TEXT:  
  
  2
  Credits
  Credits
  Author: Alexander Augunas
  Additional Material and Development: Owen K.C. Stephens
  Illustration: bptu and Kentoh
  Project Management and Planning: Lj Stephens
  Graphic Design and Layout: Lj Stephens
  Bon Vivant and Planning: Stan!
  Contents Copyright 2020 Rogue Genius Games
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  on Twitter: @Owen_Stephens
  All logos are the trademark of Rogue Genius Games, all rights reserved
  Product Code: RGG5220Mar10
  Published Under the SRD, OGL, and d20 (v 3) 
  License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game 
  requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, Inc. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, Inc. does not guarantee 
  compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo 
  Publishing, Inc., and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo 
  Publishing, Inc., and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY:
  The Rogue Genius Games (RGG) company name and 
  logo; the “52-in-52” and “The Adventure Academy” 
  names and logos; 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.
   
  
  3
  W
  hether you’re an apprentice learning the 
  ropes of your adventuring trade or an expert 
  researching your tome on the mysterious ruins 
  of a lost civilization, adventure academies are an 
  effective way to advance your adventuring career. In 
  some lands, academies are rare and even sometimes 
  mistrusted collections of lore and power, while in 
  others civilizations they are where the society’s lore 
  is preserved and passed on to future generations, 
  handed by educated experts to an eager generation 
  to be further analyzed and refined until it is ready to 
  be passed on again.
  This book begins with an overview of how 
  academies generally work. Then it contains 
  suggestions on how GMs can implement academies 
  as a core part of their campaigns, whether as a 
  backdrop for an overarching campaign or as a core 
  mechanic that players must navigate as part of 
  their adventures. After that are some rules systems 
  designed for adding the demands and benefits of 
  life in an academy into a campaign, and finally it 
  presents sample Adventure Academies you can use 
  as inspiration for building your own, or that you can 
  drop as-is into your campaign setting.
  ACAdemy Overview
  ACAdemy Overview
  Academies are institutions where your character 
  gains essential education for furthering their 
  knowledge and skill. In some realms, there is 
  but a single academy, which teaches everything 
  the rulers of the realm think worth teaching. In 
  others, academies might specialize in teaching 
  developing minds or helping adults earn academic 
  degrees. For an Adventure Academy-focused 
  game, their impact on characters should largely be 
  determined by the needs of the campaign. Below 
  is a brief summary of what academies are and how 
  they work.
  • Before you can begin attending an academy, 
  you must first enroll with them. Enrollment 
  varies from academy to academy. In some 
  feudal realms attendance at an academy is 
  mandatory for those seen to have an aptitude 
  for a talent useful to the realm, and out of 
  reach for anyone else regardless of wealth or 
  influence, while in others the academies are 
  all connected to a guild or church, or even a 
  proving ground for apprentices in all walks of 
  life, with attendance a benefit given to priests 
  and guild members in good standing.
  the Adventure ACAdemy
  the Adventure ACAdemy
  HOW MODERN IS AN ACADEMY?
  In a game that generally has a feudal or medieval 
  aesthetic, even if not a true technological or social 
  structure drawn from history, it’s reasonable to 
  ask how ‘modern’ the idea of a community of 
  scholars and academics teach students for pay 
  is. While most fiction set in something akin to an 
  Adventure Academy are more-or-less modern, 
  history has plenty of examples that can be drawn 
  on for less current academies.
  The Hekademia, or University of Athens, was 
  founded by Plato in circa 387 BC, and lasted for 
  centuries. Aristotle studied there for twenty years 
  and then founded his own school, the Lyceum. 
  The University of Constantinople could trace 
  its origin back t the Pandidakterion, a Byzantine 
  school was founded in 425 AD with chairs in 
  law, philosophy, medicine, arithmetic, geometry, 
  astronomy, music, rhetoric, among other subjects, 
  which lasted until 15th century. The University 
  of Al Quaraouiyine was founded in Morocco in 
  859, and is arguably the oldest degree-granting 
  university in our world.
  During the Islamic Golden Age (from roughly 
  the 8th to 14th centuries) the importance of the study 
  of scripture is Islam lead to the development of 
  religious institution of learning (madrasas) which 
  taught law, theology, medicine, and science. 
  Those who proved their mastery of such subjects 
  could be granted an ijazah—a license to teach the 
  subject to others—by an instructor who already 
  held such a license.
  While it is beyond the scope of this product 
  to details the practices and methods of all these 
  historic examples of institutions of higher 
  learning, these are just the tip of the iceberg 
  that can be used as inspiration for pre-mordern 
  Adventure Academies.
   
  
  4
  The AdvenTure AcAdemy
  The AdvenTure AcAdemy
  For campaigns where an academy is run 
  more like a modern university, enrollment 
  is more likely to be  matter of passing tests 
  and paying tuition, with public academies 
  generally being easier to get into than private 
  ones. In these campaigns, acceptance into a 
  primary or secondary academy generally 
  requires a brief assessment to determine 
  your prior skills and abilities so you can be 
  placed into an appropriate curriculum, while 
  universities generally have you attempt 
  an enrollment examination to determine 
  whether you meet the university’s academic 
  criteria. Similar procedures might exist 
  in a variety of forms, from passing an oral 
  test given by a single instructor, to proving 
  aptitude in a craft or skill by demonstrating 
  it under practical conditions.
  • For public academies not funded by the state 
  or some guild, once you’ve been enrolled you 
  must immediately pay your first academic 
  term’s tuition, if any. Public schools generally 
  have more affordable tuitions than private 
  schools, with public primary and secondary 
  schools being free to most citizens.
  • You begin each academic term with a grade of 
  100. Each week, you must attempt a special 
  skill check for each course that you’re enrolled 
  in called a maintenance check. The skill you 
  use for your maintenance check is determined 
  by the course. The DC for your maintenance 
  checks is determined by how often you use the 
  study downtime action (see below). 
  • Your academic curriculum consists of 4 to 7 courses 
  that are either mandated (meaning you have to take 
  them to graduates) or elective (meaning you get to 
  choose which courses you take). Generally, 25% 
  of the courses in a curriculum are electives while 
  the rest are mandated.
  running An 
  running An 
  ACAdemy CAmpAign
  ACAdemy CAmpAign
  If you’re reading The Adventure Academy, chances 
  are you’re at least considering running a campaign 
  where a major focus of the adventure is the players 
  attending an academy of some kind. This section 
  is designed to offer you some helpful tips that will 
  enhance your character’s school day experience.
   
  
  5
  Pathfinder 1e
  Pathfinder 1e
  estAblish the “Adventure” 
  estAblish the “Adventure” 
  in the “ACAdemy”
  in the “ACAdemy”
  If you’re just doing a short aside in an academy, 
  or beginning there and then moving on to a more 
  typical campaign, it’s reasonable for the adventures 
  the PCs get up to in their school days to just be 
  an exception to the normal course of events. If 
  the academy is going to be a long-term part of 
  the campaign, however, you should establish why 
  it’s considered acceptable for students to be put in 
  potentially life-and-death adventuring situations 
  on a regular basis. (You should also consider if the 
  campaign you are considering is appropriate for 
  the characters the PCs are making. Not everyone 
  is comfortable putting younger characters in some 
  kinds of adventures, for example. It’s a good idea 
  to have a discussion with your players to make 
  sure they aren’t expecting cute investigations of 
  stolen candy bars when you plan for them to face 
  a horrific, nonstop onslaught of cannibal zombies.)
  Some suggestions on how to establish adventure 
  potential as part of the background are listed below.
  the Adventure COmes First
  the Adventure COmes First
  Rather than the campaign be presented as primarily 
  an academy, with adventure as an apparent sideline, 
  the adventure takes front-stage. The PCs might 
  be new members of a literal Adventurer’s Guild, 
  being sent out to guild-approved adventure sites 
  and only getting time for classes in-between 
  battles, investigations, and exploration. Perhaps 
  the education is what graduates them from 
  probationary “Copper” guild member to full 
  “Silver,” members, or even promote up to the elite 
  “gold” status. Or maybe the academy itself is first 
  and foremost a warship, fortified colony at the edge 
  of enemy territory, or even just a single instructor 
  who is themselves an adventurer, taking on the PCs 
  as apprentices. The idea of this set-up is that it’s 
  closer to traditional adventuring, with the academy 
  element as an interesting B-plot that most occurs 
  during downtime and in-between adventures.
  it’s A KnOwn risK
  it’s A KnOwn risK
  Some academies could just be known for having 
  terribly dangerous things happen to some portion 
  of the students, and the players are asked to make 
  characters who end up there anyway. The academy 
  could be run-down (with old safety protocols that 
  have failed every year) but still have significant 
  prestige making graduation worth the risk. It could 
  be famous for its “school of hard knocks” teaching 
  style that results in a few deaths every year or so, 
  but produces galaxy-famous skilled elite. It could 
  have undergone a recent change in management 
  for the more-dangerous (in which case proving the 
  risks the PCs are being placed in could be avoided 
  might be part of the campaign), or a re-education 
  center for criminal offenders who are taught how 
  to perform dangerous tasks to help pay off their 
  debt. If driven by religious or royal decree, some 
  adventuring may be a required part of the duty of 
  each student to justify the resources spent educating 
  them. Or it might be placed in an area where 
  significant risk has just become commonplace, such 
  as a kingdom world where ancient undead tombs 
  have begun opening up all over, making the PCs no 
  less safe at the academy than anywhere else.
  it’s pArt OF the CurriCulum
  it’s pArt OF the CurriCulum
  One easy way to explain why Pcs in the academy 
  keep going adventuring is for that to be considered 
  part of the learning process. If the academy is 
  explicitly one designed to produce competent and 
  experienced adventurers (whether that’s squires for 
  Knights of the Realm, members of the Wayfarer’s 
  League, licensed Gladiatorial Schools, or literally 
  just getting a Bachelor’s of Adventuring), then it 
  stands to reason students will be sent on adventures 
  from time to time. Some of these might be “safe” 
  adventures 
  in 
  carefully-controlled 
  conditions 
  (ranging from fake dungeons full or nonlethal 
  traps, weakened constructs, and illusions of greater 
  dangers, to having a chaperone tag along, but only 
  get involved if the PCs are in serious danger) to 
  sending them on real field-missions that should be 
  within their area of expertise (such as exploring 
  areas with known, but low-level and well-
  documented, threats).
  it’s the pCs’ FAult
  it’s the pCs’ FAult
  It might be the academy is normally perfectly 
  safe, it’s the PCs that are the source of their own 
  constant adventuring. If the PCs are the scions of 
  the next High Thegus, and thus targets of political 
  assassination, or are the Chosen Ones destined 
   
  
  6
  The AdvenTure AcAdemy
  The AdvenTure AcAdemy
  to end the threat of the Sluagh Restoration (and 
  thus doomed to engage in specific predestined, 
  dangerous events), or are just the kinds of students 
  who can’t help investigating the Forbidden Sections 
  of the old academy building, they may get drawn 
  into adventures and threats most students don’t 
  have to worry about.
  emphAsize sliCe 
  emphAsize sliCe 
  OF liFe events
  OF liFe events
  It’s common for a roleplaying game to be largely 
  built around combat and exploration, but if you’re 
  looking to sell your players on the fantasy of being 
  students at an academy of adventure you need to 
  sell them on the experience of being a student at 
  your school. To do this, the students and staff of the 
  students must become characters in their own right. 
  The following tips are intended to help GMs give 
  character to the experience of school life.
  • Focus on Interactions: There’s a reason why 
  The Adventure Academy chooses to simplify 
  school work into a few easy skill checks that 
  your character attempts once or twice a week; 
  spending hours roleplaying lectures and studying 
  can be monotonous if overused, so instead of 
  roleplaying every moment that your characters 
  are in school, focus on the important interactions 
  with major characters. Show your players their 
  PCs being confronted by a bully, being called to 
  face the headmaster, or needing to overcome a 
  required trial of skill, but don’t make your players 
  sit through every history course they take that 
  year (even if their PCs have to). 
  • Popularity: As with any setting where characters 
  are stuck together for much of the time, rivalries 
  and social pecking orders arise in an Adventure 
  Academy. Especially if students are following a 
  strict regime and have little freedom in how they 
  spend their time and limited money, reputation 
  and popularity become crucial forms of social 
  currency among their peers. A student’s 
  popularity within the school is a huge motivator 
  for many of the happenings at the school. This 
  need not be a complex system—tracking the 
  attitude of a few key NPCs and student cliques 
  is enough to make this important. When a 
  character aids or entertains a group, a Charisma 
  check can be made to see if their attitude 
  improves toward that student, while any major 
  blow to a group’s power of popularity is likely 
  to result in a decrease of attitude. In some cases, 
  groups will never be truly helpful or hostile, 
  but even knowing who is friendly and who is 
  unfriendly can be important.
  • Academies as Characters: No GM can expect 
  to detail every single person who attends an 
  academy, but understanding the student body’s 
  general reaction to things that happen in the 
  school is very important when you’re trying 
  to detail life at a school; academies are thick 
  with social hierarchies and social norms, and 
  knowing what the student body likes and 
  dislikes can help inform their general reaction 
  to the PCs and important NPCs.
  mAKe ClAssmAtes mAtter
  mAKe ClAssmAtes mAtter
  Schooling is an incredibly social experience, so it’s 
  important to give faces to the people that your PCs see 
  every day. While full-on interactions with every person 
  in every class your characters take isn’t necessary, 
  having a name, appearance, and a short list of likes and 
  dislikes can go a long way to making your school feel 
  like a lived-in place. That way, your PCs can choose 
  which classmates to interact based upon their players’ 
  curiosities while you also have an established cast of 
  characters to instigate plots with. You might want to 
  consider making a class roster with a general list of 
  information that everyone knows about each classmate 
  and hand it to the PCs for their reference.
  OFF-CAmpus Adventures
  OFF-CAmpus Adventures
  When you’re running a campaign based on an 
  Adventure Academy, you might decide that 
  everything important that happens in the campaign 
  should happen at the academy. Don’t fall into this 
  trap. A good story is one that takes the protagonists 
  out of their comfort zones, and if the protagonists 
  are students then to some extent school is their 
  comfort zone. Whether or not the PCs like school, 
  it’s everyday life for them. As a result, important 
  events and milestones are ones that subvert 
  everyday school life with special events like school 
  festivals, field trips, work studies, and similar off-
  campus events. This isn’t to suggest that something 
  important should happen every time your characters 
  go off-campus; you don’t want to be predictable 
  after all! As long as The Adventure Academy feels 
  like an important part of the campaign, it can serve 
  just as well as a base of operations without having 
  to also be the location of all adventuring.
   
  
  7
  Pathfinder 1e
  Pathfinder 1e
  plAn ArOund yOur terms
  plAn ArOund yOur terms
  Many campaigns are fast-paced, occurring over 
  the span of a few months. When you’re running an 
  academy campaign, however, it will feel odd to your 
  players if the major conflict of your adventure is 
  resolved when there’s still two or three more terms 
  to go in the academic year. When you’re planning 
  your adventure, take the time to sketch out the plot 
  along with the term. Try to plan your campaign’s 
  events around the academic year; for example, if 
  you’re going to close out a major storyline, having 
  that storyline resolve around the end of an academic 
  year lends a feeling of closure to the storyline, with 
  the graduation acting as a natural departure from 
  the previous storyline and the culminating event as 
  a sign of maturity befitting a proper graduation.
  tie the OrdinAry 
  tie the OrdinAry 
  tO the extrAOrdinAry
  tO the extrAOrdinAry
  When you’re designing an academy campaign, it 
  can be tempting to keep the two sides of your PCs’ 
  lives (school and adventuring) separate. While you 
  might want to do this at first in order to establish the 
  nuance of each setting, as your adventure goes on 
  your stories will becoming increasingly engaging 
  if these two sides of the PCs’ lives start to collide, 
  especially if they do so in ways that add tension 
  and stakes to your story. For example, if the PCs 
  pick a fight with an enemy mercenary group and 
  that group later arrives at the PCs’ school and 
  places the building in a lockdown situation, the 
  players now get an opportunity to see how their 
  PCs’ classmates and teachers react to an extremely 
  dangerous situation, which can offer a different 
  side to those character’s personalities and give 
  the PCs something worth fighting for. That being 
  said, you don’t need to have the player’s classmates 
  interact with their adventuring colleagues only in 
  dangerous encounter-style situations; giving the 
  players an opportunity for these two sides of their 
  lives to intermingle in a more slice of life avenue 
  can similarly allow the PCs to see their high-action 
  allies and enemies in different settings, which 
  can help flesh them out into multi-dimensional 
  characters. Plus seeing a threatening foe in a slice 
  of life scenario can be high tension if the PCs know 
  that the social hierarchy prevents them from acting 
  against their enemy until they make the first move! 
  ACAdemy rules
  ACAdemy rules
  In addition to the game’s standard rules, an 
  Adventure Academy campaign may find some rules 
  for how an Academy works useful. All of these are 
  options—if you and the players are happy to ignore 
  rules for study, enrollment, and grades, that’s fine. 
  Or you can grab just one or two of these to support 
  elements of the campaign you consider important. 
  They work well together, but you can take as much 
  or as little of this material as you wish.
  enrOllment And tuitiOn
  enrOllment And tuitiOn
  For those academies with enrollment and costs of 
  learning measured in coin, enrolling in an academy 
  typically takes one day, during which you perform 
  the actions necessary to enroll yourself into the 
  academy. For most academies, you attempt a skill 
  check with every skill associated with each of the 
  courses in your curriculum. The DC is noted in the 
  enrollment section of your academy’s stat block. 
  Some academies have special circumstances that 
  allow you to bypass some of these requirements.
  If an academy lists a tuition cost, you pay 
  the indicated cost at the start of each academic 
  term to be enrolled there. Failing to pay this cost 
  causes your studentship at the academy to become 
  automatically suspended for that academic term.
  OptiOnAl enrOllment 
  OptiOnAl enrOllment 
  And tuitiOn
  And tuitiOn
  If you’re using The Adventure Academy, chances 
  are you’re planning a campaign that’s largely 
  based around the concept of your players being 
  students at an institution of some kind, which can 
  mean using skill checks for the enrollment process 
  can impede the flow of your campaign. After all, 
  if your big concept for your campaign is that your 
  players are students at a school, then it’s rather 
  anticlimactic for a member of the party to fail to 
  make enrollment and essentially be unable to 
  participate in your campaign. Similarly if the game 
  depends on characters being part of the academy, 
  having one fail to pay tuition and get kicked out 
  isn’t a useful part of the narrative unless it’s built 
  in to some plot point the GM wants to introduce, in 
  which case it should just happen rather than depend 
  on a PC failing to have the space money.
   
  
  8
  The AdvenTure AcAdemy
  The AdvenTure AcAdemy
  As a result, campaigns that largely center on 
  the academy rules might be better served having 
  the game elements of enrollment requirements 
  and tuition be waived, instead using narrative 
  backstories to explain how the players secure 
  and maintain their spots in the academy. These 
  can become an interesting part of a character’s 
  backstory. Some suggestions on ways to do this are 
  presented below.
  • Despite their performance on the enrollment 
  exams, a teacher or staff member of the school 
  sponsors the PC’s admittance into the academy, 
  perhaps due to blood relations or because they 
  were impressed by something the PC said or 
  did that wasn’t tested during enrollment.
  • The academy agrees to enroll a PC because 
  their talents are well-suited to an extracurricular 
  activity. So long as the PC remains an active 
  member of that extracurricular activity and is 
  in good disciplinary standing, they can remain 
  enrolled at the school.
  • A PC is asked to perform a service to the 
  academy in exchange for enrollment or 
  tuition there. An entire group of PCs could be 
  brought together for the same service, such 
  as investigating and reporting on smuggling 
  relics through the school, monster slaying, or a 
  similarly important (and potentially dangerous) 
  occurrence.
  • The PC or someone sponsoring the PC makes 
  a considerable donation to or perform a service 
  for the academy in order to ensure the PCs is 
  admitted and allowed to remain. This could 
  be money from a source the PC does not have 
  access to, or could be something less concrete 
  such as bringing famous scholars to the 
  academy for lectures, or providing excellent 
  PR opportunities and promoting the academy’s 
  reputation.
  • The PC could be given a place at the academy 
  by someone with authority to give the 
  academy orders, such as a government figure, 
  headmaster, or major alumnus. This might be a 
  reward for some act the PC performed, or for 
  some act an ancestor of the PC’s performed, 
  or a way to make up for some injustice the PC 
  suffered (such as losing their family in a war, 
  or being accused of a crime they are proven 
  innocent of).
  CurriCulums
  CurriCulums
  Most academies organize the courses that their 
  students are expected to complete into curriculums. 
  A curriculum is a year-long academic program that’s 
  designed to impart a predetermined set of skills onto 
  students who partake in the curriculum’s course. 
  While different terms and organizational standards 
  might be used for schools focusing on producing 
  young guild-members, or instructing junior nobles 
  on all that they need to know to rule someday, it’s 
  useful to consider what categories of knowledge 
  are considered important, and which are merely 
  allowed or seen as useful but not mandatory, which 
  maps neatly to the general rules on curriculum.
  The courses that comprise a given curriculum are 
  organized into two general categories: mandatory 
  courses and electives. Most of the courses that you 
  take at a given academy are mandatory; they are 
  listed by name in the academy’s stat block and you 
  must enroll in them to graduate from the academy’s 
  program. If an academy notes that it has one or 
  more electives, you get to work with the GM to 
  decide what course you’re taking as an elective 
  and, most importantly, which skills you can use to 
  attempt maintenance checks with for that school. 
  • A curriculum is the sum total of academic 
  study that is offered by an academy.
  • A course is a single area of study within a 
  curriculum.
  • An academic week consists of 5 consecutive 
  days (typically the equivalent of Monday 
  through Friday).
  • A semester is one of two 15 to 18 weeks long 
  academic periods offered by an academy.
  • A trimester is one of three 12 to 13 week 
  academic periods offered by an academy.
  • A quarter is one of four 7 to 9 week academic 
  periods offered by an academy.
  • An academic term is a single semester, 
  trimester, or quarter within an academy.
  • An academic year is a year’s worth of 
  academic terms. For example, an academic 
  year at an academy that uses semesters consists 
  of 2 academic terms, while an academic year 
  at an academy that uses quarters consists of 4 
  academic terms.
   
  
  9
  Pathfinder 1e
  Pathfinder 1e
  You can, of course, create new terms and curriculum 
  standards to fit the needs of your campaign. Perhaps 
  Winter School only occurs when it is too cold for 
  squires to be at war, guild apprentices to be journeying 
  for supplies, and powerful landowner’s children to be 
  seeing to farms. In that case the duration of a term 
  might even be variable, beginning a week after the 
  first frost and ending when ice no longer blocks the 
  main port. You should adapt these rules to work for the 
  tone and feel of Adventure Academy you want to run.
  grAdes
  grAdes
  Certainly not every academy is going to have a form 
  1-100 grading system. In some, classes may just be 
  pass/fail. On others, you may need to complete a 
  specific trial to prove you have mastered the lessons. 
  In others, the opinion of your teacher may simply 
  determine if you are allowed to be taught more. But 
  while it may be useful to have one game system for 
  checking how well students are doing with their 
  studies, it would certainly be excessive to have 
  five of them. If a GM wants to have some way to 
  track what the Adventure Academy’s staff thinks of 
  a student’s mastery of learning (which may well be 
  different than the student’s actual mastery level), this 
  system can be used to give a general overview of the 
  perceived level of competence, as a percentage.
  You begin each academic term with a grade 
  of 100 out of 100. Each week, you must attempt 
  a maintenance check for each of your classes to 
  determine whether your grade maintains, increases, 
  or decreases. At the end of each academic week, 
  you must attempt a maintenance check for each of 
  your courses. The base DC for this check is outlined 
  by the academy and is further modified by how 
  many times you used the attend school and study 
  downtime activities during that week (see below). 
  If you succeed at your maintenance check, your 
  grade improves by the amount you succeeded by. 
  Likewise, if you fail your maintenance check your 
  grade deteriorates by the amount you failed by.
   
  
  10
  10
  The AdvenTure AcAdemy
  The AdvenTure AcAdemy
  For example, Hansune and Chosuy are two 
  students at The Quay, a rough school officially in 
  neutral territory where noble houses and major 
  families around the world send their scions for 
  training in the tough lessons of politics, dueling, 
  and power struggles. At the start of the semester, 
  both adolescents have a grade of 100. Both Hansune 
  and Chosuy attended school on all five academic 
  days, but Chosuy used the study downtime activity 
  twice while Hansune elected to use the adventure 
  prep downtime activity instead. The base DC 
  for maintenance checks at the Quay is 20, and is 
  modified by each student’s study habits. 
  Hansune’s minimum effort (5 total uses of 
  academic activities) doesn’t increase his DC, but 
  they don’t lessen it either. Chosuy, on the other 
  hand, lowers his maintenance DC by -4 because of 
  his additional studying. The boys’ Common course 
  uses Culture for its maintenance checks, so at the 
  end of the academic week they both attempt Culture 
  checks to maintain their Culture grade. Hansune’s 
  total Culture bonus is +6 against DC 20 while 
  Chosuy’s is +2 against DC 16. Hansune rolls a 15, 
  making his total result a 21, while Chosuy rolls a 
  13, making his total result a 15. Hansune succeeds 
  by 1, so his grade remains unchanged (you can’t 
  have a grade higher than 100, after all). Chosuy 
  fails by 1, so his grade decreases to 99.
  It’s easier to maintain a lower grade than a higher 
  one. For every 10 your grade is below 100, you gain 
  a +1 bonus to your maintenance check. Characters 
  who end up with a grade of less than 70 can expect 
  a discussion with staff about studying more. Those 
  with a grade of less than 60 may risk being put on 
  probation, and if a second term results in a grade 
  that low possible expelled (or, at least, tasked with 
  some extraordinary adventure-based task to prove 
  they should be allowed to stay).
  dOwntime ACtivities
  dOwntime ACtivities
  Life in the Adventure Academy revolves around 
  3 major “downtime activities” that occur on days 
  when students aren’t off adventuring: attending 
  school, preparing for school, and studying. PCs 
  must choose between these activities and other 
  potential demands on their time, such as crafting, 
  making magic items, and learning new spells. 
  These downtime activities are detailed fully below.
  Attend sChOOl
  Attend sChOOl
  Attending school is crucial for staying up to date on 
  your academic studies.
  Activity: You spend about 8 hours attending an 
  academy and learning what you can from them. 
  If your academy is brick and mortal, you must be 
  physically and mentally present in that location 
  to use this downtime activity. If your academy 
  is distributed, you must be able to access the 
  academy’s lessons and teachers wherever they 
  may be on a given day. You cannot benefit from 
  the attend school downtime activity more than five 
  times per 7-day academic week.
  Results: You total each use of the attend school 
  and study downtime activities to determine the DC 
  of each maintenance check you made at the end of 
  the academic week to determine your grade.
  prepAre FOr Adventure
  prepAre FOr Adventure
  There’s only so much school and study are going 
  to do for you once you’re delving into an ancient 
  dungeon infected with sluagh spawnpods.
  Activity: You spend about 4 hours specifically 
  getting ready for the next step in an ongoing 
  adventure 
  (if 
  known), 
  or 
  making 
  general 
  preparations for real threats in the field. This may 
  include some scholastic activities, such as looking 
  into the weaknesses of a specific foe, memorizing 
  the tumblers of the most lock styles, or talking to 
  expeirenced adventurers for practical field tips, but 
  TABLE: STUDY DC MODIFIERS
  # of Uses of the 
  Study Activity
  Maintenance DC 
  Adjustment
  0
  +10
  1
  +8
  2
  +6
  3
  +4
  4
  +2
  5
  +0
  6
  -2
  7
  -4
  8
  -6
  9
  -8
  10
  -10
  11
  -12
  12
  -14
   
  
  11
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  Pathfinder 1e
  Pathfinder 1e
  those are focused on practical issues that sit outside 
  your current academy classes. But mostly this is 
  about sparring, checking your equipment, exercise, 
  meditation on your ki flow and/or eldritch powers, 
  and otherwise being ready to face life-and-death 
  conflicts and split-second decisions at a moment’s 
  notice. This activity is separate from academy 
  schoolwork, but can still only be performed in 
  the academy (or a guildhouse or base with similar 
  resources for fine-tuning your preparations to match 
  the most common encounters you may experience). 
  Results: Only the prepare for adventure 
  activities you performed in the week prior to going 
  adventuring are recent enough to have a result. Of 
  course most people can’t guarantee the exact day 
  they’ll go adventuring, so many characters spend a 
  lot of time preparing for adventure “just in case.” On 
  your first day adventuring, make a special d20 check, 
  adding only the number of times you prepared for 
  adventure in the preceding week. If your result is 20 
  or more, you get 1 reroll you can use in your current 
  adventure, for any 1 attack roll, saving throw, or skill 
  check. If your result is 25 or more, you get 2 rerolls. 
  If you performed the activity 5 or more times in the 
  week before adventuring, you receive 1 bonus reroll 
  regardless of your d20 check.
  study
  study
  You study coursework after school to cement your 
  study of the materials.
  Activity: You spend the day studying your 
  coursework to cement your understanding of it. While 
  you typically don’t spend all of your 24-hour downtime 
  day studying, the mental exertion of your study session 
  is sufficient that you’re unable to gain any benefit from 
  any other downtime activity while studying (except for 
  the attend school downtime activity).
  Results: You total each use of the attend school 
  and study downtime activities to determine the DC 
  of each maintenance check you made at the end of 
  the academic week to determine your grade.
  grAduAtiOn
  grAduAtiOn
  You graduate from an academy after you 
  successfully pass a number of academic terms. To 
  pass an academic term, you must end the term with a 
  grade of 70 or higher. Once you meet an academy’s 
  graduation requirements, you graduate and receive 
  a diploma suitable for your achievements. The 
  benefits conferred by a diploma vary based on the 
  total amount of education received, as follows:
  • Primary and Secondary or Vocational 
  School: You double the income you can earn 
  with a Profession check.
  • University: Upon earning a university degree, 
  you can use every maintained skill for your 
  curriculum’s courses to earn money as if it was 
  a Profession, and double the amount of coin 
  you earn when doing so. If you have multiple 
  degrees that include the same skill, these 
  effects stack (two degrees triples the amount 
  you earn, four degrees quadruples the amount 
  you earn, and so on).
  ACAdemy 
  ACAdemy 
  sAmple stAt blOCK
  sAmple stAt blOCK
  The following is a sample stat block for an academy. 
  Each section of the stat block is described further in 
  detail after the stat block.
  ACAdemy nAme
  ACAdemy nAme
  A brief description of the Academy’s history 
  goes here.
  Qualities The academy’s qualities are listed 
  here in alphabetical order.
  Term The number of weeks in the academy’s 
  academic semesters and trimesters is noted 
  here; Enrollment the DC of all skill checks to 
  enroll in the academy is noted here (the skills 
  you have to attempt enrollment checks with 
  to enroll into the academy are noted here) 
  Tuition the tuition you must spent each 
  academic term is noted here; Scholarships 
  Any scholarships available to prospective 
  students looking to attend the academy are 
  noted here.
  Curriculum the base DC of all maintenance 
  checks is noted here; Courses The 
  courses you must take while studying at the 
  academy are noted here (the skill you use 
  for maintenance checks for each course is 
  noted in parenthesis after that course)
  ACAdemy nAme
  ACAdemy nAme
  Each academy’s name is listed first on its heading 
  line in its stat block. This might be the name of the 
  academy or a specific school that’s part of a larger 
  university.
   
  
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  12
  The AdvenTure AcAdemy
  The AdvenTure AcAdemy
  ACAdemy desCriptiOn
  ACAdemy desCriptiOn
  The second line of an academy stat block provides 
  a brief description of that academy.
  QuAlities
  QuAlities
  The third line of an academy stat block lists every 
  quality that the academy has in alphabetical order. 
  Qualities have few gameplay effects on their own, 
  but they are useful in describing how the academy 
  functions within the larger framework of the academy 
  rules. The qualities described here are merely the 
  most common qualities; when designing your own 
  qualities, you should feel free to add additional 
  qualities as appropriate for your academy.
  distributed
  distributed
  Academies with the distributed trait do not have 
  traditional classrooms for their students. Instead, 
  students gather wherever a teacher is available, 
  be that in a park, a popular tavern, theaters during 
  unused hours, a patron’s manor, or even the homes 
  of individual instructors.
  guild
  guild
  Academies with the guild trait specialize in courses 
  designed to teach students a trade.
  mAgiCAl
  mAgiCAl
  Academies with the magical trait specialize in 
  teaching spellcasters how to properly channel and 
  control their otherworldly powers. Other schools 
  may also have such classes, but normally as 
  electives rather than core curriculum, and likely 
  only for a small number of students.
  primAry
  primAry
  Academies with the primary trait specialize in 
  phase one basic education, and often offer courses 
  tailored to children and preadolescents. An academy 
  that specializes in primary education for children 
  is referred to a primary schoolin this book, while 
  an academy that specializes in primary education 
  for preadolescents is called a middle school. Of 
  course such schools can also be designed to teach 
  basic education to adults, students new to higher-
  learning, magical creatures that lack the essentials, 
  as determined by the academy’s society, and so on. 
  Primary school programs usually span a total of 8 
  academic years (Grades 1 through 8).
  privAte
  privAte
  Academies with the private trait are funded by 
  private organizations and do not need to as closely 
  adhere to governmental standards when planning 
  their curriculum as a result. Most private academies 
  require their students to pay a tuition to attend, but 
  this is sometimes waived by the organization in 
  question.
  publiC
  publiC
  Academes with the public trait are funded by 
  governments and are generally available free or 
  heavily discounted to that government’s citizens. 
  Public primary academies and public secondary 
  academies rarely have tuitions (and may replace 
  payment in coin for oaths of loyalty, required 
  membership in a guild, vows toward a religious 
  service, and so on), while public universities 
  are often significantly cheaper than their private 
  counterparts.
  religiOus
  religiOus
  Academies with the religious trait are generally 
  funded by religious organizations (typically 
  churches of a specific deity) and their curriculum 
  reflects the core beliefs and values of the church in 
  question. Religious academies normally have the 
  private trait except in theocracies.
  seCOndAry
  seCOndAry
  Academies with the secondary trait specialize in 
  phase two basic education, and often offer courses 
  tailored to adolescent and young adult students. An 
  academy that specializes in secondary education 
  is referred to a high school in this book, but may 
  be called a Apprenticorium, Squirage, Young 
  Guildhall, or anything else in your campaign. 
  Secondary school programs usually span a total of 
  4 academic years (Grade 9 through Grade 12).
  university
  university
  Academies with the tertiary trait specialize in higher 
  education and offer courses that allow students to 
  earn academic degrees or similar writs of learning 
  and accomplishment. An academy that specializes 
  in tertiary education is called a university. Most 
  universities assume their students are adults, 
  but exceptional younger students may well find 
  themselves learning in a university as well. 
   
  
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  term
  term
  The first entry on the third line of an academy’s stat 
  block notes whether the academy’s academic terms 
  use semesters, trimesters, or quarters. Immediately 
  after the word academic term is the number of 
  academic weeks that comprises that academic term.
  grAduAtiOn
  grAduAtiOn
  Graduating from an academy takes a number of 
  academic years depending upon the curriculum that 
  you’re participating in and the level of education 
  you’re looking to acquire, as shown on the following 
  table. Different Adventure Academies are likely to 
  have different titles for those who graduate, from 
  Apprentice, Sojourner, Guilder, and Hall Keeper for 
  guild-based academies to Dagger, Shield, Sword, 
  lance for a general adventurer’s academy. Create 
  titles that match the fee of the campaign and world 
  you are running your Adventurer’s Academy within.
  TABLE: GRADUATION REQUIREMENTS
  Honors
  Requirements
  Grades 1 through 12
  1 academic year per grade, 
  graduated all previous grades
  Associate’s Degree
  2 academic years, plus 
  graduated Grade 12
  Bachelor’s Degree
  2 academic years, plus an 
  Associate’s Degree
  Master’s Degree
  2 academic years, plus a 
  Bachelor’s Degree
  Doctorate
  2d4+2 academic years, 
  plus a Master’s Degree
  enrOllment
  enrOllment
  Following the academy’s academic term entry, the 
  enrollment entry notes the skill check DC that you 
  must succeed at in order to enroll at the academy. 
  The skills that you must attempt enrollment checks 
  with are listed after the academy’s enrollment DC 
  in parenthesis. 
  expulsiOn
  expulsiOn
  Once you successfully enroll at an academy, you 
  remain enrolled so long as you pay your tuition 
  each semester (if any) and are in good academic 
  standing with your academy. For most academies, 
  this means ending each academic term with a grade 
  of 70 or higher.
  • Behavior: Numerous schools have codes of 
  conduct they require students to adhere to, with 
  violations a possible cause for expulsion. This 
  often includes expulsion for any criminal act, 
  though schools more interested in reputation 
  than justice might agree to conceal or overlook 
  a crime for the sake of appearances, while a 
  school that teaches criminal activities (such 
  as burglary) might actually insist on a certain 
  number of crimes (of a specific, approved type) 
  be performed by each student.
  • Grade: If you end an academic term at a 
  private academy with a grade of 69 or, you 
  must immediately attempt new enrollment 
  checks for those courses. If you fail any of these 
  enrollment checks, you are expelled from the 
  academy. Once you have been expelled from 
  a private academy due to your grades, you 
  cannot enroll in any other private academies 
  until you successfully finish a academic term at 
  a public academy with a grade of 75 or higher 
  in all of your choices.
  • Tuition: If you fail to pay your tuition within 4 
  academic weeks of the start of a new academic 
  term, you are automatically expelled from your 
  academy, but can attempt a new enrollment 
  check to enroll without penalty at the start of 
  the next academic term.
  tuitiOn
  tuitiOn
  If an academy has a tuition cost, the cost you must 
  pay at the start of each academic term.
  SCHOLARSHIPS
  Any scholarships that you can try to qualify for are 
  noted after the tuition entry in an academy’s stat 
  block. If you qualify for and accept the scholarship, 
  your tuition is paid for in full for one full academic 
  year. Note that the scholarships listed in this 
  section usually aren’t the only scholarships that 
  the academy offers, and the GM is encouraged to 
  invent additional scholarships that serve the story 
  they want to use the academy to tell.
  CurriCulum
  CurriCulum
  The penultimate line of an academy’s stat block 
  notes the base DC that you must succeed at to pass 
  a course’s maintenance check. The DC is modified 
  based on how many times during each academic 
  week that you spend using the study downtime 
  action (see below).
   
  
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  14
  The AdvenTure AcAdemy
  The AdvenTure AcAdemy
  COurses
  COurses
  After listing the base DC of the academy’s 
  maintenance checks, the academy’s stat block 
  lists the course names for each of the academy’s 
  major courses. Listed after each course’s name 
  in parenthesis is the skill that you use to attempt 
  that course’s maintenance checks. You use the 
  skill with the lowest bonus to attempt your grades 
  maintenance check each term—one reason many 
  students end up focusing on studies they are already 
  good at.
  eleCtives
  eleCtives
  If the courses entry of an academy’s stat 
  block notes that students can take 1 or more 
  electives, an elective’s entry will be listed that 
  notes which electives are available for students 
  to take. Each student chooses their electives 
  for the term at the start of the term. This choice 
  can be swapped one time at any point during 
  the academic term by effectively dropping an 
  old elective for a new one.
  perKs
  perKs
  The final line of an academy’s stat block lists the 
  perks you can acquire by completing a full year’s 
  worth of semesters, trimesters, or quarters there. 
  In addition to the perks listed in the school’s stat 
  block, students attending any academy can choose 
  one of the following perks.
  • Gain a +1 enhancement bonus to skill checks 
  with one skill associated with one course you 
  took. You can apply this perk twice to the same 
  skill, stacking the bonus to +2.
  • Gain a +1 insight bonus to skill checks with 
  one skill associated with one course you took.
  • Gain Skill Focus as a bonus feat. Your skill 
  selection with this feat must be applied only 
  to a skill associated with one or more courses 
  you took.
  • Reduce the DC of Knowledge checks on topics 
  related to one course that you took by 1. 
  • Ignore one non-feat prerequisite for one 
  feat that relates to a course you took. The 
  GM has the final say on what feats relate to 
  what courses, but a player should be able to 
  determine that before taking a course. You still 
  cannot take feats a character of your class and 
  level couldn’t qualify for. For example, a 7th 
  level fighter could not take a feat that required 
  spellcasting, or 8 ranks in a skill, but could 
  ignore any requirement for 7 or fewer ranks in 
  a skill, or an ability score of 19 or less.
  sAmple ACAdemies
  sAmple ACAdemies
  The following academies are built using the rules 
  outlined above. Many are institutions found in 
  the Blood Space campaign setting, and are named 
  accordingly.
  ChAmpiOn’s hAll
  ChAmpiOn’s hAll
  Founded by an ancient hero to teach 
  future generations altruism and service, 
  Champion’s Hall is a secondary school that 
  focuses on preparing adolescents for life as 
  a hero.
  Qualities Guild, Private, Secondary
  Term Quarter, 9 weeks; Enrollment DC 20 
  (Diplomacy, any Knowledge shill, Nature); 
  Tuition 250 gp; Scholarship You have 
  preternatural qualities that would otherwise 
  put you on a government watch list as a 
  potential threat to society, such as most 
  class features.
  Curriculum base DC 15; Courses Athleticism 
  (Acrobatics, Climb, Swim), Beastery (Handle 
  Animal), Engineering (Craft, Disable Device, 
  Knowledge 
  [engineering]), 
  History 
  of 
  Heroes (Knowledge [nobility]), 1 elective; 
  Electives Art (Perform), Chirurgy (Healing), 
  Horsemanship (Ride), Natural Philosophy 
  (Knowledge [nature]), Mastering the Magical 
  Arts (Spellcraft)
  Perks 
  You’ve 
  learned 
  techniques 
  for 
  protecting others no matter the cost. You 
  gain Bodyguard as a bonus feat, even if 
  you do not meet its prerequisites. If you 
  already have Bodyguard, you can instead 
  gain a bonus feat that lists Bodyguard as 
  a prerequisite, though you must meet this 
  feat’s prerequisites.
   
  
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  CumberbAtCh’s sChOOl OF 
  CumberbAtCh’s sChOOl OF 
  spellslinging And sOrCery
  spellslinging And sOrCery
  Located in the broken, rocky islands of the 
  Lover’s Knot archipelago between the 
  twin kingdoms of Eozzata and Ozari, 
  Cumberbatch is a famed academy devoted 
  to teaching young spellcasters to master and 
  control their spectacular power.
  Qualities Magical, Primary, Private, Secondary
  Term Quarter, 8 weeks; Enrollment DC 10 
  (Knowledge [arcane], Knowledge [nature], 
  Knowledge [religion], Use Magic Device); 
  Tuition 250 gp.
  Curriculum base DC 10; Courses Ampules 
  (Craft [herbalism]), Defense Against Dark 
  Magic (Knowledge [religion]), History of Magic 
  (Knowledge 
  [history]), 
  Transmogrification 
  (Knowledge [arcane]), plus 2 electives; 
  Electives 
  Alchemy 
  (Craft 
  [Alchemy]), 
  Divination 
  Through 
  Outsider 
  Contact 
  (Diplomacy), Dueling (Bluff), Flying (Fly), Lost 
  Languages (Linguistics))
  Perks You gain the ability to cast a cantrip of 
  your choice at will as a spell-like ability, from 
  the one spell list of a class you meet the 
  requirements to take, using your character 
  level as the spell’s caster level.
  mOnAstery OF seventeen
  mOnAstery OF seventeen
  Located on a mountain near Merothia, the 
  Monastery of Seventeen Stars has long 
  taught the fundamental esoteric mysteries 
  of the occult and personal self-improvement, 
  and many of its students go on to found their 
  own temples or fighting schools.
  Qualities 
  Primary, 
  Private, 
  Religious, 
  Secondary
  Term Quarter, 8 weeks; Enrollment DC 20 
  (Acrobatics, 
  Escape 
  Artist, 
  Knowledge 
  [religion], Sense Motive); Tuition 25 gp; 
  Scholarship None.
  Curriculum base DC 15; Courses Astrology 
  (Knowledge [arcane]), Medicine (Healing), 
  Common Studies (Knowledge [history], 
  Knowledge [religion]), 1 elective; Electives 
  Breath 
  Control 
  (Acrobatics, 
  Climbing, 
  Swimming, Sleight of Hand), Naturalism 
  (Survival), Self-Control (Bluff, Sense Motive), 
  Shadow Steps (Stealth)
   
  
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  The AdvenTure AcAdemy
  The AdvenTure AcAdemy
  Perks You’ve learned the secrets of the stars 
  and have a lesser connection to them. Once 
  per day you can take 20 with a Knowledge 
  skill while able to see the stars and gain a +1 
  bonus to your total result.
  the resOlute’s sChOOl 
  the resOlute’s sChOOl 
  OF Adventuring And ArChAeOlOgy
  OF Adventuring And ArChAeOlOgy
  The academy on the exploratory sailing ship 
  Resolute, a ship built and operated by the 
  Reclamation, this school teaches aspiring 
  Reclamation agents everything they need 
  to know to uncover the lost mysteries of the 
  Burning Age.
  Qualities Guild, Private, Secondary, University
  Term Trimester, 12 weeks; Enrollment DC 15 
  (Any Craft, Knowledge, or Profession skill); 
  Tuition 500 gp; Scholarship You sign an 
  exclusivity contract to work for one full year 
  as an employee of the Reclamation after 
  you graduate.
  Curriculum base DC 20; Courses Anthropology 
  (Knowledge [Local]), Navigation (Knowledge 
  [geography], Survival), Sea Life (Knowledge 
  [Nature], 
  Swim), 
  Burning 
  Age 
  History 
  (Knowledge 
  [arcane, 
  history]), 
  Physical 
  Sciences (Physical Science), 1 elective; 
  Electives Custom Study (any Knowledge skill), 
  Healing (healing), Quartermasting (Appraise)
  Perks You’ve honed your ability to cooperate 
  with your companions. Whenever you use 
  the aid another action you gain a +4 bonus 
  to see if you successfully aid another.
  the QuAy
  the QuAy
  Located on a series of buildings built on rock 
  foundations out in the bay of the Great City, 
  the Quay is officially outside any nation’s 
  jurisdiction, and thus is a trusted source of 
  training for royals, nobles, and children of the 
  wealthy and powerful families of the world. 
  At the same time it is a small city unto itself, 
  where only crimes against the school are 
  given any attention, and cliques and class 
  rankings can make students immune to the 
  normal rules of society. It boasts a student 
  body with a mindboggling 5,000 students of 
  all cultures and even different species, and 
  is among the most dangerous schools in the 
  world, but the significant prestige that comes 
  with graduation pushes families that are—or 
  wish to become—important houses to send 
  their children there if they can find any way 
  to do so.
  Qualities Public, Secondary
  Term Quarter, 9 weeks; Enrollment DC 0 (Bluff, 
  Diplomacy, Sense Motive); Tuition None.
  Curriculum 
  base 
  DC 
  15; 
  Courses 
  Communication 
  (Linguistics), 
  Conflict 
  (Knowledge [history, geography, religion]), 
  Diplomacy (Bluff, Sense Motive), Law 
  (Knowledge [nobility]), 3 electives; Electives 
  Assassination 
  (Disguise, 
  Perception, 
  Stealth), Art (any Perform), Courtiership 
  (Diplomacy), Eldritch Powers (Use Magic 
  Device), Equestrianism (Handle Animal, 
  Ride), The Exchequer (Appraise, any 
  Profession), Siege (any Craft, Knowledge 
  [engineering]).
  Perks Your youth spent at the social meat 
  grinder of the Quay has taught you several 
  important survival tricks that are sure to help 
  you make it anywhere from high court to back 
  alleys. You gain one of the following feats 
  as a bonus feat: Dodge, Great Fortitude, 
  Improved Initiative, Iron Will, Lightning 
  Reflexes, or Toughness.
   
  
  17
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  OPEN GAME LICENSE Version 1.0a
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  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
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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 
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  13 Termination: This License will terminate automatically if You fail to comply with all terms herein 
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  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, © 2000, Wizards of the Coast, Inc..
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte 
  Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Anger of Angels, © 2003, Sean K Reynolds.
  Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  Robert J. Schwalb.
  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.
  Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  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 Core Rulebook, © 2009, Paizo Inc.; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  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 Core Rulebook, © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  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 Intrigue, © 2016, Paizo Inc.; Authors: Jesse Benner, John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda 
  Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason 
  Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. 
  Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  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.
  Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin Bruck, 
  John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica 
  Price, David Schwartz, and Josh Vogt.
  Skreyn’s Register: The Bonds of Magic, © 2002, Sean K Reynolds.
  The Book of Experimental Might, © 2008, Monte J. Cook; All rights reserved.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, and Robert J. Schwalb.
  The Book of Hallowed Might, © 2002, Monte J. Cook.
  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.
  Angel, Monadic Deva from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax..
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Brownie from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete, © 2011,, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Neville White.
  Dragon Horse from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Flumph from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowell 
  and Douglas Naismith.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Giant, Wood from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Authors: Scott Greene, based on original material by Wizards 
  of the Coast.
  Hippocampus from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original 
  material by Gary Gygax.
  Huecuva from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Underworld 
  Oracle.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Philip Masters.
  Kech from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Muckdweller from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Simon Tillbrook.
  Quickling from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Neville White.
  Skulk from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth.
  Spriggan from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original material 
  by Roger Moore and Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene 
  and Patrick Lawinger.
  The Adventure Academy, PF1 © 2020, Owen K.C. Stephens; Authors: Alexander Augunas with 
  additional material by Owen K.C. Stephens. Project manager and Planning: Lj Stephens. Bon Vivant: 
  Stan!
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rogue Genius Games (RGG)/RGG - 52in52 - 10 The Adventure Academy PF1e.pdf