engineer v2.5

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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.

    OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.1. Definitions: (a) Contributors means the copyright and/or trademark ownerswho have contributed Open Game Content; (b) Derivative Material meanscopyrighted material including derivative works and translations (including intoother computer languages), potation, modification, correction, addition,extension, upgrade, improvement, compilation, abridgment or other form inwhich an existing work may be recast, transformed or adapted; (c) Distributemeans to reproduce, license, rent, lease, sell, broadcast, publicly display,transmit or otherwise distribute; (d) Open Game Content means the gamemechanic and includes the methods, procedures, processes and routines to theextent such content does not embody the Product Identity and is anenhancement over the prior art and any additional content clearly identified asOpen Game Content by the Contributor, and means any work covered by thisLicense, including translations and derivative works under copyright law, butspecifically excludes Product Identity. (e) Product Identity means product andproduct line names, logos and identifying marks including trade dress; artifacts,creatures, characters, stories, storylines, plots, thematic elements, dialogue,incidents, language, artwork, symbols, designs, depictions, likenesses, formats,poses, concepts, themes and graphic, photographic and other visual or audio

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    Christopher Delvos Ideas 2011Christopher D. Delvo All Rights Reserved

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