Codex Paragons: Sun & Sea Dwellers This product requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast Inc. Inc. This product utilizes updated material from the v3.5 revision.
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Racial paragons represent the epitome of their kind, kin d, excelling in everything their race excels, excels, yet vulnerable in all the ways their kin are vulnerable. Possessed of traits that elevate them well above the ordinary, however, however, racial paragons represent a race's potential evolved to its utmost. Every race, including its subraces and variations, features a paragon ideal that epitomizes it, and the P catalogues them all. This chapter of the codex details the paragons of the sun & sea dwellers, those races that make their home in the depths of the oceans and under the warmth of the day star. Hence are presented e , the reclusive and mystic e , the complex and powerful e , the always-ready h the jolly and lucky , the elfin-like , the endlessly versatile versatile , the s friendly yet ferocious , the deadly and the deceptive .
By Scott Scott G. Carter and a nd Mark Mark Ge Gedak
Codex Paragons: Sun & Sea Dwellers 2 Most aquatic elves worship an undersea god of knowledge and beauty, and the aquatic elf paragon reveres him to a degree as well. More often, however, the aquatic elf paragon will dedicate himself Aquatic elves are often pictured cavorting with their undersea allies, the dolphins and the whales, living lives to deities of strength and protection or their totemic marine life representatives. The one being no aquatic elf dedicated to beauty and knowledge. For the most part paragon would ever worship is the god of sharks. this is true, but every aquatic elf child knows that the Aquatic elf paragons hate sharks, and their association sea holds many dangers. Rip tides, rock slides, sharks, and worse of all, sahaugin. Some of those children grow with the sahaugin, and will do everything they can to destroy or at least defile shrines dedicated to shark up to be the defenders of their people against those gods. dangers, the aquatic elf paragons. The aquatic elf paragon to be turned The aquatic elf paragon is the champito toy weapons when his peers were exploring the beauon of his people. A born fighter he seeks out the enety of undersea gardens and he played games of combat mies of his kind, delving deep into underwater temples while they danced. This was most likely noticed by his and the lairs of terrible sea monsters. When times are teachers and he was apprenticed to a mentor with a simgood for his people and they are strong he ventures ilar martial mindset at an early age. Often these forth to improve himself, to test his mettle against paragons have a personal reason to hate the sahaugin, whatever the currents of time bring h im, and to gain having lost a loved one or companion to their raids. new weapons and artifacts to bring back to his people. The aquatic elf paragon is much like Therefore, he probably saw combat early in life, even fighting to defend his people when others his age were his weapon, sharp, deadly, and purposeful. Like all aquatic elves he admires things of beauty, but he rejects being hidden away and protected. Eventually he graduates to becoming a leader of combat himself and organthose that lack utility as well. The aquatic elf paragon izes the defense of his home and attacks on his enemies. is much like the dedicated soldiers and champions of The aquatic elf's ability to survive out of other peoples, be they on land or under the sea. He is water for extended periods of time means that he comes loyal and values honesty in his dealings, preferring to in contact with other races, and this is doubly true of both see and be seen plainly. As an ally he is steadfast the aquatic elf paragon, who will lead counter attacks and dedicated to his goals and his comrades, valuing against sahaugin raiders in coastal settlements and hunt their life and good over his own. As an enemy he is down pirates in their land based lairs. Generally the relentless and driven, a thing to be feared. The sea is a violent place, full of beauti- aquatic elf paragon's opinions of these races is based on their actions, if they seem good and act against evil he ful deadly things. Danger comes from anywhere and gives them the benefit of the doubt and if not he miseverywhere without a moments notice. The aquatic elf paragon needs the freedom of thought that the chaotic trusts them and stays on his guard. Thus he tends to judge individuals and groups first and races second. The alignment gives to react to these dangers. The elven exception to this is his trust of other elves and his outtemperament is not very suited to lawful alignments, right hatred of the sahuagin. but some paragons see the value in ordered and strucThe aquatic elf paragon has the most tured military life and thus become neutral or lawful. His dedication to his people and his allies means that he in common with other martial classes, especially fighters and rangers. He knows the value of magical defenses is more often good than anything else, although sometimes the necessities of warfare lead paragons to neutral as well and thus welcomes martially oriented clerics, druids, wizards, and sorcerers. While he appreciates the or even, more rarely, evil alignments.
Codex Paragons: Sun & Sea Dwellers 3 beauty that bards sing about, he tends to prefer that they remain somewhere safe that he can visit after the fighting is done. Rogues are far too sneaky for his tastes, although they have their uses in setting up and preventing ambushes.
GAME RULE INFOR MATION Aquatic elf paragons have the following game statistics. An aquatic elf paragon is first and foremost a combatant, relying on a good Constitution to survive attacks and either a good Strength or Dexterity to make them. Wisdom and Intelligence help the Paragon's class skills. Any, usually chaotic good. d8.
Table 1:TheAquatic Elf Paragon
1st
+1
+0
+2
+0
Racial Enemy, Swim-By Attack
2nd
+2
+0
+2
+0
Strong Swimmer, Swim +10 ft.
3rd
+3
+1
+3
+1 Ability Boost (Dex +2)
weapons, light and medium armour, and shields (except tower shields). -B At 1st level, an aquatic elf paragon gains Swim-By Attack as a bonus feat. -B You are skilled at making fast attacks while swimming. Aquatic subtype, swim speed of 30 or greater. When you are using the charge action underwater you may move and attack as with a standard charge and then move again. All movement must be in a straight line and your total movement for the round cannot exceed double your swim speed. You do not provoke an attack of opportunity from the opponent that you attack. At 2nd level, an aquatic elf paragon suffer no armor check penalty to his Swim check when wearing light armour and only a single armour check penalty to Swim checks while in medium armor. At 2nd level, an aquatic elf paragon's swim speed increases by +10 ft. At 3rd level, the aquatic elf paragon's Dexterity score increases by 2 points.
Class Skills The aquatic elf paragon's class skills (and the key ability for each skill) are Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis) and Swim (Str). 4 + Int Modifier.
Class Features All of the following are class features of the aquatic elf paragon. Aquatic elf paragons are proficient with all simple and martial
A reclusive race, the grey elves are aloof and imposing by anyone's standards, even other elves. Lovers of magic and knowledge above all else grey elves spend long portions of their lives researching spells and questing for magic items and lost lore. The grey elf paragon is the epitome of this trend in the race, a wizard's wizard that cares little for companions or other delights, for whom wealth is simply a means to an end and even power is simply a commodity to be used to gain more magic. Grey elf paragons adventure for the same reason as any wizard, to learn new spells, recover powerful artifacts, to delve into secrets lost from oth-
Codex Paragons: Sun & Sea Dwellers 4 ers. A grey elf paragon is unlikely to take up with an adventuring party unless they can promise that they will be going to places no one has gone before or looting the vaults of beings with reputations for learning and magic. The grey elf paragon is guided by one ultimate goal: magic, or more specifically her magic. She is driven and relentless in her pursuit of it, and simultaneously quixotic and idiosyncratic. She views magic as a unique endeavor of each individual, something for her and her alone to understand. Anything that does not advance her own arcane knowledge and powers takes a distant second place. This results in a perception that she is arrogant in the extreme, selfish and apathetic to the needs and well being of others which is not entirely true. It is not that the grey elf paragon is unconcerned with the needs of others or the greater good. She is simply unaware of the needs of others in most case or cannot understand those needs in the light of her own ambitions, which are on a far grander scale than the concerns of commoners or even many other adventurers. This leaves her with a cold, distant, and often uncanny demeanor as she concerns herself with an internal world of magical problems or focuses on minutia of the external at the expense of social niceties. As with most elves, the grey elf paragon is usually Chaotic Good. Certainly her unique perspective on magic causes her to favor chaos. While most grey elf paragons start out good at best that concept of goodness is focused on the larger concerns of maintaining magic and preventing its abuse at worst her focus becomes a slippery slope on which she begins to sacrifice her ethics for more expedient paths to magical powers, quickly becoming neutral or evil in the process. More rarely, in an effort to understand the systematic approach to magic developed by wizards of other races, she may take up a neutral or lawful alignment. Grey elf paragons most often worship the gods of magic, as sources of knowledge and power, first and the elven pantheon second. Even in these devotions, however, religion is simply one more tool in their quest
for arcane enlightenment. Those few who truly devote themselves to a god or gods often take up the role of mystic thaumaturge, seeking both divine and arcane magical might. The grey elf paragon likely began her career apprenticed to another elven mage at a young age, as such things are determined by elves. Her insight and devotion to her studies were encouraged as she outstripped her peers in her arcane accomplishments. As she advanced from apprentice to master she likely become bored with the relatively familiar resources at her disposal and left her mentor to seek out more fertile magical fields. This may have led to a series of mentors, each teaching what they could before she moved on to the next. Unlike many of the other racial paragons, she is defined not so much by her relationship to her race, but by its lack. The grey elf paragon is rarely concerned with the trivialities of race beyond an ingrained belief in the inherent superiority of elves in general and grey elves in particular. Often, but not always, accompanying that feeling is a general distain for orcish and goblinoid cultures. The other races are otherwise greeted with the same level of apathy, occasionally mixed with pity that they were not born elven. The grey elf paragon is most interested in sharing information and learning secrets from other arcane casters, particularly those who prepare spells. Sorcerers and other spontaneous casters elicit both envy at the ease at which they come to magic and contempt for their limited repertoires, feelings that make relationships with them somewhat difficult. Divine casters are respected to a certain degree, although their relationship to magic is also questionable. Other classes, regardless of their function, are typically seen as necessary tools at best and annoying distractions at worse. The wise grey elf paragon, however, realizes, but would never admit, the deficiencies of magic or at least her understanding of it and welcomes the companionship of those who can take her where she wants to go.
Codex Paragons: Sun & Sea Dwellers 5 GAME RULE INFOR MATION Grey elf paragons have the following game statistics. Intelligence is the main ability for the spell casting grey elf paragons. A good Dexterity and Constitution helps make up for a lack of armor and bolsters poor saves in those areas. Less important for the Grey Elf paragon are Strength, Charisma, and Wisdom. Any, usually chaotic good. d6.
Table 2:TheGrey Elf Paragon
1st
+0
+0
+0
+2 +1 level of wizard
2nd
+0
+0
+0
+2
Immunity to Enchantments
3rd
+1
+1
+1
+3
Ability Boost (Int +2), +1 level of wizard
Class Skills The grey elf paragon's class skills (and the key ability for each skill) are Appraise (Int), Craft (alchemy) (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Speak Language (None), Spellcraft (Int) and Use Magical Device (Cha). 4 + Int.
Class Features All of the following are class features of the grey elf paragon. Grey elf paragons are proficient with all simple weapons. At 1st and 3rd level, a grey elf paragon gains new spells per day as if he gained a level in wizard. He does not gain any other benefit a character of that class would have gained. This essentially means he adds one to his level in wizard at 1st and 3rd level, then determines spells per day and caster level
At 2nd level, a grey elf paragon becomes immune to all enchantment spells, powers, or effects of a level equal or lower to the grey elf's paragon level.
Accomplished with both spell and blade, elves move through the world at a pace removed from that of shorter-lived races. Long-standing champions of good, the elf race is storied beyond telling and peopled by heroes beyond counting. As mighty as the elf race can be, it is not often that elves turn to warfare or combat, preferring instead the paths of poetry, dance, song, and lore. With their long life spans and many talents, elves excel in numerous areas and classes, but a few exemplify to an even greater degree the complex and powerful nature of their race. Sun elf paragons retreat from the world less readily than most elves, seeing much of the nature of the elf race in the form and shape of the world. They enjoy travel and interaction with other races, learning as much about themselves in the process as they do about those they meet. Sun elf paragons are aware that voluntary isolation from other good-aligned races poses a great danger to the elven race-although such self-absorption lessens the pain and frustration involved in dealing with other races, it leaves an elven community vulnerable to stagnation and decline. Sun elf paragons are curious, patient, and, when roused to action, deadly. They are swift and stealthy and have amazingly acute senses, allowing them to react far faster than opponents might expect. Their aptitude in both stealth and weapons makes them excellent at attacking from ambush, and their propensity to take rogue and ranger levels in addition to their paragon levels accentuates these strengths. Sun elf paragons can be of any alignment, but most are neutral good. They see the world as a place of harmony, a place that can provide bounty to
Codex Paragons: Sun & Sea Dwellers 6 all those willing to live in peace so long as society is not pushed to extremes of law or anarchy. Although elves as a whole can be as religious as members of any other race, sun elf paragons rarely concentrate on religion. Instead, they focus their attention and devotion on the mortal members of their race. Most sun elf paragons come into their abilities through a strong love of their people and the work of an influential mentor. Although this mentor may be of any class, it is often the lorekeepers and wizards of the elf race who seek to foster the skills of fledgling sun elf paragons, knowing that one young elf turning to the path of the paragon can benefit the race for nearly a thousand years. Sun elf paragons are, for the most part, open and gracious when dealing with members of other races. Even if she secretly looks down on shorter-lived and less gifted folk, a sun elf paragon knows that other races can offer her the one thing that most elves lack: a sense of urgency. As a sun elf paragon grows in power, she becomes more and more apt to look upon members of other races as curiosities to be studied rather than as peers-but she remains gracious and trusting, striving to learn how the virtues of other races might benefit the elf race. Like most racial paragons, sun elf paragons tend to think more in terms of relations with other races than they do about interactions with other classes. Sun elf paragons relate best to characters who revere nature or seek to live in harmony with the world around them. They find common philosophical ground with monks and common cause with many paladins, but they are most comfortable around wizards, rangers, and druids. Although elves are as religious as any other race, sun elf paragons often mistrust clerics' reliance on divine guidance, and heavily armored warriors have an approach to combat that sun elf paragons sometimes have a hard time appreciating.
GAME RULE INFORMATION Sun elf paragons have the following game statistics. Agility and physical grace are hallmarks of the elf race, and a high Dexterity score helps a sun elf paragon avoid blows in combat and make more accurate ranged attacks. Dexterity can even (after the selection of the Weapon Finesse feat) aid in melee combat. A high Intelligence score allows a sun elf paragon to access a broader selection of skills, and a high Wisdom is important for some of the class's most important class skills. Any. d8.
Class Skills The sun elf paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). 2 + Int modifier
Table 3:TheSun Elf Paragon
1st
+0
+0
+2
+0
Elfsight, Resist Enchantments
2nd
+1
+0
+3
+0
Weapon Focus, +1 level of wizard
3rd
+2
+1
+3
+1
Ability Boost (Int +2), +1 level of wizard
Class Features All of the following are class features of the sun elf paragon. Sun elf paragons are proficient with all simple weapons, rapiers, longswords, shortbows, and longbows. Sun elf paragons are proficient with light armor, but not with shields.
Codex Paragons: Sun & Sea Dwellers 7 At 2nd and 3rd level, a sun elf paragon gains new spells per day as if she had also gained a level in wizard. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that she adds the level of elf paragon to her level in wizard, then determines spells per day and caster level accordingly. If a sun elf paragon has no levels in wizard, this class feature has no effect. A sun elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, a sun elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A sun elf paragon's racial bonus on saves against enchantment spells or effects increases by 2. At 2nd level, a sun elf paragon gains Weapon Focus as a bonus feat. This feat must apply to either the rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow At 3rd level, the sun elf paragon's Intelligence score increases by 2 points.
Clever and capable, halfling paragons love travel, and they embody the curiosity and easygoing ways of the halfling people. Despite their curiosity and goodnatured outlook, halfling paragons are the most capable members of their race. They are survivors, cunning and resourceful enough to survive in a world filled with large, dangerous creatures. When halfling paragons travel through communities and countries populated by other races, they are quick to make friends and often end up at the center of traveling or adventuring groups.
Filled with the wanderlust of the halfling race, halfling paragons see adventuring as a nat ural extension of their travels through the world. In fact, it's unlikely that a halfling paragon thinks of herself as being on an adventure at any time, even in the middle of a trapfilled dungeon. For a character with a lust for excitement and discovery, what could be a more natural place to visit than a dungeon or ancient ruin? Occasionally halfling paragons embody the worst of their race's characteristics, using their stealth abilities and their natural cunning to steal from other races-races they consider dupes and fools. Exasperated adventuring companions claim that halfling paragons invented curiosity. With their small size and uncanny stealth, halfling paragons can go nearly anywhere undetected. Remaining undetected, however, is rarely any fun. halfling paragons enjoy the benefits of their small size, and many secretly wonder how bigger races can ever do anything quietly. Most halfling paragons are chaotic good. They love freedom, and their approach to life is in many ways carefree and unpredictable. While most halflings tend toward neutrality over chaos, a halfling paragon embodies the race's curiosity and love of travel. Halfling paragons favor a variety of deities. Some flit from religion to religion carelessly; they find new ideas compelling and often investigate the tenets of one religion for a while before moving on to another. In this way, halfling paragons amass a few scattered bits of philosophy culled from several different religions into their own happy amalgam. Halfling paragons who remain dedicated to one deity or philosophy almost always multiclass as clerics devoted to a god of travel. A halfling paragon learns her skills while traveling with her clan. Although she may be born to a nomadic people, even the clan's travel eventually seems too infrequent, the pace too slow. The wanderlust of the halfling race flows through her, and eventually she sets off on her own, outpacing the slow-moving wagons of her people. Many halfling paragons multiclass as rogues or rangers, and their skills develop while sneaking
Codex Paragons: Sun & Sea Dwellers 8 around in large cities or stalking game through deep wilderness. Halfling paragons travel, and they never seem to tire out. Because they spend so much time in the communities of other races, they strive to get along well with everyone. They are adept, as most halflings are, at fitting into the communities of others, although they rarely stay long. Halfling paragons enjoy a mixed lot of traveling companions-too many members of just one race makes for boring company. Although open-minded in the extreme, halfling paragons can occasionally find dwarves too dour and serious for their tastes. Halfling paragons particularly enjoy the company of gnomes. Halfling paragons regard other classes with a mixture of relief and frustration. They are happy to stand behind fighters and members of other physically powerful classes when monsters charge up to do battle, and they are grateful when a spellcaster's abilities help them sneak past an opponent or heal their wounds. But few classes can match the halfling paragon's capability for stealth, and more often than not it is members of those other classes that get the halfling paragon into a fight in the first place. Halfling paragons get along best with other stealthy characters, particularly rogues and rangers, and many multiclass between the two classes.
GAME RULE INFOR MATION Halfling paragons have the following game statistics. Dexterity is important to halfling paragons because it helps them avoid the attacks of larger foes and increases their accuracy with thrown weapons and slings, their favorite forms of attack. Because halfling paragons value skill and subtlety, a high Intelligence can help them a great deal. Charisma is important to many of the halfling paragon's class skills. Any, although most favor neutrality. d6.
Class Skills The halfling paragon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Survival (Wis), and Swim (Str). 4 + Int modifier.
Table 4:TheHalfling Paragon
1st
+0
+0
+2
+0
Athletic Prowess, Save Bonus
2nd
+1
+0
+3
+0
Thrown Weapon Mastery
3rd
+2
+1
+3
+1 Ability Boost (Dex +2)
Class Features All of the following are class features of the halfling paragon. Halfling paragons are proficient with all simple weapons and with light armor. At 1st level, a halfling paragon's racial bonus on Climb, Jump, and Move Silently checks improves to +3. A 1st-level halfling paragon's racial bonus on all saving throws increases by +1. At 2nd level, a halfling paragon gains a +2 bonus on damage rolls when using a thrown weapon or a sling. At 3rd level, the halfling paragon's Dexterity score increases by 2 points.
Codex Paragons: Sun & Sea Dwellers 9
Halflings in general are a gregarious people, and the tallfellow variety especially favors elves. Having spent so much time with the taller race, tallfellow halflings pick up on many of the elves innate awareness of their surroundings. While this is true of all their kind, the tallfellow halfling paragon is especially at home among the elves, often preferring their company to that of other halflings. Tallfellow halfling paragons are not only enamored with elves, they also love elven stories. These tales of adventure and grand locales inspire many paragons to go adventuring themselves. At other times a tallfellow halfling paragon will accompany an elven friend on her quest. Adventuring parties welcome tallfellows as explorers and scouts. Like many halflings, tallfellow paragons are curious and filled with wanderlust. Diplomatic and kind, they value friendship, and taking their cues from the elves, prefer long lasting relationships to quick and easy companions. Generally they are quieter and more observant than other halflings or even other tallfellows, preferring to become familiar with their surroundings before they feel at ease. Although they like to avoid conflict whenever possible, they are capable and quick to strike out at a perceived threat before it can perceive them. As in combat so in life, they would rather deal with a known problem at a distance before it can build and over take them. Even tempered and philosophical enough to see both sides of any issue, tallfellow halfling paragon are often true neutral. Many, however, become chaotic due to their association with elves. If not neutral they tend to be good and are rarely evil or lawful. Tallfellow halflings paragons are as likely to worship the elven gods and the halflings gods. While not devout, they tend to be respectful of the gods of other civilized races.
Early in her life the tallfellow halfling paragon was exposed to elves and became fascinated by them. Whenever possible she spent time with the graceful people, playing with them as children and then growing to care for her former playmates as she matured more rapidly. Both her elven friends and her family likely encouraged her fascination with the elves. Her curiosity, composure, and charm set her apart from others and she grew to become a liaison not only between the two groups but with outsiders as well. Tallfellow halfling paragons favor elves first and foremost and tend to look at the other races through that lens. Thus humans, half-elves, and other halflings are welcome companions while dwarves and races with orc or goblinoid blood are distrusted. Gnomes are interesting enough and can be tolerable company. However, the tallfellow halfling paragon is nothing if not diplomatic and she rarely allows something as trivial as race stand in the way of her establishing at least friendly relations with any but the most hostile of individuals. Many tallfellow halfling paragon are also rogues or bards and thus get along with those classes well. Barbarians, fighters, and paladins are far too noisy, although they have their uses in keeping danger at a distance. Sorcerers have powerful personalities, some that hard to take, while wizards are generally regarded as boring even if many of their elven friends favor the class. Rangers and druids, who can move carefully and quietly in the wilderness, are easier companions.
GAME RULE INFOR MATION Tallfellow halfling paragons have the following game statistics. Tallfellow halfling paragons are both social and observant, thus Charisma and Wisdom are their primary attributes. More reliant on their ability to avoid or talk their way out of trouble, the tallfellow halfling paragon is less concerned with Strength and Constitution; but when necessary she prefers to rely on her Dexterity to avoid damage and deal out lethal strikes with thrown weapons.
Codex Paragons: Sun & Sea Dwellers 10 Usually neutral. d6.
Class Skills The tallfellow halfling paragon's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis) and Use Rope (Dex). 4 + Int modifier.
Table 4: TheTallfellow HalflingParagon
1st
+0
+0
+2
+2
Diplomacy Expertise, Elf Friend
2nd
+1
+0
+3
+3
Save Bonus, Thrown Weapon Mastery
3rd
+2
+1
+3
+3 Ability Boost (Cha +2)
Class Features All of the following are class features of the tallfellow halfling paragon. Forest gnome paragons are proficient with all simple weapons and light armor. A tallfellow halfling paragon may add his level in this class as a racial bonus to all Diplomacy checks. The tallfellow halfling paragon engenders an air of friendship around him when he encounters elves for the first time. Starting at 1st level, whenever a tallfellow halfling paragon first encounters an elf, the initial attitude of the NPC is one step more favorable than determined by the nature of the encounter. A 1st-level tallfellow halfling
paragon's racial bonus on all saving throws increases by +1. At 2nd level, a halfling paragon gains a +2 bonus on damage rolls when using a thrown weapon or a sling. At 3rd level, the tallfellow halfling paragon's Charisma increases by 2 points.
Human inventors, explorers, and others who push the boundaries of knowledge and experience may become human paragons. They turn adversity into opportunity by finding new ways to apply their skills, discovering new techniques to solve problems, and challenging entropy by constantly seeking out ventures they have not yet mastered. Humans, and the paragons who rise from among them, balance strength with agility and temper intellect with intuition. Adventure occupies much of a human paragon's time. Whether impulsive or carefully studious, a human paragon searches almost constantly for the new and unexplored. Few, however, think of themselves as pioneers or inventors. They see themselves as naturally curious, deeming the intelligent and unusual way in which they use their skills to be the norm rather than an exception. Curiosity and wanderlust are easily the two most common motivations for undertaking adventures, but human paragons may find themselves on adventures as a result of a quest or some other necessary duty. Human paragons are inventiveness personified. They are adaptable and capable of using their skills in a broad variety of situations. Perhaps because they are capable in such a wide range of situations, human paragons tend to dislike repetition and crave variety. They seldom pass up a chance to indulge in a new experience, and a new challenge is much more likely to excite them than a lingering goal.
Codex Paragons: Sun & Sea Dwellers 11 If human paragons have a downfall, it is that they see themselves capable of overcoming any challenge or inventing a solution for any problem. When asked who would be best for a task, a human paragon almost always chooses himself-not out of overconfidence or egotism, but because he has learned through success after success that when backed into a corner, he'll almost always find a way out. Human paragons have few tendencies in alignment. Perhaps more are attracted to chaos over law, although those who become devoted to a religion or cause seem to gravitate toward lawful deities or philosophies. Humans are as varied in their beliefs as they are in every other aspect of their lives, and human paragons are no exception. Many human paragons dabble in religion, learning a bit of one doctrine, following another deity for a brief time, and so on. Although these individuals seldom stay with one belief system for long, they become quite well versed in religion over time. While it's more common to find human paragons with only these surface attachments to religion, some human paragons develop a passion for worship that fuses seamlessly with their views of humanity, resulting in zealotry. In almost every case, these human paragons follow lawful deities and multiclass as clerics or paladins. Although there is no single common background for human paragons, many share some common characteristics. They often arise from situations in which they have many opportunities to learn, either from parents, an accepting community, or even a monastery filled with learned monks and clerics. Human paragons are open and accepting, embodying the best aspects of humanity's flexibility and tolerance. Human paragons usually delight in poking gentle fun at the foibles of other races, finding their extremes of behavior amusing. They also find much to admire in other races, including the stoic fortitude of the dwarves, the beauty and grace of the elves, and the curiosity and inventiveness of the halflings. In truth, human paragons are closer in atti-
tude to halflings than any other race-both suffer (or benefit) from more than a touch of wanderlust. Human paragons are widely accepting of other classes. They value the presence of fighters, rangers, and other skilled combatants, knowing that they are more likely to survive a battle when teamed with such characters. They also understand the value of knowledge, and they regard spellcasters with a bit of awe. Rogues and bards, closest in ability (if not in spirit) to human paragons, usually have skills that overlap the paragon's in several areas, allowing the paragon to diversify his learning rather than become overly specialized.
GAME RULE INFOR MATION Human paragons have the following game statistics. Skilled and quick to adapt, human paragons benefit from a high Intelligence. But they are also often at the forefront of humanity's wars, making Strength, Dexterity, and Constitution important for their respective roles in combat. Any. d8.
Class Skills The human paragon can choose any ten skills as class skills. (Knowledge skills must be selected individually). 4 + Int modifier. (Does not include the human's bonus skill point at each level.)
Table 5:TheHuman Paragon
1st
+0
+0
+0
+2 Adaptive Learning
2nd
+1
+0
+0
+2
Bonus Feat, +1 spellcasting level
3rd
+2
+1
+1
+3
Ability Boost (+2), +1 spellcasting level
Codex Paragons: Sun & Sea Dwellers 12 Class Features All of the following are class features of the human paragon. Human paragons are proficient with all simple weapons and with light armor. In addition, a human paragon is proficient with any one martial weapon of his choice. At 2nd and 3rd level, a human paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of human paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before he became a human paragon, he must decide to which class he adds each level of human paragon. If a human paragon has no levels in a spellcasting class, this class feature has no effect. At 1st level, a human paragon can designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human paragon chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question. At 2nd level, a human paragon gains a bonus feat. Due to the varied talents and adaptable nature of humans, this feat can be any feat for which the human paragon is qualified (he is not restricted to a special list of bonus feats). The character must meet the prerequisites for the bonus feat normally. At 3rd level, a human paragon increases one ability score of his choice by 2 points.
The stories of the playful, and often mischievous, merfolk have been passed from sailor to shore as long as the races of the land have gone to sea. Prior to that some shore dwelling peoples would catch sight of their comely oceanic neighbors sunning themselves on the rocks and sandbars at low tides. Thus have the merfolk become common in story and song, but less evident in actual experience. The exceptions among th is somewhat reclusive race are the charismatic and inquisitive paragons. Merfolk paragons are driven by a sense of curiosity, discovery and adventure as great, or greater than, any land-based race. The first of their group to venture out to ships or swimmers or travelers along the shore, the merfolk paragon loves newness and trades stories with both intelligent creatures and marine animals whenever she can. All merfolk know that there is beauty along the shore and in the coral reefs, but the merfolk paragon knows that there is beauty everywhere and in everything and longs to see and know it all. Merfolk paragons are gregarious and inquisitive, often laughing, smiling, and singing. Of all the Merfolk, the paragon is the most likely to be found alone exploring sunken wrecks or hidden caves. This independence of spirit, however, often leaves her far from the protection of the group, necessitating a capacity for ferocious combat underwater. While the paragon is often the first of her kind to meet new friends, she is often the first to encounter new threats as well. A merfolk paragon can go from joyous and playful to deadly serious as quickly as a tropical storm can overtake and destroy a small boat when she feels that her kin or allies are in danger. Like all merfolk, the paragon feels the order and balance of nature, its intrinsic laws and patterns of growth. At the same time, however, she sees the ferocity and mercurial nature of life in the sea. These things combine to give the merfolk as a whole a generally neutral outlook. paragons, however, are as often chaotic as they are neutral, driven from one interest to
Codex Paragons: Sun & Sea Dwellers 13 another by their curiosity, and more often than not good. Although evil merfolk paragons are not without precedent, lawful ones are almost never known. Merfolk in general worship gods of tide and coral and marine life. Merfolk paragons might worship any gods that strike their fancy, but most often simply revere the sea itself as a living being, and any gods as manifestations of it. The average merfolk paragon probably spent most of their formative years in trouble with parents and other authority figures. They were the children that swam too far, went to forbidden places, and took the dares that others were unwilling to attempt. While merfolk tend to raise their children in safely protective coves it does mean that many would be paragons never reach maturity, but fall prey to some danger in the sea. Those who do survive to grow up soon discover that their community values them as representatives, scouts, explorers, and traders. The rest may not want to go to the places the paragon goes or do the things she does they know that more often than not it is good that someone does. Merfolk paragons are open and welcoming of almost any race but especially love aquatic elves and humans and will spend great portions of their time traveling with them when possible. The only races the Merfolk paragon initially distrusts are those that have proven to be enemies of their people, mostly aquatic monstrous humanoids like sahuagin. Merfolk paragons have the most in common with bards, but find the charismatic and powerful sorcerer equally fascinating. Most of their relations with non-merfolk are with experts and commoners on ships or rangers and druids with an aquatic bent. Clerics of marine gods occasionally interact and even revere merfolk as heralds of divinity, but the paragon tends to view this attention as a little silly. The martial classes, when they are adapted for underwater life, are welcome companions in dangerous seas but otherwise tend to just be ignored.
GAME RULE INFORMATION Merfolk paragons have the following game statistics. Charisma is the primary ability for the merfolk paragon and a good Wisdom score enhances many of her skills. Given the paragon's ability in underwater combat many have either a good Strength or Dexterity score, more often the latter due to a racial fondness for coral made crossbows, and a decent Constitution. A merfolk paragon is more interested in experiencing than knowing and remembering, so frequently have only average Intelligence scores. Usually neutral. d6.
Class Skills The merfolk paragon's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Any) (Int), Escape Artist (Dex), Handle Animal (Wis), Knowledge (geography) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Use Magical Device (Cha). 4+ Int modifier.
Table 6:TheMerfolk Paragon
1st
+0
+0
+2
Speak with Marine +2 Animals, +1 level of bard
2nd
+1
+0
+3
Improved Underwater +3 Combat, +1 level of bard
3rd
+1
+1
+1
+3
Ability Boost (Cha +2), +1 level of bard
Codex Paragons: Sun & Sea Dwellers 14 Class Features All of the following are class features of the merfolk paragon. Merfolk paragons are proficient with all simple and martial weapons, light armor and shields (except tower shields). At 1st level, the merfolk paragon gains ability to cast speak with animals (marine only) at will as a spell-like ability with a caster level equal to the merfolk paragon level. A marine animal is any animal with the aquatic subtype or any animal whose habitat includes a body of water, such as porpoises. At 1st, 2nd and 3rd level, a merfolk paragon gains new spells per day and spells known as if he had also gained a level of bard. He does not gain any other benefit a character of that class would have gained. This essentially means that he adds his merfolk paragon level to his level in bard, then determines spells per day, spells known and caster level accordingly. At 2nd level, the merfolk paragon no longer suffers any attack or damage penalties due to the underwater environment. Essentially, the merfolk paragon has become so skilled in underwater combat that is considered to have a permanent freedom of movement spell cast on him at all times while fighting underwater. At 3rd level, the merfolk paragon's Charisma score increases by 2 points.
The most evil of underwater races, the sahuagin patrol the sea and shore looking for victims, especially their favorite prey: aquatic elves. They are, as a race, cruel and sadistic as a point of pride. Zealously they eradicate all that is not sahuagin. The typically sahuagin is covered with scars inflicted from dangers survived and battles fought. Every thought, word, and action is that of a predator. They live by the law of sharks and other monsters of the deep, to eat or be eaten, to kill or be killed,
and to do what is necessary to survive. Into such a society is occasionally born a being that in any other place would be the worst of criminals but here is considered a hero, the sahuagin paragon. The paragon is considered "shark blest" and is known as cruel and calculating and vicious. Strong and deadly the sahuagin paragon is one of the deadliest creatures in the sea. The sahuagin paragon adventures to challenge himself, to prove himself more terrible than any challenger. Often the leader of sahuagin raiding parties, he frequently finds himself in dangerous situations, and love each and everyone. Should there be a challenge out there that kills him, he thinks, then he is not worthy of being who he is. Thus each victory reinforces his view of himself, and each defeat that does not kill him only makes him stronger. It is rare that a sahuagin paragon will find himself in the company of other races; more often he leads adventurers of his own kind, usually young males. The paragon, like his entire race, prides himself on self-sufficiency and cruelty. His dedication to the extermination of aquatic elves borders on religious zeal, and is closely followed by the desire to wipe out all that is not sahuagin. He is intimidating and bold, willing to take risks that others of his kind shy away from and to impose his will against the majority. He thinks shark thoughts, simple and direct and deadly. For a society as cruel as the sahuagin to survive they must enforce extreme discipline. Thus the sahuagin paragon is almost always lawful, and is frequently even the instrument of enforcement of that law. Rare cases do exist of sahuagin paragons so driven to hunt and kill that they abandon their societies to wage lone crusades against their enemies, or of criminals who chafe under sea devil discipline. These rare examples are usually chaotic. Evil is, of course, the defining characteristic of the species, and neutral or good paragons are even more rare than neutral or good sahuagin. The sahuagin as a whole worship a great devil shark who is said to dwell in a deep dark sea, most likely another plane, accessible through the deep black waters of the sea. He consumes all of the weak and the
Codex Paragons: Sun & Sea Dwellers 15 dead and the more normal variety of shark, especially dire sharks and great whites are his avatars. Occasionally sahuagin paragons will also worship other monstrous evil sea deities, or at least acknowledge their strength, but most of fiercely devout to the shark god. The sahuagin paragon began his life as all others of his kind. Typically raised in a seaweed nursery with a cr che of similarly aged peers the sahuagin paragon distinguished himself early by being crueler and more daring than his mates. As he grew he was allowed to join raids much earlier than others and fought many would be rivals to the death. His survival of these trials set him apart from his kin. His ambitions were encouraged, and his cruelty praised. He often got the best of spoils and the largest portions of food, making him all the bolder in the future. Sometimes his talents will elevate him to a position of authority, and many of the kings of the sea devils are sahuagin paragons. If it is not sahuagin it is food. Few monstrous races display a degree of strength that allows for the sahuagin to give them grudging respect, but even then the sahuagin paragon is just waiting for a sign of weakness. All other beings are hated, and killed whenever possible, but most especially the aquatic elf. Sahuagin paragons have the most in common with fighters and rangers, while the barbarian's chaotic outlook make them unwelcome additions to his disciplined raiding style forays. Sneaky classes have their uses in ambushes. Spellcasters, regardless of kind, are mistrusted and feared.
GAME RULE INFOR MATION Sahuagin paragons have the following game statistics. As a front line fighter, Strength and Constitution are the primary abilities of the sahuagin paragon. Those who wish to take the best advantage of their skill selection will also have good Wisdom and Charisma scores, with an at least average Intelligence. Dexterity does factor into some skills, but its importance largely depends on the paragon's fighting style.
Any, usually lawful evil. d8.
Class Skills The sahuagin paragon's class skills (and the key ability for each skill) are Handle Animal (Cha), Intimidate (Cha), Hide (Dex), Knowledge (nature) (Int), Knowledge (geography) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis) and Swim (Str). 4 + Int modifier.
Table 7:TheSahuagin Paragon
1st
+1
+2
+2
+0 Blood Frenzy (3/day)
2nd
+2
+2
+2
+0
3rd
+3
+3
+3
+1 Ability Boost (Str +2)
Burst from the Water, Shark Expertise
Class Features All of the following are class features of the sahuagin paragon. Sahuagin paragons are proficient with daggers, darts, heavy crossbows, javelins, nets, spears and tridents. At 1st level, a sahuagin paragon is able to enter a blood frenzy three times a day. At 2nd level, a sahuagin paragon can make a swim check to burst from the water, leaping into the air. To do this the sahuagin paragon makes a Swim check modified by his swim speed (as per the jump rules); the result is the height the sahuagin paragon can leap out of the water. This is sometimes used to board boats quickly. At 2nd level, a sahuagin paragon may add his class level to his Handle Animal checks to befriend and train sharks.
Codex Paragons: Sun & Sea Dwellers 16 At 3rd level, the sahuagin paragon's Strength score increases by 2 points.
Sahuagin are cruel but disciplined folk, and it is only that discipline that allows the rare malenti to survive. A mutant strain that shows up when a community is within 100 miles of an aquatic elf community, the malenti is sahuagin but look like an aquatic elf. Seen as both blessing and curse, the malenti suffer for their appearance and must prove themselves useful to the group or die for it. The malenti paragon embraces their role in the community, winning their place through their skill in deception and their prowess in hunting the hated enemy. The malenti paragon adventures for two reasons. The first is an internal drive to prove herself that is a mixture of self hatred and hatred of the aquatic elves. The second is an external pressure to prove herself useful. Either she adventures and shows herself to be actively seeking the end of the aquatic elves or she might become target practice for other hunters. Some malenti paragons find this situation intolerable and use their abilities to escape the confines of her society and adventure underwater and on the shore for riches and power of her own. Those who do so typically pretend to be aquatic elves for the rest of their lives. The malenti paragon is more charismatic and more cunning than most sahuagin; she is thoughtful, silent, and unobtrusive whenever possible, and when she does attract attention she uses her social skills to the best of her ability, employing them not only to infiltrate her enemies, but also to win allies among her own kind. Sometimes malenti paragons attempt to prove themselves by taking on the cruel nature of the rest of the sahuagin and can become greatly skilled at it. Lack of a natural weapon more
often means that this cruelty is shown in words and conniving than in actual combat. Above all else the malenti paragon is a survivor. Following the Lawful codes of the sahuagin helps the malenti paragon to survive in that society. Like most of her kind she is almost always evil. Rarely malenti paragons develop sympathy with those that share their form, especially coming to empathize with those they infiltrate who show them a level of kindness unknown in sahuagin society. Typically the malenti paragon sees this as weakness but a few, a very small few, "go native" and gradually shift their alignment closer to the Chaotic Good side. These malenti paragon never rejoin the sahuagin and do their best to live as aquatic elves for the rest of their life. All sahuagin fear and respect the devil shark god, but malenti often are attracted to the worship of octopus gods who emphasize deception and evasion. Occasionally other evil sea deities are worshiped. The malenti paragon had a difficult life. Born in the image of the hated enemy they were the subject of abuse and the object of torment most of their lives. Those who gave in to their tormenters eventually die at the hands of other sahuagin. While one in every hundred sahuagin may be born Malenti few survive to adulthood. The ones who were manipulative or cruel enough to do so will become malenti paragons. From there they are trained to infiltrate their enemies, to blend in, and to strike or bring back information as directed. Like other sahuagin, malenti paragons hate aquatic elves, but their hatred is often double that of their kin if such a thing is even possible. They have nothing but contempt for those who share their form and see them as the worst of abominations. This hatred has to be banked and controlled, however, or it will ruin their purpose in life. Other races are nothing more than prey, barely even registering to the malenti as important or even sentient. The malenti paragon thrives on deception, making rogues, assassin, and other deceptive or stealthy classes are their best allies. They value the
Codex Paragons: Sun & Sea Dwellers 17 fighting classes, but prefer to keep them as far away as possible. Magical classes are distrusted in general.
GAME RULE INFOR MATION Malenti paragons have the following game statistics. Charisma is of utmost importance for the malenti paragon, as they survive on the ability to deceive others. Dexterity is the next most important trait, used for hiding and moving silently, while a good Intelligence helps them make the most of their skill selection. While not primarily combatants, a good Constitution helps the malenti paragon survive. Wisdom should be at least a little better than average, for an unperceptive malenti paragon is like a dead one. Strength, however, is the least important choice. If a Malenti has to fight she has already failed. Any, usually lawful evil. d6.
Class Skills The malenti paragon's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis) and Swim (Str). 4 + Int modifier.
Table 8:TheMalenti Paragon
1st
+0
+0
+2
+2 Resist Drying
2nd
+1
+0
+2
+2
3rd
+2
+1
+3
+3 Ability Boost (Cha +2)
Disguise Expertise, Distant Call
Class Features All of the following are class features of the malenti paragon. Malenti paragons are proficient with all simple weapons and light armors. At 1st level, a malenti paragon may stay out of water for 2 hours per point of Constitution. At 2nd level, a malenti paragon may add twice his class level to any Disguise check used to pass as an aquatic elf. Startin at 2nd level, a malenti paragon can communicate telepathically with sharks up to a distance of 450 ft away. At 3rd level, the malenti paragon's Charisma score increases by 2 points.
Codex Paragons: Sun & Sea Dwellers 18 1. "paragon." WordNet® 2.1. Princeton University. 02 Jan. 2007.
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