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Dark·Heritage - Classes
The following classes are allowed for play in the Dark Heritage Campaign Setting:
All of the contents of this document are designated open content.
- Barbarian
The Barbarian is a warrior skilled in a more naturalistic style of fighting. If the Fighter is the highly trained warrior, the Barbarian is the naturally talented one. Barbarians, as a class, do not come with any specific social or cultural connotations; highly educated nobles may be this style of emotional, raw warrior. Similarly, the Barbarian class is not illiterate by default.
HD: d12
Class skills: Class Skills: Climb (STR), Craft (INT), Handle Animal (Cha), Intimidate (CHA), Intuit Direction (WIS), Jump (STR), Listen (WIS), Ride (DEX), Swim (STR), and Wilderness Lore (WIS).
Barbarians get 4 + Int modifier skill points each level.
Weapon and armor proficiencies: A barbarian is proficient with all simple and martial weapons, light and medium armor and shields.
TABLE: THE BARBARIAN
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Defense Bonus |
Special |
| 1st |
+1 |
+2 |
+0 |
+0 |
+3 |
Rage 1/day; fast movement |
| 2nd |
+2 |
+3 |
+0 |
+0 |
+4 |
Uncanny Dodge (Dex bonus to AC) |
| 3rd |
+3 |
+3 |
+1 |
+1 |
+4 |
|
| 4th |
+4 |
+4 |
+1 |
+1 |
+4 |
Rage 2/day |
| 5th |
+5 |
+4 |
+1 |
+1 |
+5 |
Uncanny Dodge (can't be flanked) |
| 6th |
+6/+1 |
+5 |
+2 |
+2 |
+5 |
|
| 7th |
+7/+2 |
+5 |
+2 |
+2 |
+6 |
|
| 8th |
+8/+3 |
+6 |
+2 |
+2 |
+6 |
Rage 3/day |
| 9th |
+9/+4 |
+6 |
+3 |
+3 |
+6 |
|
| 10th |
+10/+5 |
+7 |
+3 |
+3 |
+7 |
Uncanny dodge(+1 against traps) |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
+7 |
Damage reduction 1/- |
| 12th |
+12/+7/+2 |
+8 |
+4 |
+4 |
+8 |
Rage 4/day |
| 13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
+8 |
Uncanny dodge (+2 against traps) |
| 14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
+8 |
Damage reduction 2/- |
| 15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
+9 |
Greater rage |
| 16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
+9 |
Rage 5/day; uncanny dodge (+3 against traps) |
| 17th |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
+10 |
Damage reduction 3/- |
| 18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
+10 |
|
| 19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
+10 |
Uncanny dodge (+4 against traps) |
| 20th |
+20/+15/+10/+5
| +12 |
+6 |
+6 |
+11 |
Rage 6/day; no longer winded after rage; damage reduction 4/- |
Class features:
Barbarian Rage: A barbarian can fly into a rage. He temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves but suffers a -2 penalty to AC. The bonus to Constitution grants the barbarian 2 hit points per level, but these go away at the end of the rage, and are not lost first the way temporary hit points are. The barbarian also cannot make any skill checks that require concentration of any kind while raging. The rage lasts a number of rounds equal to 3 + the (newly improved) Constitution modifier, although it can voluntarily be ended early. Following the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, cannot charge or run) for the duration of that encounter. A barbarian may only use one rage per encounter. Although it is a free action to enter a rage, it must be done on the barbarians turn in combat. When the Rage improved to Greater Rage, the bonuses become +6 to Strength, +6 to Constitution and +3 to Will saves.
Fast Movement: The barbarian has a base speed equal to his race's speed +10 if wearing light, medium or no armor and not carrying a heavy load.
Uncanny Dodge: The barbarian can react to danger before his senses would normally allow him to. Starting at 2nd he retains his Dexterity bonus to his AC, even when flat-footed (although not if immobilized.) At 5th level he can no longer be flanked, denying sneak attacks (except from characters at least four levels higher than him). At 10th level he gains a +1 dodge bonus to traps. This increases at 13th, 16th and 19th levels.
Damage Reduction: Starting at 11th level the barbarian gains the extraordinary ability to shrug off a portion of the damage he recieves from each blow or attack, according to the chart above.
- Defender
The Defender is a highly trained fighter of the people. Very rarely do the nobility follow the way of the Defender, because the Defender is the way of those who don't have access to martial weapons or equipment. In Cassant particularly, the High Lords rely on the threat of hastily assembled militias of Defenders, while the standing professional army is quite small. Defenders are often those who wander seeking to end injustice of tyranny. Many folk hero martyrs of the common man were Defenders.
HD: d8
Class skills: Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (any) (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex), and Tumble (Dex).
Defenders get 4 + Int modifier skill points each level.
Weapon and armor proficiencies: Defenders are proficient with the club, the dagger, the light pick, the light hammer, the quarterstaff, the sickle, the throwing axe (hatchet), the sling and the great sling. The Defender has no armor proficiencies and no shield proficiencies.
TABLE: THE DEFENDER
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Defense Bonus |
Special |
| 1st |
+1 |
+0 |
+2 |
+0 |
+4 |
Unarmed Strike, Stunning Attack |
| 2nd |
+2 |
+0 |
+3 |
+0 |
+5 |
Defender Ability |
| 3rd |
+3 |
+1 |
+3 |
+1 |
+5 |
|
| 4th |
+4 |
+1 |
+4 |
+1 |
+6 |
Fast Movement +10 ft |
| 5th |
+5 |
+1 |
+4 |
+1 |
+6 |
Defender Ability |
| 6th |
+6/+1 |
+2 |
+5 |
+2 |
+7 |
Precise Strike 1 |
| 7th |
+7/+2 |
+2 |
+5 |
+2 |
+7 |
Masterful Strike +1d6 |
| 8th |
+8/+3 |
+2 |
+6 |
+2 |
+8 |
Defender Ability |
| 9th |
+9/+4 |
+3 |
+6 |
+3 |
+8 |
|
| 10th |
+10/+5 |
+3 |
+7 |
+3 |
+9 |
Fast Movement +20 ft. |
| 11th |
+11/+6/+1 |
+3 |
+7 |
+3 |
+9 |
Defender Ability |
| 12th |
+12/+7/+2 |
+4 |
+8 |
+4 |
+10 |
Precise Strike 2 |
| 13th |
+13/+8/+3 |
+4 |
+8 |
+4 |
+10 |
Masterful Strike +2d6 |
| 14th |
+14/+9/+4 |
+4 |
+9 |
+4 |
+11 |
Defender ability |
| 15th |
+15/+10/+5 |
+5 |
+9 |
+5 |
+11 |
|
| 16th |
+16/+11/+6/+1 |
+5 |
+10 |
+5 |
+12 |
Fast Movement +30 ft. |
| 17th |
+17/+12/+7/+2 |
+5 |
+10 |
+5 |
+12 |
Defender ability |
| 18th |
+18/+13/+8/+3 |
+6 |
+11 |
+6 |
+13 |
Precise Strike 3 |
| 19th |
+19/+14/+9/+4 |
+6 |
+11 |
+6 |
+13 |
Masterful Strike +3d6 |
| 20th |
+20/+15/+10/+5
| +6 |
+12 |
+6 |
+14 |
Defender Ability |
Class features:
Unarmed Strike: Beginning at 1st level, the Defender deals 1d6 + his Strength modifiernormal damage (1d4 for small characters) and provokes no attack of opportunity when making unarmed attacks.
Stunning Attack: The Defender can stun any opponent he strikes unarmed, as per the DMG. The opponent does get a Fortitude save (DC10 + half the Defender's class levels + the Defenders Strength modifier). The Defender can only make a stunning attack once per round, and can make one per class level per day.
Fast Movement: At 4th level, the Defender can add +10 ft to his base speed. At 10th level this increases to +20, and at 16th level it increases to +30.
Precise Strike: At 6th level the Defender can ignore 1 point of his opponents armor AC due to the precise nature of his attacks. He also penetrates Damage Reduction as if he were attacking with a +1 weapon. At 12th level and again at 18th level both bonuses increase by +1.
Masterful Strike: At 7th level, a Defender who strikes unarmed or with a weapon on the Defender's weapon proficiency list does +1d6 extra damage on successful melee attacks. At 13th level this increases to +2d6 and at 19th level it increases to +3d6.
Defender Ability:At 2nd, 5th, 8th, 11th, 14th, 17th and 20th level, the Defender can choose an ability from the following list:
- Combat Mastery: The Defender can use his Wisdom modifier instead of his Strength modifier for damage rolls on unarmed attacks, or attacks with weapons on the Defender weapon proficiency list. The Defender can also use his Wisdom modifier instead of his Strength modifier for any other Defender class ability.
- Counterattack: If an opponent to whom the Defender has assigned the AC bonus from the Dodge feat misses the Defender on a melee attack attempt, he must make a Reflex save (DC10 + half of the Defender's class levels + the Defender's Dexterity modifier) to avoid allowing the Defender to make an immediate attack of opportunity against him. The Defender cannot make an attack of opportunity if he already has done so in the same round.
- Cover Ally: As a free action, the Defender can announce that he will cover a single creature in combat that is within 5 ft. This cover will last until the end of the round, or until the two move more than 5 ft. apart. Covered allies do provoke attacks of opportunities from their attackers, but the attacks will strike the Defender instead of the covered ally.
- Debilitating Strike: When using his Stunning Attack class ability, the Defender may elect to blind or deafen his doe for a number of rounds equal to his Strength modifier. The opponent still is allowed to save against it as against being stunned.
- Defensive Mastery: The Defender gains a +1 class bonus to all saving throws.
- Devastating Strike: When using the Stunning attack class ability, the Defender may elect to knock his opponent back in addition to stunning them. The opponent will be knocked back 5 ft for every 5 points of damage (rounded down) afflicted.
- Flurry Attack: The Flurry Attack special ability reduces the penalty for fighting with two weapons by 1. It also stacks with the Ambidexterity and Two-Weapon Fighting feats.
- Grappling Disarm: When grappling an opponent, a Defender can elect to disarm his opponent on a successful grapple check.
- Hammer Throw: When grappling an opponent, the Defender may elect to throw his opponent 15 ft on a successful grapple check. The target will lay prone after being thrown and take 1d6 concussion damage. If he strikes another creature, the stricken creature must make a successful Reflex save (DC 10 + the Defender's Dexterity modifier) or fall prone as well.
- Improved Dodge: The Dodge feat bonus the Defender recieves increases to +2 against a single opponent, or may be used as +1 against all opponents in a combat.
- Improved Resiliance: As a free action, the Defender gains Damage Reduction equal to his Constitution modifier until his next turn. The use of this class ability will cost one use of the Defender's Stunning Attacks for the day.
- Masterful Shot: When making a ranged attack within 30 ft and with a weapon from the Defender weapon proficiencies list, the Defender may use his Masterful Strike damage bonus.
- Rapid Strike: Once per class level per day, the Defender can take an extra standard action on his turn.
- Retaliatory Strike: The Defender may make an attack of opportunity against an opponent in his threatened area that strikes an ally. The Defender must choose which ally to protect via this class ability at the beginning of each round.
- Strike and Hold: Any successful unarmed attack deals its normal damage and can also initate a grapple check without provoking an attack of opportunity.
- Weapon Trap: The Defender has a chance to intercept attacks before they hit him and trap his opponents weapon. The Defender must declare his intent to trap his opponents weapon after the attack is announced but before the attack is rolled. The Defender also rolls an attack roll to beat the attack roll of his opponent. A success means that the attackers attack ends before hitting. The Defender can trap weapons of the same size category as himself with one hand or one size category larger than himself with two. He can catch two weapons if both are used to attack in the same round and neither is of a larger size category than the defender. Slashing weapons still do their normal damage unless the Defender uses two hands to trap the weapon. Once a weapon is trapped, the Defender may elect to:
- Attempt to disarm his opponent with an opposed attack roll.
- Automatically deal his unarmed attack damage to the weapon itself.
- Make a single unarmed attack against that opponent. His opponent will lose his Dexterity bonus to his AC while his weapon is trapped.
- Diplomat
The diplomat is a skill user of a different breed. If the diplomat is ever in some kind of combat, he has probably failed at his task already -- he does not develop skills and abilities that focus on combat at all. But when it comes to interpersonal interaction -- bluffing, intimidating, wheeling and dealing -- nobody comes close to the diplomat.
HD: d6
Class skills: Class Skills: Bluff (Cha), Craft (Int), Decipher Script (Int) exclusive skill, Diplomacy (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (any) (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), and Spot (Wis).
Diplomats get 8 + Int modifier skill points each level.
Weapon and armor proficiencies: Diplomats are proficient in all simple weapons and either the rapier -- the traditional "gentleman's" weapon. They have no armor proficiencies.
TABLE: THE DIPLOMAT
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Defense Bonus |
Special |
| 1st |
+0 |
+0 |
+0 |
+2 |
+2 |
Wealth, Talent, Style and Grace |
| 2nd |
+1 |
+0 |
+0 |
+3 |
+2 |
|
| 3rd |
+1 |
+1 |
+1 |
+3 |
+3 |
Gossip |
| 4th |
+2 |
+1 |
+1 |
+4 |
+3 |
Diplomat ability |
| 5th |
+2 |
+1 |
+1 |
+4 |
+3 |
Versatile |
| 6th |
+3 |
+2 |
+2 |
+5 |
+4 |
|
| 7th |
+3 |
+2 |
+2 |
+5 |
+4 |
|
| 8th |
+4 |
+2 |
+2 |
+6 |
+4 |
|
| 9th |
+4 |
+3 |
+3 |
+6 |
+5 |
Leadership |
| 10th |
+5 |
+3 |
+3 |
+7 |
+5 |
Versatile, diplomat ability |
| 11th |
+5 |
+3 |
+3 |
+7 |
+5 |
|
| 12th |
+6/+1 |
+4 |
+4 |
+8 |
+6 |
Read Person |
| 13th |
+6/+1 |
+4 |
+4 |
+8 |
+6 |
Diplomat ability |
| 14th |
+7/+2 |
+4 |
+4 |
+9 |
+6 |
|
| 15th |
+7/+2 |
+5 |
+5 |
+9 |
+7 |
Versatile |
| 16th |
+8/+3 |
+5 |
+5 |
+10 |
+7 |
Diplomat ability |
| 17th |
+8/+3 |
+5 |
+5 |
+10 |
+7 |
|
| 18th |
+9/+4 |
+6 |
+6 |
+11 |
+8 |
Aura of peace |
| 19th |
+9/+4 |
+6 |
+6 |
+11 |
+8 |
Diplomat ability |
| 20th |
+10/+5 |
+6 |
+6 |
+12 |
+8 |
Versatile |
Class features:
Style and Grace: The diplomat gets a +4 competence bonus on all Charisma related skill checks that relate to social interaction.
Talent: Diplomats may learn to apply a +4 instead of +2 bonus any time they take the skill focus feat for a Wisdom, Intelligence or Charisma related skill.
Wealth: The courtier usually receives a stipend from his family. Add 50 gp to his starting wealth, and for every year of game time, another 50 gp. In addition, he is able to start play with a masterwork longsword or rapier.
Iron Will: At 2nd level, the courtier receives this feat for free.
Gossip: At 3rd level, diplomats are able to gain the Gossip special ability. Because of their charisma and placement in society, diplomats have access to gossip that other characters find difficult or even impossible to find. When this ability is activated, the GM makes a secret Gather Information roll. Table Classes-6a summarizes the difficulties of finding gossip about a given topic. Because gossip, by it’s very nature, isn’t entirely accurate, the GM makes a separate percentage roll to see if the information is true or not. The chance of truthfulness is 50% + 1% for every point of charisma. Because the GM makes these rolls, the player doesn’t know if the information he receives is accurate or not without further investigation. A diplomat may only make one gossip check on a given subject without purposefully seeking out more information on the subject, or spending at least one month in the area where rumors may be found.
TABLE CLASSES-6a: DIPLOMAT GOSSIP FEATURE
| DC |
Type of Knowledge |
| 10 |
Common, well known to the general populace. Ex. Yarlan’s reputation as a formidable merchant. |
| 25 |
Known by only a select few. Ex. Yarlan made his fortune in the wine business almost overnight. |
| 30 |
Hidden, known only to an elite few. Ex. Yarlan has been connected to several smuggling operations in the past, although no charges have ever been formally brought against him. |
| 35 |
Well-kept secret, potential blackmail fodder. Ex. Yarlan’s potential smuggling operations are only the tip of the iceberg. |
| 45 |
Incredibly well-kept secret, only the subject and one or two others are aware. Ex. Yarlan is a member of a secret cult who’s aim is to bring the downfall of the current government. |
| 55 |
A secret so well kept that perhaps the subject himself isn’t aware. Ex. Yarlan is actually a double agent working to thwart the cult from within. |
Versatile: At 5th, 10th, 15th and 20th level the diplomat may take any cross class skill and treat it as a class skill.
Leadership: At 9th level, the diplomat receives this feat for free. If he already has the feat, his score increases by +3.
Read Person: At 12th level, the diplomat becomes so used to reading other people, that he may take 20 on Sense Motive checks as a free action.
Aura of Peace: At 18th level, the diplomat receives this extraordinary ability. If the courtier displays no harmful intent towards an intelligent attacker, he forces his opponent to make a Will save (DC 10 + diplomat levels/2 + Cha modifier). Failing the save means that the opponent cannot harm the courtier that round. He may still grapple, harass, etc. or do anything that causes no real harm, however.
Diplomat Special Abilities: At 4th level, and every three levels thereafter (7th, 10th, 13th, 16th, 19th) the diplomat may choose an ability from the following list:
- Better Part of Valor: When executing the total defense option, the dodge bonus the diplomat receives to his AC is equal to his Int. modifier.
- The Eyes See the Heart: Anyone attempting to lie in front of the diplomat must make a will save (DC 10 + diplomat’s Cha modifier). If they fail, the diplomat automatically knows they are lying.
- The Eyes Betray the Heart: The DC to resist all the diplomat’s special abilities increases by 2. This can be chosen up to twice, and the effects do stack.
- Taunt and Rally: All allies within 50 feet are affected as if by a bless spell. One enemy per every three diplomat levels is affected as if by a doom spell.
- Voice: Once per day, when making a Bluff or Diplomacy check for social interaction situations (not feinting in combat) the diplomat may add his class levels to the roll as a special competence bonus.
- Your Weakness is My Strength: When making opposed Charisma, Wisdom or Intelligence check, the diplomat forces his opponent to use his lowest of the three ability modifiers on the check, regardless of which of the three is actually required normally. For example, when bluffing the Rogue Jergan (Wis bonus +0, Int bonus –1, Cha bonus +3), Talissa the diplomat forces her to apply the Intelligence bonus to the check rather than her Charisma bonus.
- Whisper from the Soul: The diplomat is skilled at provoking emotional responses in others, and may, once per day, cause the the recipient of this special ability to be as if under the affect of an emotion spell. The duration of the effect is one round per diplomat level although a Diplomacy or Bluff check can encourage a true emotional shift to the desired state, rather than just a quick emotional response.
- Your Life is Mine: Once per day per every point of Charisma modifier, the diplomat may attempt to duplicate the effects of the charm person spell. He can never target an individual of higher ECL than himself, and the target must be able to see and hear the diplomat for him to produce this effect.
- Fighter
The Fighter is a highly trained warrior, capable with a variety of weapons, armor and other martial equipment and arts. The fighter class is renowned for it's "heavy" aspect; it excels at dishing out large amounts of damage and soaking up enormous amounts of punishment in return, and still standing to strike again.
HD: d10
Class skills: Class Skills: Climb (STR), Craft (INT), Handle Animal (CHA), Jump (STR), Ride (DEX), and Swim (STR).
Fighters get 2 + Int modifier skill points each level.
Weapon and armor proficiencies: The fighter is proficient in all simple and martial weapons as well as light, medium and heavy armor and shields.
TABLE: THE FIGHTER
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Defense Bonus |
Special |
| 1st |
+1 |
+2 |
+1 |
+0 |
+2 |
Bonus feat |
| 2nd |
+2 |
+3 |
+0 |
+0 |
+2 |
Bonus feat |
| 3rd |
+3 |
+3 |
+1 |
+1 |
+3 |
|
| 4th |
+4 |
+4 |
+1 |
+1 |
+3 |
Bonus feat |
| 5th |
+5 |
+4 |
+1 |
+1 |
+3 |
|
| 6th |
+6/+1 |
+5 |
+2 |
+2 |
+4 |
Bonus feat |
| 7th |
+7/+2 |
+5 |
+2 |
+2 |
+4 |
|
| 8th |
+8/+3 |
+6 |
+2 |
+2 |
+4 |
Bonus feat |
| 9th |
+9/+4 |
+6 |
+3 |
+3 |
+5 |
|
| 10th |
+10/+5 |
+7 |
+3 |
+3 |
+5 |
Bonus feat |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
+5 |
|
| 12th |
+12/+7/+2 |
+8 |
+4 |
+4 |
+6 |
Bonus feat |
| 13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
+6 |
|
| 14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
+6 |
Bonus feat |
| 15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
+7 |
|
| 16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
+7 |
Bonus feat |
| 17th |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
+7 |
|
| 18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
+8 |
Bonus feat |
| 19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
+8 |
|
| 20th |
+20/+15/+10/+5
| +12 |
+6 |
+6 |
+8 |
Bonus feat |
Class features:
Bonus feats: Whenever the chart above has Bonus feat as a class ability, the fighter may choose a feat from the following list: Ambidexterity, Blind-fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By-Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot On the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse, Weapon Focus, Weapon Specialization
- Hunter
The Hunter is a person suited to life in the wilderness, but he's not just a person who lives outdoors, he's a person who's specialized in finding his prey. Hunters play varied roles in society, often as bounty hunters or procurers of food. A person who swears vengeance against a hated foe might also take levels of this class.
HD: d10
Class skills: Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (any) (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Urban Lore (Wis), Use Rope (Dex), and Wilderness Lore (Wis).
Hunters get 4 + Int modifier skill points each level.
Weapon and armor proficiencies: Hunters are proficient in all simple and martial weapons. They are also proficient with all light and medium armor and with all shields.
TABLE: THE HUNTER
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Defense Bonus |
Special |
| 1st |
+1 |
+2 |
+0 |
+2 |
+3 |
Chosen Foe |
| 2nd |
+2 |
+3 |
+0 |
+3 |
+4 |
|
| 3rd |
+3 |
+3 |
+1 |
+3 |
+4 |
Night Stalker, Trackless Step |
| 4th |
+4 |
+4 |
+1 |
+4 |
+4 |
|
| 5th |
+5 |
+4 |
+1 |
+4 |
+5 |
Chosen Foe |
| 6th |
+6/+1 |
+5 |
+2 |
+5 |
+5 |
Merciful Strike |
| 7th |
+7/+2 |
+5 |
+2 |
+5 |
+6 |
|
| 8th |
+8/+3 |
+6 |
+2 |
+6 |
+6 |
|
| 9th |
+9/+4 |
+6 |
+3 |
+6 |
+6 |
Sense Foe |
| 10th |
+10/+5 |
+7 |
+3 |
+7 |
+7 |
Chosen Foe |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+7 |
+7 |
|
| 12th |
+12/+7/+2 |
+8 |
+4 |
+8 |
+8 |
Foreceful Strike |
| 13th |
+13/+8/+3 |
+8 |
+4 |
+8 |
+8 |
|
| 14th |
+14/+9/+4 |
+9 |
+4 |
+9 |
+8 |
|
| 15th |
+15/+10/+5 |
+9 |
+5 |
+9 |
+9 |
Chosen Foe, Weak Spot |
| 16th |
+16/+11/+6/+1 |
+10 |
+5 |
+10 |
+9 |
|
| 17th |
+17/+12/+7/+2 |
+10 |
+5 |
+10 |
+10 |
|
| 18th |
+18/+13/+8/+3 |
+11 |
+6 |
+11 |
+10 |
Inescapable Pursuit |
| 19th |
+19/+14/+9/+4 |
+11 |
+6 |
+11 |
+10 |
|
| 20th |
+20/+15/+10/+5
| +12 |
+6 |
+12 |
+11 |
Chosen Foe |
Class features:
Chosen Foe: At 1st level a hunter chooses one creature type from the ranger's favored enemy list. Against this chosen foe, the hunter gains the following benefits:
- +1 circumstance bonus to attack and damage rolls or +1 dodge bonus to AC. Which of the two benefits recieved must be decided when the chosen foe is named. To hit and damage bonuses do not apply against creatures that are immune to critical hits.
- The Hunter may perform a +1d6 damage sneak attack against his chosen foe, as per the Rogue's sneak attack ability.
- +1 circumstance bonus to Bluff, Intimidate, Listen, Sense Motive and Spot checks when the Hunter's chosen foe is involved.
- The Hunter may track a chosen foe as if he had the Track feat. If the Hunter does already have the Track feat, the Hunter gains a +4 circumstance bonus to his Wilderness Lore checks when tracking the chosen foe.
- The Hunter will know any applicable language of his chosen foe.
At 5th, 10th, 15th and 20th levels, the Hunter may add another foe to the list and choose a bonus against the chosen foe. Also, the Hunter applies the new bonus to any existing chosen foes (including the one just chosen) so that the bonuses would move to +2 to attack and damage rolls or AC, +2d6 sneak attack damage, +2 bonus to the skill checks noted above, +8 to Wilderness Lore checks while Tracking, etc.
Night Stalker: At 3rd level, a Hunter can get by on less sleep to continue hunting his target. He only needs 6 - his CON modifier hours of sleep per night to be fully rested (minimum 2.)
Trackless Step: At 3rd level a Hunter can no longer be tracked.
Merciful Strike: Against a chosen foe, the Hunter can do subdual damage rather than normal damage without the -4 penalty normally associated with this action.
Sense Foe: At 9th level, a Hunter gains a +10 circumstance bonus to spot a chosen foe through a disguise and can automatically see through the effects of a change self or polymorph self spell. The Hunter can also target his chosen foe when he is invisible.
Forceful Strike: At 12th level, a Hunter can automatically convert a critical threat into a successful critical hit once per day.
Weak Spot: At 15th level, the Hunter can perform critical hits on a chosen foe that is normally immune to critical hits, i.e. such as Undead or constructs.
Inescapable Pursuit: If a chosen foe moves to another Plane in sight of the Hunter, he may follow (NOTE: he cannot see his destination prior to arrival and the decision to follow must be made within one round of the foe's departure.)
- Rogue
The rogue is possibly the most flexible class in the game, being essentially a class for anyone who is highly skilled. In addition, the rogue gains benefits that make him effective in combat where he can play dirty, be back-handed, and surprise or flank his foe.
HD: d6
Class skills: Class Skills: Appraise (INT), Balance (DEX), Bluff (CHA), Climb (STR), Craft (INT), Decipher Script (INT), Diplomacy (CHA), Disable Device (INT), Disguise (CHA), Escape Artist (DEX), Forgery (INT), Gather Information (CHA), Hide (DEX), Innuendo (WIS), Intimidate (CHA), Intuit Direction (WIS), Jump (STR), Listen (WIS), Move Silently (DEX), Open Lock (DEX), Perform (CHA), Pick Pocket (DEX), Profession (WIS), Read Lips (INT), Search (INT), Sense Motive (WIS), Spot (WIS), Swim (STR), Tumble (DEX), and Use Rope (DEX).
Rogues get 8 + Int modifier skill points each level.
Weapon and armor proficiencies: Rogues are proficient with the club, crossbow (hand, light or heavy), dagger (any type), dart, mace (light and heavy), morningstar, quarterstaff, rapier, sap, shortbow (normal and composite) and short sword. Rogues are also proficient with light armor.
TABLE: THE ROGUE
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Defense Bonus |
Special |
| 1st |
+0 |
+0 |
+2 |
+0 |
+3 |
Sneak attack +1d6 |
| 2nd |
+1 |
+0 |
+3 |
+0 |
+4 |
Evasion |
| 3rd |
+2 |
+1 |
+3 |
+1 |
+4 |
Uncanny dodge (Dex bonus to AC, sneak attack +2d6 |
| 4th |
+3 |
+1 |
+4 |
+1 |
+4 |
|
| 5th |
+3 |
+1 |
+4 |
+1 |
+5 |
Sneak attack +3d6 |
| 6th |
+4 |
+2 |
+5 |
+2 |
+5 |
Uncanny dodge (can't be flanked) |
| 7th |
+5 |
+2 |
+5 |
+2 |
+6 |
Sneak attack +4d6 |
| 8th |
+6/+1 |
+2 |
+6 |
+2 |
+6 |
|
| 9th |
+6/+1 |
+3 |
+6 |
+3 |
+6 |
Sneak attack +5d6 |
| 10th |
+7/+2 |
+3 |
+7 |
+3 |
+7 |
Special ability |
| 11th |
+8/+3 |
+3 |
+7 |
+3 |
+7 |
Uncanny dodge (+1 against traps, sneak attack +6d6 |
| 12th |
+9/+4 |
+4 |
+8 |
+4 |
+8 |
|
| 13th |
+9/+4 |
+4 |
+8 |
+4 |
+8 |
Sneak attack +7d6, special ability |
| 14th |
+10/+5 |
+4 |
+9 |
+4 |
+8 |
Uncanny dodge (+2 against traps) |
| 15th |
+11/+6/+1 |
+5 |
+9 |
+5 |
+9 |
Sneak attack +8d6 |
| 16th |
+13/+7/+2 |
+5 |
+10 |
+5 |
+9 |
Special ability |
| 17th |
+12/+7/+2 |
+5 |
+10 |
+5 |
+10 |
Uncanny dodge (+3 against traps), sneak attack +9d6 |
| 18th |
+13/+8/+3 |
+6 |
+11 |
+6 |
+10 |
|
| 19th |
+14/+9/+4 |
+6 |
+11 |
+6 |
+10 |
Sneak attack +10d6, Special ability |
| 20th |
+15/+10/+5
| +6 |
+12 |
+6 |
+11 |
Uncanny dodge (+4 against traps) |
Class features:
Sneak Attack: At any point the rogue can catch an opponent in a position where he loses his Dexterity bonus to Armor Class (such as when flat-footed, or immobile) or has an opponent flanked, he can strike a vital spot for extra damage. The extra damage is cumulative to the regular damage, is not affected by critical hits, and follows the chart above for class progression. It is not possible to score Sneak Attack damage against constructs, undead, plants, or other creatures without a discernable anatomy. Ranged attacks may only be sneak attacks if the range is less than 30 feet. Sneak attack damage cannot be dealt as non-lethal damage with a lethal weapon (or vice versa). Sneak attacks can also not be made against concealed creatures, or if the vitals are otherwise beyond reach.
Evasion: If exposed to any effect that allows a Reflex saving throw for half damage, the rogue with the Evasion class ability will take no damage on a successful saving throw.
Uncanny Dodge: As the Barbarian class ability of the same name.
Special Ability: At any point on the level advancement chart where it indicates the Rogue may select a special ability, he may select an ability from the following list:
- Crippling Strike: When succesfully hitting with a sneak attack, the rogue also does 1 point of Strength damage.
- Defensive Roll: Once per day when the Rogue would be reduced to 0 hit points or less, the Rogue can attempt to roll with the damage. Make a Reflex saving throw (DC = damage dealt) and if successful the damage is halved. The Rogue must be aware of the attack, and not have lost his Dexterity bonus to AC. Evasion does not apply to the Defensive Roll.
- Improved Evasion: The rogue only takes half damage on a failed Reflex save in addition to taking no damage on a successful Reflex save.
- Opportunist: When an adjacent opponent has been hit by another character, once per round the Rogue may use his Attack of Opportunity against that character. Even a character with Combat Reflexes only can use the Opportunist ability once per round, however.
- Skill Mastery: The Rogue selects a number of skills equal to 3 + his Intelligence modifier. With these skills, the Rogue may always take 10, even if the situation would normally not allow it.
- Slippery Mind: A rogue that fails a saving throw to be controlled by a spell or other supernatural ability may attempt again on the next round to slip free of the effect.
- Feat: The Rogue may take any feat in place of the special ability.
- Swashbuckler
The Swashbuckler has a devil-may-care attitude about life. He wades into combat with all the confidence of a fighter, but instead of depending on his armor to defend him, and his massive strength to get him through, he dodges, laughing and taunting his opponents. Swashbucklers favor light weapons that are finessable.
HD: d8
Class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (any (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (any) (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Swashbucklers get 4 + Int modifier skill points each level.
Weapon and armor proficiencies: Swashbucklers are profecient in all simple and martial weapons, light armor and shields.
TABLE: THE SWASHBUCKLER
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Defense Bonus |
Special |
| 1st |
+1 |
+0 |
+2 |
+0 |
+4 |
Parry |
| 2nd |
+2 |
+0 |
+3 |
+0 |
+5 |
Bonus feat |
| 3rd |
+3 |
+1 |
+3 |
+1 |
+5 |
|
| 4th |
+4 |
+1 |
+4 |
+1 |
+6 |
Sneak attack +1d6 |
| 5th |
+5 |
+1 |
+4 |
+1 |
+6 |
|
| 6th |
+6/+1 |
+2 |
+5 |
+2 |
+7 |
Bonus feat |
| 7th |
+7/+2 |
+2 |
+5 |
+2 |
+7 |
Parry ranged attacks |
| 8th |
+8/+3 |
+2 |
+6 |
+2 |
+8 |
Sneak attack +2d6 |
| 9th |
+9/+4 |
+3 |
+6 |
+3 |
+8 |
Evasion |
| 10th |
+10/+5 |
+3 |
+7 |
+3 |
+9 |
Bonus feat |
| 11th |
+11/+6/+1 |
+3 |
+7 |
+3 |
+9 |
|
| 12th |
+12/+7/+2 |
+4 |
+8 |
+4 |
+10 |
Sneak attack +3d6 |
| 13th |
+13/+8/+3 |
+4 |
+8 |
+4 |
+10 |
Parry magic |
| 14th |
+14/+9/+4 |
+4 |
+9 |
+4 |
+11 |
Bonus feat |
| 15th |
+15/+10/+5 |
+5 |
+9 |
+5 |
+11 |
|
| 16th |
+16/+11/+6/+1 |
+5 |
+10 |
+5 |
+12 |
Sneak attack +4d6 |
| 17th |
+17/+12/+7/+2 |
+5 |
+10 |
+5 |
+12 |
|
| 18th |
+18/+13/+8/+3 |
+6 |
+11 |
+6 |
+13 |
Bonus feat |
| 19th |
+19/+14/+9/+4 |
+6 |
+11 |
+6 |
+13 |
|
| 20th |
+20/+15/+10/+5
| +6 |
+12 |
+6 |
+14 |
Bonus feat, Sneak attack +5d6 |
Class features:
Parry (Ex): The Swashbuckler can choose to add his Intelligence modifier to his armor class against a single opponent in a given round, although this bonus can never exceed half the Swashbuckler's class level (rounded down, minimum 1). The parry works only against melee attacks which the Swashbuckler is aware of. At 7th level, the swashbuckler may parry ranged attacks as well (within reason; no parrying falling boulders, for instance.) At 13th level he can attempt to parry any spell that grants a saving throw. The Swashbuckler makes an attack roll opposed by an opponent's Spellcraft check used to cast the spell. If he succeeds, he gains a +4 competence bonus to his saving throw against that spell.
Evasion: As the Rogue ability of the same name.
Sneak Attack (Ex): As the Rogue ability of the same name.
Bonus feats: As the figher, the swashbuckler gains bonus feats throughout his level progression. The list of feats available to the swashbuckler is different, however. Many are not available in the PHB and will be presented on this site. The list is as follows: Adjust Combat Style, Ambidexterity, Combat Reflexes, Defensive Movement, Defensive Posture (Mobility), Dirty Blow, Expertise (Improved Disarm, Improved Trip, Whirlwind attack), Improved Critical, Improved Initiative, Modify Combat Style, Opportunist, Point Blank Shot (Far Shot, Precise Shot, Shot on the Run), Quick Draw, Quick Strike, Two-weapon fighting (Improved Two-weapon fighting), Vicious Blow, Weapon Finesse, Weapon Focus.
- Wildlander
The Wildlander is a person who is most at home in the wilderness. Wildlanders can be guerilla fighters, hunters, or simply trackers and travellers, but without fail, they excel at travelling and surviving in the harsh environments that surround them.
HD: d8
Class skills: Class Skills: Animal Empathy (Cha), Climb (Str), Craft (any) (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (any) (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Defenders get 6 + Int modifier skill points each level.
Weapon and armor proficiencies: Wildlanders are proficient with all simple and martial weapons, all light and medium armor and all shields.
TABLE: THE WILDLANDER
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Defense Bonus |
Special |
| 1st |
+1 |
+2 |
+0 |
+0 |
+3 |
Wildlander trait |
| 2nd |
+2 |
+3 |
+0 |
+0 |
+4 |
Wildlander trait |
| 3rd |
+3 |
+3 |
+1 |
+1 |
+4 |
Danger Sense (bonus to Spot) |
| 4th |
+4 |
+4 |
+1 |
+1 |
+4 |
Smite 1/day |
| 5th |
+5 |
+4 |
+1 |
+1 |
+5 |
Wildlander trait |
| 6th |
+6/+1 |
+5 |
+2 |
+2 |
+5 |
Danger Sense (never surprised) |
| 7th |
+7/+2 |
+5 |
+2 |
+2 |
+6 |
|
| 8th |
+8/+3 |
+6 |
+2 |
+2 |
+6 |
Wildlander trait |
| 9th |
+9/+4 |
+6 |
+3 |
+3 |
+6 |
Danger Sense (+1 to Initiative checks) |
| 10th |
+10/+5 |
+7 |
+3 |
+3 |
+7 |
Smite 2/day |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
+7 |
Wildlander trait |
| 12th |
+12/+7/+2 |
+8 |
+4 |
+4 |
+8 |
Danger Sense (+2 to Initiative checks) |
| 13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
+8 |
|
| 14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
+8 |
Wildlander trait |
| 15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
+9 |
Danger Sense (+3 to Initiative checks) |
| 16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
+9 |
Smite 3/day |
| 17th |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
+10 |
Wildlander trait |
| 18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
+10 |
Danger Sense (+4 to Initiative checks) |
| 19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
+10 |
|
| 20th |
+20/+15/+10/+5
| +12 |
+6 |
+6 |
+11 |
Wildlander trait |
Class features:
Danger Sense: At 3rd level the Wildlander gets a +4 competence bonus to his Spot checks at the beginning of an encounter. At 6th level the Wildlander is never surprised. At 9th level he gains a +1 competence bonus to Initiative, which increases by a further +1 every three levels thereafter.
Smite: Once per day at 4th level the Wildlander gains a +1 competence bonus to his attack roll and a +1 per Wildlander level competence bonus to his damage roll. This can be used with melee attacks or ranged attacks within a 30 foot range. At 10th level the Wildlander can do this twice a day, and at 16th level he may do this three times a day.
Wildlander trait: At 1st level, 2nd level and every third level thereafter, the Wildlander may pick a special class ability from the following list:
- Animal Companion: Once per day the Wildlander can speak with animals as the spell. His caster level is equal to his Wildlander class levels. Their is no spell points cost to do so, as this is a supernatural ability and not a spell.
- Bloodhound: The Wildlander gains a +6 competence bonus to all Wilderness Lore checks made while tracking. May always take 10 on a Wilderness Lore check to track.
- Forager: Choose one type of terrain (sand, rock, highland, marsh, woods, plains, etc.) When travelling through that terrain, the Wildlander automatically forages enough food and water for himself and one other person per three Wildlander class levels. The GM may rule this ability doesn't work automatically in extremely hostile terrain. This ability can be selected multiple times, although a different terrain must be selected each time.
- Ghost Walk: The Wildlander gains a +4 competence bonus to his Move Silently checks. He may also always take 10 on a Move Silently check.
- Hawk Eyes: The Wildlander gains a +4 competence bonus to Spot checks and may always take 10 on his Spot checks.
- Light Step: The Wildlander can conceal his parties tracks at full speed (+5 to the DC on any tracking attempt against him) or at half speed (+10 to DC on any tracking attempt against him.)
- Master Hunter: The Wildlander gains the Chosen Foe class ability which functions exactly like the ability of the same name described in the Hunter class description.
- Quick Stride: In light or no armor, the Wildlander's base speed increases by +10 ft.
- Sense Magic: As a standard action three times a day, the Wildlander can detect magic as the spell. His caster level is equal to his Wildlander class levels. Their is no spell points cost to do so, as this is a supernatural ability and not a spell.
- Stealthy: The Wildlander gains a +4 competency bonus to all Hide checks, and may always take 10 on a Hide check.
- Tracking: The Wildlander gains the Track feat for free.
- Trap Disarming: As the Rogue class ability, but the Wildlander may only disarm non-magical traps.
- Wolf Ears: The Wildlander gains a +4 competency bonus on all Listen checks and may always take 10 on a Listen check.
- Woodsman: The Wildlander gains a +4 competency bonus to any Craft check in which a naturally occuring material (excluding metal and glass) is used. The Woodsman may also always take 10 on such a Craft check.
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