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Adventurers don't have a primary attribute. But do they have a caster level?
91. The Aptitude Between the curative and emboldening magics of their allies, the insidious curses and magical onslaughts of their enemies, the constant questing for magical items, and a diet that consists more of potions than of food, adventurers find themselves exposed to far more magic than anyone who isn't a wizard themselves, and this familiarity puts them at east around magic and aids them in the learning of it.
-At 1st level, adventurer levels stack with levels of any other spellcasting class to determine the adventurer's caster level.
-At 4th level, whenever the adventurer is under the effects of a [harmless] spell, she gains a +1 familiarity bonus to whichever save that spell would have allowed had the adventurer not been a willing target. This effect stacks with itself.
-At 8th level, whenever the adventurer gains a level in a spellcasting class, she chooses a number of spells equal to her bonus in that class's primary spellcasting attribute that are NOT on any of her classes' spell lists, and are of no higher spell level than the highest spell the adventurer IS able to cast. She treats those spells as though they were on her spell list for purposes of Use Magic Device checks, never needs to make Spellcraft checks to recognize those spells being cast.
-At 12th level, an adventurer's body has absorbed so much residual magical energy that she herself radiates an aura as though she were a magical item. The adventurer may attempt a Spellcraft check to change the school of magic she radiates as a standard action, but the strength of this aura is determined by her total Hit Dice as her "crafter's caster level". The adventurer may attempt to use this residual magic to modify any spell she casts from a wand, scroll, or by her own power. The adventurer rolls a d20 in additon to any rolls the spell itself demand. On a natural 20, treat this additional magic as a spell mishap from a failed UMD check to activate a wand, but such effects typically work in the caster's favor and are determined by the nature of the spell being cast. (Exact effects are up to the GM.)
-At 16th level, the adventurer gains her familairity bonus from EVERY spell cuurently affecting her, even from hostile sources. This bonus even applies to repeated saves allowed by the very spell granting the bonus in the first place.

Goth Guru |

92.I'm only going to explain this once. If someone becomes disruptive asking stupid questions, you can tell them,"Rule 92". Adventurer is a meta class that includes all PC usable classes. Now that I've said that, any dumb questions like, "Is a monstrous PC still an adventurer?" will elicit a "Rule 92 noob!" from me.

Kobold Catgirl |

93. Pessimist: Being the worst, adventurers tend to expect the worst, too. At 4th level, the adventurer can as a standard action attempt to dispel a morale bonus on any one entity. They must succeed at a caster level check, with their relevant ability score their Charisma (if they have a negative Charisma, they treat the negative modifier as though it were positive). The DC to dispel it is DC 11+the caster level of whoever has placed the morale bonus on the target. If she succeeds, she gains a +2 luck bonus to all saving throws for 10 minutes, and the target takes a -2 morale penalty to all skill checks and attack rolls.
At 8th, 12th, 16th and 20th level, the adventurer affects two more subjects with this ability when she uses it. This does not affect her luck bonus.

Kobold Catgirl |

97. Adventurer's Rule: (Rule #33: Be Spiteful [and Make Life Take the Lemons Back]) An adventurer knowing this rule can activate it whenever she is damaged or affected by a harmful spell or effect. She gains a +1 bonus to all attack rolls against the enemy that has targeted her. For every round in a row that the enemy does so, this bonus increases by +1, to a maximum equal to the adventurer's class level. If the enemy stops targeting her, this bonus stops rising but lasts for 1 minute. The adventurer may use this ability a number of times per day equal to 3 + her Charisma modifier.
98. Hey, It Pays the Bills: An adventurer who is not meaningfully debilitated for more than two days (for instance, turned to stone or all-day resting to recuperate hit points, or dead) is always assumed to have spent the week working as an adventurer. She rolls a d20 (or takes 10), adding a number equal to 3 + her level + her Wisdom modifier. She counts this number against the Profession skill to determine how much money she has earned this day. At the very least, there's always a rat that needs killing.
99. Genre-Savvy: At 9th level, the adventurer starts to get the hang of things. She may activate an ability similar to commune once per week as a standard action. This ability allows her to ask one question per three levels, but instead of asking a deity, the adventurer asks these questions of her player (or the Game Master, if the adventurer is an NPC). This is essentially a "metagame" class ability—if the player knows that the tree stump with a rabbit on it is probably unsafe, they can "tell" the adventurer as much. The adventurer then gains this knowledge as a strong hunch. They can still choose to ignore this hunch if evidence appears to outweigh it.

Goth Guru |

100. Make those skills work for you: If they have a craft, such as bowyer, they have unlimited supplies of that item, such as arrows. They can use their knowledge nature to help farmers set up crop rotation and irrigation, and get paid in food. Every skill is a potential never have to buy something again. If they can swim, they can spear fish. If they can climb, they can let NPCs into their house if they lock their keys inside.

Goddity |

101. Punishment: Any time an adventurer makes an on topic pun that seamlessly blends into the dialogue (manipulating the dialogue to make puns also counts), the adventurer may immediately add 4 to any roll. Puns, as always, may not be reused.
102. It was always like this, I swear!: Once per day, you can redo one selection on your character sheet. You can move some ranks from one skill to another, reselect a feat or feat line, change spells known, or reselect other important class features.

Goth Guru |

103. I wish it were real: The character has the uncanny ability to benefit or suffer from illusions. Thus an illusion of a bard still gives them a moral bonus. They take subdual damage from the illusion of an ogre. They cannot walk through an illusionary wall till after they watch someone do that. An illusionary Medusa will cause them to stiffen as if petrified. They will depetrify only when convinced that the stone to flesh spell was cast on them.

Goth Guru |

107. Bored Game: Buy a board game in the thrift store. Put these rules on post it notes. Stick them to squares on the board. Now when someone lands on a square, they have to abide by the rule. Buy figures with stat cards. Now put monsters all along the game path. Defeat a monster, and get to roll it's treasure type.

Goddity |

109. Through the fourth wall By smashing the fourth wall, (Requires a DC 12 sunder, you can gain a +10 bonus on the check by having your character beg the GM), you can grab one item from reality and bring it back within the game. Your player must be able to grab the item within 30 seconds of using this ability.

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110. The Devs Think of Everything:
Starting from level 7, every time that you successfully identify an enemy with a knowledge check, you may roll a second knowledge check. If the second check succeeds, then you mysteriously happen to possess an item to deal with them, such as a bottle of defoliant when dealing with a plant-based enemy.

Kobold Catgirl |

111. Golf Bag: At 3rd level, the adventurer can choose one masterwork weapon she owns of her choosing. By spending half of her weapon's value (equal to its resell value, in other words), she can acquire a "copy" of this weapon made of either alchemical silver or cold iron. This weapon possesses all the old one's special abilities, but loses any special material qualities, such as if it was originally made from cold iron or silver. The weapon operates normally, except that it is treated as being permanently broken. It cannot be enchanted. It can only be sold for half the price the adventurer bought it for, after which the adventurer may choose to purchase a new weapon. At 6th level, and every third level after that (9th, 12th, etc.), the adventurer can purchase another such weapon, copied off of the same weapon or a different one in her possession.
At 6th level, the adventurer can choose to acquire an adamantine or mithral copy. At 12th level, the adventurer can purchase a copy with the ghost touch property, or with an effective alignment of her choosing for the purposes of overcoming Damage Reduction.

Goth Guru |

112.Quivering Palm Feat: The palm of their hand quivers but won't harm anyone or thing. This is a Trojan Feat that occupies a feat slot but has no benefit. It cannot be replaced with a useful feat till a level divisible by 4. You cannot have the best, monk, class ability as a feat so go go suck a lemon munchkin. :p

Jimmy Fiddle |
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113. I see what you did there...: At level 20 the adventurer starts to see patterns in the way that dungeons and encounters are developed. Once a day they may make a check with a dc equal to 10+ 1 per thing they will have to fight within 500 feet of the adventurer. They add their adventurer level plus their highest mental state bonus to this check. If they are successful the gm has to provide the adventurer with a map of anything within 500 feet including locations of all the things he will have to fight and treasure locations. You see he has just done this so many times before.

Ciaran Barnes |

114.
Fall of the Old Guard: In order to qualify for this ability, you must be playing in your very first Pathfinder module (although you should probably call them adventure paths now) and your last game must have been AD&D or AD&D 2nd edition. In lieu of rolling a check, you can share an anecdote about a game you played in or simply describe what your character does. The result of the check is equal to the number of years you played D&D. If the subject of your anecdote is an obsolete mechanic (such as saving throws vs. breath weapon, THAC0, or racial level limits), you gain a +5 bonus to the result. If your DM is young enough to be your offspring, you gain a +5 bonus to the result (although you should probably say GM now). If this is the first time your gaming group includes a female gamer, you gain a +5 bonus to the result. If you are excited about your transition to a new gaming system, you can use this ability only once per game session. If congratulations on your transition invokes feelings of shame, there is no limit on the number of times per day you can use it.

Kobold Catgirl |

58. Adventurer's Rule: (Rule #3: Hold Together Or Fall Apart) The dungeons are dangerous, and not every adventurer has a "pocket medic" handy. An adventurer knowing this rule can, once per day, make a Heal check to bind her wounds together. This takes 1 minute. Upon completion, she heals herself hit points equal to the amount she rolled. This healing lasts 1 hour per level—when this time elapses, the temporary solution collapses and all her damage returns. She can only use this ability on herself.
116. Adventurer's Rule: (Rule #66: Keep Your People Alive) Sometimes, the adventurer has to be their friends' pocket medic. An adventurer knowing this rule can use Rule #3 on others. She gains an additional number of uses per day equal to 2 + her Wisdom modifier. Healing on others only lasts for 1 minute per class level.