TEXT: 1
  “This is my BOOMSTICK!”
  – The Man That Falls from the Sky
  The tough is a rough-and-tumble free spirit, who 
  possesses what might charitably be called a recalcitrant 
  streak, or uncharitably be called “rage issues.” A tough 
  does not like to be told what to do, where to go, or how 
  to act, and he absolutely does not accept the idea that 
  he is going to lose (even when he has clearly, logically 
  already lost). When things are calm, a tough can be 
  hard to identify from everyone else, acting the role of 
  anything from anarchist bomb-thrower to peaceful 
  member of the gardening club. But when things get 
  grim, when blood starts to flow and the tough has been 
  smashed and battered, the tough reacts differently than 
  anyone else. The more a tough is bloodied and hurt, the 
  angrier and more determined to survive, to win, the 
  tough becomes.
  Toughs often have trouble with authority, and may 
  take the easy route and live lives as bikers, bouncers, 
  rum runners, thugs, and crooks. But just as many 
  fight against their riotous, dangerous nature and seek 
  to channel their anger and strength. Toughs can be 
  found as drill sergeants, beat cops, bounty hunters, and 
  local heroes. But no matter how carefully trained their 
  fighting skills are, or neatly ordered their plans are, a 
  tough is simply different once the fit hits the shan. A 
  tough soldier may be respected, but he’s also the guy 
  quietly described as a crazy SOB. A tough firefighter is 
  respected and honored, but people get nervous when 
  they are assigned to his squad. A tough seems to be able 
  to survive things that should leave him a smoldering 
  corpse, and displays a refusal to quit that sometimes 
  gets his more fragile allies killed. 
  A tough is a heck of an ally... if you can survive the 
  friendship.
  
  2
  Table 1: The Tough
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +1
  +2
  +0
  +0
  Archetype, back to the wall
  2
  +2
  +3
  +0
  +0
  —
  3
  +3
  +3
  +1
  +1
  Tough talent
  4
  +4
  +4
  +1
  +1
  Bonus feat
  5
  +5
  +4
  +1
  +1
  —
  6
  +6/+1
  +5
  +2
  +2
  —
  7
  +7/+2
  +5
  +2
  +2
  Tough talent
  8
  +8/+3
  +6
  +2
  +2
  Bonus feat
  9
  +9/+4
  +6
  +3
  +3
  —
  10
  +10/+5
  +7
  +3
  +3
  —
  11
  +11/+6/+1
  +7
  +3
  +3
  Tough talent
  12
  +12/+7/+2
  +8
  +4
  +4
  Bonus feat
  13
  +13/+8/+3
  +8
  +4
  +4
  —
  14
  +14/+9/+4
  +9
  +4
  +4
  —
  15
  +15/+10/+5
  +9
  +5
  +5
  Tough talent
  16 
  +16/+11/+6/+1
  +10
  +5
  +5
  Bonus feat
  17 
  +17/+12/+7/+2
  +10
  +5
  +5
  —
  18 
  +18/+13/+8/+3
  +11
  +6
  +6
  —
  19 
  +19/+14/+9/+4
  +11
  +6
  +6
  Tough talent
  20 
  +20/+15/+10/+5
  +12
  +6
  +6
  Tough as nails
  Alignment: A tough can be of any non-
  lawful alignment. The wild, carefree, and even 
  vengeful nature of a tough is impossible for a 
  lawful character to maintain.
  Hit Die: d12
  Starting Wealth: At 1st level a tough 
  begins play with 3d4 x 10 gp.
  Class skills
  The tough’s class skills are Climb (Str), 
  Intimidate (Cha), Perception (Int), Profession 
  (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), 
  and Swim (Str). Additionally, any character who 
  begins play as a tough can select two additional 
  skills as class skills, to represent the benefit of 
  Class Features
  All of the following are class features of the 
  tough.
  Proficiencies: A tough is proficient with 
  simple weapons, martial melee weapons, light 
  armor, and a single Progress Level (see Progress 
  Level Proficiencies at the end of this product).
  Archetype: Not every tough is motivated 
  to make the same kind of crazy decisions, nor 
  do they all channel their fury and determination 
  into the same channels. At 1st level, each 
  tough selects an anachronistic archetype to 
  represent his focus and background training. 
  Once selected, this choice cannot be changed. 
  Each archetype provides a tough 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 tough character rules.
  Back to the Wall (Ex): A tough is at his 
  toughest when he’s already taken a beating. Like 
  a cornered rat or wounded bear, rather than get 
  weak or give up when badly injured, a tough is 
  driven to fight harder and more relentlessly. 
  When a tough is battered (see new conditions, 
  later in this product) he gains a +2 bonus to his 
  attack rolls, damage, armor class, and saving 
  throws. This increases to a +3 bonus at 8th level 
  and to +4 at 16th level.
  Tough Talents: As a tough gains experience, 
  he learns a number of talents that aid him and 
  confound his foes. At 3rd level, a tough gains 
  one tough talent. He gains an additional tough 
  talent for every four levels of tough attained 
  after 3rd level. Unless otherwise specified, a 
  tough cannot select an individual talent more 
  than once.
  growing up with the superior education options 
  of a modern advanced society. These skills should 
  be appropriate to the character’s background. 
  A tough who grew up fighting werewolves 
  and moonshine sorcerers in the backwoods of 
  Appalachia can reasonably select Use Magic 
  Device as an additional class skill. A street-thug 
  who never faced anything more unusual than 
  gang members from one block over until he 
  discovered that the new drug “gate” can actually 
  send you to a fantasy universe is limited to skills 
  with no ties to magic.
  Skill Ranks per Level: 3 + Int modifier.
  
  3
  Blood and Guts (Ex): Whenever the tough 
  is battered (see new conditions) he gains a +4 
  bonus to attack rolls to confirm critical threats, 
  and ignores half the hardness and DR of any 
  target he hits.
  Damage Reduction (Ex): The tough gains DR 
  1/– . This stacks with damage reduction the 
  tough gains from any one other source. This 
  talent may be selected more than once, but no 
  more often than once plus one per 5 full tough 
  levels. Each time it is selected, the DR it provides 
  increases by one.
  Grim Determination (Ex): The tough is 
  inspired to greatness when the chips are down. 
  When battered, the tough can add his bonus 
  from the back to the wall class feature to 
  Acrobatics, Climb, Escape Artist, Intimidate, 
  Ride, and Swim checks.
  Hard to Kill (Ex): The tough doesn’t pass 
  out or die when other people do. Rather than 
  be disabled when at 0 hp and unconscious at 
  negative hp values, the tough remains conscious 
  but disabled up to a number of negative hp equal 
  to his Con bonus or 1/4 his class level, whichever 
  is higher (minimum 1). A tough also doesn’t die 
  when reaching a negative hp total equal to his 
  constitution, instead adding his Con bonus or 
  1/4 his class level, whichever is higher, to the 
  negative hp total he can reach before dying.
  A tough with this talent also does not die 
  from massive damage, if that optional rule is in 
  use.
  In Your Face (Ex): Having a tough attack you 
  can be distracting, making it difficult to take 
  careful actions. When the tough makes a full 
  attack routine of melee attacks and directs them 
  all at a single foe, that foe suffers a -2 penalty to 
  attack rolls, skill checks, ability checks, and the 
  save DCs of all its spells and effects. This effect 
  lasts until the beginning of the tough’s next 
  turn. These penalties increase to -3 at 8th level, 
  and to -4 at 16th level.
  Madder Than Hell (Ex): The worse things are, 
  the madder (and more dangerous) the tough 
  gets. Whenever the tough is subject to one of 
  the following conditions, he gains a +2 bonus to 
  his attack rolls, damage, armor class, and saving 
  throws: blinded, confused, dazed, shaken, 
  sickened, or staggered. If for some reason the 
  tough can ignore or reduce the penalties from 
  the triggering condition, he does not receive his 
  madder than hell bonus.
  Mayhem (Ex): The tough can inflict 
  surprisingly 
  large 
  amounts 
  of 
  mayhem. 
  Whenever the tough makes an unarmed attack, 
  uses an improvised weapon, or uses a weapon 
  with a x3 or greater crit multiple, its threat 
  range is doubled. This talent does not stack with 
  Improved Critical, or other effects that increase 
  an attack’s threat range. A tough must be at 
  least 5th level before selecting this talent.
  Resistance (Ex): The tough is surprisingly 
  resistant to one form of energy damage. Select 
  one of the following damage types: acid, cold, 
  electricity, fire, or sonic. The tough gains 
  resistance to the selected energy type equal to 
  his Con bonus, +1/5 tough levels. This resistance 
  stacks with energy resistance from any one 
  other source.
  This talent may be taken more than once. 
  Each time it is selected, a different damage type 
  must be selected.
  
  4
  Robust (Ex): The tough is much harder to take 
  down than he looks. He gains 1 additional hit point 
  per tough level. For each tough level he gains after 
  taking this talent, he also gains 1 additional hit 
  point. If the tough gains an additional hit point for 
  taking tough as a level in his favored class, he gains 
  yet another bonus hit point.
  Example: El Grande is a professional masked 
  wrestler who periodically faces off against vampires 
  and robots built by the devil. He is a 5th level tough, 
  has tough as a favored class, and has talent the 
  robust talent. His hit dice and Con modifier alone 
  give him 43 hit points. Because he has five levels of 
  tough and robust, he gains 5 additional hit points. 
  At each of his five tough level he also selected +1hp 
  as his favored class bonus for +5 hp, but because he 
  has the robust talent that increases to +10 hp. El 
  Grande thus has a total of 58 hp.
  Seeing Red (Ex): The tough is barely in control 
  of himself when badly injured, and is beyond the 
  control of anyone else. When battered and unable 
  to take 10 on skills (as a result of combat or similar 
  stress and distractions) the tough cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills 
  (except Acrobatics, Fly, Intimidate, and Ride) or 
  any ability that requires patience or concentration. 
  Additionally, while battered the tough is immune to 
  all mind-affecting spells and effects.
  Snarl (Ex): The tough has a truly frightening 
  face when dealing or taking large amounts of 
  damage. When the tough is damaged by a critical 
  hit (and not knocked unconscious or killed), or if 
  the tough damages a foe with an unarmed attack, 
  improvised weapon, or weapon with a x3 or greater 
  crit multiplier,  as an immediate or swift action the 
  tough may make an Intimidate check to demoralize 
  his attacker or target.
  Too Dumb To Die (Ex): The tough simply 
  ignores damage he doesn’t see coming. If the 
  tough is flat-footed, has lost his Dex modifier to 
  AC, or is flanked, he reduces the first hp damage 
  he takes each round by half his level. In the case 
  of being flanked, this only applies to damage 
  dealt by a flanker.
  Your Biggest Problem: The tough demands 
  that those he attacks pay attention to him, 
  and can punish them if they don’t. If the tough 
  attacks a foe with a melee attack, and foe does 
  not take steps to defend itself or retaliate on 
  its next turn (see below), the tough gains a +1 
  bonus to attack and damage rolls against the 
  target on his next turn. This bonus increases to 
  +2 at 8th level, and +3 at 16th level.
  A foe avoids triggering these bonuses if, 
  before the tough’s next turn, it takes a full 
  defense action, a withdraw action, attacks the 
  tough, makes the tough the target of a spell 
  or effect, or includes the tough in the area of a 
  spell or effect.
  Unstoppable (Ex): When hurting, the tough 
  can focus his pain and rage into accomplishing 
  amazing things. When battered and making 
  an attack roll, saving throw, ability check, or 
  skill check, if the tough’s natural die roll is a 
  2-10 (the die roll shows a result from 2 to 10), 
  the tough may decide to reroll the check. This 
  decision is made after the tough knows his total 
  check result, but before the GM reveals any 
  information about the success of the check. This 
  reroll gains a bonus equal to half the tough’s 
  level, and the second roll must be taken even if 
  it is worse. The tough may do this once a day, 
  plus one additional time per day for every five 
  full tough levels he has.
  Wrath (Ex): The tough can land a melee 
  weapon attack with ferocity that causes it to 
  deal additional damage. When the tough makes 
  a single melee attack as a standard action, he 
  can add his Constitution or Charisma modifier 
  (tough’s choice) to the damage dealt. 
  Bonus Feats: A tough gains a bonus feat at 
  4th level, and again at 8th, 12th, and 16th level. 
  These bonus feats must be selected from those 
  listed as combat feats (sometimes
  also called “fighter bonus feats”) or one of 
  the following feats: Diehard, Endurance, Great 
  Fortitude, Heroic Defiance, Heroic Recovery, 
  Improved Great Fortitude, Improved Iron Will, 
  Iron Will, and Toughness.
  Tough As Nails (Ex): At 20th level 
  the tough is so hard to put down he’s often 
  described as unkillable. Once per round when 
  an attack or effect would kill the tough, knock 
  him unconscious, or render him helpless, the 
  tough may make a Fortitude saving throw to 
  take minimum damage (from an attack) or 
  ignore an effect (if it would leave him helpless 
  without dealing damage). The saving throw’s 
  DC is equal to the DC of the effect if it normally 
  allows a save, or 10 + character level (or 10 + 
  caster level) of whoever created the effect if it 
  does not normally allow a saving throw.
  archeTypes
  While a tough character can take any 
  anachronistic archetype (see sidebar), the 
  following archetypes work particularly well 
  with the features of the tough class.
  
  5
  Monster sMasher
  A monster smasher has a knack for punching 
  horrors and abominations right in the teeth, and 
  making it hurt like hell. Many monster smashers 
  develop these abilities over time after facing 
  some unspeakable atrocity in a dark ally and 
  discovering the world is a more dangerous place 
  than they believed. Others simply have a natural 
  aptitude for hurting offenses against nature and 
  fall into monster-smashing without much effort.
  Monster smashers are often seen as local 
  heroes, but they can also develop reputations 
  for being too brash, too arrogant, or too greedy. 
  While some monster smashers seek out evil 
  monsters to oppose their vile ways, others smash 
  monsters only when the money is right, and a 
  few even see all inhumans as freaks and hunt 
  and hurt them for fun. However, in places where 
  monsters are a new phenomenon or monstrous 
  horrors have ruled unopposed for generations, 
  a monster smasher of any temperament is often 
  held up as a paragon of humanoid resistance to 
  the terrors of the night.
  Monster Smash (Ex): The core ability of the 
  monster smasher is to hit a creature so hard it 
  cannot focus on its monstrous abilities... at least 
  for a few seconds. The monster smash attack 
  can be added as a free action to any one melee 
  or thrown weapon attack the monster smasher 
  makes each round. The monster smasher must 
  declare he is using this ability before making 
  his attack roll (thus, a failed attack roll ruins the 
  attempt).
  If the attack hits and damages a creature, 
  that foe must make a Fortitude saving throw 
  (DC 10 + 1/2 your class level + Con modifier), in 
  addition to the attack dealing damage normally. 
  A defender who fails this saving throw is unable 
  to use any spell-like or supernatural ability for 1 
  round (until just before the monster smasher’s 
  next turn). A monster smasher may use this 
  ability a number of times per day equal to his 
  monster smasher level.
  Smash Lore (Ex): While monster smashers 
  are rarely of a scholarly bent, they tend to pick 
  up bits of knowledge about the foes they often 
  face. At 2nd level, a monster smasher may make 
  a special level check (d20 + Int or Wis modifier, 
  whichever is higher) in place of an appropriate 
  Knowledge check to identify monsters and their 
  special powers or vulnerabilities. This ability 
  works on any creatures not of the animal or 
  humanoid type, and has the same DC as a trained 
  Knowledge check for the same creature.
  Antimonster Fu (Ex): At 5th level, the 
  monster smasher’s ability to fight monsters has 
  expanded to give him specific benefits against 
  creatures he knows possess specific kinds of 
  special attacks or abilities. The monster smasher 
  selects one of the following monster abilities: 
  breath weapon, change shape, constrict, energy 
  drain, engulf, fear, frightful presence, gaze, grab, 
  incorporeal, paralysis, poison, pounce, rake, 
  rend, rock throwing, swallow whole, trample, 
  trip, or web. When the monster smasher makes a 
  smash lore check to identify monsters and their 
  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 toughs are determined warriors able to call on reserves of 
  tenacity and ruggedness when injured, 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 tough 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 tough) to represent stunt drivers, shock troopers, and 
  gangbangers from multiple different eras and origins by selecting appropriate 
  archetypes. The skills and abilities of a street thug who knows that ghouls lurk in 
  the big city’s sewers are not the same as those of a professional masked wrestler, 
  but a tough 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 toughs.
  Further, more anachronistic archetypes are available in Anachronistic 
  Adventurers: The Daredevil, Anachronistic Adventurers: The Enforcer (and these 
  are also particularly appropriate for many tough character concepts), and 
  Anachronistic Adventurers: The Investigator – and yet more will be presented in 
  upcoming Anachronistic Adventurers products. Any anachronistic adventurer 
  class can use any anachronistic archetype. In some cases this might lead to sub-
  optimal 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 tough class can 
  use any archetypes from those books (for which it meets the prerequisites) in 
  place of an anachronistic archetype. 
  
  6
  special powers or vulnerabilities, a successful 
  check always reveals if the monster has the select 
  special ability in addition to whatever other lore 
  is gained by the check.
  When facing a creature he knows has the 
  selected ability (either because of a successful 
  smash lore check, or as a result of having seen 
  the ability in use), the monster smasher gains 
  a +2 bonus on Bluff, Knowledge, Perception, 
  Sense Motive, and Survival checks against 
  the creatures. Likewise, he gets a +2 bonus on 
  weapon attack 
  and damage rolls against 
  them, and 
  on saving throws against 
  their 
  spells and effects. 
  At 9th level, the monster 
  smasher selects an additional 
  monster ability he may apply his 
  antimonster fu bonuses against, and the 
  bonuses increases to +4. If a monster has 
  multiple abilities the monster smasher has 
  selected, he does not receive the bonus multiple 
  times. He selects an additional ability (and 
  increases the bonuses by an additional +2) at 
  13th and 17th level.
  Monster Smasher Talents: As a monster 
  smasher advances in level, he gains monster 
  smasher talents selected from the list below. He 
  gains his first such talent at 6th level, and gains 
  additional monster smasher talents at 12th and 
  18th level.
  Become the Monster (Su): Being repeatedly 
  exposed to the magic attacks of monsters 
  can have a lasting effect on a monster smasher, 
  causing him to develop his own monstrous 
  traits. When this talent is selected, the monster 
  smasher chooses one of the following benefits: 
  amphibious (natural swim rate equal to half 
  movement ate, may hold breath for a number 
  of minutes equal to 5 x Constitution score), bite 
  attack (1d4 Small/1d6 Medium, primary attack), 
  darkvision (60 feet), low-light vision, swift (+10 
  feet to movement rate), tough hide (increase 
  natural armor by +1). Once selected, this benefit 
  cannot be changed. The monster smasher may 
  select this talent more than once. Its effects do 
  not stack. Each time it is selected, a different 
  benefit must be selected.
  Monster Shooter (Ex): The monster smasher 
  can apply the monster smash ability to any attack 
  made against an appropriate foe within 30 feet.
  School of Hard Knocks (Ex): The monster 
  smasher learns to apply his antimonster fu 
  against foes on the fly. Once per day if he makes 
  a smash lore check that exceeds a creature’s 
  lore DC by 5 or more, and the monster has an 
  ability on the list of possible antimonster fu 
  monster abilities that is not one the character 
  has selected, the monster smasher may apply 
  his antimonster fu bonuses against the creature 
  as if he had selected the monster’s ability. This 
  bonus lasts for a number of rounds equal to the 
  monster smasher’s class level. This talent may be 
  taken more than once. Each time, it allows the 
  monster smasher to use it one additional time 
  per day.
  The Bigger They Are (Ex): The monster 
  smasher has learned how to fight larger foes 
  more effectively. He gains a +2 bonus on his CMB 
  when making a maneuver against a foe at least 
  one size larger than himself, and a +2 bonus to 
  his CMD against maneuvers made by creatures 
  at least one size larger than himself. This talent 
  can be taken more than once. Its effects stack.
  
  7
  outrider
  An outrider is a daring vehicle operator who 
  is able to operate as an advanced recon unit, a 
  vehicular combatant, or a support member of 
  a team with easy transportation ready to carry 
  friends to the next adventure. Outriders can 
  represent members of a biker gang, ace pilots, 
  military scouts, mechanized cavalry, steampunk 
  cowboys, or road raiders in an apocalyptic future 
  of armor plated cars.
  The outrider archetype works best in games 
  where encounters regularly take place in open 
  areas and on a large scale, to ensure her abilities 
  with a vehicle aren’t useless or rarely relevant. 
  It’s certainly possible for a motorcycle-riding 
  outrider to take part in dungeon crawls and 
  tomb raiding, but a player should discuss his 
  expectations for an outrider character prior to 
  character creation.
  The outrider assumes the use of the vehicle 
  rules (from Ultimate Combat) and the relative 
  positioning rules (see below).
  Combat Vehicle Operations (Ex): The 
  outrider is a master of vehicular combat. She 
  is proficient with all weapons mounted on or 
  built into vehicles (including siege weapons – 
  see Ultimate Combat for more information on 
  siege weapons and vehicles) and is able to drive, 
  pilot, or operate any vehicle after 1-6 minutes 
  of study.
  Additionally, once a round when the 
  outrider’s vehicle is hit in combat, she may 
  attempt a Ride check (as an immediate action) to 
  negate the hit. The hit is negated if her Ride check 
  result is greater than the opponent’s attack roll. 
  This talent also counts as the Mounted combat 
  feat for purpose of meeting feat prerequisites, 
  and any feat the outrider takes that does have 
  Mounted Combat as a prerequisite she may use 
  for a vehicle.
  Vehicle Focus (Ex): At 2nd level the 
  outrider gains special mastery in one kind of 
  vehicle. The outrider selects one type of vehicle 
  available in the campaign, as defined by the 
  GM (typical choices might include motorcycles, 
  cars, trucks, big rigs, prop planes, jet planes, 
  helicopters, airships, boats, and submarines). 
  When she is the driver, pilot, or operator of a 
  vehicle of this type, the vehicle gains a +1 dodge 
  bonus to AC, and the outrider receives a +1 
  bonus to all Ride checks made to operate the 
  vehicle and attack rolls made with the vehicle’s 
  weapons. The outrider’s selects an additional 
  vehicle type to specialize in at 6th, 12th, and 
  18th level. Her vehicle focus bonus (for all her 
  specialized vehicles) increases to +2 at 6th level 
  +3 at 12th, and +4 at 16th.
  In a campaign where vehicles are rare or 
  unknown, a GM may allow the outrider to take 
  the Vehicle Golem feat (see below) at 2nd level, 
  rather than gain Vehicle Focus. The outrider 
  then receives a +1 vehicle focus at 6th level, +2 
  at 12th, and +3 at 18th.
  Outrider Talents: The specialties of 
  outriders vary by training and experience, often 
  causing two drivers or pilots to be masters of 
  very different skills and tactical options. As an 
  outrider advances in level, she gains outrider 
  talents selected from the list below. She gains 
  her first outrider talent at 5th level, and gains 
  additional outrider talents at 9th, 13th, and 
  17th level. Also, whenever an outrider gains a 
  talent choice from her base class, she can choose 
  one of these outrider talents instead.
  Ace (Ex): The outrider takes no penalty to 
  attacks made as part of a dogfight maneuver (see 
  the relative Positioning rules, below), and gains a 
  +4 bonus to her VCD against dogfight maneuvers 
  made by other driver/pilots.
  Come On Baby! (Su): The special bond between 
  an outrider and a vehicle she controls can actually 
  extend to the metaphysical. Once per day, the 
  outrider can repair damage to her vehicle as a swift 
  action. She must be driving/piloting the vehicle to 
  use this ability, and the vehicle must be functioning 
  (though it can have the broken condition, as long 
  as some part of it is still functional). The outrider 
  restores 1d6 hp of damage per class level.
  Dive From The Sun (Ex): When operating a 
  vehicle she receives a vehicle focus bonus with, the 
  outrider can select one foe or enemy vehicle that is 
  unaware of her, and make a Stealth check to avoid 
  being detected until she attacks, or the beginning 
  of her next round.
  Drive Offensively (Ex): When the outrider 
  successfully performs a buzz maneuver (see 
  the relative Positioning rules, below) the DC of 
  vehicles attempting to perform close, dogfight, or 
  ram maneuvers against her is 5 higher than the 
  maneuver the outrider selected.
  For example, Armelia Erhild is flying her D-51 
  Griffin fighter through the streets of Berlin, chased 
  by six rocketruppen. She decides to perform a buzz 
  maneuver, selecting a DC of 25. Her VCB check 
  totals 27, barely allowing her to turn her fighter 
  plane on edge and fly between two buildings. The 
  six rocketruppen must make DC 30 VCB checks to 
  attempt to close, dogfight, or ram Erhild on their 
  next turn (rather than the DC 25 required by a 
  standard buzz maneuver).
  
  8
  Gunner (Ex): The outrider can add her vehicle 
  focus bonus to damage dealt with weapons 
  attached to or built in to any vehicle, as well 
  as to damage done by ramming a target with a 
  vehicle under her control.
  Heck’s Angel (Ex): When driving or piloting 
  a vehicle she receives a vehicle focus bonus for, 
  the outrider and her vehicle have a minimum 
  AC of 10 + her outrider level. If the vehicle is 
  stationary, or the outrider loses her Dex bonus 
  to AC, she and the vehicle instead use their 
  normal AC. Additionally, the outrider can hop 
  on/climb into a vehicle adjacent to her, or climb 
  out/dismount from it, as a swift action (and 
  also start or turn off the vehicle as part of this 
  action).
  Omnipilot (Ex): The outrider gains her 
  vehicle focus bonus with all vehicles.
  Thin Out the Mix (Ex): The outrider can make 
  minor adjustments to her vehicle each day – 
  cleaning its control surfaces, doing maintenance 
  on its engine and systems, tightening its joints, 
  mixing special fuels – to increase its move rate. 
  This takes one hour, and may only be done to 
  vehicles the outrider has a vehicle focus bonus 
  with. The vehicle’s movement rate is increased 
  by 20% for the next 24 hours.
  Master oF arMs
  The master of arms is an expert in dealing 
  damage and performing stunts with weapons 
  in general and one specific weapon (or related 
  group of weapons) in particular. Some masters 
  of arms focus on unarmed attacks or wrestling 
  maneuvers, while others train themselves in 
  exotic weapons favored by esoteric fighting 
  styles or the warrior’s weapons common to their 
  culture. A master of arms can do things with his 
  weapons no one else can, and understands how 
  best to destroy his foes with the tools to which 
  he has chosen to dedicate himself.
  A few masters of arms are gentlemen 
  scholars, academics who have undertaken the 
  study of a weapon so to better understand it 
  from an intellectual standpoint, and others are 
  gladiators or other professional sports-fighters 
  who dedicate themselves to the devices of 
  mayhem encouraged by their sport as a racer 
  learns to master his racecar. Many more are 
  soldiers, guardsman, or assassins who have 
  focused on just one aspect of their militant 
  careers -- the art of weaponscraft. But some 
  masters of arms have spent no time studying 
  their weapons of choice at all – they simply 
  have an innate connection with instruments of 
  destruction.
  Arms Mastery (Ex): At 1st level the master 
  of arms selects a weapon group (outlined 
  below). He is proficient with all weapons in 
  the group (and if the group includes unarmed 
  attacks, the master of arms gains the Improved 
  Unarmed Attack feat as a bonus feat). When 
  using a weapon from the group, he gains the 
  group benefit listed for the weapon group.
  Additionally, the damage dealt by the master 
  of arms’ attacks with a weapon from his weapon 
  group may be higher than its normal damage. 
  Whenever the master of arms rolls damage with 
  his weapon, in addition to the base dice of the 
  weapon, he rolls minimum weapon damage dice 
  based on his level (as detailed below). If the 
  minimum weapon dice result is higher than the 
  weapon’s base damage die result, the master 
  of arms uses the minimum damage (adding all 
  other modifiers to it normally).
  
  9
  For example: Lord Bob the Mithral Marshal 
  -- a 7th level master of arms with the heavy 
  blades group, is attempting to stop a fiendish 
  giant crocodile from reaching a schoolbus of 
  orphans. He has a +1 shocking greatsword and 
  an 18 Strength, and is dealing 2d6+7 plus 1d6 
  electricity (of which the 2d6 is the weapon’s 
  base damage). He makes a full attack action and 
  successfully hits twice. On the first attack he 
  rolls his damage, getting 10 on the base 2d6 and 
  3 on the electricity, and rolls his minimum die 
  for a 7th level master of arms, 1d8 (getting a 2). 
  Since his 2d6 base damage dice result is higher 
  than his minimum damage die of 2, his total 
  damage is 20 (10 base damage dice + 3 electricity 
  +7) hp. On his second attack, however, he rolls 
  3 on his base 2d6, 6 on his electricity die, and 
  5 on his minimum damage die. Since 5 is more 
  than his weapon’s base damage of 3 he deals 18 
  (5 minimum damage die + 6 electricity die +7) 
  hp.
  Rather than master an entire weapon group, 
  a master of arms may choose to take only a 
  single weapon within a group. He still receives 
  the group benefit when making attacks with his 
  weapon, but treats his master of arms level as 
  being 3 higher for purposes of determining his 
  minimum damage dice.
  A master of arms gains a +1 bonus to damage 
  dealt with weapons in his weapon groups at 6th 
  level. This increases to +2 at 12th level, and +3 
  at 18th level.
  Master of 
  Arms Level
  Minimum 
  Weapon Damage
  1-3
  1d6 (1d4 Small)
  4-7
  1d8 (1d6 Small)
  8-11
  1d10 (1d8 Small)
  12-15
  2d6 (1d10 small)
  16-19
  2d8 (2d6 Small)
  20
  2d10 (2d8 Small)
  21+
  3d8 (2d10 Small)
  Weapon groups are defined as follows (GMs 
  may add other weapons to these groups, or add 
  entirely new groups):
  Axes: bardiche, battleaxe, dwarven waraxe, 
  greataxe, handaxe, heavy pick, hooked axe, 
  knuckle axe, light pick, mattock, orc double axe, 
  pata, and throwing axe.
  Group Benefit: Increase weapon’s threat range 
  by 1. This is done after all other modifications to 
  the threat range. Thus a greataxe has a threat 
  range of 19-20, while a keen battleaxe has a 
  threat range of 18-20.
  Blades, Heavy: bastard sword, chakram, 
  double chicken saber, double walking stick 
  katana, dueling sword, elven curve blade, 
  falcata, falchion, flambard, greatsword, great 
  terbutje , katana, khopesh, klar, longsword, 
  nine-ring 
  broadsword, 
  nodachi, 
  scimitar, 
  scythe, seven-branched sword, shotel, temple 
  sword, terbutje, and two-bladed 
  Group Benefit: Gain a +1 shield bonus to AC 
  when a heavy blade is equipped. If the master 
  of arms loses his Dex bonus to AC, he also loses 
  this shield bonus.
  Blades, Light: bayonet, butterfly knife, 
  butterfly sword, chakram, dagger, gladius, hunga 
  munga, kama, katar, kerambit, kukri, madu, 
  pata, quadrens, rapier, sawtooth sabre, scizore, 
  shortsword, sica, sickle, starknife, swordbreaker 
  dagger, sword cane, wakizashi, and war razor.
  Group Benefit: When making a full attack action, 
  the master of arms may make one additional attack 
  at his full attack bonus.
  Bows: 
  composite 
  longbow, 
  composite 
  shortbow, longbow, and shortbow.
  Group Benefit: Increase weapon’s threat range 
  by 1. This is done after all other modifications to 
  the threat range. Thus a longbow has a threat range 
  of 19-20, while a longbow used in conjunction with 
  Improved Critical has a threat range of 18-20.
  Close: bayonet, brass knuckles, cestus, dan 
  bong, emei piercer, fighting fan, gauntlet, heavy 
  shield, iron brush, katar, light shield, madu, mere 
  club, punching dagger, rope gauntlet, sap, scizore, 
  spiked armor, spiked gauntlet, spiked shield, 
  tekko-kagi, tonfa, unarmed strike, wooden stake, 
  and wushu dart.
  Group Benefit: The master of arms gains a +4 
  bonus to Initiative checks when armed with a 
  weapon from this group, and may make additional 
  attacks of opportunity each round with these 
  weapons equal to his Wisdom bonus (minimum +1 
  attack).
  Crossbows: double crossbow, hand crossbow, 
  heavy 
  crossbow, 
  launching 
  crossbow, 
  light 
  crossbow, heavy repeating crossbow, light repeating 
  crossbow, and tube arrow shooter.
  Group Benefit: Making ranged attacks with the 
  weapon does not provoke an attack of opportunity.
  
  10
  Double: chain spear, dire flail, dwarven 
  urgrosh, gnome hooked hammer, orc double 
  axe, quarterstaff, and two-bladed sword.
  Group Benefit: Gain a +1 shield bonus to AC 
  when a heavy blade is equipped. If the master 
  of arms loses his Dex bonus to AC, he also loses 
  this shield bonus.
  Firearms: all one-handed, two-handed, 
  and siege firearms.
  Group Benefit: As a swift action, the master 
  of arms may make a special Intimidate check 
  to demoralize a foe damaged by one of these 
  weapons, using his total attack bonus in place 
  of his Intimidate bonus.
  Flails: battle poi, bladed scarf, chain spear, 
  dire flail, double chained kama, flail, flying 
  blade, heavy flail, kusarigama, kyoketsu shoge, 
  meteor hammer, morningstar, nine-section 
  whip, nunchaku, sansetsukon, scorpion whip, 
  spiked chain, urumi, and whip.
  Group Benefit: Attacks made this weapon 
  ignore shield bonuses to AC.
  Hammers: aklys, battle aspergillum, club, 
  greatclub, heavy mace, light hammer, light 
  mace, mere club, taiaha, tetsubo, wahaika, and 
  warhammer.
  Group Benefit: Increase weapon’s threat range 
  by 1. This is done after all other modifications to 
  the threat range. Thus a club has a threat range 
  of 19-20, while a club used in conjunction with 
  Improved Critical has a threat range of 18-20.
  Monk: bo staff, brass knuckles, butterfly 
  sword, cestus, dan bong, double chained kama, 
  double chicken saber, emei piercer, fighting 
  fan, hanbo, jutte, kama, kusarigama, kyoketsu 
  shoge, lungshuan tamo, monk’s spade, nine-ring 
  broadsword, nine-section whip, nunchaku, 
  quarterstaff, rope dart, sai, sansetsukon, 
  seven-branched sword, shang gou, shuriken, 
  siangham, temple sword, tiger fork, tonfa, 
  tri-point double-edged sword, unarmed strike, 
  urumi, and wushu dart.
  Group Benefit: When making a full attack 
  action, the master of arms may make one 
  additional attack at his full attack bonus.
  Natural: unarmed strike, all natural 
  weapons (such as bite, claw, gore, tail, and 
  wing), and combat maneuvers made without a 
  weapon or special effect.
  Group Benefit: A successful CMB check to 
  perform a maneuver against a foe allows the 
  master of arms to deal his unarmed damage to 
  the foe.
  Polearms: bardiche, bec de corbin, bill, 
  glaive, glaive-guisarme, guisarme, halberd, 
  hooked lance, lucerne hammer, mancatcher, 
  monk’s spade, naginata, nodachi, ranseur, 
  rhomphaia, tepoztopilli, and tiger fork.
  Group Benefit: As a swift action the master 
  of arms may change his grip, adding the reach 
  property to or removing it from the weapon.
  Spears: amentum, boar spear, chain spear, 
  javelin, harpoon, lance, longspear, pilum, 
  shortspear, sibat, spear, tiger fork, and trident.
  Group Benefit: When making a full attack 
  action, the master of arms may make one 
  additional attack at his full attack bonus.
  Thrown: aklys, amentum, atlatl, blowgun, 
  bolas, boomerang, chakram, club, dagger, 
  dart, halfling sling staff, harpoon, hunga 
  munga, javelin, lasso, kestros, light hammer, 
  net, poisoned sand tube, rope dart, Shoanti 
  bolas, shortspear, shuriken, sling, sling glove, 
  spear, starknife, throwing axe, throwing shield, 
  trident, and wushu dart.
  
  11
  Group Benefit: Making ranged attacks with 
  the weapon does not provoke an attack of 
  opportunity.
  Master of Arms Talents
  As masters of arms continue to train and 
  learn the secrets of their weapons, they gain 
  additional tricks, selecting master of arms 
  talents from the list below. A master of arms 
  gains his first master of arms talent at 5th level, 
  and gains additional talents at 9th, 13th, and 
  17th level.
  Combat Mastery (Ex): The master of arms 
  may select a combat feat as a bonus feat. He may 
  ignore any ability score prerequisites, and treats 
  his master of arms level as his fighter level for 
  other prerequisites. However, the master of 
  arms may only use this feat when equipped with 
  a weapon he can apply his arms mastery ability 
  to (if the feat applies to an attack, he may only 
  apply it to attacks made with a weapon he can 
  apply his arms mastery ability to).
  This talent may be selected more than once, 
  gaining a different bonus combat feat each time.
  Combat Maneuvers (Ex): A master of arms 
  with this talent may substitute bull rush, dirty 
  trick, or reposition combat maneuvers for 
  melee attacks made with a weapon he can apply 
  his arms mastery to (including attacks made 
  as part of a full attack routine or attacks of 
  opportunity).
  Combat Tricks (Ex): When the arms master 
  makes a full attack action, and directs all his 
  attacks at the same target, he may also make 
  a bull rush, dirty trick, or reposition combat 
  maneuver against the target as a swift action. 
  This maneuver does not provoke an attack of 
  opportunity.
  Master of Many Arms (Ex): The master of 
  arms selects an additional weapon group to 
  which he may apply his arms mastery ability. 
  (Alternatively he may select a single additional 
  weapon, as detailed in arms mastery). If a 
  master of arms uses a weapon in more than one 
  group he can apply arms mastery to, he may 
  apply multiple different group benefits at once, 
  but cannot stack the effects of group benefits 
  with the same modifier.
  Rapid Attacks (Ex): When making a full 
  attack action with a weapon he can apply his 
  arms mastery ability to, the master of arms may 
  make one additional attack at his full attack 
  bonus. This stacks with group benefits granting 
  the same advantage (allowing two additional 
  attacks). A master of arms must be at least 9th 
  level to select this talent. It may be selected a 
  second time by a master of arms of 17th level.
  Wise Guy
  A wise guy is a cruel, vicious, often 
  heartless opportunist who has learned to 
  hide his barbaric tendencies beneath a mask 
  of acceptable, civilized behavior. The wise guy 
  is often seething with rage, resentment, and 
  barely-contained violence, but has mastered 
  the art of looking calm and collected. A very few 
  wise guys are tortured heroes who have fought 
  their true nature to learn how to move in polite 
  society without frightening the common and 
  innocent folk, and only unleash their inner fury 
  when justice calls for an application of force. 
  However, they are very much the exception. 
  Most wise guys are drug dealers, mob bosses, or 
  tyrannical dictators who delight in hurting their 
  enemies, don’t care who they damage to get 
  their way, and gleefully employ knee-breakers 
  to enforce their will.
  The wise guy archetype can be used to represent 
  anyone who has learned to straddle the two worlds 
  of bloody conflict and polite society, from crooks 
  with natural anger management problems, to 
  traumatized ex-soldiers, to berserkers who feel 
  they were born in the wrong century.
  Class Skills: The wise guy adds Appraise, 
  Bluff, Diplomacy, Intimidate, Knowledge (local), 
  Knowledge (nobility), and Sense Motive to his list 
  of class skills. If the wise guy is added to a base class 
  that already has one or more of these skills, he may 
  select an additional class skill for each duplicate.
  Proficiencies: The wise guy is proficient with 
  all martial weapons.
  Sucker Punch (Ex): When a wise guy does 
  decide it’s time to get his hands bloody, he often 
  strikes first and strikes hard, hoping one blow puts 
  down his foe. When a wise guy makes an attack in a 
  surprise round against a foe who has not yet acted 
  he deals an additional 1d8 points of damage, +1d8 
  at 3rd level and every odd level thereafter. Abilities 
  or effects that reduce or negate damage from critical 
  hits or sneak attacks also reduce or negate damage 
  from sucker punch.
  Enigmatic (Ex): The wise guy’s ability to control 
  his emotions also makes him hard to read and affect 
  with emotional abilities. The wise guy receives a +1 
  bonus to saving throws against emotion spells and 
  effects, as well as spells and effects that determine 
  his thoughts or emotional state. Also the DC of any 
  Bluff, Diplomacy, Intimidate or Sense Motive check 
  made regarding him is +1 higher. These modifiers 
  increase to +2 at 3rd level, and an additional +1 
  every three levels thereafter.
  Beneath the Surface (Ex): The boiling ocean 
  of emotional fury a wise guy keeps hidden just 
  below his surface calm  can sometimes be glimpsed 
  
  12
  by others, who are shocked by the chaotic mix 
  of negative emotions they unexpectedly find. At 
  2nd level whenever the wise guy rolls a natural 20 
  on a saving throw against a mind-affecting spell 
  or effect, or a target rolls a natural 1 on a skill 
  check made for a Bluff, Diplomacy, Intimidate 
  or Sense Motive check made regarding him, the 
  creature creating the effect or failing the saving 
  throw must make a Will save (DC 10 +1/2 wise 
  guy level +wise guy Charisma modifier) or be 
  shaken for 1d4 rounds.
  Fearful Inspiration (Ex): The wise guy 
  can warn his allies and minions how displeased 
  he will be if they fail him, continually shouting 
  veiled threats as needed to maintain the boost 
  of adrenaline his warnings produce. Beginning 
  at 5th level he can use this ability for a number 
  of rounds per day equal to 10 + his Charisma 
  modifier. At each level after 5th a wise guy can 
  use fearful inspiration for 2 additional rounds 
  per day.
  Starting a fearful inspiration is a standard 
  action, but it can be maintained each round 
  as a free action. Fearful inspiration cannot be 
  disrupted, but it ends immediately if the wise 
  guy is killed, paralyzed, stunned, knocked 
  unconscious, or otherwise prevented from 
  taking a free action to maintain it each round. 
  At 9th level, a wise guy can start a fearful 
  inspiration as a move action instead of a 
  standard action. At 13th level, a wise guy can 
  start a fearful inspiration as a swift action.
  Targets must be able to hear the wise guy for 
  the fearful inspiration to have any effect, and 
  it is language dependent. Deaf creatures, and 
  those immune to fear, gain no benefits from a 
  fearful inspiration. An ally may choose to take 
  no benefit from a wise guy’s fearful inspiration.
  Each round, all allies affected by a wise 
  guy’s fearful inspiration may choose to use his 
  Charisma bonus in place of one of their ability 
  scores for a specific purpose. Allies may choose 
  to use the wise guy’s bonus in place of their 
  Strength or Dexterity modifier to calculate 
  attack bonuses, in place of their Constitution, 
  Dexterity, or Wisdom modifier (as appropriate) 
  to calculate their Fort, Ref, or Will save, or in 
  place of an ability modifier used to calculate a 
  saving throw for one specific spell or ability. 
  Each round an ally may choose what specific 
  modifier calculation to replace with the wise 
  guy’s bonus as a free action at the start of the 
  ally’s turn. An ally can only use the wise guy’s 
  bonus for a single modifier – an ally using the 
  wise guy’s Charisma bonus to calculate ranged 
  attack rolls instead of the ally’s Dexterity does 
  not also get to use the wise guy’s bonus for 
  reflex saves.
  Seeing people inspired by their concern for 
  his wrath also boosts the wise guy’s morale. If 
  he can see and hear at least one ally or follower 
  taking a bonus from his fearful inspiration, the 
  wise guy gains a +2 morale bonus to attack rolls, 
  skill and ability checks, and saving throws. This 
  bonus increases to +3 at 10th level, and by an 
  additional +1 every 5 levels thereafter.
  Flash of Rage (Ex): The calm veneer the 
  wise guy uses to look civilized can sometimes 
  slip very suddenly. At 6th level when the wise 
  guy is the subject of a failed Intimidate check, or 
  takes damage for the first time in an encounter, 
  he gains a +2 bonus to his attack rolls, damage, 
  armor class, and saving throws until the end of 
  his next round. If the wise guy has the back to 
  the wall class feature, he instead gains his bonus 
  from that feature until the end of his next turn.
  
  13
  New coNdiTioN: 
  baTTered
  A battered character is at 50% or less of his 
  hit point total. Being battered has no impact 
  on a character by itself, but some abilities only 
  work when a character is battered (especially 
  talents of the tough), and effects may be created 
  that work differently on battered targets.
  Temporary hit points do not alter a 
  character’s hit point total for purposes of 
  being battered. Changes to a character’s Con 
  score, resulting in his maximum hit point total 
  being raised or lowered, and hit points lost 
  as a result of a negative level do change the 
  damage a character must suffer to be battered. 
  If a battered character receives enough healing 
  to no longer be at 50% or less of his hit points, 
  he immediately stops being battered (and any 
  abilities he has that depend on being battered 
  are suspended until he is battered again).
  Being battered is fairly obvious – a character 
  has taken a lot of damage before reaching this 
  point. As a free action a character may make a 
  DC 15 Perception check (or a DC 10 Heal check 
  against targets within 20 feet) to determine if 
  a character is currently battered. (Like any free 
  action, a GM may wish to limit how many such 
  checks a character can make in a single round).
  Characters with effects based on being 
  battered (such as toughs) should note down 
  their battered hp total, and keep the number 
  updated if they experience a change in their 
  maximum hit point total.
  Vehicles
  Characters from modern settings often 
  have access to vehicles, and may bring those 
  vehicles with them into fantasy campaigns 
  with lower-progress levels. The primary rules 
  for adding vehicles to a campaign can be found 
  in Ultimate Combat, and work well when a 
  vehicle is secondary to the main focus of the 
  action. These character-scale rules can handle 
  heroes on foot running from a sedan of tommy-
  gun-toting mobsters, a single character on 
  a motorcycle driving in and out of a riot, or a 
  gang of smugglers ambushing a steam punt 
  boat with an archeological expedition on board. 
  In all these cases the main action is focusing 
  on character vs. character conflict, and a small 
  number of vehicles are interacting with those 
  characters as outliers to the general activity.
  However, if nearly everyone is in a vehicle 
  and the main focus of the encounter is vehicles 
  fighting or chasing one another, the relative 
  position vehicular rules should be used (see 
  below). If the vehicles present aren’t directly 
  interacting with the characters but are instead 
  background material, terrain, or a location (such 
  as a fight inside a dirigible, or a boarding action of 
  two stationary sea ships) then no vehicular rules 
  may be needed at all. If characters are present 
  during a conflict between major warships but 
  are themselves dealing with a smaller-scale 
  combat (such as soldiers fighting off a boarding 
  action during a major naval battle), the effect of 
  the vehicles are best handled as hazards similar 
  to naturally occurring hazards covered in the 
  Pathfinder Roleplaying Game Core Rulebook, such 
  as fires and lava.
  relative positioninG rules
  When the primary focus of an encounter 
  is vehicles interacting with other vehicles, the 
  action quickly moves beyond the ability of rules 
  built on the scale of character movement to 
  handle. If a plane is flying at a casual 90 mph, 
  it’s covering more than 150 5-foot-squares per 
  round. Making such movement meaningful 
  using the same rules designed to handle 
  characters covering 4-12 squares per round 
  leads to odd and unsatisfying results. Instead, 
  if most movement is occurring in vehicles with 
  similar kinds of move rates, it makes more sense 
  to track their movement in terms of relative 
  positions.
  Rather than keeping track of exactly how far 
  apart each vehicle is from everything else, and 
  exactly how fast each is moving, the relative 
  position rules give a general idea where they 
  are in relation to each other. Stationary objects 
  simply aren’t around long enough to matter 
  when moving at 30-250 mph, as you’ll be past 
  anything smaller than a terrain feature in less 
  than 1 round. (Though stationary objects can 
  be used as goals, hazards, and modifiers in 
  the various rules below.) What’s important 
  is whether the vehicles are close enough to 
  interact with each other, and whether they 
  can successfully get closer to or (often more 
  importantly) get away from other vehicles.
  The relative position rules introduce two 
  new concepts that figure into most relative 
  position encounters – Distance Intervals and 
  Vehicular Combat Maneuvers.
  
  14
  distanCe intervals
  Distance Intervals are an abstract measurement 
  of how far apart vehicles are when using the Relative 
  Positioning vehicle rules. Rather than note that 
  two characters are exactly 35 feet apart, distance 
  intervals tell you two biplanes are roughly as far 
  apart as you’d normally expect them to cover in 
  two rounds of movement, or two distance intervals. 
  Distance intervals are used to track the movement 
  of vehicles towards or away from one or more 
  specific point of reference (called a locus, plural 
  loci), and give both the player and GM a simple set 
  of values to work from when making both tactical 
  and roleplaying-based decisions in the middle of a 
  race across a desert.
  The exact length of distance intervals is 
  intentionally kept vague, in keeping with the loose 
  nature of the relative positioning rules. The length 
  of intervals is in fact variable, as they are longer 
  when dealing with faster vehicles (which can change 
  their position quite quickly). For the most part 
  distance intervals can be tracked with simple note-
  taking or using dice to mark the number of intervals 
  between a vehicle and a locus, though it’s certainly 
  also possible to create a visual representation with 
  models of vehicles and lines with various intervals 
  marked on them to quickly and easily know how 
  many intervals apart two vehicles are.
  While distance intervals are designed to avoid 
  specific definitions of distances, it’s sometimes 
  useful for the GM and players to have some idea 
  how far apart two vehicles are if they’re 3 intervals 
  apart. As a general rule, it can be assumed in any 
  given encounter than a distance interval is a 
  number of feet long equal to the average mph of 
  the vehicles involved in the encounter. Thus, in 
  a furious car battle through Little Hawksmoor 
  between runerunners firing tommyguns from 
  sedans at Department-13 agents in armored 
  paddy wagons, with an average speed of 45 
  mph, one distance interval is roughly 45 feet. 
  On the other hand, when the Dead Baron flies 
  his haunted triplane against Lord Stirling’s 
  Sopwith Pendragon as the two race to cross the 
  English Channel, their average speed of 150 
  mph means distance intervals are roughly 150 
  feet long for their encounter.
  loCus
  Distance intervals are measured in terms 
  of their distance from one or more loci, each 
  locus being either a vehicle determining the 
  flow of action or (more rarely) a relative moving 
  point determined by the GM. In the simplest 
  encounters there’s just one locus, as all the 
  vehicles are moving in (roughly) the same 
  direction. This is true in chase scenes, races, 
  and many running battles. In more complicated 
  encounters vehicles may break off in different 
  directions, potentially causing multiple loci to 
  be tracked.
  lead vehiCle loCi
  In a chase scene (or similar encounter) 
  the distance intervals represent the distance 
  between the lead vehicle and each vehicle 
  behind it. As a result, all vehicles can be arrayed 
  in a linear chart, measuring their intervals from 
  each other as equal to the difference in their 
  intervals from the lead vehicle. Anytime all the 
  vehicles in an encounter are moving in roughly 
  the same direction, the lead vehicle can serve as 
  the locus.
  Example: Professor Ragnarok has seized the 
  Hand of Inca, a valuable if dangerous relic, and 
  is escaping in a heavy armored bus smashing 
  through the streets of Lima, Peru. He is racing 
  toward Pier 51 where his private warship, the 
  Valhel, is docked. If he reaches the Valhel in 
  time to sail away, no force on Earth can stop 
  him. The GM rules that it’ll take the professor 
  fifteen minutes (150 rounds) to reach the peer, 
  but if he gets six intervals ahead of his pursuit 
  he successfully escapes.
  Luckily, the masked adventurer El Grande 
  is chasing Prof. Ragnarok on a motorcycle, with 
  Scry Newspaper reporter Alison Chanes in his 
  sidecar. Unfortunately, the dastardly rakshasa 
  sorcerer Shiva Khan is also chasing Prof. 
  Ragnarok with his Sky Palace dirigible, hoping 
  to get his paws on the hand of Inca.
  Since Professor Ragnarok is the vehicle 
  being chased, both El Grande and Shiva Khan 
  measure their distance intervals from the 
  professor. Initially El Grande is just two intervals 
  away, while Shiva Khan is three intervals away. 
  This also means Shiva Khan is one interval 
  behind El Grande, making it easier for the vile 
  sorcerer to attack El Grande’s motorcycle than 
  the professor’s bus.
  Each round Prof. Ragnarok makes a 
  disengage maneuver, making his VCB check 
  against the both El Grande and the pilot of Shiva 
  Khan’s dirigible. If he succeeds, the professor’s 
  van moves 1 interval away from both of them. 
  If he fails against either, the professor doesn’t 
  manage to gain a distance interval. This doesn’t 
  mean the professor’s van doesn’t move – only 
  that it hasn’t managed to increase the distance 
  between itself and its two pursuers.
  
  15
  environMental loCi
  The locus works very similarly when vehicles 
  are all moving in roughly the same direction 
  but the encounter is about accomplishing 
  something in a certain amount of time or before 
  some moving goal occurs, rather than chasing 
  a vehicle down or beating it to a location. If a 
  group of vehicles are all trying to drive across a 
  bridge before it lifts to let a boat pass under it, or 
  torpedo boats are fleeing ground zero of a fiend 
  bomb, or ether flyers are seeking the refuge of 
  a Martian canal before a redsand-storm hits, 
  the vehicles are all moving the same direction, 
  but the “pace” of the movement is being set by 
  something other than another vehicle.
  In the case of an environmental locus, rather 
  than the lead vehicle being used to determine 
  the DC of various combat maneuvers made to 
  change distance increments, the GM sets a DC 
  based on how fast the environmental conditions 
  are moving, and all vehicles use those values to 
  see if they can stay ahead of the consequences. 
  Unless vehicles decide to take new routes 
  (which may or may not be an option, depending 
  on the circumstances of the encounter), then 
  all vehicles’ relative distances to each other are 
  determined by their relative distance increment 
  from the environmental condition they are 
  racing toward or away from.
  Example: Several characters have entered 
  the Blackfalcon Trans-Continental, a race 
  across a continent of fantasy terrain using 
  diesel-powered wheelless cars called “flitters.” 
  Dash Convoy, driver of the famous flitter the 
  Sonic Seven, has decided to take a short cut 
  through Smog Mountain pass, which winds 
  around a volcano. Not wishing to fall behind, 
  the Alchemical Brothers (in the flitter Toxic 
  River) and Ogre Oppo (in the Dragon Truck) 
  take the same route. Unfortunately, as the three 
  flitters come up over the top of the road, Smog 
  Mountain erupts! The three vehicles must now 
  race down the dangerous pass road not to beat 
  each other, but to get ahead of the massive river 
  of lava channeled onto their route.
  Even through the characters are in a race, 
  the focus is not the lead vehicle, as even if it 
  stopped the lava would continue to flow over 
  the vehicles. Instead, the GM sets a DC of 25 
  for an environmental focus of the lava flow. All 
  the vehicles start 3 distance intervals ahead of 
  the lava, and the GM informs them they must 
  cover twenty distance intervals before they 
  can get clear of the lava flow. Further, the lava 
  automatically moves 1 distance interval forward 
  each round, so any vehicle that does not disengage 
  for at least 1 distance interval each round falls back 
  one interval closer to the lava. If any vehicle falls 
  back by 2 distance intervals it takes damage from 
  the heat of the lava, and if it falls back by 3 intervals 
  it is hit by the lava (and realistically, is destroyed).
  On the first round, Dash Convoy guns the Sonic 
  Seven and takes two move actions to disengage. 
  He manages to beat the DC 25 both times, putting 
  him two distance intervals further head of the 
  onrushing wall of lava. The Toxic River does even 
  better, getting three total intervals. The Dragon 
  Truck just goes forward one distance interval, 
  putting it one interval behind the Sonic Seven and 
  
  16
  two behind the Toxic River. Oppo Ogre decides to 
  reveal his Dragon Truck has flamethrowers, and 
  launches an attack at the Sonic Seven, though he 
  fails to hit Dash Convoy’s beloved flitter.
  At the beginning of the turn the lava moves 
  one distance interval, putting the Toxic River five 
  intervals in front of the lava, the Sonic Seven four 
  intervals in front, and the Dragon Truck just three. 
  Not only does Dash Convoy have to get another 18 
  intervals before he can turn off the lava-flooding 
  road, now he has to worry about the Dragon Truck’s 
  attacks each round.
  Multiple loCi
  If a conflict is more complex than a race or chase, 
  and vehicles are diving in and out along multiple 
  paths while engaging (or escaping) numerous other 
  vehicles, it’s not possible to track all the relative 
  positions of the vehicles with a single locus. Instead 
  a central locus is declared (often the scene of the 
  major action), and secondary loci are assigned by the 
  GM as needed to track splinter groups of vehicles.
  The central locus works much as the locus 
  of a chase scene, with one vehicle (or a group of 
  vehicles) forming the locus and determining the DC 
  of close and disengage vehicular maneuver checks. 
  Howeve,r rather than all other vehicles determining 
  their range from each other by comparing their 
  relative distance intervals from the central locus, 
  each area with one or more vehicles is treated as its 
  own secondary locus with DCs set by a lead vehicle 
  within the new locus. When vehicles at different 
  secondary loci need to know their relative distance 
  to each other, they calculate it as (distance intervals 
  of the secondary loci furthest from the central loci) 
  + (half the distance intervals of the other secondary 
  loci). If a vehicle wishes to move from one group of 
  vehicles to another, it changes its locus and makes 
  close/disengage checks as necessary.
  When a secondary locus moves, it moves 
  according to the wishes of the majority of the 
  vehicles at the locus. If there is no consensus 
  among the majority the locus itself does not 
  move, and individual vehicles must choose 
  to move from the locus to another locus 
  (determining their distance from the new locus, 
  and then measuring their position relative to 
  it).
  The important thing to remember with 
  multiple locis is:
  1.The central loci moves with the main 
  action of the encounter.
  2. Secondary loci only move if most of the 
  vehicles in them go the same direction
  3. A vehicle only tracks its distance interval 
  to a single loci at a time (and can switch at any 
  time during a round)
  4. You can easily calculate the distance 
  interval between different secondary loci if you 
  need to.
  5. Any vehicle or group of vehicles that 
  suddenly decide to go off on a new bearing can 
  become a new loci (at the GM;’s discretion), and 
  if a secondary locus reaches the central locus, it 
  becomes part of the central locus.
  When using multiple loci, it can be useful 
  to have figures to represent various vehicles, 
  and circles to represent the loci and their 
  relationships to each other. Each vehicle then 
  tracks its distance to one loci, switching which 
  circle it is in if it switches loci.
  For Example: The Two-Shogun-Kid is 
  driving her armored trackless train through the 
  badlands of the Wild, Wild, East in an effort 
  to bring much needed medicine to the town of 
  Sorcerer’s Mill. Several Wild East adventurers 
  are riding along on the train, and she is also 
  escorted by Doctor Zhong in his steam-kite 
  and Lord Bill and his Mithral Marshals on their 
  electric horses.
  Of course, the reason Sorcerer’s Mill needs 
  medicine is that the fiendish Trader Jo wants to 
  drive away the town’s residents, so the Trader 
  has no intention of letting the Two-Shogun-
  Kid’s trackless train arrive. The Trader sends 
  three squads of Cycler Barbarians to stop the 
  Kid, and if possible destroy the train.
  The GM declares the trackless train is the 
  central locus of the encounter, and initially 
  both Doctor Zhong’s steam-kite and Lord Bill’s 
  men are zero distance interval from it. The three 
  Cycler Barbarian squads attack from different 
  directions, and the GM declares they are loci A, 
  B, and C, and each is 2 distance intervals from 
  the trackless train. The VCD of the secondary 
  loci are determined as an average of the vehicles 
  at those loci.
  While Lord Bill plans to stick with the train 
  to protect it, the bold Doctor Zhong decides 
  to take the battle to the Cyclers at locus A. 
  He switches from tracking his distance from 
  the central locus to tracking it from locus A. 
  He makes a close VCB check against the VCD 
  of locus A, and managed to close 2 distance 
  intervals. He is now zero same distance interval 
  from locus A (and the Cyclers already there), 
  and 2 intervals from the trackless train at the 
  central locus.
   The Two-Shogun-Kid knows she doesn’t 
  need to defeat all the Cyclers, just outrun them. 
  Since the main action is focused on her trackless 
  train, wherever it goes, the central locus goes. 
  She makes a disengage action, checking her VCB 
  
  17
  check against the VCD of the three secondary 
  loci. She moves one distance interval from locus 
  A (making the central locus and locus A three 
  intervals apart), two from locus B (now four 
  intervals from the central locus), and none from 
  locus C (maintaining two distance intervals). 
  Lord Bob’s marshals remain at the central locus 
  having moved along with the trackless 
  train they are escorting..
  The Cyclers then all try to advance 
  on the train. At every secondary 
  locus the Cyclers are the majority, 
  so their average VCB are used to 
  attempt to move their loci closer to 
  the central locus. Those at locus A 
  attempt to close, and manage to close 
  one distance interval (leaving locus 
  A and the central locus two intervals 
  apart). Because of the wheeling and 
  spinning nature of such mass combat, 
  Doctor Zhong automatically moves 
  along with all the vehicles in the locus. 
  The Cyclers at Locus B do not close 
  (leaving their locus four intervals from 
  central), and those at locus C close to a 
  distance interval of 0. The GM declares 
  there is no longer a locus C, as those 
  Cyclers are now at the central locus.
  On his next turn, Doctor Zhang 
  may attack the Cyclers at his locus, 
  or decide to move to a new locus. He 
  knows he is 0 intervals from locus A, 
  which itself is 4 distance intervals from 
  the central locus. He can determine he 
  is 5 intervals from locus B (the zero 
  intervals he is from locus A, plus the 
  full 4 intervals his locus is from the 
  central locus, plus half the 2 intervals B is from 
  the central locus). If he wanted to flee to go get 
  help, he could increase his intervals from locus 
  A until the GM decided he was far enough away 
  to be his own secondary loci (though the GM 
  might also just decide he has escaped if he moves 
  5 or more intervals from all other vehicles).
  intervals, ranGes, sizes, 
  and spells
  Distance intervals are based on the size and 
  speed of the vehicles in an encounter, but often the 
  vehicles in an encounter aren’t all the same size or 
  speed. Since ride checks and VCB checks are used 
  to close, disengage, and maneuver in the 
  relative position rules, if larger and faster 
  vehicles are not given a bonus to represent 
  their innate abilities, well-driven scooters 
  might outrace jet fighters on a regular basis.
  For each encounter using the relative 
  position rules, the GM should declare an 
  average vehicle size and maximum speed. 
  Vehicles smaller than this average take a 
  -2 penalty to Ride checks (as well as VCB/
  VCD calculations) for each size they are 
  smaller than the average, while larger 
  vehicles gain a +2 bonus per size category. 
  Similarly, vehicles with a max speed of half 
  the average take a -2 penalty (and those 
  with 1/4 the average take a -4, those with 
  1/8 take a -6, and so on), while those twice 
  as fast gain a +2 bonus (and those x4 as fast 
  take a +4 bonus and so on).
  Because distance intervals are variable, 
  the range their weapons (and other effects) 
  can span to affect other vehicles is similarly 
  vague. In general, a vehicle can attack 
  things at no distance interval at no penalty, 
  things one interval away at -2, those 2 
  intervals away at -4, and so forth up to a 
  maximum of 5 distance intervals. Vehicles 
  smaller than the average for an encounter 
  treat all distances as one interval greater 
  per size category difference (but an interval 
  
  18
  of 0 is never considered to be greater than an 
  interval of 1) for purposes of making attacks, while 
  larger vehicles treat all distance intervals as being 1 
  shorter (minimum of 0) for attacks.
  The range at which a spell or other character 
  effect can affect another vehicle is based on 
  intervals. Spells with a range of at least 100 feet 
  (Medium range) can affect vehicles one interval 
  away. Those with a range of at least 400 feet (Long 
  range) can affect vehicles two intervals away. Spells 
  with a range of at least 25 feet but less than 100 
  feet can only affect vehicles in the same distance 
  interval.
  vehiCular CoMbat Maneuvers
  Because the relative position rules don’t track 
  the exact position, speed, or facing of vehicles, 
  things like closing or engaging in strafing runs are 
  handled with vehicular combat maneuvers. Every 
  vehicle has a Vehicle Combat Bonus (VCB) and a 
  Vehicle Combat Defense (VCD), which are calculated 
  as shown below.
  Vehicular Combat Bonus (VCB) = Driver/pilot’s 
  Ride bonus + vehicle size modifier + vehicle speed 
  modifier (see Intervals, ranges, Sizes, and Spells, 
  above)
  Vehicular Combat Defense (VCD) = 10 + drive/
  pilot’s Ride bonus + vehicle size modifier + vehicle 
  speed modifier (see Intervals, ranges, Sizes, and 
  Spells, above)
  For all vehicular combat maneuvers, “driver” 
  refers to the character controlling the movement 
  of the vehicle. This may be a driver, rider, pilot, 
  or helmsman, depending on the vehicle making 
  the maneuver. Each maneuver shows the kind of 
  action it requires, and has a description of its effect. 
  Making any vehicular combat maneuver allows 
  the driver/pilot to be in control of the vehicle 
  (removing the need to take a separate action, 
  as described in the vehicle rules in Ultimate 
  Combat).
  vehiCle Maneuvers
  Buzz
  Move Action. The driver hugs his vehicle 
  very close to dangerous terrain features. This 
  maneuver can include flying low to the ground 
  in aircraft, weaving through traffic or difficult 
  terrain on a motorcycle, taking an atomic rocket 
  through a dense asteroid field, or even making 
  sharp turns down narrow alleys in a getaway 
  car. A buzz maneuver is only possible if terrain 
  exists that can pose a threat to the vehicle (GM’s 
  discretion). A buzz maneuver can be taken as 
  a swift action in any round the driver makes 
  another vehicular maneuver.
  When a driver decides to make a buzz 
  maneuver, he declares a DC he is attempting for 
  the maneuver (which represents how dangerous 
  a buzz he is attempting, often defined by how 
  close he is getting to dangerous terrain or 
  obstacles). If his VCB check is successful against 
  the DC, any vehicle attempting to perform a 
  close, dogfight, or ram maneuver against the 
  buzzing vehicle must make a VCB check at the 
  same DC (as a free action) or automatically fail. 
  Any vehicle following the driver’s vehicle that 
  does not make one of these maneuvers falls 
  back two distance intervals.
  Any vehicle that fails a buzz maneuver by 5 
  or more strikes some piece of terrain and takes 
  damage as if it had rammed a vehicle bigger 
  than itself (see ram, below).
  Occasionally, 
  terrain 
  requires 
  vehicles 
  perform a buzz maneuver at a specific DC in 
  order to perform any other vehicular maneuvers 
  (such as driving through a  forest, of flying 
  between buildings) as determined by the GM.
  Close
  Move Action. The driver attempts to reduce 
  the distance between himself and a locus 
  (normally another vehicle). If the VCB check 
  meets or exceeds the VCD of the locus vehicle 
  (or the locus’s VMD, if it is not determined by a 
  vehicle), the driver’s vehicle moves one distance 
  interval closer (minimum of 0 intervals). If you 
  exceed the target VCD by 5 or more, you close 2 
  distance intervals. A vehicle cannot make more 
  than one close maneuver each round.
  Disengage
  Move Action. The driver attempts to increase 
  the distance between himself and either 
  other vehicles or (more rarely) a locus. If the 
  VCB check meets or exceeds the VCD of the 
  chasing vehicles (or the locus’s VCD, if it is not 
  determined by a vehicle), the driver’s vehicle 
  moves one distance interval farther away. If you 
  exceed the target VCD by 5 or more, you move 2 
  distance intervals away. A vehicle cannot make 
  more than one disengage maneuver each round. 
  If you are moving away from multiple vehicles 
  you must beat the VCD of all of them to move 
  away.
  Dogfight
  Standard Action. The driver locks on to 
  one opposing vessel, and attempts to engage 
  it in tight combat maneuvers. You may only 
  perform this maneuver on vehicles at 0 distance 
  intervals. As a swift action the driver may make 
  
  19
  one attack against the vessel targeted by this 
  maneuver with a -4 penalty, using vehicular 
  weapons under his control. If the VCB check 
  meets or exceeds the targeted vessel’s VCD, the 
  targeted vessel cannot disengage on its next 
  turn, and the driver gains a +4 bonus to the first 
  VCB check he makes against the vessel on his 
  next turn.
  Evasive Maneuvers
  Full-round action. The driver does everything 
  possible to make his vehicle hard to hit. The 
  vehicle gains a +2 bonus to AC and a +4 bonus 
  to VCD until the beginning of the driver’s next 
  turn. All attacks made from the vehicle suffer 
  a -4 penalty, and the vehicle counts as being 
  in “extremely violent motion” for purposes of 
  spellcasting and concentration checks.
  Vehicles with negative maneuverability 
  ratings gain only a +1 AC and +2 VCD from 
  evasive maneuvers.
  Ram
  Standard Action. Because the relative 
  positioning rules don’t give exact locations 
  for vehicles, ramming another vehicle isn’t 
  automatic. This maneuver can only be attempted 
  against targets in the same distance increment. 
  The driver attempts to slam the vehicle under 
  his control into another vehicle (or a stationary 
  object, which always has a VCD of 10). On a 
  successful check, the ramming vehicle deals 
  double its ram damage to the target, and takes 
  its normal ram damage. (See Ultimate Combat 
  for more information on vehicular ramming 
  damage).
  The Vehicle TemplaTe
  It is obviously beyond the scope of a 
  product this size to provide game stats for 
  every vehicle that could reasonably be used 
  by anachronistic adventurers. Ignore the 
  questions of different progress levels – even just 
  a short list of common bikes, jeeps, cars, trucks, 
  tanks, planes, boats, and warships available to 
  characters from a modern era would be longer 
  than this whole product. Additionally, even 
  more new rules would need to be introduced 
  to determine the effect various vehicles have 
  on the CR of encounters that include them. 
  Such material might be necessary for a whole 
  rulebook on adventuring in a modern setting, 
  but for anachronistic adventurers visiting 
  typical fantasy campaigns it would be overkill.
  By the same token, introducing a character 
  class perfect for bikers and advanced scouts 
  without providing some set of rules for the bikes 
  and scout vehicles they use would be unfair. As 
  a compromise between presenting a vast list of 
  vehicles and presenting little or nothing, here 
  are rules designed to allow any monster to be 
  converted into a vehicle.
  That idea sounds strange, but there are 
  distinct advantages. GMs are already familiar 
  with how to calculate the CR of encounters with 
  multiple creatures of different CRs. By allowing 
  creatures to be turned into vehicles, not only 
  is a wide range of options made available, but 
  the GM can determine the CR of an encounter 
  with four CR 3 half-orc gangsters and their 
  truck built from a CR 4 giant stag beetle with 
  the vehicle template. Additionally, the rules for 
  advancing and modifying monsters can also be 
  applied to creatures with the vehicle template, 
  allowing GMs to create variant vehicles using rules 
  they are already familiar with. Of course, unusual 
  results can still occur (a CR 10 tank destroyer built 
  from a tyrannosaurus won’t be nearly as effective 
  if piloted by a crew of CR 1/3 goblins), but the CR 
  guidelines are still a good starting point for vehicle 
  construction.
  vehiCle teMplate
  Inanimate Object: The vehicle is an inanimate 
  object. It is immune to any effect that does not 
  affect objects, but cannot take any actions on its 
  own. Its movement can only be used if it has a 
  driver or pilot, and its attacks require a driver/pilot 
  and/or a crew.
  The final form of the vehicle can be anything 
  the GM wishes to allow, but the size and forms 
  of movement should dictate what kind of vehicle 
  
  20
  a creature is used for. A riding dog or horse can 
  easily be used to create a motorcycle, a dire bear an 
  armored car, and a wyvern a biplane.
  Move: As vehicles are normally faster than 
  creatures, double the base creature’s movement 
  rate. Fly speeds are quadrupled if they have a stall 
  speed (see below) or doubled if they do not. Swim 
  and burrow speeds are unchanged. If a base creature 
  has an inappropriate move type for the desired 
  vehicle, it can be removed.
  If the vehicle has a fly speed, it is considered to 
  have a stall speed equal to half that value. A vehicle 
  flying at less than its stall speed begins to fall out 
  of the air, requiring a Drive/Pilot check to remain 
  airborne. The DC of this check is 20, +5 for each 
  round the vehicle has moved under its stall speed.
  Some flying vehicles (hovercraft, dirigibles, 
  rescue retro-rockets) have no stall speed. These are 
  at +1 CR unless the base creature has the Hover feat.
  AC: Change any natural armor bonus to armor 
  bonus. Ignore the base creature’s Dexterity modifier, 
  instead replacing it with the current driver’s driving 
  skill modifier (see vehicles in Ultimate Combat for 
  more information on vehicular AC).
  Hit Points: If the vehicle is made of wood or 
  similar material, it retains the base creature’s hp 
  total. If the vehicle is made of leather or similar 
  material (such as fiberglass) reduce its hp total by 
  1/3 and reduce its CR by 1. If it is made of stone or 
  metal increase its hp by +1/3, and increase its CR 
  by +1.
  Attacks: At least half the vehicle’s attacks are 
  limited to a single firing arc. If melee attacks are 
  turned into ranged attacks (to represent guns, 
  flamethrowers, grenade launchers, or similar 
  modern weapons) increase the CR by +1. Such 
  weapons have a range increment equal to the base 
  creature’s CR x10 feet.
  Saving Throws: Use the Fortitude of the 
  base creature to determine the vehicle’s saving 
  throw. Add the current driver’s driving skill 
  modifier (see vehicles in Ultimate Combat for 
  more information on vehicular saving throws, 
  and what effects vehicles are immune to).
  Ability Scores: Vehicular rules ignore 
  ability scores, so the vehicle has no ability 
  scores. However, do not remove ability score 
  modifiers from other calculations (such as the 
  vehicle’s hit points).
  Feats and Proficiencies: The vehicle has 
  no feats or proficiencies. If the base creature has 
  Dodge or Improved Initiative, add the bonuses 
  they would convey to the driver/pilot when the 
  vehicle is piloted. If the base creature has feats 
  that increase its own static statistics (such as 
  Improved Natural Armor or Improved Natural 
  Attack) it retains the benefits from those feats.
  The vehicle also has no hands or ability to 
  pick up weapons and tools. If the vehicle retains 
  hands, increase the CR by +1.
  Extraordinary, 
  Spell-Like 
  and, 
  Supernatural Abilities: The GM may remove 
  any extraordinary, spell-like. or supernatural 
  abilities that do not seem reasonable modern 
  equipment effects. If 2 or more abilities are 
  removed, reduce the CR by 1. If 5 or more are 
  removed, reduce the CR by an additional 1 
  (total of -2 CR). Any remaining abilities become 
  extraordinary.
  Hardness: If the vehicle is made of wood or 
  similar material, it has 5 hardness. If the vehicle 
  is made of leather or similar material (such as 
  fiberglass) it has 0 hardness. If it is made of 
  stone it has 8 hardness. If it is made of metal it 
  has 10 hardness.
  Passengers: A vehicle can carry up to one 
  creature its size (but cannot grant it cover), up 
  to four creatures one size smaller that it, eight 
  two sizes smaller, and so on. The GM may modify 
  these numbers to match a specific type of vehicle, 
  but no more than this number can make attacks 
  from a vehicle. If a vehicle does not grant its 
  driver or passengers partial cover, reduce its CR 
  by 1. (For more on vehciules providing cover to 
  their passengers, see Ultimate Combat.)
  Fuel: A vehicle can operate for a number of 
  hours equal to the base creature’s Constitution 
  score before needing to refuel. A GM can adapt 
  the refueling time of a vehicle to match a 
  specific real-world vehicle if he wishes additional 
  verisimilitude. A vehicle that does not need to 
  refuel for twice as long as the base rate of the 
  template or longer is +1 CR, one that needs to 
  refuel in less than an hour of operation is -1 CR.
  atlantean Motors diesel MotorCyCle
  (Wolf Vehicle) 
                                     CR 1
  XP 400
  Medium metal vehicle
  Init: Driver
  DEFENSE
  AC: 12 plus driver, touch 12, flat-footed 12 
  (+2 armor)
  hp: 17 (2d8+4, x1 1/3 metal)
  Saving Throw: +5 plus driver
  Defensive Abilities: hardness 10
  OFFENSE
  Speed: 100 ft.
  Melee tire slap (driver)(1d6+1)
  STATISTICS
  Passengers: Driver (1), passenger (1). Does 
  not give partial cover.
  Fuel: An Atlantean Motors diesel motorcycle 
  can operate for 8 hours before refueling.
  
  21
  The Atlantean Diesel is a rugged motorcycle 
  designed for use by off-road enthusiasts as well 
  as military scouts. A simple metal framework 
  with leather seat and no windshield, owners are 
  encouraged to wear appropriate eye cover and 
  thick clothing when riding in rougher terrain.
  haWksMoor roadster
  (Giant Stag Beetle Vehicle)                      CR 4
  XP 1,200
  Large metal vehicle
  Init: Driver
  DEFENSE
  AC: 17 plus driver, touch 9, flat-footed 17 (+8 
  armor, –1 size)
  hp: 60 (7d8+14, x1 1/3 metal)
  Saving Throw: +7 plus driver
  Defensive Abilities: hardness 10
  OFFENSE
  Speed: 40 ft.
  Melee: bumped bash (pilot)(2d8+6)
  Space: 10 ft.
  STATISTICS
  Passengers: Driver (1) passengers (5)
  Fuel: A Hawksmoor Roadster can operate for 
  4 hours before refueling.
  A Hawksmoor Roadster is an affordable and 
  stylish towncar, designed for open roads and 
  urban travel. In addition to a roomy interior, a 
  single “rumble seat” allows one more passenger 
  to sit outside the car’s cabin.
  sopWith pendraGon biplane
  (Greater Air Elemental Vehicle)             CR 9
  XP 6,400
  Huge wooden vehicle
  Init Pilot+4
  DEFENSE
  AC 15 plus pilot, touch 9, flat-footed 14 (+6 
  armor, +1 Dodge, –2 size)
  hp 123 (13d10+52)
  Saving Throw +12 plus pilot
  Defensive Abilities air mastery; hardness 5
  OFFENSE
  Speed fly 400 ft. (stall speed 200 ft.)
  Melee 2 machine guns (pilot) (2d8+7), 90 ft. 
  range increment
  Space 15 ft.
  STATISTICS
  Air Mastery (Ex): Airborne creatures take a 
  –1 penalty on attack and damage rolls against 
  a Sopwith Pendragon.
  Passengers: Pilot (1), passenger (1) 
  Fuel: A Sopwith Pendragon can operate for 
  18 hours before refueling.
  The Sopwith Pendragon is a specialty biplane, 
  designed for long-range operations and sky 
  superiority.
  
  22
  New FeaTs
  Vehicles are a big part of many kinds of action 
  adventure gaming, but often aren’t a major part of 
  fantasy campaigns. If a GM and player both want 
  to include a modern-themed vehicle in a fantasy 
  campaign, but don’t want to spend hours of game 
  time determining how it gets maintained or fueled, 
  the Vehicle Golem feat may be used.
  vehiCle GoleM
  A magically powered vehicle has found its way 
  into your possession.
  Benefit: You gain a vehicle, designed by the 
  GM using the vehicle template rules (above). The 
  CR of the vehicle is equal to the level of cohort you 
  would receive with the Leadership feat if you had a 
  leadership score equal to your HD plus your highest 
  ability bonus. The vehicle golem is considered a 
  magic item with a caster level equal to your HD. It 
  repairs itself once per day (if left unused for 8 hours 
  or more) of 1d6 hp for each level you have. It does 
  not require fueling. The vehicle golem is not self-
  aware, and cannot take actions without a pilot or 
  driver.
  As you gain HD and your ability scores go up 
  your vehicle golem increases in CR (your GM will 
  either use the monster advancement rules to modify 
  the base creature used for your vehicle template, or 
  select new creatures as appropriate). If your vehicle 
  golem is lost or destroyed, you receive a new one 
  (or miraculously regain the existing one, at the GN’s 
  discretion) when you gain a new character level.
  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 
  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 
  
  23
  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.
  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 Carl Gilchrist, for material 
  and ideas used in the development of the 
  master of arms archetype.
  
  24
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and Super 
  Genius Entertainment company names and logos; the “Anacronistic Adventurer’s” The 
  Tough” 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 
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  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.
  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.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  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
  Anachronistic Adventurers: The Tough. Copyright 2012, Super Genius Games. Author: Owen 
  K.C. Stephens
  we err oN The side oF awesome!
  crediTs
  Designer:
  Owen K.C. Stephens
  Proofreader:
  Jeremy Miller
  Cover Art:
  Walter Baumhofer
  Interior Art:
  Jacob Blackmon, Tom Floyd, OWC
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Production Assistant:
  Andy  Belmore
  Project Manager:
  Lj Stephens
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2012 Super Genius Entertainment
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  All logos are the trademark of  
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
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