engineer v2.5
TRANSCRIPT
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EngineerCreated by: Christopher Delvo
For many, adventuring means striking out with a
sword or aiming down the shaft of a bow and arrow.
For others, it means tapping into the energies of the
universe, or communing with a deity to summon
forth magical forces. For the engineer, however,
technology is king. To some, it may appear as if they
wield some form of undiscovered magic, but the
engineer knows that the secret to their talent is based
not within the realm of spells, but rather science.
Engineers often come from areas where magic is
sparse. Though they do manipulate some quasi-
magical energies, their abilities are based in scienceand technology, and their upbringing often reflects
that
Role: An engineer is often seen as a fifth wheel in a
party. Their talents are not magical, yet their skill
with weaponry is not nearly that of more martialclasses. They usually find themselves as supporting
members of the group, capable of fighting in the
front-lines with their clockwork companion or
standing in the rear, providing ranged support.
Alignment: Any
HD: d8
Class SkillsThe engineers class skills are Appraise (int),Bluff (cha), Craft (int), Diplomacy (cha), Disable
Device (dex), Escape Artist (dex), Intimidate (Cha),
Knowledge (all) (int), Linguistics (int), Perception
(wis), Profession (wis), Sense Motive (wis), Sleight
of Hand (dex), Stealth (dex), Use Magic Device
(cha)
Skill Ranks per Level: 6+int modifier
Class FeaturesThe following are class features of the
engineer.
Weapon and Armor Proficiencies: The
engineer is proficient with all simple weapons,
light armors, shields, and firearms.
Artifice Pool: An engineer has accessto a reservoir of quasi-magic energy that
he can draw upon to fuel his powers and
enhance his skills. This artifice pool has
a number of points equal to his
engineer level (minimum 1) + his
intelligence modifier. The pool refreshes
at the beginning of each day.
At 1st
level, an engineer can expend 1 point from
his artifice pool as a swift action to grant
any weapon he is holding (including any weapons
his omni-tool is emulating) a +1 enhancement bonus
for 1 minute. For every four levels beyond 1st, the
weapon gains another enhancement bonus, to a
maximum of +5 at 17th level. These bonuses can be
added to the weapon, stacking with its existing
weapon enhancement to a maximum of +5. Multiple
uses of this ability do not stack with themselves. At
5th level, these bonuses can be used to add any of the
following weapon properties: defending, flaming,
shock, keen, thundering, flaming burst, shocking
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burst, speed, or brilliant energy by spending a
number of artifice points equal to the propertys
bonus. These properties are added to any the weaponalready has, but duplicates do not stack. If the
weapon is not magical, at least a +1 enhancement
bonus must be added before any other properties can
be added. These bonuses and properties are decided
when the artifice pool point is spent and cannot bechanged until the next time the engineer uses this
ability. These bonuses do not function if the weapon
is wielded by anyone other than the engineer. An
engineer can only enhance one weapon in this way at
one time. If he uses this ability again, the first use
immediately ends.
Additionally, the engineer can spend 1 point
from his arfitice pool as a swift action to give
himself a +4 bonus on disable device or use magic
device checks for one round.
Clockwork Companion: An engineer begins
play with a powerful construct at his side known as aclockwork companion. The clockwork companion is
detailed below.
Omni-tool: An engineer begins play with a
special, object, known as an omni-tool that he can
use to perform multiple different functions. This tool
can look like any number of different things. For
most engineers, it appears to be a metal tool box ofsome sort, though some use it as a wrist-mounted
machine, or even a metallic, clockwork belt or vest.
The omni-tool does not take up magic item slot.
At 1st
level, an omni-tool has a number of basic
functions equal to the intelligence modifier of theengineer, selected from the list of functions below.
If a specific function of the omni-tool (such as
an emulated weapon) is broken or destroyed, only
that function is broken, and it can be repaired as you
would normally repair an object of that type (for
example, you would make craft checks to repair an
emulated weapon or shield). The ability to switch to
other functions is not hampered at all. If the omni-
tool itself is destroyed, the engineer can build a new
one by spending a full week working, and paying an
amount of gp equal to the engineers level x 100. A
new omni-tool built this way has all of the functionsof his old omni-tool.
An omni-tool has a number of hit points equal to
5 + the engineers level, and a hardness equal to the engineers level (minimum 1).
Table 1-1: The Engineer
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special
1 +0 +0 +2 +2 Artifice pool, clockwork companion, omni-tool
2 +1 +0 +3 +3 Function, technologist
3 +2 +1 +3 +3 Clockwork armor 14 +3 +1 +4 +4 Function
5 +3 +1 +4 +4 Inventor
6 +4 +2 +5 +5 Function
7 +5 +2 +5 +5 Clockwork armor 2
8 +6/+1 +2 +6 +6 Function
9 +6/+1 +3 +6 +6 Dual function
10 +7/+2 +3 +7 +7 Cheap inventions, function
11 +8/+3 +3 +7 +7 Clockwork armor 3
12 +9/+4 +4 +8 +8 Function
13 +9/+4 +4 +8 +8 Quick inventing14 +10/+5 +4 +9 +9 Function
15 +11/+6/+1 +5 +9 +9 Clockwork armor 4
16 +12/+7/+2 +5 +10 +10 Function
17 +12/+7/+2 +5 +10 +10 Reprogram omni-tool
18 +13/+8/+3 +6 +11 +11 Function
19 +14/+9/+4 +6 +11 +11 Exoskeleton
20 +15/+10/+5 +6 +12 +12 Function, grand inventor
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An engineer builds his omni-tool so that no one
else can make it function. Anyone other than the
engineer who tries to use the omni-tool finds it to bea useless hunk of metal.
Functions: At 2nd level, and every 2 levels
thereafter, the omni-tool gains a new function.
Functions labeled as basic can be selected at 1 st
level, as part of an omni-tools base functions, butare not selectable after 1st level unless the engineer
chooses the Back to Basics function.The engineer can only have one function active
at any time, gaining the benefits of that function. He
can switch from one function to another as a swift
action. At 7th
level, he can have two functions active
at once. The following are selectable functions:
Back to Basics: The Engineer selects 2 basic
functions. He can, instead, select 2 basic functions
he already possesses and upgrade them, spendingan additional basic function to gain the superior
effect listed in the basic functions description.Bonded Tool (basic) (Ex): The engineers omni-
tool is bonded to him in some way, making it
resistant to disarm and sunder attempts. The
engineer gains a bonus to his CMD to resist disarm
and sunder attempts that target his omni-tool. Byspending an extra basic function, any disarm and
sunder attempts that target his omni-tool
automatically fail.
Bonus Feat (Ex): The engineer selects 1 bonus
feat for which he meets the prerequisites. He only
gains access to the benefits of this feat whenever that
particular function is active. He always counts aspossessing the feat for the purpose of meeting
requirements.
Death Ray (Ex): The omni-tool can fire a beam
of heat that deals damage to an enemy. As a standard
action, as long as the engineer has at least 1 artifice
point, he can fire his death ray as a ranged touch
attack with a range of 30 feet. The death ray deals
1d6 fire damage at 2nd
level, plus1d6 damage every 2
levels thereafter.
Disable Construct (Ex): As a standard action, the
engineer can disable a construct just by touching it.
By spending 1 artifice point, he can make a melee
touch attack against a single construct and make a
disable device check (DC 10 + the HD of the
construct). If successful, the construct is entangledfor 1d6 rounds and its damage reduction, if any, is
reduced by half for a number of rounds equal to the
engineers level. Discharge (Ex): As a standard action, an
engineer can spend 1 artifice point to loose a bolt ofelectricity at a creature within 30 feet as a ranged
touch attack. A creature struck by this bolt must
make a fortitude save (DC 10 + the engineerslevel + his intelligence modifier) or be stunned for 1
round. The engineer must be at least 10th
level toselect his function.
Discharge, Mass (Ex): As a standard action, an
engineer can spend 1 artifice point to loose a bolt of
electricity at a creature within 30 feet as a ranged
touch attack. The bolt can then arc to a total numberof secondary creatures equal to the engineersintelligence modifier. These creatures cannot be
more than 30 feet apart from each other, and the
engineer must make a separate ranged touch attack
against each of them. All creatures struck by this
bolt must make a fortitude save (DC 10 + the
engineers level + his intelligence modifier) or bestunned for 1 round. The engineer must be at least
16th level to select this function unless he already has
the Discharge function, in which case he can select
this function at level 12.
Disrupt Weapon (Ex): The engineer learns howto use sonic energy to rend and destroy objects,
including his opponents equipment. He can spend 1artifice point to make a special sunder attempt
against a creature, making a melee touch attack
against the creature and dealing 1d4 sonic damageper two levels the engineer has to the targeted piece
of equipment. The engineer must be at least 4th level
to select this function.
Emulate Shield (Basic) (Ex): The omni-tool
emulates a single type of shield that the Engineer is
proficient with, and is treated as that shield. By
spending an additional basic function, the Engineercan apply the Masterwork quality to this shield.
Masterwork emulated shields can be magically
enhanced, but only the one shield gains the
enhancement bonus if the omni-tool can emulate
multiple shields.
Emulate Weapon (Basic) (Ex): The omni-tool
emulates a single weapon that the Engineer is
proficient with, and is treated as that weapon. This
weapon cannot be worth more than 50 gp. By
spending an additional basic function, the Engineer
can apply the Masterwork quality to this weapon.
Masterwork emulated weapons can be magically
enhanced, but only the one weapon gains the
enhancement bonus if the omni-tool can emulate
multiple weapons.
Hacking (Ex): An engineer can tap into the
electric impulses that compel constructs, altering
them and forcing his own ideas into the subjectsmind. This act is called hacking. The engineer
spends an artifice point and makes a single touchattack against a construct. If the touch attack is
successful, the construct makes a will save (DC 10 +
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1/2 the engineers level + the engineers intelligencemodifier) or is treated as being under the effects of a
suggestion spell, treating the engineers class levelas his caster level. This ability only lasts for only 1
minute per level instead of 1 hour per level. This
ability bypasses a constructs normal immunity tomind-affecting abilities, even if it has no intelligence
score. An engineer must be at least 6
th
level beforeselecting this function.
Lightning Caster (Ex): The engineer can cast a
bolt of arcing lightning from his omni-tool, shocking
entire groups of enemies. By spending 1 artifice
point, he can make a ranged touch attack as a
standard action with a range of 60 feet against a
single target, dealing 1d6 electric damage per 2
levels the engineer possesses. In addition, the
lightning can arc to a number of secondary targets,
all of whom must be within 30 feet of the original
target, equal to the engineer's intelligence modifier.
The engineer makes ranged touch attacks againstthese secondary targets as well, dealing half as much
electricity damage as the damage dealt to the
primary target. The engineer must be at least 12 th
level to select his function, unless he has the death
ray function, at which point he can select thisfunction at 10th level.
Overshield (Ex): The omni-tool produces a
shield of energy that protects the engineer against
damage. As long as this function is active, he gains
an amount of temporary hp equal to his level. If any
of this temporary hp is lost, it restores only when the
engineer's artifice pool restores, after eight hours ofrest.
Potent Magic (Su): When the engineer activates
a magic item (such as a wand or a necklace of
fireballs), he uses his intelligence modifier instead of
the items base modifier to determine any save DCs.
Rapid Surgery (Ex): The engineer can spend 1
artifice point to cast cure light wounds as a spell-like
ability, using his engineer level as his caster level.
Repair (Ex): The engineer can spend 1 artifice
point to cast make whole on his clockwork
companion as a spell-like ability. He adds his
engineer level to the hit points restored by this
ability.
Smugglers Hold (Su): The omni-tool creates an
extra-dimensional space large enough to hold asingle potion, wand, or light weapon. When the
Engineer switches to this function, the item is
automatically in-hand. Any item held in a
smugglers hold is automatically considered
concealed, and creatures do not have a chance tospot it with perception.
Tool Kit (Basic) (Ex): The omni-tool emulates a
set of tools. It can emulate one of the following
tools: artisans tools, a musical instrument, orthieves tools. By spending an additional basicfunction, he can instead emulate one of the following
tools: masterwork artisans tools, climbers kit,disguise kit, healers kit, masterwork musical
instrument, a merchants scale, or masterworkthieves tools. The supplies in a disguise kit and
healers kit are restored at the beginning of each day,when his artifice points are restored.
Trapfinding (Ex): When this function is active,
an engineer adds 1/2 his level to Perception skill
checks made to locate traps and to Disable Device
skill checks (minimum +1). An engineer can use
Disable Device to disarm magic traps.
Turret (Ex): The engineer uses his omni-tool to
compose and create a mechanical turret that fires at
his enemies. As a full-round action, he can spend 2
artifice points to build a turret. The turret counts as amedium construct and remains for a number of
rounds equal to the engineer's level, at which
point it collapses and is destroyed. The turret acts
immediately after the engineers initiative, and can
make a single ranged touch attack (the attack bonusfor this attack is the engineer's level + the
engineer's intelligence modifier) at a range of 30 feet
against a single creature of the engineer's choice on
its turn. This attack deals 1d6 fire damage per 2
levels the engineer possesses. An engineer can only
have one turret active at any given time. If he builds
a new turret, any currently active turrets areautomatically destroyed.
The turret gains an armor bonus to its AC equal
to the engineer's level, and has an amount of HP
equal to double the engineer's level. Turrets cannot
move, and are locked in the square in which they are
created. By spending 1 extra artifice point upon the
turrets creation, it gains treads that allow it to move,at the engineers command, at a speed of 10 feet.
The engineer cannot choose this function until at
least 8th level, unless he has the death ray function, at
which point he can choose this function at 6th level.
Weird Science (Basic) (Sp): The omni-tool gains
the ability to emulate a single cantrip, chosen when
the Engineer chooses this function. This cantrip must
be chosen from the sorcerer/wizard spell list and canbe used as a spell-like ability at will as long as he
has at least 1 artifice point. By spending an
additional basic function, the Engineer can instead
choose a 1st
level spell, chosen from the
sorcerer/wizard spell list. An Engineer can cast this1st level spell as a spell-like ability by spending 1
artifice point. If the Engineer upgrades a cantrip to
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a 1stlevel spell using the Back to Basics function,
he no longer has use of the chosen cantrip, and
completely replaces it with the 1st
level spell.
Weirder Science (Sp): The omni-tool gains the
ability to emulate a single 2nd level spell, chosen
when the engineer chooses this function. This spell
must be chosen from the sorcerer/wizard spell list,
and can be used as a spell-like ability by spending 1artifice point. An Engineer must be at least 4th level
to select this function.
Technologist (Ex): At 2nd level, an engineer
gains a bonus on all disable device and knowledge
(engineering) checks equal to his level.
Clockwork Armor (Ex): At 3rd
level, an
engineer can modify armor he wears with added
clockwork components to allow him to be more
maneuverable in the armor. If he spends eight hours
with a set of armor, modifying it, it gains the
clockwork property and, when he wears it, it has 1
less check penalty and 1 more maximum dexteritybonus. At 7th, 11th and 15th level, the clockwork
armor gains 1 less check penalty and 1 more
maximum dexterity bonus.
This armor is specifically designed for the
engineer, and the clockwork components do notfunction for anyone else except the engineer.
At 7th level, the clockwork components allow
him to move at full speed in medium clockwork
armor. He also gains proficiency with heavy armor.
At 11th
level, the clockwork components allow
him to move at full speed in heavy clockwork armor.
At 15
th
level, an engineer can create clockworkarmor for others, as well as himself. He must spend
eight hours with the armor and the creature for
whom he is modifying it in order to accurately affix
the clockwork components. This clockwork armor
functions for the other creature as it would for him.
However, clockwork armor created for others must
be consistently maintained by the engineer. He must
spend 1 hour working on the armor daily, or it will
lose its clockwork property.
Inventor (Ex): At 5th level, an engineer brings a
new meaning to jury-rigging. He has the ability to
create almost anything with a little elbow grease and
spare parts. As a full-round action, the engineer can
create any non-magical item worth 10 gp per class
level or less by piecing together spare parts andchemicals. To do this, he must immediately spend gp
equal to the price of the item created to represent
the materials needed. He must also make a disable
device check with a DC equal to the crafting DC
required to make the item. If he fails the check, theitem is destroyed and he does not gain its use.
Items invented this way are unstable and do not
last long. After a number of rounds equal to the
engineers level, the item crumbles and is destroyed.Weapons created in this way (including
alchemical thrown items) are weak and poorly-made,
and are immediately destroyed if the user rolls a 1 on
an attack roll with the weapon.
He can also use this technique to brew potions orpiece together wondrous items by imparting some of
his quasi-magical energy into the scrap and
chemicals as he puts them together. There is no price
limit on invented potions or wondrous items, but he
cannot create a potion or wondrous item with a
caster level higher than his class level. In addition,
an invented potion or wondrous item cannot have a
spell level higher than his intelligence modifier. He
still pays the price of the potion, or the price of
a wondrous item upon inventing it. He must also
spend 1 artifice point per spell level of the item
when creating the potion or wondrous item, and thedisable device DC is equivalent to the spellcraft DC
required to create the item (including the +5 to the
DC for not possessing the required spell).
If the engineer can cast the spell used in the
potion as a spell-like ability through his omni-tool,he does not add 5 to the DC to create the item for not
knowing the spell.
Cheap Inventions (Ex): At 10th level, the
engineer only needs to pay as much to create
items with his inventor special ability ( the price of
mundane items or potions, and 1/8 the price of
wondrous items).Quick Inventing (Ex): At 14th level, creating an
item with the Inventor ability takes a standard action
instead of a full-round action.
Reprogram Omni-Tool (Ex): At 17th
level, the
engineer can reprogram his omni-tool, giving it
different functions. By spending one full day
working on it, he can replace a number of functions
equal to his intelligence modifier with new
functions for which he meets the prerequisites.
Broken functions cannot be switched out in this
way,.
Exoskeleton (Ex): At 19th level, the engineer
can command his clockwork companion to literally
open up and allow him to step inside, wearing the
companion as an exoskeleton. This is a move actionthat provokes an attack of opportunity, and the
engineer can wear this exoskeleton for a number of
rounds every day equal to his level. These rounds
need not be consecutive. When he is wearing the
exoskeleton, he gains the following abilities:The engineer has the same strength and dexterity
as his clockwork companion as long as he wears the
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Table 1-2: The Clockwork Companion
Functions: A clockwork companion gains 2
basic functions at level 1, chosen from the functions
available to the engineers omni-tool. In addition, asthe clockwork companion increases in power, hechooses extra functions. These additional functions
do not need to be basic functions.
Class Level: This is the characters engineerlevel.
HD: This is the total number of 10-sided (d10)
hit dice the companion has, each of which gains a
constitution bonus, as normal.
BAB: This is the companions base attackbonus.
Good/Poor Saves: These are the companionsbase saving throw bonuses. These bonuses are based
on the companions build.Skills: This lists the companions total skill
ranks. A companion can assign skill ranks to anyskill. A companion cannot have more ranks in a skill
than it has Hit Dice. Clockwork companion skill
ranks are set once chosen,
Feats: This is the total number of feats
possessed by a clockwork companion. Companionscan select any feat that they qualify for. Clockwork
companion feats are set once chosen.
Armor Bonus: The number here is the
companions total armor bonus. This does not stack
with other sources that provide an armor bonus.Str/Dex Bonus: Add this modifier to the
companions strength and dexterity scores. The
clockwork companions fuel cells require rechargingafter being used for an extended period of time, and
therefore they must power down for eight hoursevery day or become fatigued, as a humanoid who
does not sleep. This powered-down mode isequivalent, statistically, to sleep.
Build: At 1st
level, the engineer selects one of
the following builds for his clockwork companion:
Breaker: Starting Statistics: Size Medium;
Speed 30 ft.; AC +2 armor; Saves Fort (good), Ref
(bad), Will (bad); Attack 2 Slams (1d8) or weapon;
Ability Scores Str 15, Dex 13, Con 14, Int , Wis12, Cha 8; Special Power Attack
Tank: Starting Statistics: Size Medium; Speed
20 ft.; AC +4 armor; Saves Fort (good), Ref (bad),
Will (bad); Attack Slam (1d8) or weapon; Ability
Scores Str 13, Dex 14, Con 15, Int , Wis 12, Cha
8; Special Shield Ally
Class
Level HD BAB
Good
Save
Poor
Saves Skills Feats
Armor
Bonus
Str/Dex
Bonus Special
1 1 +1 +2 +0 2 1 +0 +0
Artifice pool, base functions,
link
2 2 +2 +3 +0 4 1 +2 +1
3 3 +3 +3 +1 6 2 +2 +1 Function4 3 +3 +3 +1 6 2 +2 +1
5 4 +4 +4 +1 8 2 +4 +2 Ability score increase
6 5 +5 +4 +1 10 3 +4 +2 Function
7 6 +6 +5 +2 12 3 +6 +3
8 6 +6 +5 +2 12 3 +6 +3
9 7 +7 +5 +2 14 4 +6 +3 Function
10 8 +8 +6 +2 16 4 +8 +4 Ability score increase
11 9 +9 +6 +3 18 5 +8 +4
12 9 +9 +6 +3 18 5 +10 +5 Function
13 10 +10 +7 +3 20 5 +10 +5
14 11 +11 +7 +3 22 6 +10 +5
15 12 +12 +8 +4 24 6 +12 +6
Ability score increase,
function
16 12 +12 +8 +4 24 6 +12 +6
17 13 +13 +8 +4 26 7 +14 +7
18 14 +14 +9 +4 28 7 +14 +7 Function
19 15 +15 +9 +5 30 8 +14 +7
20 15 +15 +9 +5 30 8 +16 +8
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Shield Ally: whenever an engineer is within his
companions reach, he receives a +2 shield bonus to
his armor class and a +2 circumstance bonus on hisreflex and will saves. This bonus does not apply if
the companion is grappled, helpless, paralyzed,
stunned, or unconscious.
Speedster: Starting Statistics: Size Medium;Speed 30 ft.; AC +2 armor, +2 dodge; Saves Fort
(bad), Ref (good), Will (bad); Attack Slam (1d6) or
weapon; Ability Scores Str 13, Dex 15, Con 14, Int
, Wis 12, Cha 8; Special Increased Speed
Increased Speed: The speedster companion
gains +5 feet to its movement speed. This speed
increases by 5 feet when the companion gains 5 HD,
and every 5 HD thereafter.
Feats
The following feats are compatible with theEngineer.
Extra Artifice PoolYour artifice pool is greater than that of the average
engineer.
Prerequisites: Artifice pool class feature.
Benefit: Your artifice pool increases by 2.
Special: You can take this feat multiple times.
Its effects stack, granting an increase to your artifice
pool each time you take the feat.
Extra FunctionYour omni-tool gains access to a new function.
Prerequisites: Function class feature.
Benefit: Your omni-tool gains access to an
additional function for which you meet the
prerequisites.
Special: You can take this feat multiple times.
Its effects stack, granting a new function each time
you take the feat.
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as an indication as to compatibility, except as expressly licensed in another,independent Agreement with the owner of each element of that Product Identity.You agree not to indicate compatibility or co-adaptability with any Trademark orRegistered Trademark in conjunction with a work containing Open GameContent except as expressly licensed in another, independent Agreement withthe owner of such Trademark or Registered Trademark. The use of any ProductIdentity in Open Game Content does not constitute a challenge to the ownershipof that Product Identity. The owner of any Product Identity used in Open GameContent shall retain all rights, title and interest in and to that Product Identity.8. Identification: If you distribute Open Game Content You must clearly indicatewhich portions of the work that you are distributing are Open Game Content.9. Updating the License: Wizards or its designated Agents may publishupdated versions of this License. You may use any authorized version of thisLicense to copy, modify and distribute any Open Game Content originallydistributed under any version of this License.10. Copy of this License: You MUST include a copy of this License with everycopy of the Open Game Content You distribute.11. Use of Contributor Credits: You may not market or advertise the OpenGame Content using the name of any Contributor unless You have writtenpermission from the Contributor to do so.12. Inability to Comply: If it is impossible for You to comply with any of theterms of this License with respect to some or all of the Open Game Content dueto statute, judicial order, or governmental regulation then You may not Use anyOpen Game Material so affected.13. Termination: This License will terminate automatically if You fail to complywith all terms herein and fail to cure such breach within 30 days of becomingaware of the breach. All sublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to be unenforceable,such provision shall be reformed only to the extent necessary to make itenforceable.15. COPYRIGHT NOTICEOpen Game License v 1.0a 2000, Wizards of the Coast, Inc.System Reference Document. 2000, Wizards of the Coast, Inc.; AuthorsJonathan Tweet, Monte Cook, Skip Williams, based on material by E. GaryGygax and Dave Arneson.Pathfinder RPG Core Rulebook. 2009, Paizo Publishing, LLC; Author: JasonBulmahn, based on material by Jonathan Tweet, Monte Cook, and SkipWilliams.
Christopher Delvos Ideas 2011Christopher D. Delvo All Rights Reserved
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