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    Rite Publishing Presents:

    (Author): Wendall Roy(Editor): Steven D. Russell

    (Cover Artists ): Johnny Rockwell

    (Interior Artists ): Johnny Rockwell,Tarakanovich, Fadly Romdhani

    (Layout and Publisher): Steven D. Russell

    "Can everyone stop overreacting? It was *only* a murder."

    To Isaac. You know why.

    Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. Se e http://paizo.com/pathfinderRPG f or more information on the PathfinderRoleplaying Game. Paizo INC. does not guarantee compatibility, and does not endorse this product.

    In the Company of Rakshasa Copyright © 2015 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark ofPaizo INC., and the Pathfinder Roleplaying Game and the Pathfinder Rolepl aying Game Compatibility Logo are trademarks of Paizo INC., and are used under the Pathfinder Roleplaying Game

    Compatibility License. Se e http://paizo.com/pathfinderRPG/compatibility for more information on the compatibilit y license. Some images are licensed under a Creative Commons Attribution-NoDerivative Works 3.0 License; http://creativecommons.org/licenses/by-nd/3.0/

    http://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPG

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    Me tadve n t u re r

    The gaming groupannoyance known as them… [Okay, okay, enoughwith this biased crap froman otherwise very talentedand incredibly handsomewriter. Let me tell youabout me. I’m a characterin a game, and the onlyone smart enough to knowthat this isn’t real. Therest don’t even realizethey are just the productof some flesh-and-bonegoofball’s overactiveimagination. Othercharacters tend to lock meup in asylums (if theycan) when I point this outto them, so if you’reclassy enough of a playerthat I allow you to playme I recommend we keepthis hush-hush. We haveenough problems dealingwith that jerk GM whodoesn’t understand fun.

    You want backstory? I’vegot three or four of themstashed away for a rainyday. I can be Bob the Fighter, Timm theWizard, Stabby McShankerton the Rogue,Kane the Wandering Monastic Murderhobo, orwhoever else I need to be.

    Most important thing? We’re here for the lulz.

    Second most important thing? Don’t forgetwhich one of us is in charge, bub.]

    Role : [I WIN PATHFINDER!]

    Alignment: Any.

    Hit Die: d8

    Starting Wealth : 4d6 × 10 gp (average 140gp.) In addition, each character begins playwith an outfit worth 10 gp or less.

    C l ass S kil l s

    All skills except for Knowledge skills are classskills for the metadventurer.

    Skill Ranks per Level: 2 + Int Modifier

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    T abl e: M e tadve n t u r e r

    Level BAB GoodSave

    PoorSave

    Special Spells

    1st 2nd 3rd 4th 5th 6th

    1st +0 +2 +0 Min-Max (savingthrows), OptimizingFlexibility

    1 - - - - -

    2nd +1 +3 +0 Metagaming Pool 2 - - - - -3rd +2 +3 +1 Monty Haul, OOC

    Info3 - - - - -

    4th +3 +4 +1 Min-Max (skills) 3 1 - - - -5th +3 +4 +1 Bogus Feat 4 2 - - - -6th +4 +5 +2 Weapon Exploit 4 3 - - - -7th +5 +5 +2 Munchkin 4 3 1 - - -

    8th +6/+1 +6 +2 Min-Max (attributes) 4 4 2 - - -9th +6/+1 +6 +3 Rules Lawyer 1 5 4 3 - - -10th +7/+2 +7 +3 Magic Exploit 5 4 3 1 - -11th +8/+3 +7 +3 Bogus Feat 5 4 4 2 - -12th +9/+4 +8 +4 Min-Max (improved

    saving throws)5 5 4 3 - -

    13th +9/+4 +8 +4 Master Munchkin 5 5 4 3 1 -14th +10/+5 +9 +4 Monty Haul, Rules

    Lawyer 25 5 4 4 2 -

    15th +11/+6/+1 +9 +9 Third-Party BS 5 5 5 4 3 -16th +12/+7/+2 +10 +5 Min-Max

    (impromptu min-maxing)

    5 5 5 4 3 1

    17th +12/+7/+2 +10 +5 Bogus Feat 5 5 5 4 4 218th +13/+8/+3 +11 +6 Action Economy

    Abuse5 5 5 5 4 3

    19th +14/+9/+4 +11 +6 Rules Lawyer 3 5 5 5 5 5 420th +15/+10/+5 +12 +6 Make the GM Cry 5 5 5 5 5 5

    C l ass F ea t u r es

    All of the following are class features of themetadventurer.

    Weapon Proficiency:Metadventurers are proficient with all simpleweapons.

    Armor and Shield Proficiency:Metadventurers are proficient with light and

    medium armor, but not with shields.

    Min/Max (Ex)

    [Refer to this as Stormwinding! It’s guaranteedto start a lengthy tirade by another player about

    people misinterpreting the point of the

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    Stormwind Fallacy. Good times!] : At 1 st level,a metadventurer begins to alter his in-gameabilities to fit whatever daily challenges he mayface. After resting or meditating for 8 hours, themetadventurer can select one type of saving

    throw (Fortitude, Reflex or Will) to be his goodsaving throw for the next 24 hours. His othertwo types of saving throws are treated as poorsaves during this time.

    At 4 th level, the metadventurer learns tomin/max his skills as well. After resting ormeditating for 8 hours, the metadventurer canselect any two skills other than Knowledgeskills to have effective ranks equal to his classlevel for the next 24 hours.

    At 8 th level, the metadventurer learns tomin/max his attributes. After resting ormeditating for 8 hours, the metadventurer cantemporarily swap the value of two of his abilityscores for the next 24 hours.

    At 12 th level, the metadventurer’s ability tomin/max his saving throws improves. He nowselects two types of saving throws instead ofone whenever selecting his good saves.

    At 16 th level, the metadventurer can alter hisabilities on the fly. Once per day as a swiftaction, the metadventurer can change hissaving throws, ability scores and bogus feats asif he had just rested or meditated for 8 hours.This change lasts for the remainder of theoriginal choices’ 24-hour duration.

    Optimizing Flexibility (Ex):At 1st level, a metadventurer gains the ability

    to emulate the roles of other classes to best fitthe day’s challenges. After resting ormeditating for 8 hours, the metadventurerchooses one of the following options to applyfor the next 24 hours:

    Arcane Caster – The metadventurer canprepare and cast arcane spells from the

    sorcerer/wizard spell list, using his Intelligencemodifier to determine his bonus spells per dayand spell DCs. He can prepare anysorcerer/wizard spell from a PFRPG-compatible supplement that the GM allows.

    The metadventurer can also cast these spellswhile wearing light armor without incurring thenormal arcane spell failure chance. [I’m awizzzard! Pew pew pew!]

    Divine Caster – The metadventurer canprepare and cast divine spells from the clericspell list, using his Charisma modifier todetermine his bonus spells per day and spellDCs. He can prepare any cleric spell from aPFRPG-compatible supplement that the GM

    allows. He also gains the channel energy abilityas a cleric of his class level, usable a number oftimes per day equal to 1 + his Charismamodifier.

    Martial – The metadventurer gainsproficiency with all martial weapons, withheavy armor and with heavy (but not tower)shields. He gains a +1 competence bonus toattack rolls and damage rolls, plus an additional+1 for every four levels above 1 st (maximum

    +5 at 17th

    level). The metadventurer also gainsdamage reduction that starts at DR 1/-,increasing by 1 for every five class levelsattained (maximum DR 5/- at 20 th level).

    Skilled – The metadventurer gains thesneak attack ability as a rogue of his class levelor the bomb ability as an alchemist of his classlevel. For every 2 class levels attained, themetadventurer can also choose a skill withwhich he may take 10 even if stress anddistractions would normally prevent him fromdoing so.

    Spells:A metadventurer does not automatically gainspellcasting ability, but can temporarily gainaccess to either arcane or divine spells byselecting the appropriate optimizing flexibility.

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    When the metadventurer does gain the abilityto prepare spells from his optimizingflexibility, his base daily spell allotment isgiven on Table: Metadventurer. Themetadventurer prepares spells by spending 1

    hour in meditation.

    Metagaming Pool (Ex):At 2 nd level, a metadventurer gains a daily poolof points which represent the extent to whichhe can game the system. The number of pointsin the metadventurer’s metagaming pool isequal to ½ his class level + 3. Spending ametagaming pool point is a free action that canbe done once per round even when it is not themetadventurer’s turn. By spending 1 point

    from his metagaming pool, the metadventurercan do one of the following:

    Gain a +4 bonus to one skill check or abilitycheck that he makes that round. This ability canbe used after the roll is made for the check, butbefore the result is announced.

    Move 5 feet without provoking attacks ofopportunity. The metadventurer may still takea 5-foot step or move as normal on his turn.

    Negate any partial effect on the metadventurerwhen he makes a successful saving throw withone of his good saves against a spell or abilitythat would still have a partial effect.

    The metagaming pool is replenished eachmorning after 8 hours of rest or meditation;these hours do not need to be consecutive.

    OOC Info (Ex):At 3

    rd level, a metadventurer may make a

    special check to apply knowledge his playerhas that the character may otherwise not know.[I actually know everything; this is onlyworded this way for GM-speak. Told you theyare jerks.] This ability functions just like aKnowledge check, with the metadventurerrolling 1d20 + his class level + his Intelligence

    modifier. The DC of the check is the same as itwould be for the relevant Knowledge check.

    When using this ability to identify a monster’sabilities and weaknesses, the metadventurer

    can specify which pieces of useful informationthe GM provides. In addition to common in-game questions, the metadventurer is allowedto learn specific OOC information such as themonster’s AC, remaining hit points, savingthrow or attack roll bonus, etc., as pieces ofuseful information.

    Bogus Feats (Ex):[Bogus, get it? BOGUS! I slay me.] At 5 th leveland every 6 levels thereafter, a metadventurer

    gains a bogus feat in addition to those gainedfrom normal advancement. Bogus feats aresimilar to other classes’ bonus feats, but can bechanged whenever the metadventurer rests ormeditates for at least 8 hours. Any feat may bechosen as a bogus feat, but the metadventurermust meet its prerequisites as normal.

    Weapon Exploit (Ex):At 6 th level, a metadventurer gains a newmetagaming pool ability that allows him to use

    OOC info to penetrate an opponent’s physicaldefenses. By spending 1 point from hismetagaming pool after using his OOC info toidentify a creature’s DR, the metadventurer cantake advantage of that knowledge by altering awielded weapon to add one of the following tothe types of damage it deals: bludgeoning, coldiron, magic, piercing, silver, or slashing. Thisability lasts for 1 minute.

    Munchkin (Ex):At 7 th level, a metadventurer’s competitivespirit lets him take advantage of situations,possibly to the detriment of his allies. Each ofhis allies qualifies as an abettor for anyBetrayal feats the metadventurer possesses.The ally does not have to possess the Betrayalfeat, but does need to meet any positioning andactions required of an abettor.

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    5

    Rules Lawyer (Ex):At 9 th level, a metadventurer’s knowledge ofRAW scattered through countless supplementbooks is all-encompassing, so strong that hecan correct those pesky numbers that the GM

    saw printed. As an immediate action, themetadventurer can alter a modifier provided byall uses of a specific game mechanic by +2/-2.This ability can only be used on a modifier thatapplies to attack rolls, damage rolls, skillchecks, ability checks, and/or saving throws.Alternately, the metadventurer can alter apercentage roll required by all uses of a specificgame mechanic by +10/-10%. At 19th level,the change to modifiers doubles, providing a+4/-4 or +20/-20% alteration. This ability can

    be used once per day, plus one additional timefor every 5 levels above 9 th, and its effect lastsfor one encounter.

    Examples – a metadventurer could use ruleslawyer to increase or reduce the cover bonus toAC, and all creatures with cover would use thealtered modifier for the rest of the encounter.He could similarly improve or worsen themodifiers provided by all uses of the inspirecourage bardic performance. The

    metadventurer could improve or worsen theeffects of concealment, or give a -10% penaltyto rolls made for the confused condition.

    Magic Exploit (Ex):At 10 th level, a metadventurer gains a newmetagaming pool ability that allows him to useOOC info to penetrate an opponent’ssupernatural defenses. [Immunity to fire isobviously a typo, Mr. GM. Obviously.] Byspending 1 point from his metagaming pool

    after using his OOC info to identify a creature’senergy resistance or SR, the metadventurer cantake advantage of that knowledge by alteringone of his spells or effects to gain a +4 bonusto penetrate spell resistance or change theenergy type of damage dealt by the spell to oneof the following: acid, cold, electricity, or fire.

    Master Munchkin (Ex):At 13 th level, the metadventurer knows thatsometimes you don’t need to succeed, only todo better than your allies. [Have you looked atthese scrubs? They don’t set the bar very high.]

    When the metadventurer fails a saving throwagainst an effect that also targets one of hisallies within 30 feet, he compares his savingthrow result to his ally’s. If the metadventurer’ssaving throw was better, he succeeds on thesaving throw as if he had rolled a natural 20.The ally has any damage sustained by failingthe save increase by half if applicable,otherwise has the duration of the effectdoubled. This ability can be used once per day.

    Monty Haul (Ex):At 14 th level, a metadventurer gains a newmetagaming pool ability that allows him to findthe treasure he most desires. By spending 3points from his metagaming pool as part of asuccessful attempt to identify a magic item, themetadventurer can make the GM provide himonly a base value for the item. The

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    metadventurer can then choosewhat the magic item is. Themagic item chosen must be alegal choice printed in aPFRPG-compatible book, must

    retain the same form as theoriginal magic item, and musthave a value equal to or lessthan the original. If anothercreature attempts to use amagic item chosen with thisability, the item immediatelyreverts to its originalproperties. This ability can onlybe used on magic items whoseproperties have not been

    identified by the metadventureror any of his allies. [All yourloot are belong to us.]

    Third Party BS (Ex):At 15 th level, the metadventurerhas the annoying ability to pullout the most arcane andquestionably balanced rulesever printed for the rules set. Aslong as the player of the met-

    adventurer brings a copy of a third-partyproduct to the gaming session, any rules fromthe product that directly apply to themetadventurer (such as feat selection, spellsprepared, etc.) are allowed in the game. In orderto qualify for this ability, the product must be aprinted copy or pdf copy with watermarkshowing legal purchase [Help support theWendall Roy 2016 Make-a-Wish TattooExpenses Discretionary Fund] and have thePFRPG-compatible logo on the cover. [You get

    bonus points if it’s something from RitePublishing. Seriously, inquire about the bonuspoints to your GM. They love that sort ofthing.]

    Action Economy Abuse (Ex):At 18 th level, a metadventurer can make themost of a round’s actions. By spending 1 point

    from his metagaming pool on his turn, themetadventurer can gain an extra move action inaddition to his normal actions. Alternately, hecan spend 2 points from his metagaming poolon his turn to gain a second swift action for thatround.

    Make the GM Cry (Ex):At 20 th level, the metadventurer becomes theultimate nuisance for the GM, gaining theability to shape the in-game reality. The effect

    of this ability is similar to that of the wish spell,but is an extraordinary ability that involves noactual magic. If the metadventurer is killed, thisability will activate by itself on initiative count1 of the next round to bring the metadventurerback to life, similar to the effects of aresurrection spell. This ability can be usedonce per day.

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    OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizardsof the Coast, Inc ("Wizards"). All Rights Reserved.1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who havecontributed Open Game Content; (b) "Derivative Material" means copyrighted materialincluding derivative works and translations (including into other computer languages),potation, modification, correction, addition, extension, upgrade, improvement, compilation,abridgment or other form in which an existing work may be recast, transformed or adapted;(c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display,transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic andincludes the methods, procedures, processes and routines to the extent such content does notembody the Product Identity and is an enhancement over the prior art and any additionalcontent clearly identified as Open Game Content by the Contributor, and means any workcovered by this License, including translations and derivative works under copyright law, butspecifically excludes Product Identity. (e) "Product Identity" means product and product linenames, logos and identifying marks including trade dress; artifacts, creatures, characters,stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographicand other visual or audio representations; names and descriptions of characters, spells,enchantments, personalities, teams, personas, likenesses and special abilities; places,locations, environments, creatures, equipment, magical or supernatural abilities or effects,logos, symbols, or graphic designs; and any other trademark or registered trademark clearlyidentified as Product identity by the owner of the Product Identity, and which specificallyexcludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto,designs that are used by a Contributor to identify itself or its products or the associatedproducts contributed to the Open Game License by the Contributor (g) "Use", "Used" or"Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise createDerivative Material of Open Game Content. (h) "You" or "Your" means the licensee in termsof this agreement.2. The License: This License applies to any Open Game Content that contains a noticeindicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be addedto or subtracted from this License except as described by the License itself. No other terms orconditions may be applied to any Open Game Content distributed using this License.

    3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance ofthe terms of this License.4. Grant and Consideration: In consideration for agreeing to use this License, the Contributorsgrant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms ofthis License to Use, the Open Game Content.5. Representation of Authority to Contribute: If You are contributing original material as OpenGame Content, You represent that Your Contributions are Your original creation and/or Youhave sufficient rights to grant the rights conveyed by this License.6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of thisLicense to include the exact text of the COPYRIGHT NOTICE of any Open Game Content Youare copying, modifying or distributing, and You must add the title, the copyright date, and thecopyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content youDistribute.7. Use of Product Identity: You agree not to Use any Product Identity, including as anindication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicatecompatibility or co-adaptability with any Trademark or Registered Trademark in conjunction

    with a work containing Open Game Content except as expressly licensed in another,independent Agreement with the owner of such Trademark or Registered Trademark. The useof any Product Identity in Open Game Content does not constitute a challenge to theownership of that Product Identity. The owner of any Product Identity used in Open GameContent shall retain all rights, title and interest in and to that Product Identity.8. Identification: If you distribute Open Game Content You must clearly indicate whichportions of the work that you are distributing are Open Game Content.

    Product Identity: The following items are hereby identified as Product Identity,as defined in the Open Game License 1.0a, Section 1(e), and are not OpenContent: All trademarks, registered trademarks, proper names (characters,deities, etc. excluding the names of the class and class abilities and other gamemechanics), dialogue, plots, storylines, locations, characters, artworks, andtrade dress. (Elements that have previously been designated as Open GameContent are not included in this declaration.)

    Open Content: Except for material designated as Product Identity (see above),the game mechanics (metadventurer class) of this RitePublishing game productare Open Game Content, as defined in the Open Game License version 1.0aSection 1(d). No portion of this work other than the material designated as OpenGame Content may be reproduced in any form without written permission.

    9. Updating the License: Wizards or its designated Agents may publish updated versions ofthis License. You may use any authorized version of this License to copy, modify and distributeany Open Game Content originally distributed under any version of this License.10. Copy of this License: You MUST include a copy of this License with every copy of the OpenGame Content You distribute.11. Use of Contributor Credits: You may not market or advertise the Open Game Content usingthe name of any Contributor unless You have written permission from the Contributor to doso.12. Inability to Comply: If it is impossible for You to comply with any of the terms of thisLicense with respect to some or all of the Open Game Content due to statute, judicial order,or governmental regulation then You may not Use any Open Game Material so affected.13. Termination: This License will terminate automatically if You fail to comply with all termsherein and fail to cure such breach within 30 days of becoming aware of the breach. Allsublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to be unenforceable, such provisionshall be reformed only to the extent necessary to make it enforceable.15. COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors JonathanTweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author:Paizo Publishing, LLC.

    Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: JasonBulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: JasonBulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors WolfgangBaur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, TimHitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, RobMcCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet , Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: JesseBenner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary,Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based onmaterial by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: DennisBaker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, TracyHurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, StephenRadney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author:Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, AdamDaigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati,Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, RichRedman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker,Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.Pathfinder Roleplaying Game Advanced Class Guide© 2014, Paizo Inc.; Authors: DennisBaker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, TimHitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips,Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C.Stephens, and Russ Taylor.Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: Jason BulmahnPathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors:Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim

    Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens,Todd Stewart, and Russ Taylor.Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker,Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N.Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, StephenRadney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, TorkShaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.

    Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors:Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, J esse Benner,Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, TomPhillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: JesseBenner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland,Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and RussTaylor.Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: JasonBulmahn, 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 Campaign. © 2013, Paizo Publishing, LLC; Authors:Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, TimHitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, StephenRadney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter,Russ Taylor, and Stephen Townshend.Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors:Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves,Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie,Sean K Reynolds, and Russ T aylor.Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors:Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello,Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith,Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and RussTaylor.Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Inc.; Authors: James Jacobsand Russ Taylor. Anger of Angels. © 2003, Sean K Reynolds. Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett.Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, ChrisPramas, Robert J. Schwalb.The Book of Hallowed Might. © 2002, Monte J. Cook.Monte Cook's Arcana Unearthed. © 2003, Monte J. Cook.Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. JasonPeck, Jeff Quick, and Sean K Reynolds.Skreyn's Register: The Bonds of Magic. © 2002, Sean K Reynolds.The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, TravisHawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors:John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones,Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.

    The Secrets of the Metadventurer © copyright 2016, Steven D.Russell; Author WendallRoy.

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    R i te P ubl ishi ng P rese n ts

    b y We nd al l Roy

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