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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.. See http://paizo.com/pathfinderRPG for more information on the Pathfinder
Roleplaying 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 of
Paizo INC., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo INC., and are used under the Pathfinder Roleplaying Game
Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Some images are licensed under a Creative Commons Attribution-No
Derivative Works 3.0 License; http://creativecommons.org/licenses/by-nd/3.0/

Metadventurer
The
gaming
group
annoyance known as the
m [Okay, okay, enough
with this biased crap from
an otherwise very talented
and incredibly handsome
writer. Let me tell you
about me. Im a character
in a game, and the only
one smart enough to know
that this isnt real. The
rest dont even realize
they are just the product
of some flesh-and-bone
goofballs
overactive
imagination.
Other
characters tend to lock me
up in asylums (if they
can) when I point this out
to them, so if youre
classy enough of a player
that I allow you to play
me I recommend we keep
this hush-hush. We have
enough problems dealing
with that jerk GM who
doesnt understand fun.
You want backstory? Ive
got three or four of them
stashed away for a rainy
day. I can be Bob the Fighter, Timm the
Wizard, Stabby McShankerton the Rogue,
Kane the Wandering Monastic Murderhobo, or
whoever else I need to be.

Hit Die: d8
Starting Wealth: 4d6 10 gp (average 140
gp.) In addition, each character begins play
with an outfit worth 10 gp or less.

Most important thing? Were here for the lulz.

Class Skills

Second most important thing? Dont forget


which one of us is in charge, bub.]

All skills except for Knowledge skills are class


skills for the metadventurer.

Role: [I WIN PATHFINDER!]

Skill Ranks per Level: 2 + Int Modifier

Alignment: Any.
1

Table: Metadventurer
Level

BAB

Good
Save

Poor Special
Save

Spells
1st

2nd 3rd

4th

5th

6th

Min-Max (saving
throws), Optimizing
Flexibility
Metagaming Pool
Monty Haul, OOC
Info

2
3

Min-Max (skills)
Bogus Feat
Weapon Exploit
Munchkin
Min-Max (attributes)
Rules Lawyer 1
Magic Exploit
Bogus Feat
Min-Max (improved
saving throws)
Master Munchkin
Monty Haul, Rules
Lawyer 2
Third-Party BS
Min-Max
(impromptu minmaxing)
Bogus Feat
Action Economy
Abuse
Rules Lawyer 3
Make the GM Cry

3
4
4
4
4
5
5
5
5

1
2
3
3
4
4
4
4
5

1
2
3
3
4
4

1
2
3

5
5

5
5

4
4

3
4

1
2

5
5

5
5

5
5

4
4

3
3

5
5

5
5

5
5

4
5

4
4

2
3

5
5

5
5

5
5

5
5

5
5

4
5

1st

+0

+2

+0

2nd
3rd

+1
+2

+3
+3

+0
+1

4th
5th
6th
7th
8th
9th
10th
11th
12th

+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4

+4
+4
+5
+5
+6
+6
+7
+7
+8

+1
+1
+2
+2
+2
+3
+3
+3
+4

13th
14th

+9/+4
+10/+5

+8
+9

+4
+4

15th
16th

+11/+6/+1
+12/+7/+2

+9
+10

+9
+5

17th
18th

+12/+7/+2
+13/+8/+3

+10
+11

+5
+6

19th
20th

+14/+9/+4
+15/+10/+5

+11
+12

+6
+6

Armor and Shield Proficiency:

Class Features

Metadventurers are proficient with light and


medium armor, but not with shields.

All of the following are class features of the


metadventurer.

Min/Max (Ex)

Weapon Proficiency:

[Refer to this as Stormwinding! Its guaranteed


to start a lengthy tirade by another player about
people misinterpreting the point of the

Metadventurers are proficient with all simple


weapons.

Stormwind Fallacy. Good times!]: At 1st level,


a metadventurer begins to alter his in-game
abilities to fit whatever daily challenges he may
face. After resting or meditating for 8 hours, the
metadventurer can select one type of saving
throw (Fortitude, Reflex or Will) to be his good
saving throw for the next 24 hours. His other
two types of saving throws are treated as poor
saves during this time.

sorcerer/wizard spell list, using his Intelligence


modifier to determine his bonus spells per day
and spell DCs. He can prepare any
sorcerer/wizard spell from a PFRPGcompatible supplement that the GM allows.
The metadventurer can also cast these spells
while wearing light armor without incurring the
normal arcane spell failure chance. [Im a
wizzzard! Pew pew pew!]

At 4th level, the metadventurer learns to


min/max his skills as well. After resting or
meditating for 8 hours, the metadventurer can
select any two skills other than Knowledge
skills to have effective ranks equal to his class
level for the next 24 hours.

Divine Caster The metadventurer can


prepare and cast divine spells from the cleric
spell list, using his Charisma modifier to
determine his bonus spells per day and spell
DCs. He can prepare any cleric spell from a
PFRPG-compatible supplement that the GM
allows. He also gains the channel energy ability
as a cleric of his class level, usable a number of
times per day equal to 1 + his Charisma
modifier.

At 8th level, the metadventurer learns to


min/max his attributes. After resting or
meditating for 8 hours, the metadventurer can
temporarily swap the value of two of his ability
scores for the next 24 hours.

Martial The metadventurer gains


proficiency with all martial weapons, with
heavy armor and with heavy (but not tower)
shields. He gains a +1 competence bonus to
attack rolls and damage rolls, plus an additional
+1 for every four levels above 1st (maximum
+5 at 17th level). The metadventurer also gains
damage reduction that starts at DR 1/-,
increasing by 1 for every five class levels
attained (maximum DR 5/- at 20th level).

At 12th level, the metadventurers ability to


min/max his saving throws improves. He now
selects two types of saving throws instead of
one whenever selecting his good saves.
At 16th level, the metadventurer can alter his
abilities on the fly. Once per day as a swift
action, the metadventurer can change his
saving throws, ability scores and bogus feats as
if he had just rested or meditated for 8 hours.
This change lasts for the remainder of the
original choices 24-hour duration.

Skilled The metadventurer gains the


sneak attack ability as a rogue of his class level
or the bomb ability as an alchemist of his class
level. For every 2 class levels attained, the
metadventurer can also choose a skill with
which he may take 10 even if stress and
distractions would normally prevent him from
doing so.

Optimizing Flexibility (Ex):

At 1st level, a metadventurer gains the ability


to emulate the roles of other classes to best fit
the days challenges. After resting or
meditating for 8 hours, the metadventurer
chooses one of the following options to apply
for the next 24 hours:

Spells:

A metadventurer does not automatically gain


spellcasting ability, but can temporarily gain
access to either arcane or divine spells by
selecting the appropriate optimizing flexibility.

Arcane Caster The metadventurer can


prepare and cast arcane spells from the
3

When the metadventurer does gain the ability


to prepare spells from his optimizing
flexibility, his base daily spell allotment is
given on Table: Metadventurer. The
metadventurer prepares spells by spending 1
hour in meditation.

modifier. The DC of the check is the same as it


would be for the relevant Knowledge check.
When using this ability to identify a monsters
abilities and weaknesses, the metadventurer
can specify which pieces of useful information
the GM provides. In addition to common ingame questions, the metadventurer is allowed
to learn specific OOC information such as the
monsters AC, remaining hit points, saving
throw or attack roll bonus, etc., as pieces of
useful information.

Metagaming Pool (Ex):

At 2nd level, a metadventurer gains a daily pool


of points which represent the extent to which
he can game the system. The number of points
in the metadventurers metagaming pool is
equal to his class level + 3. Spending a
metagaming pool point is a free action that can
be done once per round even when it is not the
metadventurers turn. By spending 1 point
from his metagaming pool, the metadventurer
can do one of the following:

Bogus Feats (Ex):

[Bogus, get it? BOGUS! I slay me.] At 5th level


and every 6 levels thereafter, a metadventurer
gains a bogus feat in addition to those gained
from normal advancement. Bogus feats are
similar to other classes bonus feats, but can be
changed whenever the metadventurer rests or
meditates for at least 8 hours. Any feat may be
chosen as a bogus feat, but the metadventurer
must meet its prerequisites as normal.

Gain a +4 bonus to one skill check or ability


check that he makes that round. This ability can
be used after the roll is made for the check, but
before the result is announced.

Weapon Exploit (Ex):

Move 5 feet without provoking attacks of


opportunity. The metadventurer may still take
a 5-foot step or move as normal on his turn.

The metagaming pool is replenished each


morning after 8 hours of rest or meditation;
these hours do not need to be consecutive.

At 6th level, a metadventurer gains a new


metagaming pool ability that allows him to use
OOC info to penetrate an opponents physical
defenses. By spending 1 point from his
metagaming pool after using his OOC info to
identify a creatures DR, the metadventurer can
take advantage of that knowledge by altering a
wielded weapon to add one of the following to
the types of damage it deals: bludgeoning, cold
iron, magic, piercing, silver, or slashing. This
ability lasts for 1 minute.

OOC Info (Ex):

Munchkin (Ex):

Negate any partial effect on the metadventurer


when he makes a successful saving throw with
one of his good saves against a spell or ability
that would still have a partial effect.

At 3rd level, a metadventurer may make a


special check to apply knowledge his player
has that the character may otherwise not know.
[I actually know everything; this is only
worded this way for GM-speak. Told you they
are jerks.] This ability functions just like a
Knowledge check, with the metadventurer
rolling 1d20 + his class level + his Intelligence

At 7th level, a metadventurers competitive


spirit lets him take advantage of situations,
possibly to the detriment of his allies. Each of
his allies qualifies as an abettor for any
Betrayal feats the metadventurer possesses.
The ally does not have to possess the Betrayal
feat, but does need to meet any positioning and
actions required of an abettor.
4

Rules Lawyer (Ex):

At 9th level, a metadventurers knowledge of


RAW scattered through countless supplement
books is all-encompassing, so strong that he
can correct those pesky numbers that the GM
saw printed. As an immediate action, the
metadventurer can alter a modifier provided by
all uses of a specific game mechanic by +2/-2.
This ability can only be used on a modifier that
applies to attack rolls, damage rolls, skill
checks, ability checks, and/or saving throws.
Alternately, the metadventurer can alter a
percentage roll required by all uses of a specific
game 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 time
for every 5 levels above 9th, and its effect lasts
for one encounter.
Examples a metadventurer could use rules
lawyer to increase or reduce the cover bonus to
AC, and all creatures with cover would use the
altered modifier for the rest of the encounter.
He could similarly improve or worsen the
modifiers provided by all uses of the inspire
courage
bardic
performance.
The
metadventurer could improve or worsen the
effects of concealment, or give a -10% penalty
to rolls made for the confused condition.

Master Munchkin (Ex):

At 13th level, the metadventurer knows that


sometimes you dont need to succeed, only to
do better than your allies. [Have you looked at
these scrubs? They dont set the bar very high.]
When the metadventurer fails a saving throw
against an effect that also targets one of his
allies within 30 feet, he compares his saving
throw result to his allys. If the metadventurers
saving throw was better, he succeeds on the
saving throw as if he had rolled a natural 20.
The ally has any damage sustained by failing
the save increase by half if applicable,
otherwise has the duration of the effect
doubled. This ability can be used once per day.

Magic Exploit (Ex):

At 10th level, a metadventurer gains a new


metagaming pool ability that allows him to use
OOC info to penetrate an opponents
supernatural defenses. [Immunity to fire is
obviously a typo, Mr. GM. Obviously.] By
spending 1 point from his metagaming pool
after using his OOC info to identify a creatures
energy resistance or SR, the metadventurer can
take advantage of that knowledge by altering
one of his spells or effects to gain a +4 bonus
to penetrate spell resistance or change the
energy type of damage dealt by the spell to one
of the following: acid, cold, electricity, or fire.

Monty Haul (Ex):

At 14th level, a metadventurer gains a new


metagaming pool ability that allows him to find
the treasure he most desires. By spending 3
points from his metagaming pool as part of a
successful attempt to identify a magic item, the
metadventurer can make the GM provide him
only a base value for the item. The
5

metadventurer can then choose


what the magic item is. The
magic item chosen must be a
legal choice printed in a
PFRPG-compatible book, must
retain the same form as the
original magic item, and must
have a value equal to or less
than the original. If another
creature attempts to use a
magic item chosen with this
ability, the item immediately
reverts
to
its
original
properties. This ability can only
be used on magic items whose
properties have not been
identified by the metadventurer
or any of his allies. [All your
loot are belong to us.]

Third Party BS (Ex):

At 15th level, the metadventurer


has the annoying ability to pull
out the most arcane and
questionably balanced rules
ever printed for the rules set. As
long as the player of the metadventurer brings a copy of a third-party
product to the gaming session, any rules from
the product that directly apply to the
metadventurer (such as feat selection, spells
prepared, etc.) are allowed in the game. In order
to qualify for this ability, the product must be a
printed copy or pdf copy with watermark
showing legal purchase [Help support the
Wendall Roy 2016 Make-a-Wish Tattoo
Expenses Discretionary Fund] and have the
PFRPG-compatible logo on the cover. [You get
bonus points if its something from Rite
Publishing. Seriously, inquire about the bonus
points to your GM. They love that sort of
thing.]

from his metagaming pool on his turn, the


metadventurer can gain an extra move action in
addition to his normal actions. Alternately, he
can spend 2 points from his metagaming pool
on his turn to gain a second swift action for that
round.

Make the GM Cry (Ex):

At 20th level, the metadventurer becomes the


ultimate nuisance for the GM, gaining the
ability 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 no
actual magic. If the metadventurer is killed, this
ability will activate by itself on initiative count
1 of the next round to bring the metadventurer
back to life, similar to the effects of a
resurrection spell. This ability can be used
once per day.

Action Economy Abuse (Ex):

At 18th level, a metadventurer can make the


most of a rounds actions. By spending 1 point
6

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b) "Derivative Material" means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted;
(c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) "Product Identity" means product and product line
names, logos and identifying marks including trade dress; artifacts, creatures, characters,
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic
and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places,
locations, environments, creatures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g) "Use", "Used" or
"Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms
of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you Use. No terms may be added
to or subtracted from this License except as described by the License itself. No other terms or
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3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of
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5. Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You
are copying, modifying or distributing, and You must add the title, the copyright date, and the
copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction
with a work containing Open Game Content except as expressly licensed in another,
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8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
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 Open
Content: All trademarks, registered trademarks, proper names (characters,
deities, etc. excluding the names of the class and class abilities and other game
mechanics), dialogue, plots, storylines, locations, characters, artworks, and
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Open Content: Except for material designated as Product Identity (see above),
the game mechanics (metadventurer class) of this Rite Publishing game product
are Open Game Content, as defined in the Open Game License version 1.0a
Section 1(d). No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written permission.
9. Updating the License: Wizards or its designated Agents may publish updated versions of
this License. You may use any authorized version of this License to copy, modify and distribute
any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do
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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial order,
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13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Reference Document. 2011, Paizo Publishing, LLC; Author:
Paizo Publishing, LLC.

Pathfinder Roleplaying Game Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary. 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2. 2010, Paizo Publishing, LLC; Authors Wolfgang
Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, 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: Jesse
Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary,
Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on
material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 4. 2013, Paizo Publishing, LLC; Authors: Dennis
Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy
Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen
Radney- 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, Adam
Daigle, 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, Rich
Redman, 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: Dennis
Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim
Hitchcock, 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 Bulmahn
Pathfinder 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, Stephen
Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork
Shaw, 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, Jesse Benner,
Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom
Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray
Vallese.
Pathfinder Roleplaying Game NPC Codex. 2012, Paizo Publishing, LLC; Authors: Jesse
Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland,
Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ
Taylor.
Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publishing, LLC; Authors: Jason
Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen RadneyMacFarland, 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, Tim
Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen
Radney-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 Taylor.
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 Russ
Taylor.
Pathfinder Campaign Setting: Technology Guide. 2014, Paizo Inc.; Authors: James Jacobs
and 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, Chris
Pramas, 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. Jason
Peck, 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, Travis
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The Secrets of the Metadventurer copyright 2016, Steven D. Russell; Author Wendall
Roy.

Rite Publishing Presents

by Wendall Roy