OGL and more...
OGL and Section 15:
Looking at Paul's OGL in his class, I have a problem. It's not necessary to copyright every part of your article, just the article itself. If anyone in the future lifts any part of that article, the new creation must note your copyright.
Further, a common misinterpretation of the OGL causes authors to lift everything from the section 15 of any work they cite and put it in their own section 15. That's not what the OGL is meant to enforce.
What one must do is cite the copyright notice of the source from which the OGC comes. Thus, our section 15 should read like this:
15. Copyright Notice
- Open Game License v 1.0a, Copyright 2000, Wizards of the Coast, Inc.
- System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
- Path of the Sword, Copyright 2002, Fantasy Flight Publishing, Inc.
- The Book of Hallowed Might, Copyright 2002, Monte J. Cook. All rights reserved.
- Class Article Title, Copyright 2003, class author.
- (and so on)
Where an author has included something in another's article (such as characters I have made to go with other LgCs), a specific copyright might also be noted. Otherwise, one article gets one copyright.
Note also the extensive inclusions in Section 15 of
Path of the Sword. As far as I know, we needn't include those works, because our work does not use material from those sources.
If I'm wrong, show me how and show me why with clear facts.
Kaob:
Kaob looks okay except for a few things.
First, the stat blocks aren't what I asked for (nor do they conform with D&D standard blocks). Use the Chronicle format, which you can see on any character I posted or in this post. Second, since some of the text comes from PCGen, it's not in proper d20 format (+3 rapier, not Rapier +3 or Knowledge (religion) not Knowledge (Religion)). Melidia doesn't have spells prepared and neither she nor Kaob have their domain powers delineated. The magic items don't have any description nor do they have proper 3E stats (Caster Level, Prerequisites, and etc.). Please include these.
If you have time, can you give some info on Ch'Tal and his church. I don't need a diety character, but the descriptive text like that found in diety entries of other works (
Dieties and Demigods, Faiths and Pantheons, and others) is most welcome. That material can be PI if you like, since it'll all be exposition.
If you can't or don't want to do any of these things, I can do them or edit Koab to fit what I need.
Here's the Chronicle Stat Block:
- Aelgifu, female human Tra 10: CR 10; Medium-size humanoid; HD 10d4+20; hp 48; Init +2 (+2 Dex); Spd 30 ft.; AC 17 (touch 15, flat-footed 14); Atk +7 melee (1d6+2, +2 quarterstaff), or +7 ranged (1d8/crit 19-20, masterwork light crossbow); AL LG; SV Fort +5, Ref +6, Will +10; Str 11, Dex 15, Con 14, Int 18, Wis 15, Cha 14. 5 ft. 8 in. tall, 137 lbs.
(indent here) Skills: Alchemy +11, Concentration +15, Craft (carving) +10, Craft (jeweler) +10, Knowledge (arcana) +17, Knowledge (geography) +12, Knowledge (geology) +10, Knowledge (religion) +10, Scry +17, Spellcraft +17. Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Eschew Materials, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell.
(indent here) Notes: As a transmuter, Aelgifu's restricted school is Conjuration.
(indent here) Languages: Celestial, Draconic, Elven, Giant, Common
(indent here) Wizard Spells Prepared (4+1/5+1/5+1/4+1/4+1/2+1, base save DC 14 + spell level): 0—detect magic (x2), mage hand (x2), read magic; 1st—expeditious retreat, feather fall, lesser fire orb(x2), shield (x2); 2nd—daylight (x2), levitate, knock (x2), resist elements; 3rd—blindsight, dispel magic, fireball, haste (x2); 4th—arcane eye, dimension door, fire orb(x2), mass darkvision; 5th—ghostform, teleport (x2)
(indent here) Spellbook: 0—all in PHB besides restricted, launch bolt, silent portal; 1st—animate rope, comprehend languages, endure elements, erase, expeditious retreat, feather fall, lesser fire orb, low-light vision, magic weapon, message, reduce, shield; 2nd—alter self, darkvision, daylight, eagle's splendor, knock, levitate, resist elements; 3rd—blindsight, dispel magic, fireball, fly, gaseous form, haste; 4th—arcane eye, dimension door, fire orb, mass darkvision, scry; 5th—ghostform, leutzan's frequent jaunt, simbul's spell matrix, teleport.
(indent here) Possessions: +2 quarterstaff of continual light (suppressed at will), light crossbow (masterwork), quiver (20 masterwork bolts), +3 robes of deflection, +2 bracers of armor, +1 cloak of resistance, ring of warmth (cold resistance 5), wand of magic missiles (5 missiles per charge, 17 charges), wand of magic weapon (7 charges, +1 for 10 minutes), travel spellbook, journal, ink, pen, fine overcoat (fur lined), and fur boots.
Note, however, that some sources list items such as
bracers of armor with the bonus at the end, while all proper sources list the bonus before shields and weapons. With those, I'll accept either.
Dungeon doesn't ask for spellbooks for wizard characters, but I'd like to include them if your character has wizard levels. Another category would be "(Legendary Class Name) Abilities" and each ability should have a roman numeral after it indicating its power level; that is,
Burger Flipping II, if the power level is two. Further, if your character has domains, that's a category that looks like this:
- (indent here) Domains: Retribution (special power description placed here in brief) and Travel (freedom of movement 3 rounds/day). Domain spells are not italicized above.
Special Note: The above stat block contains items found in
Tome and Blood, Magic of Faerûn, and the
Forgotten Realms Campaign Setting. These spells and items are closed content and © of Wizards of the Coast. Their appearance (in name only) here is merely for example, and not a challenge to the copyright.