NotN - Spacefarers Digest 008 - Advanced Spacefarer Feats 3

Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

Credits

Designers
Alex Riggs, Joshua Zaback

Editor
Rosa Gibbons

Necromancers of the Northwest, LLC


8123 236th St SW, Unit 102
Edmonds, WA, 98026
www.necromancers-online.com

Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License
version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc) dialogue, plot, storylines, location, characters and trade dress.

Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain,
or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or
privileges to any art presented herein.

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

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

Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Starfinder Roleplaying Game Compatibility
License. See http://paizo.com/starfinder/compatibility for more information on the compatibility license.
Introduction Deadly Driving
You are skilled at firing a weapon while piloting
The Starfinder Roleplaying Game presents the
option for players to boldly ride forth into the a vehicle or riding on a mount.
final frontier, exploring space in a futuristic • Prerequisites: Piloting 14 ranks or Survival
fantasy setting. As much as things are shiny 14 ranks.
and new in the future, though, there are plenty • Benefit: You never suffer a penalty to attack
of things that long-time Pathfinder Roleplaying rolls due to a vehicle’s movement (including
Game players will find familiar. Still, there are moving at full speed) and may still use the
plenty of things from Pathfinder that are ready full attack action in any round in which you
and waiting to be “rediscovered” in the future, move a vehicle or mount, though you may not
and long-time Pathfinder players are eager for perform other full actions.
some of their favorite options to be converted
over for Starfinder use.
Defensive Driving
This book, along with three others in the
You are able to drive vehicles in such a way as
series, is devoted to converting the feats of
to avoid incoming dangers.
Pathfinder Roleplaying Game: Advanced Player’s
Guide from Pathfinder to Starfinder. While some • Prerequisites: Piloting 3 ranks, Dex 13.
of these feats translate over fairly easily and • Benefit: Any vehicle you pilot gains a bonus
directly, the differences in the systems mean to its AC equal to your Dexterity bonus.
that other feats require a bit more effort in Additionally, you add your Dexterity bonus
order to work with the new system. While there on Survival checks made to ride a mount.
are a few feats that defy a straightforward
conversion, we have made an effort when
converting these feats to keep them as close as Defensive Specialization
possible to the spirit of the original, while at You are an expert at interposing obstacles to
the same time ensuring that they also match the protect your vitals.
spirit and realities of the new system. • Prerequisites: Base attack bonus +3.
• Benefit: Whenever you have cover, you gain an
additional +2 bonus to your AC against rolls
New Feats made to confirm a critical hit against you.
The following feats are presented in Additionally, you double the AC bonus from
alphabetical order. cover against combat maneuvers.

Alien Ancestry Good Luck Charm


Perhaps through traditional breeding, You bring good fortune to those that travel with
laboratory-induced gene therapy, or more exotic you.
experimentation, your genetic makeup includes • Benefit: Once per day, whenever an ally makes
strong elements from another species. a saving throw, you may choose to make that
• Benefit: Choose another race or another same saving throw as though you were the one
creature type (and appropriate subtype). subject to that effect. Your ally may choose
You count as both your race and that race to use your result instead of their own.
for the purposes of spells and effects that
relate to your creature type.
Greater Defensive Specialization
You are able to protect your vital organs from
Cloud Step harm.
• Prerequisites: Acrobatics 15 ranks, • Prerequisites: Defensive Specialization,
Athletics 15 ranks, Spider Step. base attack bonus +15.
• Benefit: You can move along solid surfaces • Benefit: You gain immunity to critical hits
such as walls or along ropes, wires, or even from character you have cover or improved
water, which could not normally support cover against (but not soft cover).
your weight. As a move action, you can move
along such surfaces an amount equal to your
movement speed. You can end your movement Improved Second Chance
along such surfaces as though they were You have honed your reflexes to turn missed
solid ground. opportunities into deadly attacks.
• Prerequisite: Second Chance.
• Benefit: When you use the Second Chance feat
to reroll a missed attack, you gain a +4
bonus on the rerolled attack.

2
Sidebar: Renamed Feats
There are a number of feats from Pathfinder Table: Renamed Feats
Roleplaying Game: Advanced Player’s Guide which
were not suitable for this book, whether because New Feat Name Original Name
they had already been converted to Starfinder Alien Ancestry Racial Heritage
rules and can be found in the Starfinder Defensive Driver Mounted Shield
Roleplaying Game: Core Rulebook, because they
relied heavily on classes or mechanics that are Good Luck Charm Lucky Halfling
not part of Starfinder, or for other reasons. In Missile Defense Missile Shield
other cases, the nature of the feat remained Pass for Human Pass for Race
fairly similar, but the flavor needed to be
updated to match Starfinder’s setting. Whether
they were completely scrapped in favor of
something else, or were simply renamed, the
following table shows which original Advanced
Player’s Guide feat inspired each of the
following feats:

Low Profile Finally, whenever you create such items,


Your small stature helps you to dodge ranged you can create a number of doses equal to
attacks. your Intelligence modifier at once, without
• Prerequisites: Small size, Dex 13. increasing the time required for crafting.
• Benefit: You gain a +1 bonus to AC against
ranged attacks and do not provide soft cover
against ranged attacks that pass through Minor Spell Expertise
your space, unless those attacks are made You improve your ability to cast a low-level
against Small or smaller characters adjacent spell.
to you. • Prerequisite: Ability to cast 4th-level
spells.
• Benefit: Choose a single spell you know of
Major Spell Expertise 1st level or lower. You may cast that spell
Your skill in casting certain spells allows you twice per day as a spell-like ability. The
to do so as a matter of course. caster level for this spell like ability is
• Prerequisites: Minor Spell Expertise, equal to your caster level in the class you
ability to cast 6th-level spells. pulled the spell from, and the saving throw
• Benefit: Choose a single spell you know of DC is based on the primary spellcasting
3rd level or lower. You may cast that spell ability score modifier for that class. If you
twice per day as a spell-like ability. The choose a spell that can be cast at multiple
caster level for this spell-like ability is levels, you may only cast this spell-like
equal to your caster level in the class you ability as a 1st-level spell.
pulled the spell from, and the saving throw
DC is based on the primary spellcasting
ability score modifier for that class. If you Missile Defense
choose a spell which can be cast at multiple You are skilled at using cover in order to guard
levels, you may only cast this spell-like yourself from missile attacks.
ability as a 3rd-level spell or lower. • Prerequisites: Dex 13.
• Benefit: Once per round, if you have soft
cover or cover, you may spend a resolve
Master Alchemist point in order to cause a ranged attack to
Your training in the ancient art of alchemy miss you, exactly as if you had the Deflect
makes you a master at efficiently preparing Projectiles feat. If you have improved
poisons and drugs. cover, you do not need to spend a resolve
• Prerequisites: Medicine 5 ranks or Physical point to use this feat, but still cannot do
Science 5 ranks. so more than once each round.
• Benefit: You gain a +2 bonus on Medicine
and Physical Science checks, as well as
checks to craft drugs, medical supplies,
and poisons. Additionally, you can create
such items in only 30 minutes, provided you
have access to an appropriate lab space.
3
Parry Spell Practiced Tactician
You can deflect hostile spells as easily as a Your skill on the battlefield allows you to
master fencer deflects hostile blows, turning accurately coordinate tactics with your allies.
them back at the target • Prerequisite: Any teamwork feat.
• Prerequisites: Mysticism 15 ranks, caster • Benefit: Once per day as a full action, you
level 11th. can grant all allies within 30 feet the
• Benefit: Whenever you successfully counter benefits of all teamwork feats you possess.
a spell, the spell is turned back on its They gain these benefits for a number of
caster, as though she had been the original rounds equal to your level.
target of the spell. If the spell has an • Special: You can gain this feat multiple
area instead of a target, the area is times. Each time you take it, it allows
centered on the caster. you to grant teamwork feats in this way an
additional time per day.

Pass For Race


You are trained in techniques to disguise Preferred Spell
yourself as a member of another race. You are practiced in the casting a single spell
• Benefit: Choose a single race. If the race is and can do so with greater ease.
of the same size and type as yourself, you • Prerequisite: Mysticism 5 ranks.
do not suffer penalties on Disguise checks • Benefit: Choose a single spell you know with
for disguising yourself as a member of that a casting time of 1 standard action or
race. Additionally, you gain a +5 bonus on less. You may not change this choice later.
Disguise checks made to disguise yourself Once per day, you may cast the chosen spell
as a member of that race. Finally, in areas without expending a spell slot. When you do,
that are densely populated by members of the casting time is increased to 1 round.
that race, you can take 10 on checks to You may apply a single metamagic feat you
disguise yourself as a member of that race. possess to this spell; if you do, the total
modified spell level cannot exceed 6, and
cannot exceed twice the spell’s original
Perfect Strike level.
You can use intense insight and focus to deliver
strikes with near perfect accuracy.
• Prerequisites: Dex 13, Wis 13, Improved Punishing Kick (Combat)
Unarmed Strike, base attack bonus +8. You use your powerful kicks to push or knock
• Benefit: Whenever you take the attack action back your foes.
to make an attack with a solarian solar • Prerequisites: Con 13, Wis 13, Improved
weapon or an unarmed strike, you may declare Unarmed Strike, base attack bonus +8.
you are using this feat. If you do, you roll • Benefit: You must declare that you are using
the attack roll twice and take the higher this feat before you make your attack roll
result. If the attack roll misses, then the (thus, a failed attack roll ruins the
feat is wasted. If one of the attack rolls attempt). On a successful hit, the attack
is a critical threat, however, you must use deals damage normally and you can choose
the other as the confirmation roll. You may to push your target 5 feet or attempt to
use Perfect Strike once per day for every 4 knock them prone. If you decide to push the
character levels you possess. target, it is moved 5 feet directly away
from you. This movement does not provoke
attacks of opportunity, and the target
Point Blank Master must end this move in a safe space it can
You are able to fire weapons into melee without stand in. If you decide to attempt to knock
risk of harming yourself. the target prone, the target receives a
• Prerequisites: Weapon Focus, Weapon Fortitude saving throw with a DC of 10 + 1/2
Specialization. your character level + your Wisdom modifier
• Benefit: Choose a single ranged weapon for to avoid the effect. You may attempt a
which you have both the Weapon Focus and punishing kick attack once per day for every
Weapon Specialization feat. You do not four levels you have attained, and no more
provoke attacks of opportunity for firing than once per round.
that weapon while in a threatened square.

4
Pushing Assault Rending Claws
You can use melee attacks to shove back You can tear into your foe in order to rend them
similarly sized opponents. to pieces with your razor-sharp claws.
• Prerequisites: Str 15, Deadly Aim. • Prerequisites: Claw attack, base attack
• Benefit: Whenever you successfully hit a bonus +6.
character of your size or smaller with a • Benefit: Whenever you use the full attack
melee attack modified by the Deadly Aim feat, action and make both attacks with claws,
you may choose to push the target 5 feet if you hit the same target with both claw
directly away from you instead of dealing attacks, you automatically rend the target,
additional damage from Deadly Aim. On a dealing an additional amount of damage equal
critical hit, the target is pushed back 10 to your claw damage + 1d6.
feet, instead. The target does not provoke
attacks of opportunity for moving in this
way, and if they would be moved into an Repositioning Strike
unsafe space or a space in which they cannot You can maneuver your enemies around the
stand, they may attempt a Reflex save (DC 10) battlefield with a successful melee attack.
to end their movement in the nearest safe • Prerequisites: Base attack bonus +9.
space in which they can stand, instead. • Benefit: Whenever you score a critical hit
against a character with a melee weapon,
you may choose to make a free reposition
Raging Vitality combat maneuver against that character. The
You are at your most vigorous when you are close movement occurs after applying damage and
to death. any effects from the critical hit.
• Prerequisites: Con 16, base attack bonus +5. • Special: An attack can be modified by only
• Benefit: Whenever you are damaged by an one of the following feats: Bull Rush
attack which reduces you to half your total Strike, Disarming Strike, Repositioning
hit points or less, you may spend a resolve Strike, Sundering Strike, or Tripping
point as a reaction to immediately regain Strike.
all your stamina points.

Saving Shield
Ray Defense At great personal risk, you can interpose
You are especially adept at tracking bolts of yourself in front of another creature to keep
light and are better able to defend yourself them safe from harm.
against such attacks. • Prerequisites: Base attack bonus +3.
• Prerequisites: Dex 15, Missile Defense, • Benefit: Whenever an adjacent ally is the
Spell Breaker. target of an attack, you can choose to use
• Benefit: Once per round, when you are your reaction to grant that character a +2
targeted by an attack that targets your EAC, bonus to their AC against that attack. If
you may spend a resolve point to cause that you do, and the attack hits the ally anyway,
attack to miss you, exactly as though you you suffer damage equal to half of what your
had the Deflect Projectiles feat. If you have ally suffered.
cover or improved cover, you do not need to
spend the resolve point, but still cannot
use this feat more than once per round. Second Chance
Quick reflexes can turn a missed strike into a
second chance.
Razor Bite • Prerequisites: Base attack bonus +6.
You possess teeth and jaws capable of delivering • Benefit: If you take the full attack action
painful and even deadly bites. and miss the 1st attack, you can spend 1
• Prerequisites: Shirren, vesk or ysoki. point of resolve in order to reroll the
• Benefit: You gain a bite attack that deals a attack you just made without the penalty
number of points of damage equal to 1d4 + from full attacking. If you do, you forgo
your Strength modifier. You are considered the additional attack from the full attack
to be proficient in this bite attack and can action.
always choose it for Weapon Specialization.
Additionally, when using the bite as part
of a full attack action, the bite does not Shadow Strike
suffer the normal penalty to attack rolls You attack more accurately when concealed from
made as part of a full attack. your enemy.
• Prerequisites: Trick attack.

5
• Benefit: Whenever you use your trick attack, Spell Perfection
if you have concealment from the target, the You are a master of casting a single spell.
DC for the trick attack is reduced by 5. • Prerequisites: Mysticism 15 ranks, at least
one metamagic feat.
• Benefit: Choose a single spell you know and
Shared Insight can cast. Whenever you cast that spell, you
You can share your insight with those nearby, may apply any one metamagic feat you possess
alerting them to dangers or hidden treasures to that spell without increasing its level
they may have missed. or casting time. Additionally, numerical
• Prerequisites: Wis 13. bonuses from other sources, such as the
• Benefit: As a move action, you can grant Spell Focus feat or Weapon Focus (ray) are
all allies within 30 feet a +2 bonus on doubled with respect to the chosen spell.
Perception checks for a number of rounds
equal to your Wisdom modifier.
Spider Step
• Prerequisites: Acrobatics 6 ranks, Athletics
Shield of Swings 6 ranks.
You can swing a two-handed weapon with alacrity,
• Benefit: You can move along solid surfaces
blocking incoming attacks and making it difficult
to harm you, at the cost of some of your such as walls or along ropes, wires, or even
offensive power. water, which could not normally support
• Prerequisites: Weapon Focus with a two- your weight. As a move action, you can move
handed melee weapon, base attack +3. along such surfaces an amount equal to 1/2
• Benefit: When making a full attack with a your movement speed. You must still end your
two-handed melee weapon, you may choose movement on a solid surface or otherwise be
to reduce the damage you deal by half in able to support yourself, or you will fall
order to gain a +4 bonus to your AC until as normal.
the start of your next round. The penalty
to damage applies for this entire period,
including on attacks of opportunity.
Steel Soul
Your soul is hardened like steel against harm.
• Prerequisites: Base Fortitude, Reflex, and
Side Step Will save bonus +2.
You can dart around an opponent’s blow to gain a • Benefit: You gain a +2 divine bonus on
superior tactical position. saving throws against spells and spell-like
• Prerequisites: Mobility. abilities.
• Benefit: Whenever an opponent misses you with
a melee attack, you may use your reaction to
move 5 feet, as long as you remain within Step Back Shot
the target’s threatened area. This movement • Prerequisites: Dex 13.
does not provoke attacks of opportunity. • Benefit: When making a full attack with a
ranged weapon against a character adjacent
to you, you may choose to make a special
Smash attack designed to force that character
You overcome obstacles by breaking them. back from you. If you do, the attack does
• Prerequisites: Deadly Aim, Str 13. not provoke attacks of opportunity and
• Benefit: When attacking an unattended if successful, the target can choose to
inanimate object, you ignore the first 5 either suffer normal damage or move 5 feet
points of hardness. You also gain a +5 bonus directly back from you. In the case of the
on Strength checks made to break down doors. latter, the target suffers no damage. You can
continue your full attack when making this
shot.
Sociable
You are exceptionally gifted in social arts and
people simply love to be around you. Stone Faced
• Prerequisites: Cha 13. Rocks show more expression than you do.
• Benefit: As a move action, you can provide • Benefit: You gain a +4 bonus on Bluff checks
a + 2 bonus on Diplomacy checks to all to lie about or conceal your motives, but
allies within 30 feet. This bonus lasts for not on other Bluff checks.
a number of rounds equal to your Charisma
modifier.

6
Permission to copy, modify and distribute the files collectively known as the 4. Grant and Consideration: In consideration for agreeing to use this License, the
System Reference Document (“SRD”) is granted solely through the use of the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
Open Gaming License, Version 1.0a. with the exact terms of this License to Use, the Open Game Content.

This material is being released using the Open Gaming License Version 1.0a and 5.Representation of Authority to Contribute: If You are contributing original
you should read and understand the terms of that license before using this material as Open Game Content, You represent that Your Contributions are Your
material. original creation and/or You have sufficient rights to grant the rights conveyed by
this License.
The text of the Open Gaming License itself is not Open Game Content.
Instructions on using the License are provided within the License itself. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
of this License to include the exact text of the COPYRIGHT NOTICE of any Open
The following items are designated Product Identity, as defined in Section 1(e) of Game Content You are copying, modifying or distributing, and You must add the
the Open Game License Version 1.0a, and are subject to the conditions set forth title, the copyright date, and the copyright holder’s name to the COPYRIGHT
in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, NOTICE of any original Open Game Content you Distribute.
Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of
the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper 7. Use of Product Identity: You agree not to Use any Product Identity, including as
names (including those used in the names of spells or items), places, Red Wizard an indication as to compatibility, except as expressly licensed in another,
of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of independent Agreement with the owner of each element of that Product
Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Identity. You agree not to indicate compatibility or co-adaptability with any
Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Trademark or Registered Trademark in conjunction with a work containing Open
Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Game Content except as expressly licensed in another, independent Agreement
Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, with the owner of such Trademark or Registered Trademark. The use of any
Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Product Identity in Open Game Content does not constitute a challenge to the
Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, ownership of that Product Identity. The owner of any Product Identity used in
Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, Open Game Content shall retain all rights, title and interest in and to that Product
carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind Identity.
flayer, illithid, umber hulk, yuan-ti.
8. Identification: If you distribute Open Game Content You must clearly indicate
All of the rest of the SRD is Open Game Content as described in Section 1(d) of which portions of the work that you are distributing are Open Game Content.
the License.
9. Updating the License: Wizards or its designated Agents may publish updated
More information on the Open Game License can be found at www.wizards.com/ versions of this License. You may use any authorized version of this License to
d20. copy, modify and distribute any Open Game Content originally distributed under
any version of this License.
The terms of the Open Gaming License Version 1.0a are as follows:
10. Copy of this License: You MUST include a copy of this License with every copy
OPEN GAME LICENSE Version 1.0a of the Open Game Content You Distribute.

The following text is the property of Wizards of the Coast, Inc. and is Copyright 11. Use of Contributor Credits: You may not market or advertise the Open Game
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Content using the name of any Contributor unless You have written permission
from the Contributor to do so.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners
who have contributed Open Game Content; (b)”Derivative Material” means 12. Inability to Comply: If it is impossible for You to comply with any of the terms
copyrighted material including derivative works and translations (including into of this License with respect to some or all of the Open Game Content due to
other computer languages), potation, modification, correction, addition, statute, judicial order, or governmental regulation then You may not Use any
extension, upgrade, improvement, compilation, abridgment or other form in Open Game Material so affected.
which an existing work may be recast, transformed or adapted; (c) “Distribute”
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 13. Termination: This License will terminate automatically if You fail to comply
or otherwise distribute; (d)”Open Game Content” means the game mechanic and with all terms herein and fail to cure such breach within 30 days of becoming
includes the methods, procedures, processes and routines to the extent such aware of the breach. All sublicenses shall survive the termination of this License.
content does not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open Game Content by 14. Reformation: If any provision of this License is held to be unenforceable, such
the Contributor, and means any work covered by this License, including provision shall be reformed only to the extent necessary to make it enforceable.
translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity” means product and product line names, 15. COPYRIGHT NOTICE
logos and identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, language, Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors
themes and graphic, photographic and other visual or audio representations; Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
names and descriptions of characters, spells, enchantments, personalities, teams, and Dave Arneson.
personas, likenesses and special abilities; places, locations, environments, Starfinder Core Rulebook. © 2017, Paizo Inc.; Authors: Logan Bonner, Jason
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen
or graphic designs; and any other trademark or registered trademark clearly Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with
identified as Product identity by the owner of the Product Identity, and which Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier,
specifically excludes the Open Game Content; (f) “Trademark” means the logos, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F.
names, mark, sign, motto, designs that are used by a Contributor to identify itself Wesley Schneider, Amber E. Scott, and Josh Vogt.
or its products or the associated products contributed to the Open Game License Spacefarer’s Digest 008: Advanced Spacefarer Feats 3. Copyright 2018,
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, Necromancers of the Northwest, Inc.; Authors Alex Riggs, Joshua Zaback.
edit, format, modify, translate and otherwise create Derivative Material of Open
Game Content. (h) “You” or “Your” means the licensee in terms of this END OF LICENSE
agreement.

2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied to
any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.

You might also like