der_kluge
Adventurer
I present: the Archaeologist. This PrC was supposed to originally appear in Bluffside, but a few of the other writers didn't want it. Wasn't what they wanted, I guess. I've always liked it. Enjoy.
If you hate the bard as it is, you might like this variation. This was built as 3.0, but should be compatible with 3.5. If anyone sees any incompatabilities, let me know.
* spell found in Bluffside: City on the Edge
This text, and the text above this line are declared as product identity.
_________________________________________________________________
ARCHAEOLOGIST
Due to the abundance of ruins and underground civilizations within the world, a specialized type of adventurer has emerged from the populace who specializes in the research, understanding, and above all, exploration of those ruins. A true dungeon-delver, the archaeologist is concerned with gathering information about lost races, cultures, and artifacts. Archaeologists can be of any alignment or religious background. They can use their talents and knowledge for good or evil, to gain power, or to satisfy their own insatiable curiosities. Archaeologists have an incurable hunger for knowledge about the past world that they live in, and are always looking for hard to find information about that world.
Archaeologists regularly seek adventuring parties to help them in exploring ruins and dungeons. An archaeologist will actively seek out such willing parties because they know that dangers commonly hide in such places, and an archaeologist is rarely able to handle such dangers on their own. Archaeologists assume a role of helping a party delve into a dungeon, or they may take more of an active role if that party has specifically sought them out for information. Often times, archaeologists are the best sources of information, and they may be asked to help a group find something in a dungeon or ruin in which that archaeologist has either been to or read about.
Archaeologists are at home in a lost civilization, ruin, or dungeon. They are uniquely qualified to gather the appropriate information hidden in such places, and then to avoid or understand any dangers that might be present. Archaeologists have a unique set of spells, skills, and feats that allow them to disseminate information and understand the environments in which they are exploring. Bards and rogues make good archaeologists, and it is a popular profession for multi-classed rogue/wizards, or bard/wizards as well.
Hit Dice: d6
Requirements
Base Attack Bonus: +2
Decipher Script: 4 ranks
Knowledge (history): 4 ranks
Class Skills
The Archaeologist’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (each skill taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Use Rope (Dex). See Chapter 4: Skills in the PHB for complete skill descriptions.
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the archaeologist.
Weapon and Armor Proficiency: An archaeologist is proficient with all simple weapons. An archaeologist is also proficient with all light armors. Archaeologists are not proficient with armor greater than light armor, and they are not proficient with shields. Note that an archaeologist suffers armor check penalties for armor heavier than leather for the following class skills: Hide and Use Rope.
Spells: Archaeologists cast arcane spells from a spell list unique to them. The archaeologist casts these spells as wizards do. Likewise, the archaeologist has a spellbook that adheres to the same rules that wizard’s spellbooks do. To determine how many spells an archaeologist can cast, consult table 1-1: Archaeologist spells per day. Archaeologists receive bonus spells for high intelligence scores, and to cast a spell, an archaeologist must have an intelligence of 10 + the level of the spell (Int 10 for 0-level spells).
While archaeologists cast spells as wizards, it’s important to note that their spells are not the same as wizard spells. Archaeologists have developed, over time, their own unique way of scribing and casting spells. Because of this, certain spells are foreign to the archaeologist, and they cast other spells more efficiently than wizards do.
Spellbooks: An archaeologist starts with a spellbook containing all 0-level archaeologist spells, plus two 1st-level spells of the player’s choice from the archaeologist spell lists. For each point of intelligence bonus the archaeologist has, the spellbook holds one additional 1st-level spell. Each time an archaeologist gains a level, they gain one new spell of any level that they can cast. Archaeologists who are also wizards must maintain a separate spellbook for each class. An archaeologist’s spellbook adheres to the same rules as wizard spellbooks.
Archaeological Identification (Ex): An archaeologist has the ability to determine the single most basic function of a magic item, including how to activate that function (if appropriate), as well as how many charges (if any) the item has. This ability can be used once per item examined, and the archaeologist can use this ability a number of times per day equal to his archaeologist level + his intelligence modifier. To examine the item, the archaeologist must spend a minimum of 10 minutes handling and examining the item. An archaeologist can never identify intelligent items, cursed items or artifacts, regardless of his level.
Hidden Knowledge: At 4th level and every 4 levels thereafter, the archaeologist gains additional skill ranks, equal to their Int modifier, which they can apply to new or existing knowledge skills.
Traps: At 3rd level, an archaeologist gains the rogue “traps” ability. This ability allows the archaeologist to detect traps on a Search skill when the DC is 20 or higher. If the archaeologist already has this ability from a previous rogue class, the archaeologist gains a +2 competence bonus to their search skill checks when searching for traps.
ARCHAEOLOGIST SPELLS
For complete spell information, see Core Rulebook I; Chapter 11: Spells.
0-LEVEL ARCHAEOLOGIST SPELLS
Arcane Mark, Daze, Detect Magic, Detect Poison, Know Direction, Light, Mage Hand, Mending, Open/Close, Read Magic, Resistance
1st-LEVEL ARCHAEOLOGIST SPELLS
Alarm, Animate Rope, Comprehend Languages, Detect Secret Doors, Detect Undead, Enlarge, Erase, Expeditious Retreat, Feather Fall, Find Traps, Grease, Hold Portal, Identify, Jump, Knock, Locate Object, Message, Magic Aura, Preserve, Reduce, Shield, Spider Climb, Floating Disk, Unseen Servant
2nd-LEVEL ARCHAEOLOGIST SPELLS
Alter Self, Arcane Lock, Blur, Bull’s Strength, Cat’s Grace, Continual Flame, Darkness, Darkvision, Date Item*, Daylight, Delay Poison, Detect Thoughts, Endurance, Glitterdust, Invisibility, Phantom Trap, Levitate, Make Whole, Mirror Image, Misdirection, Obscure Object, Protection from Arrows, Rope Trick, Scribe*, See Invisibility, Silence, Soften Earth and Stone, Web, Whispering Wind
3rd-LEVEL ARCHAEOLOGIST SPELLS
Blink, Clairaudience/Clairvoyance, Dispel Magic, Displacement, Fly, Gaseous Form, Glyph of Warding, Gust of Wind, Haste, Illusory Script, Invisibility Sphere, Tiny Hut, Meld Into Stone, Nondetection, Remove Curse, Remove Disease, Secret Page, Sepia Snake Sigil, Shrink Item, Sleet Storm, Slow, Stone Shape, Tongues, Water Breathing, Wind Wall
4th-LEVEL ARCHAEOLOGIST SPELLS
Arcane Eye, Ask the Earth*, Break Enchantment, Confusion, Detect Scrying, Dimension Door, Dimensional Anchor, Divination, Explosive Charge*, Fire Shield, Fire Trap, Freedom of Movement, Hallucinatory Terrain, Illusory Wall, Improved Invisibility, Secure Shelter, Locate Creature, Miner’s Hallway*, Minor Creation, Minor Globe of Invulnerability, Neutralize Poison, Resilient Sphere, Passwall, Polymorph Other, Polymorph Self, Remove Curse, Scrying, Stoneskin, Wall of Fire, Wall of Ice
5th-LEVEL ARCHAEOLOGIST SPELLS
Interposing Hand, Contact Other Plane, Dismissal, Dream, Fabricate, False Vision, Find the Path, Legend Lore, Secret Chest, Major Creation, Mirage Arcana, Mage's Faithful Hound, Nightmare, Prying Eyes, Rary’s Telepathic Bond, Seeming, Sending, Stone Shape, Telekinesis, Teleport, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force, Wall of Iron, Wall of Stone
6th-LEVEL ARCHAEOLOGIST SPELLS
Analyze Dweomer, Antimagic Field, Forceful Hand, Contingency, Control Water, Discern Location, Flesh to Stone, Globe of Invulunerability, Greater Dispelling, Greater Glyph of Warding, Guards and Wards, Mass Haste, Mislead, Move Earth, Freezing Sphere, Phase Door, Repulsion, Sequester, Stone Tell, Stone to Flesh, Teleport Without Error, True Seeing, Veil, Vision, Wind Walk
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product 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 representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Bluffside: City on the Edge Copyright 2002, Thunderhead Games, Inc.; Mystic Eye Games, Inc.
Archaeologist Copyright 2004, Curtis Bennett
END OF LICENSE
If you hate the bard as it is, you might like this variation. This was built as 3.0, but should be compatible with 3.5. If anyone sees any incompatabilities, let me know.
* spell found in Bluffside: City on the Edge
This text, and the text above this line are declared as product identity.
_________________________________________________________________
ARCHAEOLOGIST
Due to the abundance of ruins and underground civilizations within the world, a specialized type of adventurer has emerged from the populace who specializes in the research, understanding, and above all, exploration of those ruins. A true dungeon-delver, the archaeologist is concerned with gathering information about lost races, cultures, and artifacts. Archaeologists can be of any alignment or religious background. They can use their talents and knowledge for good or evil, to gain power, or to satisfy their own insatiable curiosities. Archaeologists have an incurable hunger for knowledge about the past world that they live in, and are always looking for hard to find information about that world.
Archaeologists regularly seek adventuring parties to help them in exploring ruins and dungeons. An archaeologist will actively seek out such willing parties because they know that dangers commonly hide in such places, and an archaeologist is rarely able to handle such dangers on their own. Archaeologists assume a role of helping a party delve into a dungeon, or they may take more of an active role if that party has specifically sought them out for information. Often times, archaeologists are the best sources of information, and they may be asked to help a group find something in a dungeon or ruin in which that archaeologist has either been to or read about.
Archaeologists are at home in a lost civilization, ruin, or dungeon. They are uniquely qualified to gather the appropriate information hidden in such places, and then to avoid or understand any dangers that might be present. Archaeologists have a unique set of spells, skills, and feats that allow them to disseminate information and understand the environments in which they are exploring. Bards and rogues make good archaeologists, and it is a popular profession for multi-classed rogue/wizards, or bard/wizards as well.
Hit Dice: d6
Requirements
Base Attack Bonus: +2
Decipher Script: 4 ranks
Knowledge (history): 4 ranks
Class Skills
The Archaeologist’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (each skill taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Use Rope (Dex). See Chapter 4: Skills in the PHB for complete skill descriptions.
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the archaeologist.
Weapon and Armor Proficiency: An archaeologist is proficient with all simple weapons. An archaeologist is also proficient with all light armors. Archaeologists are not proficient with armor greater than light armor, and they are not proficient with shields. Note that an archaeologist suffers armor check penalties for armor heavier than leather for the following class skills: Hide and Use Rope.
Spells: Archaeologists cast arcane spells from a spell list unique to them. The archaeologist casts these spells as wizards do. Likewise, the archaeologist has a spellbook that adheres to the same rules that wizard’s spellbooks do. To determine how many spells an archaeologist can cast, consult table 1-1: Archaeologist spells per day. Archaeologists receive bonus spells for high intelligence scores, and to cast a spell, an archaeologist must have an intelligence of 10 + the level of the spell (Int 10 for 0-level spells).
While archaeologists cast spells as wizards, it’s important to note that their spells are not the same as wizard spells. Archaeologists have developed, over time, their own unique way of scribing and casting spells. Because of this, certain spells are foreign to the archaeologist, and they cast other spells more efficiently than wizards do.
Spellbooks: An archaeologist starts with a spellbook containing all 0-level archaeologist spells, plus two 1st-level spells of the player’s choice from the archaeologist spell lists. For each point of intelligence bonus the archaeologist has, the spellbook holds one additional 1st-level spell. Each time an archaeologist gains a level, they gain one new spell of any level that they can cast. Archaeologists who are also wizards must maintain a separate spellbook for each class. An archaeologist’s spellbook adheres to the same rules as wizard spellbooks.
Archaeological Identification (Ex): An archaeologist has the ability to determine the single most basic function of a magic item, including how to activate that function (if appropriate), as well as how many charges (if any) the item has. This ability can be used once per item examined, and the archaeologist can use this ability a number of times per day equal to his archaeologist level + his intelligence modifier. To examine the item, the archaeologist must spend a minimum of 10 minutes handling and examining the item. An archaeologist can never identify intelligent items, cursed items or artifacts, regardless of his level.
Hidden Knowledge: At 4th level and every 4 levels thereafter, the archaeologist gains additional skill ranks, equal to their Int modifier, which they can apply to new or existing knowledge skills.
Traps: At 3rd level, an archaeologist gains the rogue “traps” ability. This ability allows the archaeologist to detect traps on a Search skill when the DC is 20 or higher. If the archaeologist already has this ability from a previous rogue class, the archaeologist gains a +2 competence bonus to their search skill checks when searching for traps.
Code:
Table 1-1: The Archaeologist
Base Fort Ref Will Spells Per Day
Level Attack Bonus Save Save Save Special 0 1 2 3 4 5 6
1 +0 +0 +2 +2 Archaeological 2 1 - - - - -
Identification
2 +1 +0 +3 +3 3 1 - - - - -
3 +2 +1 +3 +3 Traps 3 2 1 - - - -
4 +3 +1 +4 +4 Hidden Knowledge 4 2 1 - - - -
5 +3 +1 +4 +4 4 2 2 1 - - -
6 +4 +2 +5 +5 4 3 2 1 - - -
7 +5 +2 +5 +5 4 3 2 2 1 - -
8 +6/+1 +2 +6 +6 Hidden Knowledge 4 3 3 2 1 - -
9 +6/+1 +3 +6 +6 4 4 3 2 2 1 -
10 +7/+2 +3 +7 +7 4 4 3 3 2 1 -
11 +8/+3 +3 +7 +7 4 4 4 3 2 2 1
12 +9/+4 +4 +8 +8 Hidden Knowledge 4 4 4 3 3 2 1
13 +9/+4 +4 +8 +8 4 4 4 4 3 2 2
14 +10/+5 +4 +9 +9 4 4 4 4 3 3 2
15 +11/+6/+1 +5 +9 +9 4 4 4 4 4 3 2
ARCHAEOLOGIST SPELLS
For complete spell information, see Core Rulebook I; Chapter 11: Spells.
0-LEVEL ARCHAEOLOGIST SPELLS
Arcane Mark, Daze, Detect Magic, Detect Poison, Know Direction, Light, Mage Hand, Mending, Open/Close, Read Magic, Resistance
1st-LEVEL ARCHAEOLOGIST SPELLS
Alarm, Animate Rope, Comprehend Languages, Detect Secret Doors, Detect Undead, Enlarge, Erase, Expeditious Retreat, Feather Fall, Find Traps, Grease, Hold Portal, Identify, Jump, Knock, Locate Object, Message, Magic Aura, Preserve, Reduce, Shield, Spider Climb, Floating Disk, Unseen Servant
2nd-LEVEL ARCHAEOLOGIST SPELLS
Alter Self, Arcane Lock, Blur, Bull’s Strength, Cat’s Grace, Continual Flame, Darkness, Darkvision, Date Item*, Daylight, Delay Poison, Detect Thoughts, Endurance, Glitterdust, Invisibility, Phantom Trap, Levitate, Make Whole, Mirror Image, Misdirection, Obscure Object, Protection from Arrows, Rope Trick, Scribe*, See Invisibility, Silence, Soften Earth and Stone, Web, Whispering Wind
3rd-LEVEL ARCHAEOLOGIST SPELLS
Blink, Clairaudience/Clairvoyance, Dispel Magic, Displacement, Fly, Gaseous Form, Glyph of Warding, Gust of Wind, Haste, Illusory Script, Invisibility Sphere, Tiny Hut, Meld Into Stone, Nondetection, Remove Curse, Remove Disease, Secret Page, Sepia Snake Sigil, Shrink Item, Sleet Storm, Slow, Stone Shape, Tongues, Water Breathing, Wind Wall
4th-LEVEL ARCHAEOLOGIST SPELLS
Arcane Eye, Ask the Earth*, Break Enchantment, Confusion, Detect Scrying, Dimension Door, Dimensional Anchor, Divination, Explosive Charge*, Fire Shield, Fire Trap, Freedom of Movement, Hallucinatory Terrain, Illusory Wall, Improved Invisibility, Secure Shelter, Locate Creature, Miner’s Hallway*, Minor Creation, Minor Globe of Invulnerability, Neutralize Poison, Resilient Sphere, Passwall, Polymorph Other, Polymorph Self, Remove Curse, Scrying, Stoneskin, Wall of Fire, Wall of Ice
5th-LEVEL ARCHAEOLOGIST SPELLS
Interposing Hand, Contact Other Plane, Dismissal, Dream, Fabricate, False Vision, Find the Path, Legend Lore, Secret Chest, Major Creation, Mirage Arcana, Mage's Faithful Hound, Nightmare, Prying Eyes, Rary’s Telepathic Bond, Seeming, Sending, Stone Shape, Telekinesis, Teleport, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force, Wall of Iron, Wall of Stone
6th-LEVEL ARCHAEOLOGIST SPELLS
Analyze Dweomer, Antimagic Field, Forceful Hand, Contingency, Control Water, Discern Location, Flesh to Stone, Globe of Invulunerability, Greater Dispelling, Greater Glyph of Warding, Guards and Wards, Mass Haste, Mislead, Move Earth, Freezing Sphere, Phase Door, Repulsion, Sequester, Stone Tell, Stone to Flesh, Teleport Without Error, True Seeing, Veil, Vision, Wind Walk
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product 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 representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Bluffside: City on the Edge Copyright 2002, Thunderhead Games, Inc.; Mystic Eye Games, Inc.
Archaeologist Copyright 2004, Curtis Bennett
END OF LICENSE
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