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Grappling for Advanced Students - How to Master Your Chi! (ENP-BG3)

This document is a guide for advanced students of grappling and unarmed combat, building on the basics taught in 'Grappling for Beginners.' It introduces new feats, prestige classes, and advanced techniques, focusing on three main classes: pugilist, wrestler, and martial-artist, each with unique skills and abilities. The book emphasizes maintaining simplicity in gameplay while enhancing character capabilities in unarmed combat.

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dain.brown80
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0% found this document useful (0 votes)
19 views

Grappling for Advanced Students - How to Master Your Chi! (ENP-BG3)

This document is a guide for advanced students of grappling and unarmed combat, building on the basics taught in 'Grappling for Beginners.' It introduces new feats, prestige classes, and advanced techniques, focusing on three main classes: pugilist, wrestler, and martial-artist, each with unique skills and abilities. The book emphasizes maintaining simplicity in gameplay while enhancing character capabilities in unarmed combat.

Uploaded by

dain.brown80
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 12

GRAPPLING FOR ADVANCED

STUDENTS
How to Master Your Chi!
By Russell Morrissey

EN Publishing

Requires the use of the Dungeons &


Dragons, Third Edition Core Books,
published by Wizards of the Coast,
Inc.
Introduction for Advanced can be abstractly represented by the
three basic moves – strike, hold and
Students throw. In the same way, the three
prestige classes here concentrate on
So you’ve mastered the basics of striking (the pugilist), holds and throws
grappling and unarmed combat in (the wrestler) or a mix of the two with
GRAPPLING FOR BEGINNERS: a dash of spiritualism (the martial-
HOW TO STRIKE, HOLD & artist).
THROW!, and you want to learn how
to advance your career as a pugilistic,
spin-kicking unarmed combatant?
Ki & Chi
You’ve come to the right place!
You are no doubt familiar with the
This book assumes that you have a concept of ki or chi from countless
copy of GRAPPLING FOR movies and martial-arts RPG
BEGINNERS. If you haven’t, you’ll supplements. I don’t see the need to
need to buy it before you’ll make any waste time explaining it here. Note
sense out of these pages, because space that I chose to use the Chinese Chi
is tight – nothing is going to be because it sounded better in the title,
repeated here. Don’t say you weren’t but the Japanese Ki throughout this
warned – it was written right there on book because that is the term used in
the product page when you bought this the core rules. I consider the terms to
book! be interchangeable.

So what will you find in these pages? New Feats


First off, I’m not going to complicate
the rules. GRAPPLING FOR Some of these feats can also be gained
BEGINNERS was intended to make as prestige class abilities.
the grappling rules easy, and with this
book I have no intention of changing
Acrobatic Fighting Style
that. So what you’ll find here are new
feats, prestige classes and so forth, all [General]
designed to make your character a Prerequisites: Dexterity 13+, Tumble
better unarmed combatant but not to 6+
make your games’ combat sequences
more complicated. You have combined tumbling and
martial arts into a unique defensive
style, allowing you to dodge blows
Martial Arts & This Book with relative ease. Several animal and
drunken fighting techniques utilize
This book isn’t about detailing various acrobatic fighting styles.
martial arts in great detail, any more
than the PHB details various sword- Benefit: You gain a +2 bonus to
fighting styles in depth. GRAPPLING Tumble rolls while unarmed, because
FOR BEGINNERS approached the acrobatic movements are incorporated
concept of unarmed combat in the into your fighting style.
same abstract way that the core rules
approach regular combat, and I Also, when you perform the total
continue to assume here that any defense standard action or fight
unarmed fighting style or technique defensively, you gain an additional +2

2
dodge bonus to AC.
Special: This feat cannot be used in the
To gain the benefits of this feat, your same round as the monk ability, Flurry
movement must be unrestricted. If you of Blows.
suffer a Dexterity or movement penalty
due to armor worn or items carried, Flying Kick [General]
you gain no bonuses from this feat. Requirements: Improved Unarmed
Strike, Jump 8+
Bounce Right Up [General]
Requirements: Tumble 4 ranks You are able to charge at an opponent
and launch a devastating kick.
When thrown to the ground, you are
able to roll and stand instantly Benefits: If you charge an opponent
and use an unarmed strike attack, the
Benefits: You gain a competence attack does double normal damage.
bonus to your grapple armor class
equal to half your ranks in Tumble Improved Ki Mastery
(round down) for the purpose of
[General]
defending against throws only.
Requirements: Wisdom 16, Chi
Mastery.
Ki Mastery [General]
Requirements: Chi class ability, You are able to focus your mental and
Wisdom 14, BAB 6+. physical reserves.
You are able to focus your mental and Benefits: The ki bonus gained from
physical reserves. Chi Mastery is increased to +4.
Benefits: You may benefit from a +2
Improved Pin [General]
chi bonus to any single d20 die roll a
Requirements: Grapple attack bonus
number of times per day equal to your
+6
Wisdom modifer. This ability must be
declared before the die is rolled.
You are adept at pinning your
opponent.
Second Fist [General]
Requirements: Improved Unarmed Benefits: You gain a +4 competence
Strike. bonus to your grapple armor class for
the purpose of preventing your
You can strike with a flurry of blows at opponent escaping your hold (not
the expense of accuracy. cumulative with the bonus gained for
Pin).
Benefits: As a full attack action, make
one extra unarmed attack in a round at Iron Fist [General]
your highest base attack bonus. This Prerequisites: BAB 6+, Improved
attack takes a -2 penalty, as does each Unarmed Strike
other attack made in the same round
(including attacks of opportunity). You have trained your hands, feet and
This ability can be used whether armed elbows to cause more damage with a
or unarmed, even if armed with a two- strike.
handed weapon or with two weapons.

3
Benefit: You inflict striking damage as
though you were one size category Benefit: When prone, you do not suffer
larger. a -4 penalty to your attack rolls, nor do
opponents attempting to strike you
Pin [General] with a melee weapon gain +4 to their
Requirements: Grapple attack bonus attack rolls. You can move at half your
+4 normal speed by "slithering" on your
back or front, but you cannot perform a
You are adept at pinning your double move or run all out, nor can
opponent you take 5-foot steps.

Benefits: You gain a +2 competence If you suffer a Dexterity or movement


bonus to your grapple armor class for penalty due to armor worn or items
the purpose of preventing your carried, you gain no benefit from
opponent escaping your hold. this feat.

Preparatory Stance [General] Slippery As An Eel [General]


Prerequisite: Strength 13+, Weapon Requirements: Escape Artist 4 ranks
Focus (Unarmed).
You are adept at avoiding and escaping
You can enter a stance that prepares holds.
you for your next attack, almost like
compressing a spring so that it will Benefits: You gain a competence
leap forward with great force. bonus equal to half the number of
ranks you have in Escape Artist to your
Benefit: A Preparatory Stance is a full grapple armor class.
round action. You must be unarmed to
perform it. Unarmed Disarm [General]
Requirements: Improved Grapple,
By performing a Preparatory Stance, Improved Disarm
you situate yourself in the best position
to strike your opponent and build You are skilled at disarming an armed
tension in your muscles to attack with attacker.
great force.
Benefits: You do not take the -4
Your next attack after performing the penalty normally incurred by
Preparatory Stance gains a +2 bonus to attempting to disarm an opponent
hit and a +4 bonus to damage. while unarmed.

If you deliver multiple attacks in the Normal: the wielder of a light weapon
round after a Preparatory Stance, only takes a -4 penalty. (An unarmed strike
the first attack gains the bonus. is considered a light weapon).

Prone Fighting [General]


Prerequisite: Dexterity 13+, Tumbling
rank 4+.

You are able to fight effectively even if


lying on the ground.

4
Prestige Classes Skill Points at Each Level: 4 + Int
modifier.
The prestige classes introduced in this
book are: Class Features

The pugilist – when your answer to a Weapon and Armor Proficiency: The
problem is to punch or kick someone pugilist is proficient with all simple
in the face very hard, the pugilist class weapons, but no type of armor or
is for you. The pugilist doesn’t rely on shield.
finesse or fancy moves, preferring a
direct approach. Opportunistic Strike: Even while
fighting armed, the pugilist finds
The wrestler – the wrestler likes to punches and kicks natural. At 1st level,
make use of holds and throws to defeat The pugilist gains the Second Fist feat.
her opponent.
Natural Way: At 1st level, the pugilist
The martial-artist – the martial-artist is so adept at unarmed strikes that,
takes a more “enlightened” approach to when attacking unarmed, he is
unarmed combat, mastering his ki (or considered armed for purposes of
chi) to perform a variety of impressive determining attacks of opportunity, and
maneuvers. threatens squares as if armed with a
light weapon.

Pugilist Roll With It: The pugilist is used to


taking blows. At 2nd level, he gains a
The pugilist is a combatant who relies damage reduction of 2/slashing or
on strikes and blows to win the fight. piercing.
Some pugilists use only their fists, but
others include their feet, knees, elbows Iron Fist: At 3rd level, the puglist’s
and even head in their attacks. Some fists, feet and elbows are trained to
pugilists are dextrous fighters, spinning deliver more damage. He gains the
and kicking with grace, whilst others Iron Fist feat.
are solid mountains of muscle,
standing their ground and trading Stun!: At 4th level, the the pugilist
mighty blows with their opponents. gains the ability to stun his opponent
with a single blow. This attack is a full
Hit Die: d10 attack action, and if it hits, the target
must make a Fortitude save (DC 10 +
Requirements: To qualify to become a pugilist’s level + strength modifier) or
pugilist, a character must fulfil all the be stunned for 1d4 rounds.
following criteria. BAB +5, Weapon
Focus (Unarmed), Improved Unarmed Broad Stance: The pugilist is used to
Strike. people trying to knock him down in
combat. At 5th level, he gains the
Class Skills: The pugilist’s class skills ability to remain on his feet where
(and the key ability for each skill) are: others’ knees would buckle.
Balance (Dex), Jump (Str)Listen Whenever an attack or an effect would
(Wis), Perform (Cha), Spot (Wis) and normally render him prone, he gains an
Tumble (Dex). additional saving throw (Reflex DC
15) to remain standing.

5
this is cumulative with barbarian
th
Knockout!: At 6 level, the pugilist levels).
gains the ability to knock his opponent
out with a single blow. This attack is a Improved Roll With It: At 8th level, the
full attack action, and if it hits, the puglist’s body is hardened even more,
target must make a Fortitude save (DC able to shrug off blows by the average
10 + pugilist’s level + strength person. His damage reduction
modifier) or be knocked unconscious improves to 4/slashing or piercing.
for 1d4 rounds.
Improved Iron Fist: At 10th level, the
Second Wind: The pugilist’s training pugilist’s strikes are of such lethality
involves being struck a lot more than a that they take on the properties of a
swordsman’s. At 7th level, when he is magic weapon for the purposes of
reduced to one-quarter hit points or overcoming damage reduction.
less, he is able to enter a barbarian rage
(see the barbarian class for details,
using the pugilist’s class level minus 6;

Table: The Pugilist


Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Second Fist, Natural Way
2 +2 +3 +3 +0 Roll With It
3 +3 +4 +4 +1 Iron Fist
4 +4 +4 +4 +1 Stun!
5 +5 +4 +4 +2 Broad Stance
6 +6 +5 +5 +2 Knockout!
7 +7 +5 +5 +3 Second Wind
8 +8 +6 +6 +3 Improved Roll With It
9 +9 +6 +6 +4
10 +10 +7 +7 +4 Improved Iron Fist

Wrestler Class Skills: The wrestler’s class skills


(and the key ability for each skill) are:
Balance (Dex), Escape Artist (Dex),
The wrestler is a master of holds,
Jump (Str), Listen (Wis), Perform
throws, pins and chokes. Wrestlers
(Cha), Spot (Wis) and Tumble (Dex).
vary from the huge brawler who grabs
his opponents in crushing bearhugs to
Skill Points at Each Level: 4 + Int
the spry martial-artist who uses her
modifier.
opponent’s strength against him.
Class Features
Hit Die: d10
Weapon and Armor Proficiency: The
Requirements: To qualify to become a
pugilist is proficient with all simple
wrestler, a character must fulfil all the
weapons, but no type of armor or
following criteria. BAB +5, Weapon
shield.
Focus (Unarmed), Pin, Great Throw,
Improved Grapple, Escape Artist 4
Improved Pin: The wrestler is an
ranks.
master of holds and pins. At first
level, he gains the Improved Pin feat.

6
Prone Fighting: The wrestler is used to Irresistible Choke: The wrestler is
fighting on the ground. At 1st level, proficient at applying pressure to
she gains the Prone Fighting feat. vulnerable points. At 9th level, the
wrestler’s ability to render a held
Crushing Locks: The wrestler’s holds opponent unconscious improves. This
are expertly applied. At 3rd levl, at his attack is a full round action and
option, the wrestler may cause damage maintains the existing hold, and if it
to his opponent as with the Constrict hits, the target must make a Fortitude
special attack. save (DC 15 + pugilist’s level +
strength modifier) or be knocked
Minor Choke: The wrestler is unconscious for 1d4 rounds.
proficient at applying pressure to
vulnerable points. At 4th level, the Free Movement: At 10th level, the
wrestler gains the ability to wrestler is so adept at evading holds
incapacitate a held opponent opponent. and entanglements that she is regarded
This attack is a full round action and as wearing a Ring of Free Movement at
maintains the existing hold, and if it all times.
hits, the target must make a Fortitude
save (DC 10 + pugilist’s level + Martial-artist
strength modifier) or be stunned for
1d4 rounds.
The martial-artist is more of an all-
rounder than the pugilist or the
Wriggle Free: It is very difficult to
wrestler. More spiritual than either,
keep an expert wrestler down. From
the martial-artist utilizes her chi to
5th level, the wrestler gains a +4
achieve great effects. From the
competence bonus to all Escape Artist
wizened old man on the mountaintop
skill checks.
to the arrogant youth in the dojo,
martial-artists come from all walks of
Major Choke: The wrestler is
life.
proficient at applying pressure to
vulnerable points. At 6th level, the
Hit Die: d8
wrestler gains the ability to render a
held opponent unconscious. This
Requirements: To qualify to become a
attack is a full round action and
martial-artist, a character must fulfil all
maintains the existing hold, and if it
the following criteria. BAB +5,
hits, the target must make a Fortitude
Weapon Focus (Unarmed), either
save (DC 10 + pugilist’s level +
Improved Unarmed Strike or Improved
strength modifier) or be knocked
Grapple, Concentration 6 ranks,
unconscious for 1d4 rounds.
Knowledge (religion) 6 ranks.
Superior Throw: The wrestler is able
to launch her opponents through the air
Class Skills: The martial-artist’s class
with ease. At 7th level, she may choose
skills (and the key ability for each
a target square up to 5 feet away for
skill) are Balance (Dex), Climb (Str),
every 5 points by which she exceeds
Concentration (Con), Craft (Int),
her required attack roll (to a minimum
Diplomacy (Cha), Escape Artist (Dex),
of 10 feet, or two squares). Her target
Hide (Dex), Jump (Str), Knowledge
lands prone in that square and suffers
(arcana) (Int), Knowledge (religion)
an additional 1d6 damage for every
(Int), Listen (Wis), Move Silently
full 5 feet thrown.
(Dex), Perform (Cha), Profession

7
(Wis), Sense Motive (Wis), Spot
(Wis), Swim (Str), and Tumble (Dex).

Table: The Wrestler


Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Improved Pin, Prone Fighting
2 +2 +3 +3 +0
3 +3 +4 +4 +1 Crushing Locks
4 +4 +4 +4 +1 Minor Choke
5 +5 +4 +4 +2 Wriggle Free
6 +6 +5 +5 +2 Major Choke
7 +7 +5 +5 +3 Superior Throw
8 +8 +6 +6 +3
9 +9 +6 +6 +4 Irresistible Choke
10 +10 +7 +7 +4 Free Movement

Skill Points at Each Level: 6 + Int Still Mind: At 4th level, the martial-
modifier. artist gains a +2 bonus on saving
throws against spells and effects from
Class Features the school of enchantment.

Ki: The martial-artist is able to focus Secondary Style: at 5th level, the
her physical, mental and spiritual martial-artist gains a secondary style
energies. At 1st level, her unarmed (the style not chosen at 2nd level). The
attacks are empowered with ki. Her bonuses increase in the same way, but
unarmed attacks are treated as magic are +1 at 5th level, +2 at 7th level and
weapons for the purpose of dealing +3 at 10th level. Alternatively, the
damage to creatures with damage martial-artists may select the primary
reduction. style again, in which case the bonuses
are cumulative.
Style: At 2nd level, the martial-artist
chooses one of two styles, hard or soft Greater Ki: Ki strike improves with
(he gains the other style later). If he the character’s martial-artist level. At
chooses the hard style, he gains a +1 5th level, her unarmed attacks are also
competence bonus to unarmed attack treated as either lawful or chaotic, the
rolls. If he chooses the soft style, he same as her alignment (if the character
gains a +1 competence bonus to AC is neutral, then the martial-artist may
(and to Grapple AC). At 5th level, this choose) weapons for the purpose of
bonus increases to +2, at 7th level it dealing damage to creatures with
increases to +3 and at 9th level it damage reduction.
increases to +4. The bonuses only
apply when unarmoured and Wholeness of Body: At 6th level or
unencumbered. higher, a martial-artist can heal her
own wounds. She can heal a number of
Meditate: At 3rd level, the martial-artist hit points of damage equal to twice her
learns to meditate. She is able to gain current character level each day, and
the benefits of a full night’s sleep from she can spread this healing out among
two hours of meditation. several uses. This action requires a
full round action per point healed.

8
Training: At 7th level, the martial-artist fighter and martial-artist classes. The
may select any feat for which he PC should stat up four of these
qualifies. acolytes as though they were cohorts,
and he may choose which of the four
Quivering Palm: Starting at 8th level, a he summons once he has rolled the 1d4
martial-artist can set up vibrations to determine how many are
within the body of another creature summoned. He may never have more
that can thereafter be fatal if the than four acoloytes present at any one
martial-artist so desires. This avility is time.
the same as the monk ability of the
same level. Martial-artist levels are
cumulative with monk levels when
determining the strength of this ability.

Further Training: At 9th level, the


martial-artist may select any feat for
which he qualifies.

Grandmaster (Su): At 10th level, the


martial-artist qualifies as a
grandmaster. A number of times per
day equal to his Wisdom modifier, he
gains the ability to summon 1d4
acolytes (as per the summon monster
spell) with a full round action. These
acolytes are all 6 levels lower than the
martial-artist, are all unarmed and
unarmoured, and may only be of the

Table: The Martial-artist


Level BAB Fort Ref Will Special
1 +0 +0 +2 +2 Chi
2 +1 +0 +3 +3 Style
3 +2 +1 +4 +4 Meditate
4 +3 +1 +4 +4 Still Mind
5 +3 +2 +4 +4 Secondary Style, Greater Chi
6 +4 +2 +5 +5 Wholeness of Body
7 +5 +3 +5 +5 Training
8 +6 +3 +6 +6 Quivering Palm
9 +6 +4 +6 +6 Further Training
10 +7 +4 +7 +7 Grandmaster

FINAL THOUGHTS game-based benefits greater than those


that a traditional fighter can gain.
My approach to this book is that a
“martial-artist” is merely someone In addition, many abilities attributed to
expert in a particular style of fighting. martial-artists in media, etc., are the
The style itself is no better or worse same abilities possessed by any expert
than the expertise of a trained fighter. Most d20 martial arts systems
swordsman, and should not grant give the unarmed combatant special

9
abilities to perform what I would Neither do I introduce a new core
consider necessary requirements of class. For raw fighting ability, I
skilled combat – and which I assume to believe that the fighter should remain
be built into the abstract d20 system by the most proficient, whatever her
way of increased base attack bonus, choice of weapons – a sword, a staff,
feats such as specialization, weapon or unarmed. Prestige classes are
focus, dodge, etc., and skills such as customarily used in a “specialization”
Tumble. capacity, and that’s the approach taken
here.
As an example – I see many martial
arts systems include maneuvers such as In addition, I am aware that many
some kind of special damaging strike martial arts styles customarily utilize
(the names and details vary, but the weapons – staves, clubs, swords and so
implication is that, in some way, a on. However, expert use of weapons is
“martial-artist” is better at hitting his already well and truly covered by the
opponent than the trained swordsman). core rules, and need not be expanded
I disagree with this, and believe that upon here. Mix and match things as
the swordsman is extremely good at you need to to simulate the style you
hitting his foe accurately. He’s also imagine your character having.

good at avoiding damage in various So, in summary – this book does not
ways. This is represented by his level, make a superman out of the martial-
artist. However, it does make unarmed
his hit points, his base attack bonus combat a viable alternative to the
and, in some part, by his feat and skill sword or staff.
selections.

Such abilities attributed also include:


superior awareness, strange effects

caused by strikes or locks (in that case


why can’t a weapon master do that?),
and so forth. Superior awareness is
already part of the d20 rules – the
alertness feat, high spot or listen
scores, etc, and, frankly, are
characteristics which should be
exhibited by anyone who considers
himself a combat expert. Special
effects from strikes have no place in
the d20 system with its abstract
damage system, any more than hit
location tables and specific injuries do.
d20 has always been simple – you have
hit points, they get reduced, when they
hit zero you’re unconscious. You can
describe the bit in between in as much
or as little detail as your narrative
inclinations may lead you, but the
game effects are the same.

10
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Content that contains a notice indicating that the Open judicial order, or governmental regulation then You may
Game Content may only be Used under and in terms of not Use any Open Game Material so affected.
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 13 Termination: This License will terminate automatically
License itself. No other terms or conditions may be if You fail to comply with all terms herein and fail to cure
applied to any Open Game Content distributed using this such breach within 30 days of becoming aware of the
License. breach. All sublicenses shall survive the termination of this
License.

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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 1.0 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, based on
original material by E. Gary Gygax and Dave Arneson.
Grappling For Beginners, Copyright 2006, EN Publishing
Grappling For Advanced Students, Copyright 2006, EN
Publishing
Grim-n-Gritty Hit Point and Combat Rules Copyright
2001 Kenneth S. Hood
d20 Skills-n-Feats Martial Arts System Copyright 2001
Kenneth S. Hood
d20 Skills-n-Feats Psionics System Copyright 2001
Kenneth S. Hood

Special thanks to Dave “Primitive Screwhead” DeKeizer


for his help!

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