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Engineer

Created 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 quasimagical energies, their abilities are based in science and 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 martial classes. 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 Skills The 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 Features The 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 access to 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

burst, speed, or brilliant energy by spending a number of artifice points equal to the propertys bonus. These properties are added to any the weapon already 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 be changed 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 a clockwork 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 Table 1-1: The Engineer Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

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 of some 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 the engineer, 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 omnitool 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 functions of 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).

Special Artifice pool, clockwork companion, omni-tool Function, technologist Clockwork armor 1 Function Inventor Function Clockwork armor 2 Function Dual function Cheap inventions, function Clockwork armor 3 Function Quick inventing Function Clockwork armor 4 Function Reprogram omni-tool Function Exoskeleton Function, grand inventor

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 be a 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 1st level, as part of an omni-tools base functions, but are 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, spending an additional basic function to gain the superior effect listed in the basic functions description. Bonded Tool (basic) (Ex): The engineers omnitool 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. By spending 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 as possessing 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 entangled for 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 of electricity 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 engineers level + his intelligence modifier) or be stunned for 1 round. The engineer must be at least 10th level to select 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 number of secondary creatures equal to the engineers intelligence 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 be stunned 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 how to use sonic energy to rend and destroy objects, including his opponents equipment. He can spend 1 artifice point to make a special sunder attempt against a creature, making a melee touch attack against the creature and dealing 1d4 sonic damage per 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 Engineer can 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 subjects mind. This act is called hacking. The engineer spends an artifice point and makes a single touch attack against a construct. If the touch attack is successful, the construct makes a will save (DC 10 +

1/2 the engineers level + the engineers intelligence modifier) or is treated as being under the effects of a suggestion spell, treating the engineers class level as 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 to mind-affecting abilities, even if it has no intelligence score. An engineer must be at least 6th level before selecting 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 against these secondary targets as well, dealing half as much electricity damage as the damage dealt to the primary target. The engineer must be at least 12th level to select his function, unless he has the death ray function, at which point he can select this function 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 of rest. 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 a single 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 to spot 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, or thieves tools. By spending an additional basic function, 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 masterwork thieves 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 a medium 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 bonus for 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 are automatically 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 can be 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 this 1st level spell as a spell-like ability by spending 1 artifice point. If the Engineer upgrades a cantrip to

a 1st level 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 1 artifice 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 dexterity bonus. 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 not function 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 15th level, an engineer can create clockwork armor 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 and chemicals. 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, the item 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 or piece 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 the disable 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 action that 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

exoskeleton, and gains a natural armor bonus to his AC equal to the clockwork companions armor bonus to AC. In addition, he gains a number of temporary hit points equal to the companions hit points. The engineer also gains access to all of his clockwork companions functions while wearing the exoskeleton. Grand Inventor (Su): At 20th level, the engineer is master of invention, and can create the most powerful items in existence by throwing together junk. He can use his invention ability to create temporary minor artifacts by spending 5 artifice points and paying 5,000 gp immediately. The DC for a disable device check to invent an artifact is 40. These artifacts only remain viable for a number of rounds equal to the engineers level, at which point they are destroyed.

Clockwork Companion
An engineer begins play with a powerful construct at his side known as a clockwork companion. The engineer has formed a special link with this companion, connecting them empathically. The companion has the same alignment as the engineer that builds it and can speak all of his languages. The clockwork companion is treated as a medium construct. It is almost entirely mindless, but can execute commands given to it by the engineer. If the engineer is knocked unconscious or dies, the companion ceases to function until the engineer is conscious again. The companion is humanoid in shape, and stands about 5-7 feet tall, completely composed of metal. Its hit dice, saving throws, skills, feats, and abilities are tied to the engineers class level and increase as the engineer gains levels. If a clockwork companion is killed, an engineer can either repair it, or build a new one. To repair it, he must spend 100 gp x his level and spend a number of days working on it equal to his level. To build a

new one, he must spend 200 gp x his level and a number of weeks equal to his level working on it. Mechanical Anatomy: Clockwork companions are composed of metal and, thus, do not recover from damage in the same way as creatures composed of flesh. They do, however, possess an anatomy composed of a mechanical musculature, a circulatory system that pumps important fluids, and a nervous system that determines when and where it is injured. As such, they differ from constructs in the following ways: They retain their constitution score, unlike normal constructs, and gain hit points based on it, rather than size. They also die when their hit point total is equal to a negative number equal to or greater than their constitution score. They are no longer immune to paralysis, poison, sleep effects, or stunning, though they do gain a +2 bonus on saving throws against these effects. Clockwork companions are subject to ability damage, ability drain, fatigue, exhaustion, energy drain and nonlethal damage. They are not immune to effects that require fortitude saves. They are at risk of death due to massive damage. They do not eat, but they must drink water in order to sustain their mechanical parts. Clockwork companions heal only the hit points that would normally be recovered from curative spells. However, they can be affected by spells that repair objects, such as make whole. The spell mending acts as stabilize when cast on a clockwork companion. They can be healed with the heal skill, but instead of a healers kit, artisans tools are required to negate the -2 to the check. They heal naturally over time, self-repairing while they rest or sleep, at the same rate as a human. Artifice Pool: The clockwork companion gains an artifice pool with a number of points equal to its HD (minimum 1). These points function just like the engineers own artifice pool.

Table 1-2: The Clockwork Companion Class Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Good Save +2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +9 Poor Saves +0 +0 +1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 Armor Bonus +0 +2 +2 +2 +4 +4 +6 +6 +6 +8 +8 +10 +10 +10 +12 +12 +14 +14 +14 +16 Str/Dex Bonus +0 +1 +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8

HD 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15 15

BAB +1 +2 +3 +3 +4 +5 +6 +6 +7 +8 +9 +9 +10 +11 +12 +12 +13 +14 +15 +15

Skills 2 4 6 6 8 10 12 12 14 16 18 18 20 22 24 24 26 28 30 30

Feats 1 1 2 2 2 3 3 3 4 4 5 5 5 6 6 6 7 7 8 8

Special Artifice pool, base functions, link Function Ability score increase Function

Function Ability score increase Function

Ability score increase, function

Function

Functions: A clockwork companion gains 2 basic functions at level 1, chosen from the functions available to the engineers omni-tool. In addition, as the clockwork companion increases in power, he chooses extra functions. These additional functions do not need to be basic functions. Class Level: This is the characters engineer level. 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 attack bonus. Good/Poor Saves: These are the companions base 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 any skill. 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. Companions can 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 recharging after being used for an extended period of time, and therefore they must power down for eight hours every day or become fatigued, as a humanoid who does not sleep. This powered-down mode is equivalent, 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 , Wis 12, 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

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 his reflex 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 the Engineer. Extra Artifice Pool Your 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 Function Your 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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COPYRIGHT NOTICE Open Game License v 1.0a 2000, Wizards of the Coast, Inc. System Reference Document. 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Christopher Delvos Ideas 2011 Christopher D. Delvo All Rights Reserved This base class uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This base class is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.