Monster Classes - Savage Races 2
Monster Classes - Savage Races 2
Monster class:
Savage Races II
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.
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Monster Classes: Centaur is published by Dreamscarred Press under the Open Game License version 1.0a
Copyright 2000 Wizards of the Coast, Inc.
© 2015 Dreamscarred Press
1
Monster Classes
Introduction As some of you know me, I have long set out to convert
every beast in the Pathfinder RPG into a class - not
In 2011, there came a post on Paizo’s message every monster mind you. Some don’t appeal to me as a
boards, wondering if anyone had made an effort to do playable race (flumph), but some, like the gold dragon
something similar to the Savage Species rule book. It just do. After all, what is more fantasy than a gold dragon
so happened that in my home campaign I had done just and its ability to alter self to appear human or elven? So
that. On a small scale, I had converted a few monsters all those reason not to play a monster I stated above, are
for myself and my players to run through adventures. I the same reasons I like to play one! I like going against
posted a few of these samples and the community came the grain, in terms of expectations. I know my minotaur
alive. I first want to thank everyone from that message can’t walk into the town’s cleric to get healing, not
board for the encouragement and guidance on getting the because of my alignment, but the expectations of others.
next monster out. Second, I would like to thank Andreas The NPCs expect my race to be dangerous, if not outright
Rönnqvist and Dreamscarred Press for reigning me in evil, and more than likely will try to lynch me. If that
and allowing all those countless hours of calculating works in the story and the GM is ok with it, then I say,
monster stats into the product you hold in your hands. go for it!
And lastly, I would like to thank Forrest Heck, for making Onto the classes, STOP! We did things a bit differently
this such a pleasurable working experience. So, we give than the “rules” dictate. In the Pathfinder Roleplaying
you our Monster Classes. Game Bestiary, it recommends that if someone really
Now I can hear you already yelling, “We don’t like insists on playing a monster that they should regard the
players playing monsters!” I know, I know. There are a CR value as its class level equivalent. I did that - a lot of
lot of good arguments for players staying free and clear it - and made a ton of conversions this way. And I found
of playing a monster in any campaign, especially the exactly what everyone hated and warned me about
Pathfinder Roleplaying Game. “What are they?” you may when playing monsters. The monster classes ended up
ask. too powerful, at least compared to the equally-leveled
For one, much of the game assumes that the player humanoid races and classes.
character is a human-shaped medium or small-sized In Savage Species, I felt they went too far and added
creature. Houses, magical items, armor, storylines and more filler levels than needed, but it was still a grand
such are all based on this assumption. Once you break idea. It hit me one night as I divided numbers of a dragon
that assumption, the world, in its subtle framework, can into discrete levels and saw that at every Hit Dice bump
become unstable. Major questions pop up like, “Does my all the numbers bumped as well. It was as if it were
monster use a spoon? Does he sleep in a normal bed? My made to be chopped into levels at their HD. And so that’s
monster doesn’t have fingers, but I want a magical ring!” what I did, all monsters are split into levels by hit dice so
This can make the job of game mastering more difficult that 1 HD = 1 class level, or ‘Monster Level.’
than it already is. Here I am, the GM, all set to run this I hope everyone enjoys these classes as much as I did
amazing storyline for the players that involves them making them!
going into a city and running through the King’s Court
to become the king’s muscle. Oh, but wait! Joe Schmoe –Jeffrey Swank
just made a t-rex barbarian? And Nancy Schmancy just Freelance Designer
made a balor paladin? On top of this, some players LOVE
to optimize characters. Let’s say a charismatic nymph
A Note on Balance
bard, or a medusa ninja that can become invisible jumps
Many monsters have abilities that are incredibly
out to gaze attack everyone, every round. Ack! As a GM,
problematic at the game table, and many others have
it can be cumbersome to say the least.
abilities that are simply outside the context of a normal
Lastly, the game is humanocentric, plain and simple.
game. With the monster classes in this series, we have
In the words of the brilliant designer, James Jacobs, “I
tried to change some of the more problematic abilities
wouldn’t say that humanocentric is automatically better
to be either weaker or lesser in scope. A few of the
for you, but I would say it’s automatically better for me.
monster classes have had some of their more powerful
And in fact, I do think it’s objectively better, because
abilities altered to become feats, available at a level
being a human, I am more interested in relating to
where they would normally be accessible to a non-
human or near-human characters in fiction who react
monster character, or in a few cases, removed entirely
to fantastic and outlandish developments and storylines.
or heavily downgraded. An example of this will be seen
Having a humanocentric theme to a story allows the
in the Deathless Ghost monster class, which is based on
story to feel more fantastic, since you have a common
the ghost template from the Pathfinder RPG Bestiary.
baseline to share with the humans in the story.”
Incorporeality, high-CL telekinesis, and flight are often
So, in the face of all those encumbrances why would
very difficult to plan around as a GM, and unsatisfying
I go ahead and make a monster class? Mainly, I think
to play around as a fellow player at the table. In the
it is because I am a little weird and love the thought of
Deathless Ghost monster class, our solution was to keep
playing a monster (especially a dragon!)
the most important aspects of a Ghost character—the
2
Monster Classes
fact that the character has more “normal” abilities, on Using Monster Classes
top of the powers of their race, by keeping the class short, Monster classes do not follow the same guidelines
but having some of its abilities scale on character level that Pathfinder normally uses for playing monsters
rather than class level. A Deathless Ghost gains miss as PCs. Instead, the monster classes introduced in this
chance against attacks as it gains levels after finishing its book work similarly to any other class, with a few key
monster class, and eventually can gain full incorporeality exceptions:
at a level where other characters can access similarly- To use a monster class, a character must take it as
powerful abilities. their initial character level. Each monster class has an
Another area where some monsters could run into associated race; instead of selecting a race, the character
problems is with spell-like abilities. Some monsters have gains the benefits and drawbacks of the race associated
a large variety of at-will abilities, or a small amount of with their chosen monster class. A character normally
uncharacteristically powerful abilities (such as most cannot take levels in more than one monster class.
fiends’ ability to use greater teleport to move around). A character may multiclass freely between their
We have provided a variant for these monsters: these monster class and other classes, and is not required to
monster classes have the ability to exchange their racial finish their monster class. A character with relatively
spell-like abilities for limited spellcasting abilities similar few monster levels might be a runt compensating for
to a bard’s, using spell lists that are close, thematically, their relative weakness with training, a freak of nature,
to their natural powers. We at Dreamscarred Press or maybe even a magical experiment gone wrong. As
recommend that GMs and players use this variant rather usual, a character cannot normally have levels in more
than the spell-like abilities normally granted many than one monster class.
of these monsters, as it will often create more varied Some monster classes have abilities that have been
characters and a more fun play environment from both split across multiple levels or changed to a similar ability
sides of the GM screen. that increases in power as the character gains levels.
With that in mind, not all of the monster classes in When a character gains one of these abilities, they are
this series are strictly balanced. Many abilities, such as not gaining the same ability as the monster itself. While
wings, size, and breath weapons, are simultaneously monster classes are based on monsters from the Bestiary,
problematic and iconic, and we at Dreamscarred they are not exact replicas. When a character completes
Press wanted to provide players with the option to use the monster class, most of these abilities should function
monsters as they’re meant to be, rather than reducing as the base monster’s ability, but this will not always be
their power to the point that it makes them unusable. the case.
Some of the classes in this series are stronger than some Some monster classes have abilities that reference a
core Pathfinder Roleplaying Game classes as a result, and character’s Hit Dice. For the purposes of abilities granted
on the opposite end, a few of them are slightly weaker by monster classes or feats in this book, a character’s Hit
than most classes (but should still be able to keep up Dice is the sum of their racial hit dice and all class levels.
with the other players). When allowing a player to use Some monster classes, such as the erinyes, allow the
a class from this series of books, the GM and the group character to trade their native spell-like abilities for a
should think carefully about whether or not they want spellcasting progression. If such a character later gains
the abilities gained to be in their game. levels in a spellcasting class of the same type (arcane,
For example, some monsters, such as the imp and divine, or psychic), the character can opt to continue the
pseudodragon, have the ability to fly from the very start progression of their monster class, rather than gaining
of their adventuring career. This ability, and others like spells from the new class. The character gains new spells
it, can obliterate common obstacles such as pit traps and per day and an increase in caster level and spells known
castle walls if not carefully prepared for. On the higher as if he had also gained a level in their monster class
end of things, classes such as the erinyes, imp, succubus, (even if the monster class does not have that many levels).
and true dragon, can be incredibly strong if played well, This replaces the new class’ spellcasting progression in
and will often be more versatile than many classes that its entirety, including the ability to use spell completion
don’t have powerful abilities or spells to grant them a and spell-trigger items as a member of that class. A class
similar level of versatility. We believe that the changes that only casts spells at a later level than 1st (such as the
we’ve made to some of these monsters should help rein ranger) only stacks the levels where it gains spellcasting.
in their inherent power, and that all of the classes in this
book should make for fun characters at many tables, but
GMs should be just as careful about including monster
classes as he is about including other strong classes like
the cleric, druid, and wizard in their campaigns.
–Forrest Heck
Editor
3
Monster Classes
Centaur Monster • Medium: Centaurs are Medium creatures and have
no bonuses or penalties due to their size.
• Monstrous Humanoid: Centaurs are monstrous
Class •
humanoids.
Normal Speed: Centaurs have a base speed of 30
This creature has the sun-bronzed upper body of a
seasoned warrior and the lower body of a sleek warhorse. feet.
• Darkvision (Ex): Centaurs can see perfectly in the
Legendary hunters and skilled warriors, centaurs dark up to 60 feet.
are part man and part horse. Typically found on the • Quadruped: A centaur has four legs. As such, the
fringes of civilization, these stoic people vary widely in DC of the CMB roll to trip them is increased by 4.
appearance, their skin tones typically appearing deeply • Languages: Centaurs begin play speaking Common
tanned but similar to the humans who occupy nearby and Sylvan. Centaurs with high Intelligence scores
regions, while their lower bodies borrow the colorations can choose from the following: Draconic, Dwarven,
of local equines. Centaur hair and eyes trend toward Elven, Giant, Goblin, Gnoll, Halfling, and Orc.
darker colors and their features tend to be broad, while
the overall bulk of their bodies is influenced by the size Hit Die: d10.
of the horses their lower quarters resemble. Starting Wealth: 3d6 × 10 gp (average 105 gp.) In
Thus, while an average fully grown centaur stands addition, each character begins play with an outfit
over 7 feet tall and weights upward of 2,000 pounds, worth 10 gp or less.
there are vast regional variations—from lean
plains-runners to burly mountain hunters. Centaurs
typically live to be about 60 years old.
Alignment: Centaur tend towards neutral and are
concerned with their own well-being and that of the
group or organization which aids them. They may
behave in a good manner to those that they consider
friends and allies, but will only act maliciously
against those who have tried to injure them in some
way.
4
Monster Classes
Table: Centaur
Base
Minotaur
Level
Attack
Bonus
Fort
Save
Reflex
save
Will
Save Special Monster Class
1 st
+1 +0 +2 +2 +2 Dex, hooves With the body of a powerfully built man and the head
1d4 of a snarling bull, this creature stomps its hooves as if
preparing to charge.
2nd +2 +0 +3 +3 +2 Con, +2 Wis,
+1 natural armor Nothing holds a grudge like a minotaur. Scorned by
3rd +3 +1 +3 +3 +2 Dex, +2 Cha, the civilized races centuries ago and born from a deific
agile runner curse, minotaurs have hunted, slain, and devoured lesser
(+10 ft.) humanoids in retribution for real or imagined slights
4th +4 +1 +4 +4 +2 Str, +2 Wis, for as long as anyone can remember. Many cultures
Large size, have legends of how the first minotaurs were created
hooves 1d6 by vengeful or slighted gods who punished humans by
twisting their forms, robbing them of their intellects and
CLASS SKILLS beauty, and giving them the heads of bulls. Most modern
The centaur’s class skills are Climb (Str), Craft (Int), minotaurs hold these legends in contempt and believe
Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge that they are not divine mockeries but divine paragons
(nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), created by a potent and cruel demon lord named
Survival (Wis), and Swim (Str). Baphomet.
Skill Ranks per Level: 4 + Int modifier. A minotaur stands more than 7 feet tall and weighs
about 700 pounds.
CLASS FEATURES Alignment: As a monstrous humanoid graced with
All the following are class features of the centaur ferocity and strength of a bull, minotaurs tend towards
racial class. evil, but as most are extremely cunning, they can vary
Weapon and Armor Proficiency: A centaur is widely depending on their upbringing. This can produce
proficient with all simple weapons, plus the longsword, minotaur who lean more towards neutral.
spear and longbow. Centaurs are also proficient with all
armor (heavy, light, and medium) and shields (except Minotaur Racial Traits
tower shields). • +2 Strength, +2 Constitution, –2 Intelligence, and
Ability Score Increases: As a centaur gains levels, –2 Charisma: Minotaurs are powerful combatants
its ability scores increase as noted on Table: Centaur. and often quite feral.
These increases stack and are gained as if through level • Medium: Minotaurs are Medium creatures and
advancement. have no bonuses or penalties due to their size.
Hooves (Ex): At 1st level, a centaur gains 2 hoof • Monstrous Humanoid: Minotaurs are monstrous
attacks. These are primary attacks that deal 1d4 points humanoids.
of damage plus the centaur’s Strength modifier. • Normal Speed: Minotaurs have a base speed of 30
Natural Armor (Ex): At 2nd level, a centaur gains a +1 feet.
natural armor bonus to its AC. • Darkvision (Ex): Minotaurs can see perfectly in the
Agile Runner (Ex): At 3rd level, a centaur’s base land dark up to 60 feet.
speed increases by +10 feet. Apply this bonus before • Hunter’s Instinct (Ex): Minotaurs gain a +2 racial
modifying the centaur’s speed because of any load bonus on Perception and Survival checks.
carried or armor worn. This bonus stacks with any other • Tough Hide (Ex): A minotaur’s thick hide grants it
bonuses to the centaur’s land speed. a +1 natural armor bonus to its AC.
Large Size: At 4th level, a centaur grows to Large size. • Languages: Minotaurs begin play speaking
Its ability scores do not change, although it gains the Common. Minotaurs with high Intelligence scores
normal benefits and penalties for being a Large creature. can choose from the following: Draconic, Dwarven,
The centaur’s space increases to 10 feet and it gains a –1 Giant, Goblin, Gnoll, and Orc.
size modifier to attacks and armor class, a +1 special size Hit Die: d10.
modifier to its CMB and CMD, a –2 penalty to Fly checks, Starting Wealth: 3d6 × 10 gp (average 105 gp.) In
and a –4 penalty to Stealth checks, as normal. Its hoof addition, each character begins play with an outfit worth
attacks now deal 1d6 points of damage. The centaur’s 10 gp or less.
natural reach does not change.
Undersized Weapons (Ex): Although a 4th level CLASS SKILLS
centaur is Large, its upper torso is the same size as that The minotaur’s class skills are Climb (Str), Craft (Int),
of a Medium humanoid. As a result, it wields weapons Fly (Dex), Intimidate (Cha), Perception (Wis), Ride (Dex),
as if it were one size category smaller than its actual size Stealth (Dex), Survival (Wis), and Swim (Str).
(Medium for most centaurs). Skill Ranks per Level: 4 + Int modifier.
5
Monster Classes
CLASS FEATURES Table: Minotaur
All the following are class features of the minotaur
Base
racial class.
Attack Fort Reflex Will
Weapon and Armor Proficiency: A minotaur is Level Bonus Save save Save Special
proficient with all simple weapons, plus the greataxe.
1st +1 +0 +2 +2 Gore 1d4,
Minotaurs are not proficient not with any type of armor
natural cunning
or shield. (cannot be lost)
Ability Score Increases: As a minotaur gains levels,
its ability scores increase as noted on Table: Minotaur. 2nd +2 +0 +3 +3 +2 Str, scent
These increases stack and are gained as if through level 3rd
+3 +1 +3 +3 +2 natural armor,
advancement. wilderness sense
Gore (Ex): At 1st level, a minotaur gains a gore attack. 4th +4 +1 +4 +4 +2 Str, Large
This is a primary attack that deals 1d4 points of damage size, gore 1d6,
plus 1-1/2 times the minotaur’s Strength modifier. When powerful charge
the minotaur grows to Large size at 4th level, the damage
5th +5 +1 +4 +4 +2 Con, +2
die of its gore attack increases to 1d6. natural armor
Natural Cunning (Ex): Although minotaurs are not
especially intelligent, they possess an innate cunning and 6th +6 +2 +5 +5 +2 Str, natural
cunning (cannot
logical ability, as well as an incredible sense of direction.
be flat-footed)
Starting at 1st level, a minotaur can never become lost.
It can always retrace its path back to anywhere it’s been. range increases to 60 feet; if downwind, it drops to 15
At 6th level, the minotaur’s senses improve, and it feet. Strong scents, such as smoke or rotting garbage,
becomes immune to maze spells. In addition, it is never can be detected at twice these ranges. Overpowering
caught flat-footed. scents, such as skunk musk or troglodyte stench, can be
Scent (Ex): At 2nd level, a minotaur gains the scent detected at triple normal range.
special quality, allowing it to detect creatures within When the minotaur detects a scent, the exact location
30 feet by sense of smell. If the creature is upwind, the of the source is not revealed—only its presence
somewhere within range. The minotaur can take a
move action to note the direction of the scent. When the
creature is within 5 feet of the source, it pinpoints the
source’s location.
In addition, the minotaur can track by sense of smell,
making a Wisdom (or Survival) check to find or follow
a track. The typical DC for a fresh trail is 10 (no matter
what kind of surface holds the scent). This DC increases
or decreases depending on how strong the quarry’s odor
is, the number of creatures, and the age of the trail. For
each hour that the trail is cold, the DC increases by 2. The
ability otherwise follows the rules for the Survival skill.
While tracking in this manner, the minotaur ignores the
effects of surface conditions and poor visibility.
Natural Armor (Ex): A minotaur’s thick hide causes
many blows to simply glance off. At 3rd level and again
at 5th level, a minotaur’s natural armor bonus to its AC
increases by +2.
Wilderness Sense (Ex): At 3rd level, a minotaur’s
racial bonus on Perception and Survival checks increases
to +4.
Large Size: At 4th level, a minotaur grows to Large
size. Its ability scores do not change, although it gains
the normal benefits and penalties for being a Large
creature. The minotaur’s space and reach both increase
to 10 feet and it gains a –1 size modifier to attacks and
armor class, a +1 special size modifier to its CMB and
CMD, a –2 penalty to Fly checks, and a –4 penalty to
Stealth checks, as normal. Its gore attack now deals 1d6
points of damage.
6
Monster Classes
Powerful Charge (Ex): Starting at 4th level, when NATURAL JOUSTER [COMBAT]
a minotaur makes a charge, its gore attack deals an You are adept at jousting using your natural tauric
additional 1d6 points of damage. form.
Prerequisites: Centaur level 1st.
Benefit: You gain proficiency with the lance. You can
Racial Feats wield a lance one-handed as if you were mounted, and
BULL-HEADED you deal double damage with a lance when charging.
You take stubbornness to a truly astonishing degree. RUNNING TRAMPLE
Prerequisites: Minotaur level 1st. You can run down opponents and trample them under
Benefit: Whenever you fail a saving throw against a your hooves.
mind-affecting effect, you can immediately reroll that Prerequisites: Centaur level 1st.
save. You must take the result of the reroll, even if it’s Benefit: You do not provoke an attack of opportunity
worse than the original roll. when performing an overrun combat maneuver. In
HOOF STOMP addition, you can make a single hoof attack at your
Your hooves have become lethal weapons. highest base attack bonus as a free action against any
Prerequisite: Member of a race with hooves (such as target you knock prone as the result of an overrun.
a minotaur, satyr, or some tieflings), may not already Targets of your overrun attempts may not choose to
have hoof attacks. avoid you.
Benefit: You gain two hoof attacks. These are Normal: You provoke an attack of opportunity when
secondary attacks that deal 1d4 points of bludgeoning performing an overrun combat maneuver.
damage (or 1d6 if you are Large) plus 1/2 your Strength
modifier.
Glossary
Monstrous Humanoid Type
LABYRINTH LORD
Monstrous humanoids are similar to humanoids, but
You are so in-tune with your natural affinity with
with monstrous or animalistic features. They often have
mazes that you can create extradimensional labyrinths
magical abilities as well.
through sheer force of will.
A monstrous humanoid possesses the following traits
Prerequisite: Character level 15th, minotaur level 6th.
(unless otherwise noted in a creature’s entry).
Benefit: You can use maze as a spell-like ability once
• Darkvision 60 feet.
per day, with a caster level equal to your character
• Proficient with all simple weapons and any weapons
level. Affected creatures are sent to a specific, unique
mentioned in its entry.
labyrinth controlled by you. If you so wish, you can
• Proficient with whatever type of armor (light,
follow the creature into the labyrinth as part of using
medium, or heavy) it is described as wearing, as
this ability, possibly hunting them down. You are never
well as all lighter types. Monstrous humanoids
lost within your labyrinth, and can leave it when you
not indicated as wearing armor are not proficient
wish (although you can still only enter it once per day).
with armor. Monstrous humanoids are proficient
The labyrinth persists even when not in use; if you store
with shields if they are proficient with any form of
objects within your labyrinth, they remain where you
armor.
left them, and you can easily find your way back to them
• Monstrous humanoids breathe, eat, and sleep.
using your perfect sense of direction. You can remain
inside your labyrinth for as long as you wish, and when
you leave, you exit in the exact space you were in when
you entered.
MOBILE ARCHERY [COMBAT]
Your horselike lower body allows you to fire ranged
weapons on the move, much like a humanoid riding a
mount.
Prerequisites: Centaur level 3rd.
Benefit: As a full-round action, you can move up to
two times your speed while making an attack or full
attack with a ranged weapon. If you move more than
your speed during this move, you take a –4 penalty on all
attack rolls made as part of the action. You cannot make
ranged attacks while running.
Special: If you have this feat, you can gain and use the
Mounted Archery feat without meeting its prerequisites.
If you do, you only take a –2 penalty on attack rolls made
while using this feat.
7
Monster Classes
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by a Contributor to identify itself or its products or the associated Basidirond from the Tome of Horrors, © 2002, Necromancer Games,
products contributed to the Open Game License by the Contributor. Inc.; Author Scott Greene, based on original material by Gary Gygax.
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games,
modify, translate and otherwise create Derivative Material of Open Inc.; Author Scott Greene, based on original material by Lawrence
Game Content. (h) “You” or “Your” means the licensee in terms of this Schick.
agreement. Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games,
2. The License: This License applies to any Open Game Content that Inc.; Author Scott Greene, based on original material by Gary Gygax.
contains a notice indicating that the Open Game Content may only be Dark Creeper from the Tome of Horrors, © 2002, Necromancer
Used under and in terms of this License. You must affix such a notice Games, Inc.; Author Scott Greene, based on original material by Rik
to any Open Game Content that you Use. No terms may be added to or Shepard.
subtracted from this License except as described by the License itself. Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games,
No other terms or conditions may be applied to any Open Game Content Inc.; Author Scott Greene, based on original material by Simon Muth.
distributed using this License. Dracolisk from the Tome of Horrors, © 2002, Necromancer Games,
3. Offer and Acceptance: By Using the Open Game Content You Inc.; Author Scott Greene, based on original material by Gary Gygax.
indicate Your acceptance of the terms of this License. Froghemoth from the Tome of Horrors, © 2002, Necromancer Games,
4. Grant and Consideration: In consideration for agreeing to use this Inc.; Author Scott Greene, based on original material by Gary Gygax.
License, the Contributors grant You a perpetual, worldwide, royalty- Giant Slug from the Tome of Horrors, © 2002, Necromancer Games,
free, non-exclusive license with the exact terms of this License to Use, Inc.; Author Scott Greene, based on original material by Gary Gygax.
the Open Game Content. Ice Golem from the Tome of Horrors, © 2002, Necromancer Games,
5. Representation of Authority to Contribute: If You are contributing Inc.; Author Scott Greene.
original material as Open Game Content, You represent that Your Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games,
Contributions are Your original creation and/or You have sufficient Inc.; Author Scott Greene, based on original material by Philip Masters.
rights to grant the rights conveyed by this License. 6. Notice of License Marid from the Tome of Horrors III, © 2005, Necromancer Games,
Copyright: You must update the COPYRIGHT NOTICE portion of this Inc.; Author Scott Greene.
License to include the exact text of the COPYRIGHT NOTICE of any Open Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Game Content You are copying, modifying or distributing, and You must Author Scott Greene, based on original material by Ian Livingstone and
add the title, the copyright date, and the copyright holder’s name to the Mark Barnes.
COPYRIGHT NOTICE of any original Open Game Content you Distribute. Nabasu Demon from the Tome of Horrors, © 2002, Necromancer
7. Use of Product Identity: You agree not to Use any Product Identity, Games, Inc.; Author Scott Greene, based on original material by Gary
including as an indication as to compatibility, except as expressly Gygax.
licensed in another, independent Agreement with the owner of each Russet Mold from the Tome of Horrors, © 2002, Necromancer Games,
element of that Product Identity. You agree not to indicate compatibility Inc.; Author Scott Greene, based on original material by Gary Gygax.
or co-adaptability with any Trademark or Registered Trademark in Shadow Demon from the Tome of Horrors, © 2002, Necromancer
conjunction with a work containing Open Game Content except as Games, Inc.; Author Scott Greene, based on original material by Neville
expressly licensed in another, independent Agreement with the owner White.
of such Trademark or Registered Trademark. The use of any Product Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games,
Identity in Open Game Content does not constitute a challenge to the Inc.; Author Scott Greene, based on original material by Gary Gygax.
ownership of that Product Identity. The owner of any Product Identity Wood Golem from the Tome of Horrors, © 2002, Necromancer Games,
used in Open Game Content shall retain all rights, title and interest in Inc.; Authors Scott Greene and Patrick Lawinger.
and to that Product Identity. Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer
8. Identification: If you distribute Open Game Content You must Games, Inc.; Author Scott Greene, based on original material by Albie
clearly indicate which portions of the work that you are distributing Fiore.
are Open Game Content. Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer
9. Updating the License: Wizards or its designated Agents may Games, Inc.; Author Scott Greene, based on original material by Albie
publish updated versions of this License. You may use any authorized Fiore.
version of this License to copy, modify and distribute any Open Game Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Content originally distributed under any version of this License. Author Scott Greene, based on original material by Gary Gygax.
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