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Divergent Paths

◆ Medic ◆
◆ R oB yiAlnt h oDa n c e
ny S . A l t o v i l l a
r ◆

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Divergent Paths
Medic

Writer: Anthony S. Altovilla


Editing: Forrest Heck
Interior Design: Forrest Heck
Interior Layout: Forrest Heck, Jeremy Smith
Illustrator: Jesus Garcia Lopez
Publisher: Jeremy Smith

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.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion
of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.

Divergent Paths: Medic is published by Dreamscarred Press under the Open Game License version 1.0a Copyright
2000 Wizards of the Coast, Inc.

© 2016 Dreamscarred Press

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The Medic
One of the earliest rules that any player learns is that compulsion to do good. Some are greedy and charge
every party needs a healer. However, all too often that high but fair prices for their services. Others revel in the
role is filled by a simple wand of cure light wounds, pain and suffering of battle and take their time exploring
leaving players who enjoy the role of protecting their the wounds they seek to heal with little thought for the
allies and curing ailments to languish in competition suffering of their patients.
with a stick of wood.  But no longer!  The medic is my Religion: Those medics who do believe in gods tend
first ever base class to be published and it serves the role to favor gods of knowledge, medicine or community.
of both healer and martial combatant well.  Through a Medics who began their careers as military personnel
combination of grit, knowledge and determination, the may choose to worship gods of war or glory. Whether or
medic class is ready to take on the role of party healer not a medic is particularly religious is a gamble though.
and make sure that you and your fellow players are While many look upon the acts of gods and their chosen
able to get up and keep fighting for as long as there are faithful to draw strength, still others spit at the mention
enemies to face and dungeons to raid.  Enjoy! of gods and blame them for the messes that medics feel
they must clean up.
—Anthony S. Altovilla, Freelance Designer
Background: Many medics could have made fine
clergymen or intellectuals, but due to their station or

Medic
upbringing these options were not available to them.
More commonly though, the role of medic is one that is
thrust upon them. Someone needed to step up and do the
"I swear to the gods if you don't stop running into pit traps,
job, and they quickly find a talent for the dirty work of
then next time I'm... Probably still going to bandage you
treating wounds.
up because clearly you would be long dead without me."
Races: Medics are common among many different
—Claire D'Aubergine, a medic
races and all walks of life. They are more common
While everyone would love the opportunity to receive the among militaristic cultures, and cultures that are
healing magics of the great churches, genius alchemists antagonistic towards magic. Thus, races such as humans,
or noble paladins, the service of such heroes is a rare orcs, hobgoblins and maenads often produce medics.
and valuable thing. Not everyone can afford the cost of Other Classes: The nature of a medic’s job makes
such potent magics. For the rest of the world, natural them fast friends and allies with many different classes.
healers great and small service those who are in need Though they tend to be looked down upon by holier-
of care. On the battlefield, where wounds, disease and than-thou clerics and the occasional haughty wizard,
death run rampant, the ones who answer this call are few are truly willing to turn down the aid of a medic
known as medics. These brave warriors possess a keen when in need.
wisdom and insight into the healing arts, which they use Role: Medics perform damage control for their
to aid their brothers on the field of combat. Though a parties. A medic’s job on the battlefield is often frantic
medic’s hands can heal, they are no slouches in combat, as they must quickly prioritize their allies needs in order
and their strength in arms can rival any warrior. to best keep everyone alive. Some medics do this by
Adventures: Medics often begin their adventuring performing emergency healing on allies, while others
careers alongside friends or companions whom they’ve act to stop problems before they arise through proactive
known for some time. The medic’s natural concern for engagement.
others leads them to follow those important to them, to
ensure their survival. Other medics may have begun GAME RULE INFORMATION
their careers in the military, and thus adventure as part Abilities: Wisdom is the primary ability score that
of special missions set out by their commanders. Still concerns medics as it determines the strength of their
others are simply mercenary, offering their services to maneuvers and many aspects of their healing ability.
whomever provides the coin. Constitution and Dexterity are also important to medics
Characteristics: The nature of a medic’s job requires as they help keep the medic in the fight and thus help
a calm, forceful demeanor. Medics cannot be ones to shy them protect their allies.
away from gore, filth, or horror of any kind and they do Starting Age: Self-Taught.
not rattle easily. This calm and dedicated personality Starting Wealth: 5d6 × 10 gp (average 140 gp.) In
often makes them a reliable companion. addition, each character begins play with an outfit worth
Alignment: Any. Medics work to heal wounds and 10 gp or less.
sickness, but they are not always driven by a moral Hit Die: d8.

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CLASS SKILLS can be used once per encounter (unless she recovers
The medic’s class skills are Acrobatics (Dex), Appraise them, as described below).
(Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), In order for the medic to recover maneuvers, she
Knowledge (Martial) (Int), Knowledge (Nature) (Int), must reassure her allies of her presence as a full-round
Knowledge (Nobility), Perception (Wis), Profession (Wis), action. When she does so, she recovers a number of
Sense Motive (Wis), and Sleight of Hand (Dex). expended maneuvers equal to her medic initiation
Skill Ranks per Level: 4 + Int modifier. modifier (minimum 2) and grants all allies within 30
feet (including herself) a number of temporary hit
CLASS FEATURES points equal to 3 times her initiator level and a bonus
The following are the class features of the medic. on Fortitude saves equal to her medic initiation modifier
Weapon and Armor Proficiency: A medic is proficient for one round. These temporary hit points last for
with all simple and martial weapons, with light and one minute or until lost, and stack with temporary
medium armor, and with shields (except for tower hit points gained from other sources as normal (but
shields). not from additional uses of the medic’s maneuver
Maneuvers: A medic begins her career recovery). Alternately, the medic may take a moment
with knowledge of five martial maneuvers. The
disciplines available to her are Broken Blade, Iron
Tortoise, Golden Lion, Steel Serpent, and Tempest Gale.
Once she knows a maneuver, she must ready it before she
can use it (see maneuvers readied, below). A maneuver
usable by a medic is considered an extraordinary
ability unless otherwise noted in its description. Her
maneuvers are not affected by spell resistance, and she
do not provoke attacks of opportunity when she initiates
one. She learns additional maneuvers at higher levels,
as shown on Table 1-1: Medic. The medic must meet a
maneuver's prerequisite to learn it.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
medic can choose to learn a new maneuver in place
of one she already knows. In effect, she loses the old
maneuver in exchange for the new one. She can choose
a new maneuver of any level she likes, as long as she
observes the restriction on the highest-level maneuvers
she knows; the medic need not replace the old maneuver
with a maneuver of the same level. She can swap only
a single maneuver at any given level. A medic's
initiation modifier is Wisdom.
Maneuvers Readied: A medic can
ready three of her five maneuvers
known at 1st level, and as she advances
in level and learns more maneuvers,
she is able to ready more, but must
still choose which maneuvers to
ready. A medic must always ready
her maximum number of maneuvers
readied. She readies her maneuvers by
meditating or studying for ten minutes. The
medic does not need to sleep or rest for any long
period of time in order to ready her maneuvers; any
time she spends ten minutes studying or meditating, she
can change her readied maneuvers.
A medic begins an encounter with all her readied
maneuvers unexpended, regardless of how many times
she might have already used them since she chose them.
When she initiates a maneuver, she expends it for the
current encounter, so each of her readied maneuvers

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Table 1-1: Medic
Base Attack Fort Ref Will Maneuvers
Level Bonus Save Save Save Special Known Readied Stances
Medic’s training, triage 3/encounter, medic’s
1st +0 +2 +0 +2 5 3 1
expertise (2)
2nd +1 +3 +0 +3 Improved treatment, medic’s expertise 6 4 2
3rd +2 +3 +1 +3 Cura te ipsum +1 7 4 2
4th +3 +4 +1 +4 Medic’s expertise, triage 4/encounter 7 4 2
5th +3 +4 +1 +4 Improved triage 8 5 3
6th +4 +5 +2 +5 Guardian of life 1/day, medic’s expertise 8 5 3
7th +5 +5 +2 +5 Cura te ipsum +2, triage 5/encounter 9 5 3
8th +6/+1 +6 +2 +6 Medic’s expertise 9 6 3
9th +6/+1 +6 +3 +6 Resuscitation 10 6 4
Triage 6/encounter, improved triage, medic’s
10th +7/+2 +7 +3 +7 10 6 4
expertise
11th +8/+3 +7 +3 +7 Cura te ipsum +3 11 7 5
12th +9/+4 +8 +4 +8 Guardian of life 2/day, medic’s expertise 11 7 5
13th +9/+4 +8 +4 +8 Triage 7/encounter 12 7 5
14th +10/+5 +9 +4 +9 Medic’s expertise, improved resuscitation 12 8 5
15th +11/+6/+1 +9 +5 +9 Cura te ipsum +4, improved triage 13 8 6
16th +12/+7/+2 +10 +5 +10 Medic’s expertise, triage 8/encounter 13 8 6
17th +12/+7/+2 +10 +5 +10 Greater resuscitation 14 9 6
18th +13/+8/+3 +11 +6 +11 Guardian of life 3/day, medic’s expertise 14 9 7
19th +14/+9/+4 +11 +6 +11 Cura te ipsum +5, triage 9/encounter 15 9 7
20th +15/+10/+5 +12 +6 +12 Master medic, medic’s expertise 16 10 7

to assess the situation and her allies and recover a single affecting them, and the duration of these conditions. As
maneuver as a standard action. part of using this ability, the medic may also make a Heal
If a medic has no remaining uses of triage available check to assess the current health and condition of her
and recovers medic maneuvers as a full-round action, opponents. She rolls her Heal check once and uses it for
she regains one use of triage. each opponent, comparing it to a DC of 10 + the opponent
Stances Known: A medic begins her career with in question's CR. Failing this check against an opponent
knowledge of one stance from any discipline open prevents the medic from assessing that opponent's
to medics. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, health for one round.
she can select an additional stance to learn. Unlike Triage (Ex): A medic must be able to react immediately
maneuvers, stances are not expended and the medic to any danger that threatens her allies. At 1st level, a
does not have to ready them. All the stances she knows medic gains the ability to perform a triage as a swift
are available to her at all times, and she can change the action. When she does, she can move up to her speed, so
stance she is currently maintaining as a swift action. long as she ends her movement adjacent to an ally. That
A stance is an extraordinary ability unless otherwise ally is healed for a number of hit points equal to three
stated in the stance or discipline description. times the medic’s initiator level. This increases to four
Unlike with maneuvers, a medic cannot learn a new times her initiator level at 7th level and five times her
stance at higher levels in place of one she already knows. initiator level at 14th level. In addition, she can apply the
Medic’s Training (Ex): Early on in her career, a effects of one of her medic's expertises (see page X) to the
medic quickly learns to assess the battlefield in order to ally, if applicable. The medic can also perform a triage
prioritize the needs of her allies against the dangers that on herself; she does not move when she does so. A medic
her enemies present. Once per round as a free action can use this ability three times per encounter at 1st level,
(even if it is not her turn) the medic can assess the health plus one additional time per encounter at 4th level and
of her allies. The medic is able to determine their current every three levels thereafter.
hit points, any conditions (including poisons or diseases)

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Alternatively, the medic can take a full round action
to apply her triage to multiple allies at once. If she does What is Triage?
so, she can move up to twice her speed; this movement Each medic treats wounds and fatigue differently,
ignores difficult terrain and does not provoke attacks depending on the resources available to them and the
of opportunity. Any ally that the medic is adjacent to at injuries and diseases they encounter. Medics are nothing
any point during this movement is healed for the medic’s if not resourceful and most will keep a pack of materials
triage amount. In addition, the medic can apply the including bandages, thread, sutures, herbs or minerals
normal number of medic’s expertises for a medic of her that they’ve used or heard about using successfully
level to each healed ally. Each ally can only benefit from to treat wounds. Medics from more technologically
the full-round use of triage’s healing once per use of the advanced societies might use healing gels, nanites, or
ability. Using triage in this way costs two uses of the ability. other esoteric technologies in place of bandages, while
Medic’s Expertise (Ex): As the medic gains experience, more primitive societies could rely on spirit channeling
she picks up various useful tricks to help her be more herbs and leeches to get the job done. Sometimes, a
effective at the job of saving her friends. At first level, medic’s job isn’t even really needed, and a swift word of
the medic learns two expertises, and she learns a new encouragement or a jibe is enough to motivate an ally
expertise at second level and every even numbered level to get back into the fray. What exactly is needed to treat
thereafter. Medic’s expertise that apply to her use of her each character is intended to be left up to the medic’s
triage ability are marked with an asterisk *. The medic player, and should be modified to fit at each table as
can choose from the following list of expertises: appropriate. However, for ease of gameplay, it is safe
Agile Runner:* The medic may automatically negate to assume that medics can readily keep their supplies
one attack of opportunity made against her during her (whatever they may be) on hand to treat their allies
movement as part of using her triage ability. wounds.
Bolstering Treatment:* The medic can perform an aid
another action on the target of her triage ability as part
of applying her triage. heal an ally within 30 feet. This use of triage only heals
Careful Healer:* As part of using triage as a full round 1/2 the normal amount of damage.
action, the medic may heal herself in addition to any Miracle Surgeon​: As part of administering long term
allies adjacent to her during her movement. care, the medic can reattach severed limbs or organs to
Combat Training: The medic gains a bonus combat feat a body. The target creature must be living, and the limb
for which she qualifies. The medic must be at least 4th cannot have been separated from the patient for more
level to select this ability. She may select this expertise than a number of hours equal to the medic's class level.
one additional time when she is at least 8th level, and a The overall process takes the full 8 hours of providing
third time once she is at least 16th level. long term care. A medic must be at least 10th level to
Developed Immunity: The medic becomes immune to select this expertise.
all poisons and nonmagical diseases. The medic must be Neutralize Poison:* The medic may neutralize one
at least 8th level to select this ability. poison affecting the target of her triage ability, as the
Doctor’s Advice: Whenever the medic successfully spell neutralize poison. The medic uses her initiator level
uses the aid another action, she adds +2 to the bonus in place of the caster level for this effect. The medic must
provided. The medic must be at least 4th level to select be at least 8th level and possess the poison knowledge
this ability. expertise to select this ability.
Emboldening Boost: When the medic initiates a boost, Poison Knowledge:* The medic never risks poisoning
one ally she can see within 30 feet gains temporary hit herself when applying or crafting poisons. In addition,
points equal to her medic initiator level for one round. she may delay the effects of one poison affecting the
First Responder:* The medic may instead move up target of her triage ability for 1 hour as the spell delay
to twice her speed when using her triage ability. If the poison.
medic is using her triage ability as a full round action, Recovering Touch:* The medic may remove one of the
she can instead move up to triple her speed. This does following conditions from the target of her triage ability:
not count towards the limit of expertises she can apply fatigued, sickened, staggered, or shaken.
to her triage ability. Recovering Touch, Improved:* The medic may remove
Fortifying Touch:* The target of the medic’s triage up to two conditions with her recovering touch expertise.
ability gains a bonus to its next saving throw this round In addition, she adds the following conditions to the list
equal to the medic’s initiation modifier. of conditions her recovering touch can remove: blinded,
Invigorating Touch:* Instead of healing the normal dazed, deafened, exhausted, frightened, nauseated,
amount of hit points, the target of the medic’s triage paralyzed or stunned. The medic must have the
ability gains fast healing equal to the medic’s initiation recovering touch expertise and be at least 6th level to
modifier for 1 minute. select this ability.
Martial Healer:* When the medic successfully hits Regroup:* When the medic uses her triage ability on
with a strike, she may spend a triage as a swift action to herself, she can move up to her speed. This movement

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does not provoke attacks of opportunity. This does any relevant modifiers (initation modifier, base attack
not count towards the maximum number of medic’s bonus, skill bonus, and the like) from the medic instead
expertises that she can use with her triage ability. The of the ally. She may only use this ability once per round.
medic must be at least 10th level to select this ability. The medic can use this ability one additional time per
Revitalizing Touch:* The target of the medic’s triage day at 12th and 18th level.
ability heals an amount of ability score damage equal Resuscitation (Ex): Starting at 9th level, the medic’s
to the medic’s initiation modifier instead of healing ability to treat severe wounds allows her to bring allies
hit point damage. This healing may be divided up as back from the very brink of death. The medic can use
the medic chooses between multiple ability scores as her triage ability to heal allies that have died within 1
necessary. round. If the healed creature's hit point total is at a
Treat Curse:* The medic may attempt to remove one negative amount less than its Constitution score, it comes
curse affecting the target of her triage ability as the spell back to life and stabilizes at its new hit point total. If the
remove curse. The medic uses her initiator level in place creature's hit point total is at a negative amount equal
of the caster level for the caster level check of the spell. to or greater than its Constitution score, the creature
The medic must be at least 6th level to select this ability. remains dead. Creatures slain by death effects cannot be
Treat Disease:* The medic may remove one disease saved by resuscitation.
affecting the target of her triage ability as the spell Improved Resuscitation (Sp): At 14th level, the
remove disease. The medic uses her initiator level in medic’s ability to stave off the death of her allies
place of the caster level for the caster level check of the broaches on the supernatural. Once per week, she can
spell. The medic must be at least 4th level to select this use raise dead as a spell-like ability, with a caster level
ability. equal to her medic initiator level.
Wrathful Healing:* When the medic uses her triage Greater Resuscitation (Sp): At 17th level, the medic’s
ability to heal an ally, the medic deals additional damage skill at treating wounds is so great she can perform truly
on the next strike she initiates within one round equal to spectacular feats of medicine. Once per month, she can
her medic initiation modifier. use true resurrection as a spell-like ability, with a caster
Improved Treatment (Ex): Starting at 2nd level, level equal to her medic initiator level.
when the medic treats deadly wounds, the creature she Master Medic (Ex): At 20th level, the medic is such an
treats recovers hit points and ability score damage as expert of the healing arts that she can apply any number
if it had rested for a full day and she no longer needs of medic’s expertise that she knows to her triage ability.
a healer’s kit to perform these actions. At 6th level, the
medic can treat deadly wounds or provide long term Favored Class Bonuses
care to a number of creatures equal to her initiation Dwarf: Stalwart guardians, dwarf medics prefer to
modifier at the same time. In addition, when the medic fix problems before they arrive. Gain +1/6 of a use of
treats a creature’s deadly wounds it recovers hit points guardian of life per day.
as if it had rested for a full day with long term care. At Elf: Elven medics use their natural intellect to predict
11th level, when the medic treat deadly wounds, the upcoming problems and plan ahead accordingly. Gain
creature recovers hit point and ability damage as if it +1/6 of a use of guardian of life per day.
had rested for 3 days. Halfling: Halfling medics are quick to leap in and
Cura Te Ipsum (Ex): Starting at 3th level, the medic’s aid their allies. Gain +1-foot bonus to movement speed
martial training enhances her ability to defend herself when using triage. In combat this option has no effect
while she ensures the health and safety of her allies. unless the halfling has selected it five times (or another
Whenever the medic initiates a strike maneuver she increment of five).
gains a +1 insight bonus on Reflex and Will saves until Human: Human medics study a variety of different
the start of her next turn. This bonus increases by +1 at styles of healing, often combining techniques to learn
7th level and again at every four levels thereafter. new ways to treat wounds. Gain +1/6 of a new medic’s
Improved Triage (Ex): At 5th level, the medic can expertise.
apply the effect of two medic’s expertises of her choice Aasimar: Aasimar are naturally given to care and
to any use of her Triage ability. At 10th level, she may concern for others, and thus make excellent medics.
apply the effect of a third medic’s expertise, and at 15th Gain +1/6 of a new medic’s expertise.
level, a fourth. Dhampir: Dhampir often suffer from a weakened
Guardian of Life (Su): The medic’s dedication to the constitution due to their partially undead state and
health and wellbeing of her allies is translated into an many study medicine to compensate for this. Add +1 to
aggressive defense of their lives. Starting at 6th level, the amount of damage the medic heals with triage, but
once per day the medic can initiate a counter as a free only when the medic uses that ability on herself.
action (even if it is not her turn) in defense of her ally. Hobgoblin: Hobgoblin medics do not use their craft
This counter can only be used to protect an ally within to heal so much as to ensure that their allies continue
30 feet of the medic. The ally is treated as if they had to fight. Gain +1/3 of a new maneuver known from the
initiated the counter in response to the attack, but uses Scarlet Throne or Piercing Thunder disciplines.

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Orc: Fierce warriors are often reluctant to accept

Archetypes
medical treatment, so orc medics must be truly
impressive warriors to force their allies to accept aid.
Gain +1/3 of a new maneuver known from the Primal
Fury or Golden Lion Disciplines.
Tiefling: Often maligned and mistrusted, tieflings
must learn to care for their own needs. Add +1 to the Archetypes and Class Options
amount of damage the medic heals with triage, but only Each alternate class feature presented in an archetype
when the medic uses that ability on herself. either replaces or alters one or more specific class
Half-giant: Half-giant medics are quick to react to any features from the base class.
danger to their friends or allies, often rushing headlong When an archetype includes multiple alternate class
into danger to protect their companions. Gain +1/4 dodge features, a character must take all of them—often
bonus to AC when moving through threatened squares blocking the character from ever gaining certain
while using triage. standard class features, but replacing them with other
Maenad: Maenad medics are used to dealing with options. All class features of the base class that aren’t
difficult to restrain patients and often have to resort to mentioned among the alternate class features of an
extreme measures to ensure they can administer proper archetype remain unchanged and are acquired normally
treatment. Gain +1/3 of a new maneuver known from when a character reaches the appropriate level. If an
the Broken Blade or Sleeping Goddess disciplines. alternate class feature replaces a base class feature,
Ophiduan: Ophiduan medics are calm and precise in the archetype doesn’t count as having that base class
their actions. Gain +1/3 of a new maneuver known from feature for the purpose of meeting any requirements or
the Sleeping Goddess or Steel Serpent disciplines. prerequisites. On the other hand, if an alternate class
Alicorn: Alicorn medics are natural born healers, and feature alters an existing class feature, it is considered to
use their own abilities in conjunction with their training be the core class feature for the purposes of meeting any
to bring relief to allies. When you use your touch of requirements or prerequisites, even if it was renamed.
tranquility ability to absorb hit point damage, you may A character can take more than one archetype, but
reduce the damage you take by 1/2 point. none of the alternate class features can replace or alter
Dreige: Dreige medics often take up the lifestyle as the same class feature of the base class.
a way to protect others from the predation of the fey. If a class feature has a series of improvements (such as
Whenever you use your triage ability, the targets gain a fighter’s weapon training or a ranger’s favored enemy),
+1/4 of a bonus on saving throws against Charm or it can be replaced either entirely or partially. By default,
Compulsion effects until the start of your next turn. an alternate class feature replaces the entire original
Wulfkin: Wulfkin medics, like most wulfkin, had to class feature and all of its improvements. For example, if
learn to survive on their own and developed a tough, a class feature states that it replaces trap sense without
aggressive attitude as a result. Gain +1/3 of a new mentioning a specific bonus, it replaces trap sense
maneuver known from the Elemental Flux or Broken entirely.
Blade disciplines. If an alternate class feature replaces one instance of
a class feature that’s part of a series, the next time the
character would gain an improvement to that ability,
the new improvement counts as the lower-level ability
that was replaced by the archetype, and all subsequent
improvements follow suit. For example, if the barbarian’s
3rd-level trap sense +1 were replaced, the barbarian
would gain trap sense +1 at 6th level, trap sense +2 at 9th
level, and so on.
If an archetype gains a class skill as a result of a new
martial discipline becoming available to them or as
part of an ability that grants a martial discipline, that
archetype is not considered to be incompatible with
other archetypes that alter or replace class skills. An
archetype that otherwise alters the base class’ skill list
follows the normal archetype compatibility rules.

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Ambu-Lancer (Archetype) whenever she rides her mount. The siren emits an ear
"It doesn't matter if they know I'm coming. If they knows piercing wail and sheds light like a torch while active,
I'm coming, they tend to get out of the way real quick." though the ambu-lancer may choose to suppress this
—Lieutenant Nel Landry, an ambu-lancer effect for one round as a free action. While the siren is
active, the ambu-lancer takes a –30 penalty to her stealth
A medic must be able to rapidly traverse dangerous checks as the wailing siren gives away her position.
terrain to reach those in need of their aid. Some medics When she uses her triage ability with her siren active,
specially train mounts to aid them in their quests to her mount gains the benefits of the Improved Overrun
provide healing to those in need. feat and creatures she overruns must choose to avoid
Class Skills: An ambu-lancer gains Ride as a class skill. the ambu-lancer and cannot make attacks of opportunity
Maneuvers: An ambu-lancer loses access to the against her for her movement, as creatures dive out of
Tempest Gale discipline and adds Piercing Thunder to the way to avoid an oncoming ambu-lancer. This ability
her list of available disciplines. She otherwise learns, replaces the additional use of triage gained at 4th level.
readies, and initiates maneuvers as a standard medic. Patient Retrieval (Ex): At 6th level, an ambu-lancer
This ability alters maneuvers. gains the following medic’s expertise:
Mount (Ex): At 1st level, an ambu-lancer gains the Patient Retrieval: When the medic uses her triage to
service of a loyal and trusty steed to carry her into battle. heal an ally while mounted, she may pull that ally up and
This mount functions as a druid's animal companion, onto her mount. So long as her ally remains mounted
using the ambu-lancer's level as her effective druid level. on the ambu-lancer’s mount, the ambu-lancer may use
The creature must be one that she is capable of riding and her Mounted Combat feat to negate attacks against the
is suitable as a mount. A Medium-sized ambu-lancer can ally on her mount. The medic’s mount may only take
select a camel or a horse. A Small-sized ambu-lancer can on one additional rider at a time, however the addition
select a pony or wolf, but can also select a boar or a dog if of a second rider does not otherwise interfere with the
she is at least 4th level. At the GM’s option, other animals mount’s ability to move or be ridden, though excessive
may be suitable mounts for an ambu-lancer to select. weight may affect its base speed as normal for a medium
An ambu-lancer's bond with her mount is strong, with or heavy load.
the pair learning to anticipate each other's moods and This ability replaces the medic’s expertise gained at
moves. An ambu-lancer does not take an armor check 6th level.
penalty on Ride checks while riding her mount. The
mount is always considered combat trained and begins
play with Light Armor Proficiency as a bonus feat.
Angel of Mercy (Archetype)
"In the name of all that is holy, let evil be purified, wounds
Should an ambu-lancer's mount die, she may find
be healed, and blood be quickened. By the grace of the
another mount to serve her after 1 week of mourning.
angels I heal thee!"
This ability replaces one of the medic’s expertises gained
—Theodysus of Lassau, an angel of mercy
at 1st level.
Mounted Combat (Ex): At 1st level, an ambu-lancer The angel of mercy strides across the battlefield,
gains Mounted Combat as a bonus feat, even if she does dispensing both the healing light of the gods and their
not meet the prerequisites. This ability replaces one of swift and terrible vengeance.
the medic’s expertises gained at 1st level. Maneuvers: An angel of mercy loses access to the
Mounted Maneuver Expertise (Ex): Starting at 1st Broken Blade discipline and adds Silver Crane to her list
level, an ambu-lancer and her trusty steed are so in of available disciplines. She otherwise learns, readies,
tune with each other that they can work as one when and initiates maneuvers as a standard medic. This ability
performing maneuvers. Whenever an ambu-lancer alters maneuvers.
is mounted and uses a maneuver with a movement Angelic Fortitude (Ex): Starting at 1st level, the angel
component (such as making a charge attack, or taking of mercy is blessed with some of the inherent fortitude of
an extra move action), the ambu-lancer can have her the Angels from which she draws her power. She gains
mount take the appropriate movement in her place. If resistance to acid 5 and cold 5. At 8th level she also gains
the maneuver allows the ambu-lancer to make a charge resistance to fire 5 and electricity 5. This ability replaces
attack, both she and hers mount are considered to be one of her medic’s expertises gained at 1st level.
charging. This ability replaces the share spells ability Aura of Protection (Su): Starting at 6th level, allies
that normal animal companions gain. within 20 feet of an angel of mercy gain the benefits of a
Mobile Triage Unit (Ex): Whenever an ambu-lancer protection from evil spell (the caster level for this effect
uses her triage ability while mounted, she may have her is equal to the medic’s initiator level) for as long as they
mount take the movement of the triage ability in her remain within 20 feet of the angel of mercy. This ability
place, riding on the mount to her destination as normal. replaces the medic’s expertise gained at 6th level.
This ability alters triage. Bolstering Strikes (Su): At 10th level, whenever the
Siren (Su): At 4th level, an ambu-lancer gains a angel of mercy initiates a strike that heals damage, all
glowing magical siren that announces her presence allies within 30 feet gain temporary hit points equal to

8
Divergent Paths
the medic’s initiator level. These temporary hit points do hours, but it does not have a maximum number of hit
not stack and last for 1 minute or until lost. This ability points it can store. This alters the medic’s triage ability.
replaces the improved triage gained at 10th level. Blood Transfusion (Su): Starting at 1st level, the
Wings of Mercy (Su): At 12th level, the angel of mercy sanguinist gains the ability to drain the lifeblood of a
can grow wings to carry her towards those in need of her creature, store that vitality and transfer it elsewhere.
aid. Growing or retracting these wings is a free action, Whenever the sanguinist deals lethal damage with an
and the angel of mercy gains a fly speed equal to her unarmed strike or natural attack, she deals additional
movement speed, with good maneuverability. She can damage equal to her initiation modifier. This additional
only use these wings to fly for 1 minute per class level, damage represents lifeblood or some other form of
but does not have to use them consecutively. However, vitality stolen from the target of her attack, which is then
she must use them in 1 minute increments. This ability stored in the sanguinist's blood reserve as an equivalent
replaces the medic’s expertise gained at 12th level. number of hit points in order to fuel her ability to heal.​In
addition, any unarmed strike or natural attack modified
Sanguinist (Archetype) by her blood transfusion ability is treated as a magic
"I have partaken of the blood of a thousand before you. weapon. If the target’s current hit points are less than
After I have drained your blood dry, I will partake of a the sanguinist’s initiation modifier, she cannot transfer
thousand more." that additional damage to her blood reserve as healing.
—Andre Dumitrescu, a sanguinist Pain’s Gain (Ex): The sanguinist knows how to put her
instinct to cause harm to good use. Starting at 3rd level,
Blood is life. Through blood, all things both good and bad
the sanguinist gains a +1 bonus to attack and damage
are transported throughout the body. Within blood lies
rolls made with natural attacks or unarmed strikes. This
power and some medics learn to tap into and manipulate
bonus increases by +1 at 7th level and every four levels
that power to both heal and harm.
thereafter. This ability replaces cura te ipsum.
Barefisted Syringe (Ex): The sanguinist loves to
Unnatural Vitality (Su): At 4th level, the sanguinist
get her hands dirty, and drawing blood with her bare
becomes immune to all poisons and diseases. Whenever
hands brings forth the power much quicker and easier
the sanguinist uses her blood transfusion or triage
than other methods. At 1st level, the sanguinist gains
ability, she may choose to absorb any poison or disease
Improved Unarmed Strike as a bonus feat, even if she
currently affecting the target. The target is immediately
does not meet the prerequisites. At 3rd level, she gains
cured of that affliction, and the sanguinist may choose
Greater Unarmed Strike as a bonus feat, even if she does
to the poison or disease within the sanguinist’s blood
not meet the prerequisites, and uses her medic initiator
reserve. If the sanguinist has a poison or disease stored in
level in place of her base attack bonus for determining
her blood reserve which deals only ability score damage
the damage of her unarmed strikes. In addition, the
(with no additional effects such as unconsciousness,
sanguinist may choose to deal bludgeoning, piercing or
paralysis or sleep), she may choose to inflict it upon the
slashing damage with her unarmed strikes. This ability
target of her blood transfusion or triage. The target must
replaces one of her medic’s expertises gained at 1st level.
succeed on a Fortitude save (DC 10 + 1/2 the sanguinist's
Blood Reserve (Su): At 1st level, the sanguinist gains
class level + the sanguinist's initiation modifier) or be
the ability to store the vitality of others within her body.
subject to the disease/poison’s effects as if they had failed
Whenever the sanguinist uses her blood transfusion
their save against that poison or disease. If the disease
ability to deal additional damage, that extra damage
or poison would have an onset that is not immediate,
is stored as hit points in her blood reserve. Whenever
treat the onset as if it were immediate. The sanguinist
the sanguinist uses triage to heal an ally, the sanguinist
cannot store more diseases or poisons than her initiation
draws those hit points from her blood reserve instead
modifier at any given time, however these remain in the
of providing the normal amount of healing from triage.
blood reserve until used, unlike hit points. This ability
When using triage, the sanguinist can heal a number of
replaces the medic’s expertise gained at 4th level.
hit points up to the total amount currently in her blood
Feast of Blood (Su): At 20th level, the sanguinist
reserve, however she may determine the exact amount
increases the amount of hit points she drains from a
healed at the time she uses her triage. These hit points
target of her unarmed strike or natural attack by 50%.
are then deducted from the total amount of hit points in
This ability replaces master medic.
the blood reserve.
For example, if a 1st level sanguinist has 20 hit points
in her blood reserve, when she uses triage on an ally, and
she heals that ally for 20 hit points, she would reduce her
blood reserve to 0. She may instead choose to heal the
ally for a lesser amount, such as 10 hit points, leaving
the remaining amount in her blood reserve for later use.
The blood reserve can only store hit points for up to 24

9
Divergent Paths
Witch Doctor (Archetype) • 1st—Air bubble, detect undead, diagnose disease,
"The spirits whisper their secrets to me. They will protect endure elements, moment of greatness, protection
me, as I protect you." from chaos/evil/good/law, remove fear, shield, shield
—Choga Lioneater, a witch doctor of faith.
• 2nd—Abeyance, aid, bear’s endurance, blood of the
The witch doctor utilizes the tools of clerics and wizards martyr, bull’s strength, calm emotions, cat’s grace,
in their efforts to heal their allies. Instead of patching death knell, delay pain, eagle’s splendor, fox’s cunning,
them up with bandages and poultices, the witch doctor ironskin, owl’s wisdom, path of glory, protection from
calls on magical training to heal others. chaos (communal), protection from evil (communal),
Class Skills: A witch doctor gains Spellcraft and protection from good (communal), protection from
Use Magic Device as class skills. She uses her Wisdom law (communal), protection from outsiders, resist
modifier instead of her Intelligence modifier when energy, shield other, status.
making Spellcraft checks, and instead of her Charisma • 3rd— Archon’s aura, dispel magic, protection from
modifier when making Use Magic Device checks. energy, remove curse, resist energy (communal),
Magical Assistance (Ex): A 1st level witch doctor sacred bond, water breathing.
begins play with a caster level 1 wand of cure light • 4th—Anti-incorporeal shell, death ward, healing
wounds in addition to her normal equipment. The wand warmth, path of glory (greater), protection from
is of an unusual design and only the witch doctor knows energy (communal), rest eternal, restoration.
how to use it properly. This starting wand can only • 5th—Cleanse, life bubble, spell resistance, undeath
be sold for scrap (it’s worth 4d10 gp when sold). Up to ward.
three times per encounter, the witch doctor may move • 6th—Antilife shell, bear’s endurance (mass), bull’s
up to her speed as a swift action, ending her movement strength (mass), cat’s grace (mass), fox’s cunning
adjacent to an ally. If she does so, she may use a spell (mass), eagle’s splendor (mass), owl’s wisdom (mass),
completion or spell trigger item (such as a wand, scroll, stone to flesh.
or staff) of a spell with the healing descriptor or from • 7th—Circle of clarity, spell turning.
her list of witch doctor spells on the ally she ends her • 8th—Mind blank, protection from spells.
movement adjacent to. The witch doctor may use this • 9th—Freedom, mind blank (communal).
ability on herself, if she does so she does not move, only
heals. She may use her magical assistance ability one This ability replaces the medic’s expertise gained
additional time per encounter at 4th level and every at 2nd, 4th, 8th, 12th, 14th, 16th, 18th and 20th levels,
three levels thereafter. This ability replaces triage. as well as resuscitation, improved resuscitation, and
Magical Understanding (Su): The witch doctor gains greater resuscitation.
Scribe Scroll as a bonus feat at 1st level, even if she Magical Device Expertise (Su): Starting at 6th level,
does not meet the prerequisites. At 5th level she gains whenever the witch doctor casts a spell from her list of
Craft Wand as a bonus feat, even if she does not meet Thaumaturgic Medicine spells through a wand, scroll or
the prerequisites. In addition, the witch doctor can use other spell completion item, she treats the caster level of
her initiator level in place of her caster level to meet the the spell as being equal to her initiator level, regardless
prerequisites of item creation feats. This ability replaces of the spell’s actual caster level. In addition, spells she
both of the medic’s expertises gained at 1st level. casts through such items that heal hit point damage gain
Thaumaturgic Medicine (Su): Although the witch the benefits of the Empower Spell metamagic feat, if
doctor lacks any true innate magical talent, her they are not already empowered. This does not increase
understanding of magical principles is such that she the level of the spell. This ability replaces the medic’s
is able to utilize a number of magical devices with expertise gained at 6th level.
such skill that she may as well be casting spells herself. Thaumaturgic Mastery (Su): At 20th level, any spell
The witch doctor is considered to have a spell list that the witch doctor casts as part of her magical assistance
contains all spells with the healing descriptor, along ability gains the benefits of the Maximize Spell metamagic
with the following additional spells for purposes of feat. This does not increase the level of the spell. This
determining whether or not she can cast a spell from any ability replaces master medic.
spell trigger or spell completion item without having to
make a Use Magical Device check. This list also allows the
witch doctor to craft such items, should she possess the
appropriate feats. For all purposes related to caster level
for these spells, the witch doctor treats her caster level
as being equal to her initiator level and uses the lowest
level available of the spell for determining the minimum
level spell her items are crafted at, and she learns these
spells at the same time that she learns maneuvers of the
same level. The spells are as follows:

10
Divergent Paths

Character Options
New Feats Benefits: While you maintain a Silver Crane stance,
polearms and spears you wield can affect incorporeal
The following are new feats intended to allow medics and creatures as if they possessed the ​ghost touch​ weapon
other characters better serve their roles as battlefield special ability, and you can attack possessing creatures.
healers. Whenever you hit a possessed creature with such a
Dancing Shield Step (Combat) weapon, you can choose for your attack to affect the
You have learned to use the momentary disorientation possessing entity rather than the target.
of your opponents after a shield bash to gracefully Healer’s Mercy
reposition yourself. Sometimes a creature is beyond your ability to heal, but
Prerequisites: Improved Shield Bash, Quick Draw, you know how to grant them a swift and painless death.
two Iron Tortoise maneuvers known, two Mithral Prerequisites: Heal 5 ranks.
Current maneuvers known. Benefit: When you use a coup de grace action, you can
Benefits: You can don a shield as a free action. In substitute a Heal check in place of the normal damage
addition, while in a Mithral Current stance, whenever roll for your weapon, but still use your weapon’s normal
you hit an opponent with a shield bash or successfully critical multiplier. In addition, if the creature you are
use a counter that requires a shield bash, you can take a coup de gracing has regeneration of a type that can be
free 5 foot step. overcome, you suppress that creatures regeneration for
the duration of the round in which you coup de grace
Extra Guardian of Life them.
You are better at preparing your allies for unexpected
emergencies. Imposing Shield (Combat)
Prerequisites: Guardian of life class feature, initiator You are adept at using your shield to distract and control
level 9th. the movements of your enemies.
Benefit: You can use guardian of life one additional Prerequisites: Improved Shield Bash, two Eternal
time per day. Guardian maneuvers known, two Iron Tortoise
maneuvers known
Extra Medic’s Expertise Benefits​: While in an Eternal Guardian stance, if
You are better at preparing your allies for unexpected you make a shield bash attack against an enemy, that
emergencies. creature takes a –2 penalty on attack rolls that do not
Prerequisites: Medic’s expertise class feature. include you as a target until the start of your next turn.
Benefit: You learn a new medic’s expertise. You must This penalty to attack rolls does not stack with other
meet the prerequisites for this expertise as normal. penalties to attack rolls that you apply to the target.
Special: You can take this feat multiple times. Each
time you do, you learn a new medic’s expertise. Nemean Lion Hide (Combat)
The strength of your martial pride is so great that lesser
First Aid Training blows fail to even phase you.
You have been trained to identify and patch up wounds Prerequisites: Martial Power, two Golden Lion
in preparation for more serious treatment. maneuvers known, two Iron Tortoise maneuvers known.
Benefit: When you make a Heal check to perform Benefit: Whenever you use the Martial Power feat
first aid on a creature, that creature gains temporary hit while maintaining a Golden Lion or Iron Tortoise stance,
points equal to your Wisdom modifier plus your ranks you also gain damage reduction/– equal to your highest
in the Heal skill. These temporary hit points last for 1 initiation modifier until the start of your next turn.
minute or until lost.
Special: If you use an ability score other than Wisdom Plague Doctor
to determine your bonus on Heal checks, you use that You know how to treat disease and prevent its spread
ability score in place of Wisdom for determining the Prerequisites: Heal 7 ranks.
number of temporary hit points the target gains. Benefit: If you have successfully treated someone for
a disease using the Heal skill, you can perform a Heal
Gungnir Technique (Combat) check on healthy individuals to give them a bonus on
Having trained with numerous demon and ghost hunters saving throws against that disease for one month equal
you know how to pierce a spirit without harming the to your Wisdom modifier. The DC of this Heal check is
host. the same as the DC to treat the disease.
Prerequisites: Two Piercing Thunder maneuvers
known, two Silver Crane maneuvers known.

11
Divergent Paths
New Items have no power alone, and must be hung from a bracelet of
charms or a necklace of many charms. Unlike them, however,
Included with the medic class are a number of items
these take up three rings on the item holding them, and do
that any healer would find useful, from simple charms
not stack with other charms of the same type (for example,
co ntaining traces of healing magic to incense that
a creature could not benefit from two power charms of
fortifies the mind against harm, these items are certainly
identity, even if they specify different creature types).These
worth a look for any aspiring healer. Power charms and
charms contain more than just a mere spark of an idea.
refinement charms are used with the charm bracelet and
They are made by those truly dedicated to their path, Like
necklace of many charms from Steelforge I.
their smaller cousins, the refinement charms, these have no
PRICE power alone, and must be hung from a bracelet of charms
Incense of Convalescence 750 GP or a necklace of many charms. Unlike them, however, these
take up three rings on the item holding them, and do not
SLOT none CL 5th WEIGHT 1 lb. stack with other charms of the same type.
AURA moderate conjuration • Power Charm of Recuperation: When you use triage to
heal hit points, heal 1 additional hit point per medic
This carefully grown and regulated incense shields the mind
initiator level.
from harm while it recovers from trauma. Once inhaled, the
• Power Charm of Guardianship: You gain one additional
inhaler ignores up to 2, 4 or 6 points of mental ability score
use of guardian of life per day.
damage, drain, or penalties, depending on the amount of
• Power Charm of Protection: The bonus on Reflex and
incense burned. Once the incense is inhaled, it last for 24
Will saves granted by your cura te ipsum class feature
hours before its effects wear off and a new dose must be
increases by +1.
taken. A typical box of incense of convalescence contains
• Power Charm of Revivification​ : Treat your effective
enough incense to properly protect the body against 6
caster or manifester level as 1 higher for spells, spell like
points of mental ability score damage or penalties.
abilities, powers, or psi like abilities that return dead
CONSTRUCTION REQUIREMENTS COST 375 GP creatures to life (such as the ​raise dead​ spell).
Craft Wondrous Item, lesser restoration CONSTRUCTION REQUIREMENTS COST 1,000 GP

PRICE Craft Wondrous Item, creator must possess the class feature
Plaster of Recuperation 1,000 GP to be refined

SLOT none CL 6th WEIGHT 1 lb. PRICE


Refinement Charm 1,000 GP
AURA moderate conjuration
This plaster is usually stored in a wooden box and retains its SLOT none CL 1st WEIGHT —
liquid state until applied to an area of exposed skin. Once AURA faint universal
applied, it hardens to form a protective layer that keeps the
These tiny charms carry enchantments which are minor at
body safe while it recovers naturally. While a creature has
best, and are often made by apprentice spellcasters looking
this plaster applied to their body, they ignore up to 2, 4 or
to practice imbuing items with magic. When hung on a
6 points of physical ability score damage, drain, or penalties,
bracelet of charms or a necklace of many charms, the spark
depending on the amount of plaster applied. Once the
of power within them helps the user focus on what they
plaster is applied, it last for 24 hours before it deteriorates
do slightly better than they once could. All stack with one
and new plaster must be applied. A typical box of plaster
another, and with all other sources of bonuses to these class
of recuperation contains enough plaster to properly protect
features. If the wearer does not possess the class feature to
the body against 6 points of physical ability score damage
be enhanced, that charm does nothing for them.
or penalties.
• Charm of Immunity: you gain a +2 bonus on Heal
CONSTRUCTION REQUIREMENTS COST 375 GP checks to treat poison.
Craft Wondrous Item, lesser restoration • Charm of Inoculation: You gain a +2 bonus on Heal
checks to treat disease.
PRICE • Charm of Recovery: Add +1 hit point healed when
Power Charm 2,000 GP using the Heal skill to perform long term care.
SLOT see text CL 5th WEIGHT — CONSTRUCTION REQUIREMENTS COST 500 GP
AURA moderate universal Craft Wondrous Item, creator must possess the class feature
to be refined
These charms contain more than just a mere spark of an
idea. They are made by those truly dedicated to their path,
Like their smaller cousins, the refinement charms, these

12
Divergent Paths
OPEN GAME LICENSE Version 1.0a 7. Use of Product Identity: You agree not to Use any Product
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2. The License: This License applies to any Open Game Content by E. Gary Gygax and Dave Arneson.
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sufficient rights to grant the rights conveyed by this License. Akashic Mysteries, © 2014 Dreamscarred Press; Author: Michael Sayre
6. Notice of License Copyright: You must update the COPYRIGHT Spheres of Power, © 2014 Drop Dead Studios; Author: Adam Meyer
NOTICE portion of this License to include the exact text of the Path of War, © 2014, Dreamscarred Press; Author Christopher Bennet
COPYRIGHT NOTICE of any Open Game Content You are Path of War: Expanded, © 2016, Dreamscarred Press; Authors:
copying, modifying or distributing, and You must add the title, the Christopher Bennet, Anthony Altovilla, Jade Ripley
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NOTICE of any original Open Game Content you Distribute. Anthony Altovilla

13

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