TEXT: TM
  
  
  CALL TO ARMS: 
  FORCE OF NATURE
  WRITING
  Alex Flagg
  ILLUSTRATION
  Ben McSweeney, Octographics
  GRAPHIC DESIGN
  Steve Hough
  EDITING & LAYOUT
  Alex Flagg, Patrick Kapera
  PLAYTESTERS
  Jon Andersen, Alex Andersson, Jacob Collins, Joshua 
  Crisp, Loren Dean, Charles Etheridge-Nunn, Scott Gearin, 
  Travis Herron, Tyler Johnson, Evan McLeod, Steve Mileham, 
  Mark Newman, Andy Normansell, Lee Reeves, Kevin Ripka, 
  Shaun Washington, Jimmy Taylor
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Force of Nature (Expert Class)  .  .  .  .  .  .  . 3
  Building the Force of Nature  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Playing the Force of Nature  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Spellcasting Feats  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Devotion Basics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Devotion Mastery  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Devotion Supremacy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .6
  OGL/OGC  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  CRAFTY GAMES PRODUCT CFG0017
  Fantasy Craft and all related marks are ™ and © 2009 Crafty Games LLC. 
  All rights reserved.
  All characters, names, places, and text herein is copyrighted by Crafty Games. 
  Reproduction without Crafty Games’ express permission is expressly forbidden,  
  except for the purpose of reviews and when permission to photocopy is clearly stated.
  The mention of or reference to any company or product in this release is not a  
  challenge to the trademark or copyright concerned.
  WWW .CRAFTY-GAMES .COM
  FANTASY CRAFT CREATED BY SCOTT GEARIN, 
  ALEX FLAGG, AND PATRICK KAPERA
  CLICK THE
  DUDE TO
  HIDE
  PAGE FRAMES
  
  FORCE OF NATURE
  
  INTRODUCTION
  Welcome to Call to Arms, a series of character expansions 
  for Fantasy Craft . In each installment we offer a new class, 
  appropriate for any fantasy setting . Some, like this volume’s Force 
  of Nature, come with additional character options and other 
  supporting material . For more information on this and many 
  other great products, visit the Crafty Games website at www.
  crafty-games.com, your home for all things Fantasy Craft .
  FORCE OF NATURE
  (EXPERT)
  The power of nature is unquestioned: wild beasts stalk the 
  dark woods, druids bend primal forces with devastating effect, and 
  the forces of the world can even take physical form as elementals 
  charged with restoring the Great Balance . The Force of Nature is 
  a product of the most basic forces of life itself, a champion whose 
  intimate connection with the physical world can be channeled to 
  unleash primeval powers with devastating effect .
  Depending on the campaign, a Force of Nature could be…
  •
  A son of titans discovering the true power of his birthright
  •
  A tribal champion elected by druids to avenge the wilds
  •
  A cursed warrior fighting to contain an ancient hex on his
  bloodline
  •
  An avatar destined to bring balance to the primal forces of
  the world
  •
  A mystical swordsman harnessing an element as part of an
  unearthly fighting style
  •
  A rampaging berserker whose rage embodies the pain of his
  land
  Party Role: Combatant/Wildcard . The Force of Nature 
  captures the fury of raw elements boiling in his blood, performing 
  spectacular maneuvers and sending his foes flying to the cheers 
  of his teammates . Like the physical world, the Force of Nature is 
  a diverse character, unlike most others of his ilk . 
  CLASS FEATURES
  Requirements: Miracles campaign quality, Constitution 
  13+, Athletics 6+ ranks, Elemental Heritage
  Favored Attributes: Constitution, Strength
  Caster: Each level in this class increases your Casting Level 
  by 1 .
  Class Skills: Athletics, Acrobatics, Intimidate, Notice, 
  Resolve, Search, Sneak, Survival 
  Skill Points: 4 + Int modifier per level
  Vitality: 12 + Con modifier per level
  CORE ABILITY
  Inheritor: You’re a child of the Wild, and heir to its great and 
  untamed power . At Level 1 and for each Class Level thereafter, 
  you gain 1 additional skill point that must be spent on Athletics 
  or Survival . Also, your Constitution score rises by 1 .
  CLASS ABILITIES
  Path of the Elements: Your elemental ancestry grants you 
  fantastical powers . At Level 1, you take 1 Step along a Path 
  corresponding to your Elemental Heritage feat (see Fantasy 
  Craft, page 310) .
  •
  Crystal: Path of Light
  •
  Darkness: Path of Darkness
  •
  Dust/Sand: Path of Earth
  •
  Earth: Path of Earth
  •
  Fire: Path of Fire
  •
  Ice: Path of Water
  •
  Lava: Path of Fire
  •
  Light: Path of Light
  •
  Lightning: Path of Air
  •
  Metal: Path of Metal
  •
  Mist/Smoke: Path of Darkness
  •
  Water: Path of Water
  •
  Wind: Path of Air
  •
  Wood: Path of Nature
  At Levels 3, 5, 7, and 9, you take an additional Step along 
  this Path . If you’ve already completed this Path, you gain a Basic 
  Combat feat instead . 
  Primal Rage I: You’re a gateway to the vital forces of 
  creation… forces you barely control . At Level 2, you gain the 
  Rage Basics feat and your maximum rank in Athletics increases 
  to your Career Level + 5 .
  Primal Rage II: At Level 7, you gain the Rage Mastery feat 
  and your maximum rank in Athletics increases to your Career 
  Level + 7 . 
  Elemental Blast I: You may focus the elements flowing 
  through you into a powerful attack . 
  At Level 4, you may make a special elemental attack as a half 
  action . You may only make this attack if you have not used this 
  ability in this or the preceding 3 rounds . The attack’s Area and 
  damage are determined by your Elemental Heritage . 
  •
  Crystal: 20 ft . cone inflicting 2d8 force damage
  •
  Darkness: 15 ft . radius inflicting 2d8 stress damage
  •
  Dust/Sand: 20 ft . cone inflicting 2d8 subdual damage
  •
  Earth: 15 ft . radius inflicting 2d8 lethal damage
  •
  Fire: 15 ft . radius inflicting 2d8 fire damage
  •
  Ice: 15 ft . radius inflicting 2d8 cold damage
  •
  Lava: 20 ft . cone inflicting 2d8 heat damage
  
  CALL TO ARMS
  
  •
  Light: 15 ft . radius inflicting 2d8 divine damage
  •
  Lightning: 15 ft . radius inflicting 2d8 electricity damage
  •
  Metal: 15 ft . radius inflicting 2d8 explosive damage
  •
  Mist/Smoke: 20 ft . cone inflicting 2d8 stress damage
  •
  Water: 20 ft . cone inflicting 2d8 subdual damage
  •
  Wind: 20 ft . cone inflicting 2d8 sonic damage
  •
  Wood: 15 ft . radius inflicting 2d8 subdual damage
  Every character caught in the Elemental Blast’s area may make 
  a Reflex save (DC 10 + your Class Level + your Con modifier) to 
  reduce the damage to 1/2 (rounded down) .
  Elemental Blast II: At Level 8, characters who fail their 
  Reflex save against your Elemental Blast also suffer a condition, 
  depending on your Elemental Heritage .
  •
  Crystal: Fixated 1d6 rounds
  •
  Darkness: Frightened 1 round
  •
  Dust/Sand: Slowed 1d6 rounds
  •
  Earth: Sprawled
  •
  Fire: Baffled 1d6 rounds
  •
  Ice: Slowed 1d6 rounds
  •
  Lava: Fatigued
  •
  Light: Stunned 1 round
  •
  Lightning: Paralyzed 1 round
  •
  Metal: Bleeding
  •
  Mist/Smoke: Blinded 1 round
  •
  Water: Sickened 1d6 rounds
  •
  Wind: Sprawled
  •
  Wood: Entangled 1d6 rounds
  Elemental Legacy: At Level 4, you gain the Elemental 
  Legacy feat (see Fantasy Craft, page 101) .
  Turn Elementals: Creatures of the elements recognize you 
  as one of their own and often respect your wishes . At Level 6, 
  you may Turn elementals a number of times per combat equal 
  to your Constitution modifier, minimum once per combat (see 
  Fantasy Craft, page 223) . 
  Shelter from the Storm: You may direct your mastery of 
  elemental forces to shield your party members from harm . At 
  Level 8, each teammate who can see or hear you gains Damage 
  Resistance 10 against the damage type inflicted by your Elemental 
  Blast (e .g . a Force of Nature with the lightning elemental blast 
  ability grants Electrical Resistance 10) . 
  Wrath of Nature: At Level 10, you may unleash the unbridled 
  wrath of nature . While in the Berserk stance during combat, you 
  also gain the Elemental Type and the knockback and natural 
  defense NPC qualities (see Fantasy Craft, pages 226 and 234), 
  and your unarmed and melee attacks inflict the same damage 
  type as your Elemental Blast (rather than their normal damage) . 
  BUILDING THE 
  FORCE OF NATURE
  The Force of Nature is just that — a being of raw, 
  overwhelming power tearing through all who oppose him . Thus, 
  Species with strong physical stats, particularly Constitution and 
  Strength, best fit members of this class . Orcs and Ogres, with 
  an aggregate +6 bonus to Strength and Constitution, are shoe-
  ins, as are Humans with the Grizzled, Single-Minded, or Savage 
  Talents . Giants are also a good fit, thanks to their birthright as 
  children of primal elemental powers and beings . 
  In his role as a blunt instrument, the Force of Nature should 
  look to Specialties providing melee or basic combat feats, or 
  bonuses to Speed, vitality, or Constitution . Barbarian and Fist 
  are good choices, with a suite of features aiding hand-to-hand 
  combat, where the Force of Nature is most deadly . Ranger and 
  Tribesman, both with outdoorsy themes, are excellent thematic 
  matches, and Sorcerer grants easy access to the required 
  Elemental Heritage feat and also boosts the effectiveness of 
  Threaten checks . 
  Table 1: The Force of Nature
  Level	
  BAB	
  Fort	
  Ref	
  Will	
  Def	
  Init	
  Lifestyle	
  Legend	
  Special
  1	
  +1	
  +2	
  +1	
  +1	
  +1	
  +0	
  +0	
  +1	
  Inheritor,	path	of	the	elements
  2	
  +2	
  +3	
  +2	
  +2	
  +1	
  +0	
  +0	
  +1	
  Primal	rage	I
  3	
  +3	
  +3	
  +2	
  +2	
  +2	
  +1	
  +1	
  +2	
  Path	of	the	elements
  4	
  +4	
  +4	
  +2	
  +2	
  +2	
  +1	
  +1	
  +2	
  Elemental	blast	I,	elemental	legacy
  5	
  +5	
  +4	
  +3	
  +3	
  +3	
  +1	
  +1	
  +3	
  Path	of	the	elements
  6	
  +6	
  +5	
  +3	
  +3	
  +4	
  +2	
  +2	
  +3	
  Turn	elementals
  7	
  +7	
  +5	
  +4	
  +4	
  +4	
  +2	
  +2	
  +4	
  Path	of	the	elements,	primal	rage	II
  8	
  +8	
  +6	
  +4	
  +4	
  +5	
  +2	
  +2	
  +4	
  Elemental	blast	II,	shelter	from	the	storm
  9	
  +9	
  +6	
  +4	
  +4	
  +5	
  +3	
  +3	
  +5	
  Path	of	the	elements
  10	
  +10	
  +7	
  +5	
  +5	
  +6	
  +3	
  +3	
  +5	
  Wrath	of	nature
  
  FORCE OF NATURE
  
   The most “natural” of the core classes, Scout, is a strong 
  lead-in to this class — stalker, rough living and huntsman are all 
  excellent tools for fueling the Force of Nature’s particular brand 
  of havoc . Explorer, with its focus on Athletics via tomb raider, 
  bonus Basic Combat feats, uncanny dodge, and Constitution 
  boosts from rugged is also well-suited . The Martial Artist lends 
  itself nicely to a more combat-oriented Force of Nature, with 
  many abilities fitting with his supernatural theme . 
  Suggested Species: Giant, Human, Ogre, Orc
  Suggested Human Talents: Grizzled, Hardy, Savage, Single-
  Minded, Strong
  Suggested Specialties: Barbarian, Fist, Ranger, Sorcerer, 
  Tribesman
  Suggested Entry Classes: Explorer, Martial Artist, Scout
  PLAYING THE 
  FORCE OF NATURE
  The Force of Nature is a unique character in Fantasy Craft 
  because almost everything about his operation in play depends 
  on a single choice: his Elemental Heritage . This choice is both 
  his greatest strength and his curse, as by necessity it dictates the 
  boundaries of his abilities . Players may find this makes the Force 
  of Nature far more challenging, and also far more rewarding 
  than your average “walk up and hit ‘em” fighter-type . 
  The free Elemental Legacy feat is just the tip of this iceberg . 
  The set Path the Force of Nature treads thanks to path of the 
  elements is even more influential in shaping his in-game role — 
  Fire might allow him to hurl fireballs, Earth could let him walk 
  through walls and burst from the ground, Darkness may make 
  him a nightmare springing from inky blackness, and Air could 
  conjure storms and sweep foes from the field with blasts of wind . 
  Even the way the Force of Nature protects his teammates from 
  harm — with shelter from the storm and turn elementals — is 
  dictated by his blood . 
  Still, the Force of Nature’s shortcomings are quickly overcome 
  when he takes the fight to the enemy . Huge Athletics scores from 
  inheritor, access to Rage Basics and Mastery via primal rage, 
  devastating short-range area attacks with elemental blast, and 
  the ability to manifest the very power of life itself through wrath 
  of nature make the Force of Nature a true juggernaut when he’s 
  “stuck in .” The icing on the cake? Though most of these Path 
  powers are spells, no checks are involved to invoke them and so 
  they’re easily used while in the Berserk stance!
  Given that the Force of Nature is all about raw power, his 
  feats should follow suit and play well to his strengths . All-Out 
  Attack and Charging Basics, for example, are strong compliments 
  to Rage Basics and Supremacy, which the Force of Nature gains 
  from primal rage . The Force of Nature is likely to be strongly 
  keyed to Constitution, and Martial Arts can be as well . The little-
  used Combat Focus (which lets a character double an attribute 
  bonus for a single check or save) and the Hammer feat tree (with 
  its Splatter trick that exploits high Con to insta-kill most standard 
  characters) are both exceptionally useful . Glint of Madness and 
  the Devotion feats (see below) are both helpful in Berserk Stance 
  — a common combat state for the Force of Nature — and they 
  let him impact the battle even when he isn’t immediately toe-to-
  toe with the bad guys . 
  The Force of Nature is fairly gear-agnostic; give him a large 
  weapon for pounding enemies, a decent suit of armor (often 
  with Damage Resistance against damage types he’s vulnerable 
  against), and a few healing items and he’s pretty happy . 
  Suggested Feats: All-Out Attack, Axe Basics, Charging 
  Basics, Combat Focus, Combat Vigor, Devotion Basics, Glint of 
  Madness, Guts, Hammer Basics, Martial Arts (Constitution)
  Suggested Adventuring Equipment (0s): Warhammer 
  with massive and superior materials upgrades OR battle-axe 
  with grip and lure qualities, 3 javelins with the massive quality, 
  partial chainmail with light fittings, average map, 50 ft . hemp 
  rope, 2 vitality potions, 7 days’ rations, 5 torches
  SPELLCASTING 
  FEATS
  For more about Spellcasting feats, see Fantasy Craft, page 95.
  DEVOTION BASICS
  Your deep commitment has won the attention of your gods . 
  Prerequisites: Miracles quality, 1+ Steps along a Path
  Benefit: At the start of each adventure, choose 1 spell 
  granted to you by a Step you’ve taken . You may cast that spell 
  an additional time (i .e . once per scene becomes twice per scene) 
  until the end of the adventure . Also, you gain a trick:
  Focus of the Gods (Path Spellcasting Trick): You may spend 1 
  use of a Path spell from a Step equal to or higher than this one to 
  also overcome the target’s Spell Defense and Spell Reflection, if 
  applicable . This trick may not be applied to Level 0 spells .
  DEVOTION MASTERY
  Your belief grants you the power to punish infidels and 
  dispense blessings to the faithful . 
  Prerequisites: Devotion Basics
  Benefit: At the start of each adventure, choose a second 
  spell granted to you by a Step you’ve taken . You may cast that 
  spell an additional time (i .e . once per scene becomes twice per 
  scene) until the end of the adventure . Also, you gain a trick:
  Might of the Gods (Path Spellcasting Attack Trick): You may 
  spend 1 use of a Path spell from a Step equal to or higher than 
  this one to increase the save DC of this spell by an amount equal 
  to the number of Steps you have taken along all Paths (i .e . if you 
  have Fire 4 and Secrets 3, you increase this spell’s save DC by +7) . 
  This trick may not be applied to Level 0 spells .
  
  CALL TO ARMS
  
  DEVOTION SUPREMACY
  Through you, the gods speak justice and wreak vengeance . 
  Prerequisites: Devotion Mastery
  Benefit: At the start of each adventure, choose a third spell 
  granted to you by a Step you’ve taken . You may cast that spell 
  an additional time (i .e . once per scene becomes twice per scene) 
  until the end of the adventure . Also, you gain a trick:
  Wrath of the Gods (Path Spellcasting Trick): You may spend 
  1 use of a Path spell from a Step equal to or higher than this one 
  to cause this casting to become a threat, just as if you rolled a 
  natural 20 with a Spellcasting check . You may spend action dice 
  to convert this threat to a critical hit as normal . 
  This trick may not be applied to Level 0 spells .
  
  CALL TO ARMS
  7
  OPEN GAME LICENSE
  The following text is the property of Wizards of the Coast, Inc . and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”) . All Rights Reserved .
  1 . Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open 
  Game Content” means the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such 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 the 
  Contributor, and means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity . (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content . (h) 
  “You” or “Your” means the licensee in terms of this 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 .
  4 . Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content .
  5 . Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this License .
  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 Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute .
  7 . Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity . You agree not to indicate compatibility 
  or co-adaptability with any Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of 
  such Trademark . The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity . The owner of any Product Identity used in 
  Open Game Content shall retain all rights, title and interest in and to that Product Identity .
  8 . Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content .
  9 . Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License . You may use any authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this License .
  10 . Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute .
  11 . Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so .
  12 . Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected .
  13 . Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach . All 
  sublicenses shall survive the termination of this License .
  14 . Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable .
  15 . COPYRIGHT NOTICE: Open Game License v1 .0a Copyright 2000, Wizards of the 
  Coast, Inc . System Rules Document Copyright 2000, Wizards of the Coast, Inc .; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on original material by E . Gary Gygax and Dave 
  Arneson . Fantasy Craft Rulebook, Copyright 2009, Crafty Games LLC; Authors Alexander Flagg, 
  Scott Gearin, and Patrick Kapera . 
  OPEN GAME CONTENT
  This release of Call to Arms: Force of Nature is done under version 1 .0a of the Open Game 
  License and the draft version of the d20 System Trademark License, d20 System Trademark Logo 
  Guide and System Reference Document by permission of Wizards of the Coast . Subsequent 
  releases of this product will incorporate final versions of the license, guide and document .
  Crafty Games’ intention is to open up as much of this product as possible to be used as 
  Open Game Content (OGC), while maintaining Product Identity (PI) to all aspects of the Fantasy 
  Craft intellectual property . Publishers who wish to use the OGC materials from this product 
  are encouraged to contact pat@crafty-games .com if they have any questions or concerns about 
  reproducing material from this product in other OGL works . Crafty Games would appreciate 
  anyone using OGC material from this product in other OGL works to kindly reference Fantasy 
  Craft as the source of that material within the text of their work . Open Game Content may only 
  be used under and in accordance with the terms of the OGL as fully set forth in the opposite 
  column .
  DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as 
  Product Identity in accordance with section 1(e) of the Open Game License, version 1 .0a: Any and 
  all Fantasy Craft logos and identifying marks and trade dress, including all Fantasy Craft product 
  and product line names including but not limited to The Fantasy Craft Rulebook, The Fantasy 
  Craft World Builder’s Guide, The Fantasy Craft Primer, Call to Arms, Cloak and Dagger, Epoch, 
  Godspawn, Spellbound, Sunchaser, The Darkest Hour, The Cleansing of Black Spur, The Vault, 
  Time of High Adventure, the Toolkit series, website support materials (including, but not limited 
  to, all free game support items such as adventures and the Errata Document), and all Fantasy 
  Craft logos; any elements of any Fantasy Craft setting, including but not limited to capitalized 
  names, monster names, magic item names, spell names, organization names, Faction names, 
  project names, characters, monsters, magic items, spells, historic events, and organizations; any 
  and all stories, storylines, plots, thematic elements, documents within the game world, quotes 
  from characters or documents, and dialogue; and all artwork, logos, symbols, designs, depictions, 
  illustrations, maps and cartography, likenesses, and poses, except such elements that already 
  appear in the d20 System Reference Document and are already OGC by virtue of appearing 
  there . The above Product Identity is not Open Game Content
  DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above,  
  all portions of Call to Arms: Force of Nature are designated as Open Game Content .
  USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of 
  Crafty Games to add all classes, skills, feats, gear, and NPC statistics contained in this volume 
  to the canon of Open Game Content for free use pursuant to the Open Game License by future 
  Open Game publishers .
  Some of the portions of this product which are delineated OGC originate from the System 
  Reference Document and are © 1999, 2000 Wizards of the Coast, Inc . The remainder of these 
  OGC portions of this book are hereby added to Open Game Content and if so used, should bear 
  the COPYRIGHT NOTICE: “Fantasy Craft Copyright 2009, Crafty Games .”
  The mention of or reference to any company or product in these pages is not a challenge to 
  the trademark or copyright concerned .
  ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and 
  are used according to the terms of the d20 System License version 1 .0a . A copy of this License 
  can be found at www .wizards .com .
  Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of 
  the Coast, and are used with permission . 
  All contents of this release, regardless of designation, are copyrighted year 2009 by Crafty 
  Games . All rights reserved . Reproduction or use without the written permission of the publisher 
  is expressly forbidden, except for the purposes of review of use consistent with the limited license 
  above .
  
SOURCE: textdata/thevault/FantasyCraft/Call to Arms - classes/Call to Arms - Force of Nature (v2).pdf