(PFRPG) Rite Publishing - The Secrets of the Metadventurer (2016-04-01).pdf
February 16, 2017 | Author: Sigraine | Category: N/A
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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. I’m a character in a game, and the only one smart enough to know that this isn’t real. The rest don’t even realize they are just the product of some flesh-and-bone goofball’s overactive imagination. Other characters tend to lock me up in asylums (if they can) when I point this out to them, so if you’re 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 doesn’t understand fun. You want backstory? I’ve 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? We’re here for the lulz.
Class Skills
Second most important thing? Don’t 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
1
-
-
-
-
-
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
1
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! It’s guaranteed to start a lengthy tirade by another player about people misinterpreting the point of the
Metadventurers are proficient with all simple weapons.
2
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. [I’m 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 metadventurer’s 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 day’s 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 monster’s 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 monster’s 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 metadventurer’s metagaming pool is equal to ½ 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 metadventurer’s 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 opponent’s physical defenses. By spending 1 point from his metagaming pool after using his OOC info to identify a creature’s 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 metadventurer’s 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 metadventurer’s 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 don’t need to succeed, only to do better than your allies. [Have you looked at these scrubs? They don’t 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 ally’s. If the metadventurer’s 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 opponent’s 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 creature’s 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 it’s 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 round’s actions. By spending 1 point 6
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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 Hawvermale, 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 Wendall Roy.
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