
  adds his dauntless surge bonus to damage dealt 
  by an attack, that opponent can’t take a 5-foot-
  step for 1 round.
  Evasion (Ex): The daredevil can avoid even 
  magical and unusual attacks with great agility. 
  If he makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save, he instead takes 
  no damage. Evasion can be used only if the 
  daredevil is wearing light armor or no armor. A 
  helpless daredevil does not gain the benefit of 
  evasion.
  Expert Leaper (Ex): When making jump 
  checks, the daredevil is always considered to 
  have a running start. Also, when the daredevil 
  deliberately falls, a DC 15 Acrobatics check 
  allows him to ignore the first 20 feet fallen, 
  instead of the first 10 feet.
  Fast Picks (Ex): The daredevil can use the 
  Disable Device skill to attempt to open a lock as 
  a standard action instead of a full-round action.
  Fast Stealth (Ex): The daredevil can move 
  at full speed using the Stealth skill without 
  penalty.
  Fearless Assault (Ex): 
  The 
  daredevil’s 
  steely nerves allow him to take risky actions 
  without completely letting down his guard. The 
  daredevil gains a +4 bonus to AC against attacks 
  of opportunity. If the daredevil has Mobility, its 
  bonus and this talent’s stack when the attack of 
  opportunity is provoked by leaving a threatened 
  space.
  Hotfoot (Ex): The daredevil’s speed increases 
  by +5 ft. A daredevil may take this talent up to 
  three times. Its effects stack.
  Improved Uncanny Dodge (Ex): The daredevil 
  can no longer be flanked. This defense denies a 
  rogue the ability to sneak attack the daredevil 
  by flanking him, unless the attacker has at 
  least four more rogue levels than the target 
  has daredevil levels. If a character already has 
  uncanny dodge from another class, the levels 
  from the classes that grant uncanny dodge stack 
  to determine the minimum rogue level required 
  to flank the character. A daredevil must be at 
  least 10th level and have the uncanny dodge 
  talent in order to select this talent.
  
  5
  Improved Withdraw (Ex): When taking a 
  withdraw action, the number of initial spaces 
  that leaving does not provoke an attack of 
  opportunity is equal to the daredevil’s Dexterity 
  bonus.
  Intrepid (Ex): The daredevil now rolls 2d6 
  to determine the bonus of his dauntless surge 
  (though the bonus still cannot exceed the 
  daredevil’s class level). A daredevil must be at 
  least 7th level to select this talent.
  Leap Free (Ex): After taking a standard action 
  to make a CMB check to escape a grapple or an 
  Escape Artist check, the daredevil may take a 
  withdraw action as a move action. The daredevil 
  is limited to moving his movement (rather than 
  up to double his movement as with a typical 
  withdraw). If the daredevil makes an Acrobatics 
  check to jump as part of this movement, he 
  gains a +5 bonus to the check.
  Ledge Walker (Ex): This daredevil can move 
  along narrow surfaces at full speed using the 
  Acrobatics skill without penalty. In addition, 
  the daredevil is not flat-footed when using 
  Acrobatics to move along narrow surfaces.
  Opportunist (Ex): Once per round, when a 
  creature the daredevil is threatening is struck 
  for damage by another attacker, the daredevil 
  may spend a use of dauntless surge to make an 
  attack of opportunity against the creature. A 
  daredevil must be at least 7th level to select this 
  talent.
  Positioning Blow (Ex): When the daredevil 
  adds his dauntless surge to an Acrobatics check 
  made to avoid provoking attacks of opportunity 
  from moving through threatened spaces, he 
  may also add half the bonus value (minimum 
  +1) to the next attack roll he makes before the 
  beginning of his next turn.
  Quick Subterfuge (Ex): When the daredevil 
  uses his dauntless surge bonus on a Craft, 
  Disable Device, or Disguise check, the check 
  takes half the normal amount of time (minimum 
  1 round).
  Redirecting Dodge (Ex): Once per round 
  when the daredevil has added his dauntless 
  surge bonus to his AC and is hit with a melee 
  attack, he can redirect the attack to strike at an 
  adjacent creature as a free action. The creature 
  targeted must be within melee reach of the 
  attack that hit the daredevil, and the creature 
  that made the attack against the daredevil must 
  make a new attack roll against the new target. A 
  daredevil must be at least 11th level and have taken 
  the dauntless dodge talent to select this talent.
  Second Chance (Ex): Whenever the daredevil 
  spends a dauntless surge to add to an Acrobatics, 
  Climb, or Fly skill check he has just made, he may 
  also reroll the actual skill check. He must take the 
  second result, even if it is worse. The daredevil can 
  use this ability only once on any given skill check. 
  A daredevil must be at least 11th level to select this 
  ability
  Skill Mastery (Ex): The daredevil becomes so 
  confident in the use of certain skills that he can use 
  them reliably even under adverse conditions. Upon 
  gaining this ability, he selects a number of skills 
  
  6
  equal to 3 + his Intelligence modifier (minimum 1). 
  When making a skill check with one of these skills, 
  he may take 10 even if stress and distractions would 
  normally prevent him from doing so. A daredevil 
  may gain this special ability multiple times, 
  selecting additional skills for skill mastery to apply 
  to each time.
  Stand Up (Ex): A daredevil with this ability can 
  stand up from a prone position as a free action. This 
  still provokes attacks of opportunity for standing 
  up while threatened by a foe.
  Swift Reaction Time (Ex): The daredevil may 
  spend a use of his dauntless surge on an initiative 
  check. He also receives the bonus on any Reflex save 
  he makes until the end of his next turn.
  The Best Defense (Ex): When the daredevil adds 
  his dauntless surge bonus to an attack roll and 
  successfully hits his target, he may add half his 
  dauntless surge bonus to AC for one round against 
  attacks made by that target.
  Uncanny Dodge (Ex): The daredevil can react 
  to danger before his senses would normally allow 
  him to do so. He cannot be caught flat-footed, nor 
  does he lose his Dex bonus to AC if the attacker is 
  invisible. He still loses his Dexterity bonus to AC 
  if immobilized. A daredevil with this ability can 
  still lose his Dexterity bonus to AC if an opponent 
  successfully uses the feint action (see the Pathfinder 
  Roleplaying Game Core Rulebook) against him.
  Bonus Feats: A daredevil gains a bonus feat 
  at 4th level, and again at 8th, 12th, and 16th level. 
  These bonus feats must have Great, Greater, or 
  Improved in their names (such as Great Cleave or 
  Improved Initiative). When selecting these feats, 
  the daredevil may ignore prerequisites of an ability 
  score, Combat Expertise, Great Fortitude, Iron Will, 
  Lightning Reflexes, and Power Attack. The daredevil 
  must meet any other prerequisites.
  Limited Talent: At 6th level, a daredevil 
  gains another talent, but is limited to only 
  those talents granted by the core daredevil 
  class itself, and even then only to talents that 
  do not grant access to a feat or to bonuses (for 
  the daredevil or his allies) on saving throws, 
  attack rolls, armor class, or damage (including 
  adding conditions to damage dealt). Thus the 
  investigator can’t use this talent to select a talent 
  given by an archetype, nor to take befuddling 
  blow, dauntless dodge, uncanny dodge, or 
  similar talents. The talent selected otherwise 
  acts just like any other daredevil talent. The 
  daredevil gains another limited talent at 10th 
  level, and every 4 levels thereafter (14th, 18th, 
  and so on).
  Undaunted: At 20th level, the daredevil 
  is able to overcome nearly any adversity with 
  a keen mind and steady hand. The daredevil 
  reduces all penalties that apply directly to armor 
  class, attack rolls, skill checks, damage, ability 
  checks, and saving throws to -1, and never 
  suffers a total penalty to any of these things 
  (even if suffering multiple penalties) of more 
  than -2. This does not apply to penalties derived 
  from low ability scores or range modifiers.
  arChetypes
  While a daredevil character can take any 
  anachronistic archetype (see sidebar), the 
  following archetypes work particularly well 
  with the features of the daredevil class.
  esCapist
  The escapist is a professional entertainer 
  who specializes in demanding and perilous 
  stunts, ranging from escaping from a straight-
  jacket while underwater to crossing a high-
  wire without a net. The same archetype can be 
  used for any entertainer who makes a living 
  doing things that are clearly risky, such as stunt 
  men, some vaudevillians, stage magicians who 
  perform alarming tricks, and even reality-
  television stars who repeatedly do stupid 
  things as a career. As a result of planning, 
  practicing, and performing risky entertainment 
  at a professional level, the escapist has learned 
  both to maximize the benefits of her years of 
  experience, and to find a way to survive when 
  things go horribly wrong.
  Acrobatic Surge (Ex): A number of 
  times per day equal to her Dexterity bonus 
  plus half her class level (minimum 1/day), the 
  escapist can add a bonus as a free action to 
  any one Acrobatics, Climb, Escape Artist, Fly, 
  Sleight of Hand or Swim check she makes. This 
  bonus is +1d6, but cannot exceed the escapist’s 
  level (a 1st level escapist thus receives only a +1 
  bonus, while a 2nd level escapist receives a +1 
  bonus if a “1” is rolled on the 1d6, and a “+2” 
  bonus if a 2-5 is rolled). An escapist chooses 
  whether or not to use an acrobatic surge after 
  the result of the die roll has been revealed, but 
  before success or failure is determined.
  If an escapist is also a daredevil, the bonuses 
  from acrobatic surge and dauntless surge stack.
  Done It A Thousand Times (Ex): The 
  escapist is used to performing dangerous and 
  difficult stunts for the entertainment of others, 
  and can draw on that experience whenever 
  she’s calm enough. At 2nd level whenever the 
  escapist “takes 10” on a skill, she receives a +2 
  circumstance bonus to the total skill check. This 
  bonus increases to +4 at 8th level, and to +6 at 
  16th level.
  
  7
  Adrenaline Rush (Ex): After constantly 
  putting her body through stressful moments 
  that cause her adrenaline to flow freely, at 5th 
  level the escapist has learned to call upon a 
  powerful rush on command. The escapist can 
  temporarily increase one of her physical ability 
  scores (Strength, Dexterity, or Constitution). 
  The escapist increases the selected ability 
  score by 1d4+1 points and the bonus lasts for a 
  number of rounds equal to her class level. At the 
  end of the duration, the escapist is fatigued for 
  1d6 x 10 minutes. At 9th level, an escapist can 
  temporarily increase two physical ability scores. 
  At the end of the duration, she is fatigued for 
  2d6 x 10 minutes. An escapist cannot use her 
  adrenaline rush if she is fatigued or exhausted.
  Delayed Doom (Ex): No matter how 
  carefully an escapist plans her stints, from time 
  to time things go badly wrong and the escapist 
  is hurt, sickened, or confused. The escapist 
  knows that focusing past the consequences of 
  a serious injury can give her the time to take 
  whatever steps are necessary for her survival, 
  and has learned to delay the onset of nearly any 
  injury or effect. Once per day as a free action, 
  an escapist of 13th level can delay the damage 
  dealt by a single attack or the effect of a single 
  spell, condition, trap, ability or other effect for 
  a number of rounds equal to half her class level. 
  The decision to delay an effect must be made 
  immediately, and the delayed effect’s duration 
  does not start until after the number of rounds 
  it has been delayed.
  anaChronistiC arChetypes
  Archetypes are a crucial part of character design in the Anachronistic Adventurers line of base classes, since 
  they define what path each character has taken. Although all daredevils are nervy adventurers able to calmly 
  work their way through the most dangerous of circumstances, the level of specialization in the modern world 
  (along with the many different character origins modern settings allow for) results in a wide range of possible 
  daredevil types. For fine-tuning of an anachronistic adventurer’s background and goals, each class is given 
  access to one anachronistic archetype.
  In addition to producing the kind of specialization common with base classes in the Pathfinder Roleplaying 
  Game Core Rulebook, this system allows the same base class (the daredevil) to represent stunt men, spies, and 
  bomb disposal techs from multiple different eras and origins by selecting appropriate archetypes. The skills 
  and abilities of a vaudevillian performer who also hunts vampires on the side are not the same as those of cold 
  war spy, but a daredevil with an appropriate archetype can represent either. Although only a few archetypes 
  are presented here, GMs can use them as templates for building new archetypes appropriate for specific kinds 
  of daredevils.
  Further, more anachronistic archetypes are available in Anachronistic Adventurers: The Enforcer and 
  Anachronistic Adventurers: The Investigator (and yet more will be presented in upcoming Anachronistic 
  Adventurers products), and any anachronistic adventurer class can use any anachronistic archetype. In some 
  cases this might lead to suboptimal choices, but all possible combinations are legal and available to help flesh 
  out unusual character concepts. Fans of the Genius Guide to . . . Archetypes line of books should be pleased to 
  know that those products are fully compatible with the archetypes of Anachronistic Adventures characters. 
  The base daredevil class can use any archetypes from those books (for which it meets the prerequisites) in 
  place of an anachronistic archetype.
  For example, Yankee Rose is a 14th level 
  escapist trying to walk a tightrope from a glacier 
  to the Bridge City of Suerbak Kak Dalbaz, when a 
  harpy affects her with a lesser confusion spell, which 
  leaves her confused for 1 round. Not wanting to 
  be confused while on a tightrope, Rose decides to 
  delay the effect for 7 rounds. At the end of that 
  time, the lesser confusion affects her for its full 1 
  round duration – Rose had better hope she’s off her 
  rope by then!
  A delayed injury or effect can be healed or 
  dispelled normally while it is delayed. If one of 
  Rose’s friends managed to hit her with a dispel 
  magic before the end of her 7-round delay, the lesser 
  confusion might be dispelled before it ever takes 
  effect.
  An escapist may use delayed doom a second 
  time per day beginning at 17th level.
  seCret agent
  The secret agent is a spy, an analyst, a saboteur, 
  a courier and sometimes an assassin. He lives a life 
  of service and duty (though freelance secret agents 
  in service only to money are not unknown), but 
  also one of constant lies, deception, and betrayal. 
  Many secret agents spend years in enemy territory 
  gathering information and pretending to be 
  something they are not, all the whole knowing that 
  if their true purpose is revealed they are subject to 
  capture, torture, and death. Only the steadiest and 
  most resourceful of heroes can handle the constant 
  danger and secrecy that is a constant part of a secret 
  agent’s life.
  Conceal Motives (Ex): A secret agent is 
  trained to lie quickly, smoothly, and convincingly. 
  Any Sense Motive check made in regard to the 
  secret agent or a Bluff check he has made suffers a 
  penalty equal to his class level (minimum -5).
  
  8
  React First (Ex): Starting at 2nd level, a 
  secret agent gains the ability to react first if a 
  deal he is making or a negotiation he is involved 
  in turns to violence. The secret agent must make 
  contact with and speak to the participants prior 
  to the start of combat. If he does so, he gains a 
  free readied action that allows the secret agent 
  to make either a move or attack action if anyone 
  involved in the negotiation other than the secret 
  agent decides to start hostilities. The secret 
  agent gets to act before any initiative checks 
  are made, in effect giving him the benefit of 
  an independent surprise round before the first 
  round of combat (which may also be a surprise 
  round). At 9th level, the secret agent may take 
  his readied action even if he is the first one to 
  end negotiations to start a combat.
  Misdirection (Ex): At 5th level, a secret 
  agent gains a pool of subterfuge points every 
  day equal to his ranks in Bluff. These points 
  refresh at the start of each day. Before making 
  a Bluff, Disable Device, Sleight of Hand, or 
  Stealth check, he can choose to put subterfuge 
  points into the roll, gaining a bonus on the 
  check equal to the number of subterfuge points 
  spent on the roll. The secret agent cannot put 
  more subterfuge points into a single roll than 
  his Charisma bonus (minimum 1).
  Sneak Attack (Ex): At 6th level, a secret 
  agent gains a 1d6 sneak attack, as the rogue 
  class feature. This increases to 2d6 at 10th level, 
  3d6 at 14th level, and 4d6 at 18th level.
  Distraction (Ex): At 9th level, whenever 
  a secret agent is detected while using Stealth, 
  he can immediately attempt a Bluff skill check 
  opposed by the Sense Motive skill of the creature 
  that spotted him. If this check succeeds, the 
  target assumes the noise or sight it detected 
  was something innocent and disregards the 
  detection. This ability can only be used once 
  during a given Stealth attempt. If the same 
  creature detects the secret agent’s presence 
  again, the ability has no effect.
  Hidden 
  Talent 
  (Ex): 
  Constantly 
  pretending to be something or someone he is 
  not, the secret agent eventually actually gains 
  the talents of some his false identities. At 13th 
  level the secret agent may take any one talent 
  from another class (something that specifically 
  lists itself as a talent, such as a rogue’s talents or 
  the talents of other Anachronistic Adventurer 
  classes and their archetypes). The secret agent 
  must meet any prerequisite the talent requires. 
  If the talent has an effect based on level, the 
  secret agent uses his class level. At 17th level he 
  gains a second hidden talent. At each level after 
  13th, the secret agent may change one hidden 
  talent when he gains his new level.
  Masked adventurer
  The masked adventurer is a dramatic figure 
  who is driven to conceal her identity (at least 
  to some degree) by taking on a nom de masque, 
  a second identity that represents an ideal or 
  icon important to her and through which she 
  undertakes to meet out her own brand of justice. 
  She is a hero to some and a criminal vigilante to 
  others, though often the truth lies somewhere 
  in the middle. While it takes a strong drive to 
  go through the effort to create and maintain 
  a second identity (and all masked adventurers 
  believe they are doing so for a valid reason), 
  evil masked adventurers certainly exist who are 
  simply driven to gather wealth and power, or to 
  gain revenge for some perceived slight.
  
  9
  Nom de Masque (Ex): A  masked adventurer 
  has a secondary identity as a costumed agent, 
  which has a specific appearance (by costume, 
  bearing, or disguise) that is different from her 
  normal appearance and has its own name (often 
  a code name or flamboyant title). For example, 
  the masked adventurer Jennifer Fey has a nom de 
  masque as the crusader for justice, the Steel Fox. She 
  may simply boldly run about in a swashbuckling 
  outfit without any disguise and call herself The 
  Steel Fox, while dressing and acting more drably in 
  her “normal” identity, or she may have an elaborate 
  costume for her Steel Fox identity that includes 
  a mask, fox-head heraldry, and a specially crafted 
  rapier with a fox-head pommel. In either case, she 
  has a distinct appearance and mannerism that 
  marks the Steel Fox as separate from the normal 
  Jennifer Fey.
  The masked adventurer is extremely skilled 
  at masking either her nom de masque as a heroic 
  figure, or masking her normal self as drab and 
  uninteresting as possible. (This decision is made at 
  character creation). She gains a bonus to Disguise 
  checks to create the desired effect equal to her class 
  level (minimum +5).
  So complete is the mental and spiritual 
  transformation of a masked adventurer into her 
  nom de masque, that each persona is treated as a 
  different person for purposes of any magic or skill 
  check. For example, a locate creature spell cast to 
  find Steel Fox does not detect Jennifer Fey when 
  she is not in her nom de masque persona, and if she 
  was using her Steel Fox persona, she could state 
  she was not Jennifer Fey while within a zone of 
  truth without difficulty.
  If a masked adventurer’s nom de masque is 
  publicly revealed, she may create a new nom de 
  masque (abandoning the old identity) when she 
  next gains a level.
  Heroic Speech (Ex): While in her nom 
  de masque identity, a masked adventurer can 
  make a heroic speech as a move action. This 
  gives her a bonus against creatures able to hear 
  and understand her who are not aware of her 
  normal identity. She gains a +2 bonus on Bluff, 
  Perception, Sense Motive, and Survival checks 
  against such creatures, as well as a +2 bonus on 
  weapon attack and damage rolls against them. 
  These bonuses last until the masked adventurer 
  sleeps, or she next uses this ability. These 
  bonuses increase to +3 at 6th level, to +4 at 10th 
  level, to +5 at 14th level, and to +6 at 18th level.
  Masked adventurer talents
  The specialties of a masked adventurer vary 
  by training and experience, often developing 
  in response to long-running struggles against 
  a criminal empire or mastermind villain. As 
  a masked adventurer advances in level, she 
  gains great masked adventurer talents selected 
  from the list below. She gains her first masked 
  adventurer talent at 2nd level, and gains 
  additional masked adventurer talents at 5th, 
  9th, 13th, and 17th level. Also, whenever a 
  masked adventurer gains a talent choice from 
  her base class, she can choose one of these 
  masked adventurer talents instead.
  Ambush (Ex): The masked adventurer 
  becomes fully practiced in the art of ambushing. 
  When she acts in the surprise round, she can 
  take a move action, standard action, and swift 
  action during the surprise round, not just a 
  move or standard action.
  Blow for Justice (Ex): The masked adventurer 
  may take one of the following feats as a bonus 
  feat: Agile Maneuvers, Blind-Fight, Catch Off-
  Guard, Cleave, Combat Expertise, Dazzling 
  Display, Defensive Combat Training, Deflect 
  Arrows, Improved Bull Rush, Improved Dirty Trick, 
  Improved Disarm, Improved Feint, Improved 
  Grapple, Improved Initiative, Improved Reposition, 
  Improved Steal, Improved Sunder, Improved Trip, 
  Improved Unarmed Strike, and Stunning Fist. 
  If these feats work differently for a monk than a 
  member of another class, the masked adventurer can 
  treat her class levels as monk levels. You may select 
  this talent more than once.
  Flying Attack (Ex): If the masked adventurer 
  makes a charge attack in the surprise round or first 
  round of a combat, she adds her class level to the 
  damage she deals.
  Living Weapon (Ex): Select one weapon with 
  which you are proficient. You may select unarmed 
  attacks if you have Improved Unarmed Attack. You 
  deal damage with such weapons as if they were one 
  size category larger. A masked adventurer must be at 
  least 7th level to select this talent.
  Sweep (Ex): The masked adventurer knows how 
  to size up an area and get the lay of the land with a 
  single sweep of her eyes. The masked adventurer is 
  allowed to make a Perception check with a +5 bonus 
  at the beginning of any combat as a free action to 
  notice everything within 30 feet of her. Anything not 
  concealed can be spotted in a sweep with a successful 
  DC 10 check. The DC for concealed or less obvious 
  threats is equal to their Stealth check result.
  Threat Assessment (Ex): The masked adventurer 
  can determine the relative strength of the dangers 
  she faces. Whenever the masked adventurer makes 
  a successful Perception check to notice a trap 
  or creature, she relates the danger of the threat 
  compared to her: stronger (higher level or Hit Dice), 
  on par (same level or HD), or weaker (lower level or 
  HD).
  
  10
  Utility Belt (Ex): The masked adventurer has 
  an uncanny knack for having exactly the piece of 
  equipment she needs. She has a pool of equipment 
  she does not have to define until she uses it. At 1st 
  level, this pool is equal to 10 gp. At every level after 
  1st, she may choose to restore this pool by spending 
  gp to do so, with a maximum gp value equal to 50gp 
  per level in the pool at any given moment. Any 
  equipment she pulls form the pool must weight 10 
  lbs or less, and has its value permanently deducted 
  from her equipment pool. Equipment so procured 
  otherwise works exactly like normal examples of 
  such equipment.
  oCCultist
  The occultist is an explorer into the mysteries 
  of psychic phenomenon, spiritualism, karma, ki, 
  and other mysteries of the supernatural. While 
  any Anachronistic Adventurer class can take the 
  occultist archetype (as is true of all anachronistic 
  archetypes), it is most common among daredevils 
  for two reasons. First, in the modern world most 
  Anachronistic Adventurers come from, only the 
  extremely bold (and slightly foolhardy) dare explore 
  the dangerous ruins where occult lore is most like 
  to be found. Second, the ritual magic that forms the 
  backbone of the archetype’s abilities is dangerous, 
  and the daredevil’s dauntless surge ability can help 
  offset the risk of using such magic. Because the 
  occultist archetype is tied so closely to the rules for 
  ritual magic, the archetype is presented at the end 
  of the Ritual Magic section, below.
  ritual MagiC
  While most Anachronistic Adventurers come 
  from worlds where magic exists in one form or 
  another (and is usually the power that ends up 
  flinging them into a fantasy campaign), that magic 
  is rarer and less codified than the spells of clerics, 
  To access ritual magic, a character must have 
  the Ritualist feat (presented in the Feats section 
  at the end of this book). This allows a character 
  to attempt to perform a ritual, but rituals are 
  significantly more costly and complicated than 
  spellcasting.
  A ritual produces a spell effect, using the 
  ritualist’s character level as the caster level. Any 
  spell allowed into the campaign can theoretically 
  be produced by a ritual, but before a ritualist can 
  perform a ritual, he must design it. Each ritual 
  must be designed for the specific circumstances of 
  its casting – a ritual to use remove curse to get rid of 
  mummy rot in the desert of Egypt in April is not 
  the same as a ritual to use remove curse to get rid 
  of a bestow curse inflicted in a battle with wererat 
  shamans in the sewers of London in December, 
  even though the same spell is produced by the 
  ritual each time. While a GM may allow the same 
  ritual to be used multiple times under very similar 
  conditions (to remove mummy rot from multiple 
  victims of the same mummy, for example), in 
  general a ritualist must assume a ritual has to 
  be designed from scratch every time it is to be 
  performed.
  druids, and wizards. Instead, such magic is the 
  magic of rituals. It is most often the province 
  of cultists and madmen, with only a very few 
  civilized folk daring to risk the cursed libraries 
  and trapped ruins where such knowledge can 
  be gained. But daredevil or madman, a few such 
  modern-age masters of magic exist, and can 
  bring their crude but strangely flexible form of 
  magic into a fantasy campaign. (And, of course, 
  there may well be tribesmen, snake-cultists, 
  and reclusive sages already in the fantasy world 
  who know of such skills... and may or may not 
  appreciate finding a new practitioner using their 
  hidden lore openly).
  Ritual magic is slower, more expensive, and 
  more dangerous than the spells used by fantasy 
  classes, but it also has the potential of allowing 
  a character who learns it to do nearly anything 
  — if they have the time, material, skills, and raw 
  personal power. Ritual magic is only very rarely 
  useful in combat (and usually only in the form 
  of carefully laid traps and ambushes), but can be 
  extremely useful when time is not an issue and a 
  problem seems to refuse any other solution.
  rituals in your CaMpaign
  At their simplest, rituals replace the need to find sages and spellcasters-for-hire to cast useful spells 
  an adventuring party might need, but don’t always have easily available from a member of the party. The 
  additional time and cost required to perform rituals are designed to match the time and cost required to 
  a hire a spellcaster in a typical fantasy campaign. Of course, a character able to perform rituals can always 
  attempt to design exactly the ritual a group needs, but since it takes between one and three feats to make 
  that effort, and success is never guaranteed, that seems like a reasonable benefit to gain.
  Even with the option to produce nearly any spell, ritualists and occultists will rarely find their rituals 
  directly useful in combat, It would be an unusual circumstance that would make it worth a 6 hour wait and 
  a few hundred gp to produce a fireball. However, there are a broad range of spells, from identify to remove 
  disease to restoration to teleport, that an adventuring group might be very glad to pay a few hundred gp and 
  wait a few hours to benefit from. If the idea of being extremely useful out of combat and getting to draw 
  circles, burn candles, and chant intonations appeals to a player, rituals may be a good choice. If a player 
  really just wants to cast any spell he can think of quickly and easily, rituals won’t be a satisfying solution.
  
  11
  If the ritual is a spell from the witch spell 
  list, designing it requires a Spellcraft check with 
  a DC of 15 plus double the spell’s level. If it is a 
  spell from the cleric/oracle or sorcerer/wizard 
  spell list, the Spellcraft DC is 20 plus double the 
  spell’s level. If the spell is from any other spell 
  list, designing it requires a Spellcraft check with 
  a DC of 20 plus triple the spell’s level. (If a spell 
  appears on multiple class spell lists, the ritualist 
  may choose which list to use when determining 
  these DCs.) Designing a ritual requires one hour. 
  If a ritualist fails to design a ritual, he must wait 
  until he gains a level before attempting to design 
  it again. (If the research rules from Anachronistic 
  Adventurers: The Investigator are being used in a 
  campaign, a GM may allow a ritualist to use them 
  to research a specific ritual he has already failed 
  to design at his current level).
  Performing a ritual requires the ritualist fulfill 
  the casting time and meet all the components 
  of the spell it produces (including material 
  components and foci), plus an additional time 
  and cost based on the level of the ritual. The 
  additional cost is equal to caster level x spell 
  level x 10 gp. (For 0 level spells, the additional 
  cost is caster level x 5gp.) The additional time 
  is 4 hours, +1 hour per level of the spell to be 
  produced by the ritual, -1 hour for every 5 ranks 
  of Use Magic Device possessed by the ritualist. A 
  ritualist cannot perform a ritual with a spell level 
  greater than half the ritualist’s character level.
  Even after paying the cost, meeting the 
  components, and taking the necessary time, 
  the ritualist is not guaranteed to successfully 
  perform a ritual. This requires a Use Magic Device 
  check, with a DC of 15 plus double the spell level 
  of the spell to be duplicated by the ritual. Success 
  indicates the ritual is successfully performed, 
  and the desired spell effect is created. A failure by 
  5 or less indicates a failure, and half the materials 
  used for the ritual are lost. A failure by 5 or more 
  indicates a ritual mishap. This acts as a scroll 
  mishap (see Scrolls in the Pathfinder Roleplaying 
  Game Core Rulebook for more information on 
  scroll mishaps). If the Use Magic Device check 
  results in a natural 1 (a “1” shows on the d20), 
  the ritual automatically fails even if the total is 
  not less than the ritual’s DC.
  the oCCultist arChetype
  The occultist is a student of the esoteric and 
  often forbidden arts of ritual magic. Occultists 
  are often seen as villains and thought insane 
  (sometimes driven to madness by the very 
  sources from which they learned rituals) and 
  believed to be in league with horrific, inhuman 
  entities which they often seek to summon. 
  Among the few occultists who are seen as allies 
  of civilization, most occultists are drawn to the 
  supernatural powers of rituals by the sheer 
  thrill of breaking the rules of the universe, 
  though certainly some seek rituals only as one 
  of the few effective tools mortals can use against 
  eldritch horrors, undead tyrants, and ravenous 
  shapeshifters.
  Bonus Feats: The occultist receives 
  Ritualist I as a bonus feat at 1st level. He also 
  receives Ritualist II as a bonus feat at 9th level, 
  and Ritualist III as a bonus feat at 13th level. 
  He does not have to meet the prerequisites for 
  these feats.
  Efficient Rituals (Ex): As a ritualist 
  begins to master the art of ritual magic, he 
  learns to use less and less special incenses and 
  oils to complete them. At 5th level, the ritualist 
  pays only 75% of the normal additional cost of 
  
  12
  a ritual (though he still must fulfill the components 
  of the spell to be produced by the ritual). His 
  efficiency increases again at 13th level, reducing the 
  additional cost of a ritual to 50% of normal.
  Rapid Rituals (Ex): As a ritualist learns 
  to master the phrases and gestures required to 
  complete rituals, he manages to take less and less 
  time when performing his rituals. At 9th level, the 
  ritualist takes only 75% of the normal additional 
  time of a ritual (though he still must fullfil the 
  full casting time of the spell to be produced by the 
  ritual). His alacrity increases again at 17th level, 
  reducing the additional time of a ritual to 50% of 
  normal.
  anaChronistiC Feats
  The following feats are designed to work 
  specifically with the daredevil class and the rules 
  and options from Anachronistic Adventurers: The 
  Daredevil, and to a lesser extent modern characters 
  from any entries in the Anachronistic Adventurers 
  line. All of these feats are considered Modern feats, 
  meaning they can only be taken by characters with 
  access to modern training techniques. Obviously 
  this includes instruction in a modern setting, but 
  an anachronistic adventurer who has such feats can 
  also take time to set up a system of such learning 
  to teach friends and allies his “modern” secret 
  techniques. A GM who wishes to include ritual 
  magic (see above) as a standard option for his 
  fantasy campaign may decide not to treat Ritualist 
  I-III as modern feats.
  Bold Adventurer
  You have greater reserves of fearless calm 
  than most adventurers.
  Prerequisite: Dauntless surge class feature.
  Benefit: You gain two additional uses per 
  day of the dauntless surge class feature.
  Special: This feat may be selected more 
  than once. Its effects stack.
  Ritualist
  You have learned how to design rituals to 
  access a broad range of magic effects, though 
  this takes time and costly materials.
  Prerequisites: Spellcraft 1 rank, Use Magic 
  Device 1 rank.
  Benefit: You can perform rituals to create 
  0-3rd level spells. See Ritual Magic for more 
  information.
  Ritualist II
  You have learned how to design rituals 
  to access a broad range of noteworthy magic 
  effects, though this takes time and costly 
  materials.
  Prerequisites: Ritualist, Spellcraft 8 ranks, 
  Use Magic Device 8 ranks.
  Benefit: You can perform rituals to create 
  4th-6th level spells. See Ritual Magic for more 
  information.
  Ritualist III
  You have learned how to design rituals 
  to access a broad range of the most powerful 
  magic effects, though this takes time and costly 
  materials.
  Prerequisites: 
  Ritualist, 
  Ritualist 
  II, 
  Spellcraft 14 ranks, Use Magic Device 14 ranks.
  Benefit: You can perform rituals to create 
  7th-9th level spells. See Ritual Magic for more 
  information.
  progress levels 
  and proFiCienCies
  The idea behind simple, martial, and exotic 
  weapon proficiencies is to categorize weapons 
  not only on how easy they are to use, but on 
  how much training each takes to use and how 
  common that training is. For the core rules of 
  the campaign it’s assumed that all the cultures 
  of a campaign are similar enough for those 
  assumptions to hold true throughout (although 
  many campaigns make adjustments to those 
  assumptions when necessary).
  However, when dealing with anachronistic 
  adventurers, the assumptions fall apart. A 
  hard-boiled private eye from the gritty streets 
  of 1930s Chicago is going to be able to use a 
  dagger, pistol, and rifle with ease, as these are 
  the martial weapons of his era. When faced with 
  weapons of a fantasy campaign he can probably 
  figure out a crossbow without much difficulty 
  and may have used a sling as a child, but likely 
  has no experience with a longbow, flail, trident, 
  or even a greatsword. He’s not helpless if forced 
  to fight with these weapons (most have easily 
  understood principles), but he’s not “proficient” 
  with their use, and thus suffers a penalty.
  Of course this lack of familiarity goes much 
  further than just weapons. Our private eye is 
  similarly unfamiliar with how to put on the 
  clothes of a fantasy-medieval campaign, has 
  no idea how to use a sunrod until he’s shown, 
  and can’t make full use out of the gear in a 
  climber’s kit. These deficiencies don’t make him 
  unable to use such items at all; he just suffers a 
  nonproficiency penalty when the accurate use 
  
  13
  of such items is important enough to require 
  a skill or ability check. In much the same way 
  a modern rocket launcher would baffle a 
  scientist from 1950, and an analog computer is 
  a huge paperweight to most modern computer 
  programmers, a character can’t get the 
  maximum use out of materials from PLs he is 
  not proficient with. 
  To simulate this era-dependent proficiency, 
  the Anachronistic Adventurers rules break 
  different levels of technological societies into 
  Progress Levels. A Progress Level (PL) is an 
  indication of the state of technology that exists 
  in a particular society or civilization. This 
  state of technological development generally 
  pervades all aspects of a culture, particularly at 
  higher levels (PL 5 and beyond) when long-range 
  communication is virtually instantaneous. The 
  Progress Levels, along with their simple and 
  martial weapons, are briefly outlined below: 
  PL 0: STONE AGE
  The major achievements of a Stone Age society 
  are the use of fire, the domestication of animals, 
  and the invention of agriculture.
  Simple Weapons: Unarmed strike, dagger, 
  light mace, club, heavy mace, shortspear, 
  quarterstaff, blowgun, dart, javelin, sling.
  Martial Weapons: Any simple weapon not 
  listed above is a martial weapon, along with the 
  throwing axe, handaxe, sap, bolas, net, and sling 
  staff. All other martial weapons are considered 
  exotic weapons at this PL.
  PL 1: BRONZE/IRON AGE
  In a Bronze/Iron Age society, advances in 
  pottery, construction, and agriculture allow for 
  the concentration of populations into larger and 
  larger groups, with a corresponding upswing in 
  the accumulation and sharing of knowledge. The 
  simple and martial weapons of PL 1 are unchanged 
  from the core rulebook.
  PL 2: MIDDLE AGES
  Developments 
  continue 
  in 
  architecture, 
  commerce, 
  metallurgy, and mathematics. 
  Toward the end of this Progress 
  Level, the feudal system, in 
  which a small class of nobles 
  rules a large population of 
  agricultural 
  workers, 
  begins 
  to collapse. Specialized crafts 
  develop, universities appear, and 
  the middle class is born. Toward 
  the end of the Middle Ages, the 
  introduction of simple gunpowder 
  weapons signals the imminent 
  end of knights, heavy armor, and 
  organized armies of swordsmen.
  This is the assumed PL of the 
  fantasy setting the Anachronistic 
  Adventurers 
  find 
  themselves 
  thrust into. The simple and martial 
  weapons of PL 2 are unchanged 
  from the Core Rulebook.
  PL 3: AGE OF REASON
  The 
  scientific 
  method 
  improves 
  humankind’s 
  understanding of the world. 
  Experimentation 
  becomes 
  the 
  means 
  by 
  which 
  the 
  physical 
  properties of nature are systematically 
  examined. The simple and martial weapons 
  of PL 3 are unchanged from the Core Rulebook.
  
  14
  PL 4: INDUSTRIAL AGE
  In the fourth Progress Level, the theoretical 
  knowledge of the previous era matures into 
  widespread practical application. The harnessing 
  of hydraulic, steam, and electric power creates 
  an explosion of commerce and industry. Most 
  pulp stories takes place in a PL 4 setting.
  Simple 
  Weapons: 
  Unarmed 
  strike, 
  dagger, light mace, heavy mace, sickle, club, 
  morningstar, short spear, handaxe, pistols.
  Martial Weapons: Throwing axe, light 
  hammer, light pick, sap, short sword, rapier, 
  scimitar, shotguns, carbines, rifles. All other 
  simple and martial weapons are exotic weapons 
  at  this PL.
  PL 5: INFORMATION AGE
  The Industrial Age relied on chemical 
  power, but in the Information Age, computer 
  technology and electronics rule supreme. This 
  Progress Level represents the current “modern” 
  world, and is the home PL of many anachronistic 
  adventurers.
  Simple Weapons: Unarmed strike, dagger, 
  light mace, heavy mace, club, short spear, pistols
  Martial Weapons: Morningstar, throwing 
  axe, handaxe, light hammer, light pick, sap, 
  short 
  sword, 
  rapier, 
  scimitar, 
  shotguns, 
  carbines, rifles. All other simple and martial 
  weapons are exotic weapons at this PL.
  PL 6–PL 8: FUSION AGE, GRAVITY AGE,
  ENERGY AGE
  The development of fusion power provides 
  an efficient, nonexpendable energy source that 
  almost obliterates the need for chemical fuel 
  sources signaling the fusion age. Technologies 
  from here forward are the PL of science fiction 
  stories, and are beyond the assumed scope of 
  the Anachronistic Adventurers line.
  Simple Weapons: Unarmed strike, dagger, 
  mace light, mace heavy, club, pistols.
  Martial Weapons: Morningstar, sap, short 
  sword, rapier, scimitar, shotguns, carbines, 
  rifles. All other simple and martial weapons are 
  exotic weapons at this PL.
  using progress levels
  Every character is assumed to be proficient 
  with a single PL, representing the PL of their 
  background experience. When a character gains 
  simple weapons or martial weapons, check 
  their PL to see what weapons are included in 
  those categories at that PL. Additionally, basic 
  familiarity with all common armor, vehicles, 
  and gear common at that PL is included with 
  proficiency in the PL.
  Whenever a character would gain a weapon 
  or armor proficiency he already possesses (such 
  as simple weapon proficiency) from a source tied 
  to a specific era (such as levels of a base class, 
  prestige class, archetype common in the era), he 
  may instead take a Progress Level Proficiency 
  appropriate to the source’s era.
  Slightly more detailed rules on Progress 
  Levels and how they can affect play can be found 
  in Anachronistic Adventurers: The Enforcer.
  Special Thanks: To my players and primary 
  playtesters, many of whom have been putting 
  up with crazily overconfident (and sometimes 
  overcompetent) foes in my games for decades. 
  The Fourfold Scions: Ian Allen, M. Newell Curlee, 
  Lj Stephens. Envoys of the Silent Emperor: Carl 
  Gilchrist, John Menzie, Lj Stephens.
  
  15
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and Super Genius 
  Entertainment company names and logos; the “Anacronistic Adventurer’s” The Investigator” 
  name and logo; all artwork, backgrounds, and logos; all trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige 
  classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the 
  names of abilities presented within this book are Open Game Content as described in Section 
  1(d) of the License.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be added 
  to or subtracted from this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the 
  We err on The SiDe of aWeSome!
  CreDiTS
  Designer:
  Owen K.C. Stephens
  Editor:
  Jeremy Miller
  Cover Art:
  Norm Saunders
  Interior Art:
  Norm Saunders, Tom Floyd, OWC, Yuri Makarov
  Creative Director:
  Stan!
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Project Manager:
  Lj Stephens
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2012 Super Genius Entertainment
  For more information about Super Genius Games and our upcoming products, follow 
  us on Facebook: www.facebook.com/supergeniusgames, via Twitter: Owen: @Owen_
  Stephens, Stan: @stannex, and/or Hyrum: @savageplanet, or at our Yahoo Group: http://
  games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  
  Super Genius Entertainment All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from 
  Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this 
  product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game 
  and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com 
  pathfinderRPG/compatibility for more information on the compatibility license.
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, independent Agreement 
  with the owner of such Trademark or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathﬁnder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors 
  Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, 
  Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy 
  Collins, and JD Wiker.
  Anachronistic Adventurers: The Enforcer. Copyright 2011, Super Genius Games. Author: Owen 
  K.C. Stephens
  Anachronistic Adventurers: The Investigator. Copyright 2012, Super Genius Games. Author: 
  Owen K.C. Stephens
  Anachronistic Adventurers: The Daredevil. Copyright 2012, Super Genius Games. 
  Author: Owen K.C. Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Anachronistic Adventurers/Anachronistic Adventurers - The Daredevil.pdf