Difference between revisions of "Bloodmage (Apath)"

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'''[http://www.d20pfsrd.com/classes/hybrid-classes/arcanist Arcanist]
 
'''[http://www.d20pfsrd.com/classes/hybrid-classes/arcanist Arcanist]
The blood arcanist records his spellbook as tattoos, either on his own skin or on the skin another living creature. These tattoos take the form of complex glyphs and can be deciphered and copied in the normal way. They do not radiate magic or occupy any item slots or interfere with other magical tattoos. A bloodmage must be able to study these glyphs like an arcanist studies his spell book, which requires the tattoo to be visible and in a spot he can see—mirrors and scrying can be used.  
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The blood arcanist records his spellbook as tattoos, either on his own skin or on the skin another living creature. These tattoos take the form of complex glyphs and can be deciphered and copied in the normal way. They do not radiate magic or occupy any item slots or interfere with other magical tattoos. A bloodmage must be able to study these glyphs like an arcanist studies his spell book, which requires the tattoo to be visible and in a spot he can see—mirrors are allowed.  
  
 
Identifying the patch of skin that holds a particular spell requires a Spellcraft check (DC 15) as a full-round action when the tattoo is visible. The spellbook tattoo for a particular spell can be cut away as a full-round action that requires the target to be helpless and inflicts 1d6 hit points of damage and requires a Heal or Craft (leather) skill check (DC 20) or the tattoo is ruined. Such cut-away tattoos work just like pages from a spellbook.
 
Identifying the patch of skin that holds a particular spell requires a Spellcraft check (DC 15) as a full-round action when the tattoo is visible. The spellbook tattoo for a particular spell can be cut away as a full-round action that requires the target to be helpless and inflicts 1d6 hit points of damage and requires a Heal or Craft (leather) skill check (DC 20) or the tattoo is ruined. Such cut-away tattoos work just like pages from a spellbook.

Revision as of 10:47, 27 September 2016

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Unofficial rules compendium

Obsessed with the study of the effects of blood and bloodlines on arcane magic, bloodmages replicate the powers of sorcerer bloodlines by consuming the blood of sorcerers and magical creatures.

Class Information

This is a prestige archetype. Bloodmages use their own blood as a magical laboratory.

Prestige Class: Bloatmage and the Bloatmage Initiate feat from Pathfinder Chronicles: City of Strangers.

Build Classes: Arcanist, sorcerer witch, or wizard.

Role: Bloodmages are coldly calculating, seeking the perfect point at which to overwhelm their opposition with an unexpected blood surge.

Alignment: Any. Bloodmages gain their powers through careful study, but obtaining samples to study often forces them to go outside codes of ethics and law.

Hit Die: d6.

Class Features

These are all the class features of the bloodmage. The prestige archetype is open to many classes, with slight modifications. It replaces all of the class features of whatever class it is taken with, except as noted below under weapon and armor proficiency, spells, and build class.

Weapon and Armor Proficiency

A bloodmage is proficient with the Blowgun, crossbow (hand, light, and heavy), dagger, gauntlet (spiked), knife (butterfly and switchblade) AA, quadrensUC. The bloodmage is not proficient with any armor or shields, and casting arcane spells in armor risks arcane spell failure.

Spells

The bloodmage learns and casts spells exactly like the build class, including the effect of ability scores on spellcasting and cantrips, orisons, or knacks. Since the number of spells per day, spell slots, and known spells depend on the build class, these numbers are not given in Table: Bloodmage.

Build Class

The bloodmage inherits just a few class features from the build class, as follows.

Arcanist The blood arcanist records his spellbook as tattoos, either on his own skin or on the skin another living creature. These tattoos take the form of complex glyphs and can be deciphered and copied in the normal way. They do not radiate magic or occupy any item slots or interfere with other magical tattoos. A bloodmage must be able to study these glyphs like an arcanist studies his spell book, which requires the tattoo to be visible and in a spot he can see—mirrors are allowed.

Identifying the patch of skin that holds a particular spell requires a Spellcraft check (DC 15) as a full-round action when the tattoo is visible. The spellbook tattoo for a particular spell can be cut away as a full-round action that requires the target to be helpless and inflicts 1d6 hit points of damage and requires a Heal or Craft (leather) skill check (DC 20) or the tattoo is ruined. Such cut-away tattoos work just like pages from a spellbook. Skinning a living sentient creature is an evil action.

Psychic The psychic bloodmage gains the psychic's psychic discipline class feature, including discipline spells and discipline powers. Because she lacks a pherenic pool, certain discipline powers do not work, notably those of the Enlightenment discipline.

Sacerdote The sacerdote keeps the advanced spellcasting, bonus languages, chaotic evil good and lawful spells, divine focus, domains, divine wrath, and manifestation class features. The sacerdote is from Legendary Classes: Sacerdote also by Purple Duck Games.

Sorcerer The sorcerer bloodmage gains Eschew Materials as a bonus feat at level 1. She chooses a bloodline and gains the bloodline spells and bloodline arcana of a sorcerer, but no other bloodline effects.

Witch A witch bloodmage uses her familiar tattoo to store spells. She also gains the patron spells class feature.

Wizard Same as the arcanist.

Spell Focus

Bloodmages gain Spell Focus as a bonus feat at 1st level. This replaces consume spells for the arcanist, the level 1 bloodline power for the sorcerer, patron spells for the witch, and Scribe Scroll for the wizard.

Hemophilia (Ex)

Bloodmages are particularly susceptible to bleed effects, and the DC of any Heal check made to stop a bleed effect is 5 higher than normal. In addition, anytime a bleeding wound is inflicted on a bloodmage, he loses 1 blood point. This loss of blood points is cumulative for multiple bleed attacks, but not each time he takes damage from the same attack.

Blood Pool (Su)

At 2nd level, a bloodmage gains a pool of blood points, representing an overload of his system with excess blood to extend his arcane abilities beyond their normal level. A bloodmage’s normal pool of blood points is equal to half his bloodmage level.

Blood points can be spent at the time of casting to cast a spell without expending the prepared spell. The spell (or spell slot for an arcanist or sorcerer) is retained as if it had not been cast. Retaining a spell in this manner costs a number of blood points equal to the spell’s level, and these points must be spent at the time of casting.

In addition, the bloodmage may push himself via his bloodsurge ability in order to gain a number of extra blood points, but such exertion is a dangerous gamble. If the bloodmage’s current number of blood points is greater than half his class level but less than or equal to his class level, he gains the sickened condition. If his exertions push his blood pool beyond his class level, he immediately flies into a homicidal rage, striking out randomly with his most damaging attacks and abilities at friends and foes alike for 1d6 rounds or until his blood pool is reduced to 0 (whichever comes first). At the end of the rage, his blood points drop to 0, his hit points drop to –1, and he begins dying.

Each day, when the bloodmage rests to regain spells, he regains blood points up to half his class level but not beyond. Example: A bloodmage level of 10 gives 5 starting blood points, but if the bloodmage currently has 8 points, he remains at 8.

Some bloodmages conduct constant rituals involving leeches or exsanguination in an attempt to regulate their systems. These rituals, which must be undertaken daily during spell preparation, give the bloodmage the option of subtracting 1 point from any surging rolls (see below) after the results are known, but at the price of a non-cumulative –2 penalty to Constitution. This penalty cannot be removed, save by the bloodmage abandoning the rituals for a day (also during spell preparation), which removes it immediately.

An arcanist bloodmage can spend blood points as if they were points in his arcane pool.

This replaces the the level 3, 7, 11, 15 and 19 arcane exploits for the arcanist, the bloodline powers at level 3, 9, 15, and 20 for the sorcerer, the level 2, 6, 10, 14 and 18 hexes for the witch, and arcane school for the wizard.

Bloodsurge (Ex)

A bloodmage can exert himself as a free action to instantly gain extra blood points, but doing so puts himself at risk of a dangerous collapse. At 2nd level, the bloodmage can bloodsurge once per day to gain 1d4 points. At 8th, he can surge twice per day, and the die roll becomes 1d8. At 14th, he can surge three times per day, and the roll becomes 1d12. At 20th, he can bloodsurge 4 times per day. This replaces the wizard's bonus feats.

Bloatmage Initiate

At 4th level a bloodmage swells up, his body holing a copious amount of blood. As a side effect he us constantly under the effects of a medium load—his maximum bonus to AC from Dexterity is +3, he gains an armor check penalty of –3, and his speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).

The bloodmage casts any spell from a school in which he possesses the Spell Focus feat at +1 caster level. This bonus stacks with the bonus from Spell Focus.

Absorb Bloodline

Table: Creature Type to Bloodline
Creature Type Bloodline
Aberration, otyugh Otyugh MB1
Aberration, flumph* Flumph MB2
Aberation, starspawn* Starspawn MB4
Aberration, other Aberrant
Animal Animal MB5
Construct Artifice MB5
Dragon* Draconic
Fey, gremlin* Pugwampi MB2
Fey, other* Fey
Humanoid, android Nanite PoR
Humanoid, aquatic Aquatic IYB
Humanoid, dwarf Deep Earth APG
Humanoid, giant* Giant MB5
Humanoid, giant (cyclops)* Cyclopean MB1
Humanoid, gnome* Fey
Humanoid, human* Imperious ARG
Humanoid, kobold* Kobold ARG
Humanoid, orc* Orc OoG
Humanoid, reptilian* Serpentine APG
Humanoid, shapeshifter* Shapeshifter MB5
Humanoid, arcane caster* Arcane
Humanoid, divine caster* Divine MB5
Humanoid, psychic caster* Psychic OA
Humanoid, other* Maestro UM
Magical beast, aranea* Aranea MB3
Magical beast, behemoth* Behemoth MB3
Magical beast, flail snail* Flail Snail MB2
Magical beast, phoenix* Phoenix MB2
Magical beast, sphinx* Sphinx MB1
Magical beast, stirge Stirge MB1
Magical beast, unicorn* Unicorn MB1
Magical beast, other Destined
Monstroud humanoid, lamia* Lamia MB3
Monstroud humanoid, medusa* Medusan MB1
Monstrous Humanoid, other* Accursed UM
Ooze Decay MB5
Outsider, asura* Aranea MB3
Outsider, elohim* Elohim MB4
Magical beast, aranea* Aranea MB3
Outsider, kami* Kami MB3
Outsider, kyton* Kyton MB4
Outsider, oni* Oni DEP
Outsider, psychopomp* Psychopomp MB4
Outsider, rakshasa* Rakshasa UM
Outsider, chaotic evil* Abyssal
Outsider, chaotic neutral* Protean APG
Outsider, elemental* Elemental
Outsider, good* Celestial
Outsider, neutral* Impossible CoB
Outsider, lawful neutral* Inevitable MB1
Outsider, lawful evil* Infernal
Outsider, neutral evil* Daemon BoF
Plant, mi-go* Mi-go MB3
Plant, fungus* Fungal MB4
Plant, other Verdant APG
Undead, nosferatu* Nosferatu MB4
Undead, other Undead
Vermin Insect MB5

References
APG = Pathfinder Roleplaying Game: Advanced Player’s Guide
ARG = Pathfinder Roleplaying Game: Advanced Race Guide
BM = Monstrous Bloodlines for Sorcerers 1-4 © Purple Duck Games
DM = Deep Magic © 2014 Open Design LLC.
UM = Pathfinder Roleplaying Game: Ultimate Magic
OoG = Orcs of Golarion
IYB = In your blood
BoF = Blood of Fiends
P029 = Pathfinder 29: Mother of Flies. Copyright 2010, Paizo Publishing, LLC;
PoR = People of the River
* = Usually intelligent and an evil act to kill for power gain.

At 6th level the bloodmage learns how to absorb bloodlines. By drinking 1 pint of fresh blood (which inflicts 1 point of Constitution damage on the donor and can be begun no later than 1 minute after death) from a sorcerer with the given bloodline or from a creature affiliated with that bloodline, the bloodmage gains limited access to that bloodline for one hour. This ability is usable once per day at sixth level and an additional time per day at level eleven and every four levels thereafter. Bloodline abilities that can only be used a limited number of times per day count separately for each absorbed bloodline, but if the same bloodline is repeatedly absorbed previous uses carry over. Drinking the blood normally requires a full minute, but bloodmages with the Brew Potion feat can distill the blood into a potion-sized draught that can be stored and consumed as a standard action. Making such a potion is ten minutes of work and must be begun right after the blood is tapped. Gentle repose can be used to preserve a corpse for later bloodtapping.

Though the bloodmage gains no physical nourishment from drinking blood, this practice is likely responsible for many of the stories linking bloodmages and vampires.

In addition to sorcerers of the given bloodline, Table: Creature Type to Bloodline presents examples of creatures whose blood is considered affiliated to a bloodline. There may be others who work equally well, at the GM’s discretion. The creature must be corporreal and have blood for this ability to work. Consuming the blood of summoned creatures give no benefit.

At 6th level, the bloodmage can access any bloodline spell of a level he can cast, at the cost of one blood point per spell level. He can access bloodline spells from any bloodline he has absorbed. The blood points are expended as a part of the action to cast the spell. Powers that grant a familiar or companion do so immediately, the companion is made out of the bloodmage's blood but other than appearance it functions normally. If the blood mage already has a familiar, his normal familiar disappears for the duration. Note that a bloodmage with a familiar can drink the familiar's blood to absorb its bloodline.

At 12th level, a bloodmage can temporarily access all of the bloodline powers of an absorbed sorcerer bloodline as if he were a sorcerer of his bloodmage level.

At 18th level, a bloodmage can temporarily access an absorbed bloodline's bloodline arcana.

Corpulence

At 10th level, a bloodmage becomes so massive that his rolls of fatty, blood-laden flesh grant his a +1 natural armor bonus. At 16th level, this bonus increases to +2 but reduces his speed by 10 feet. This penalty stacks with the penalty from the Bloodmage Initiate feat. This reduction in speed can never reduce the bloodmage’s speed below 5 feet, nor does it affect magical flying effects. A dwarf sanguine wizar4d is immune to this speed reduction.

Table: Bloodmage Arcanist

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane reservoir, arcanist exploit, cantrips, hemophilia, Spell Focus 2
2nd +1 +0 +0 +3 Blood pool, bloodsurge (d4) 3
3rd +1 +1 +1 +3 4
4th +2 +1 +1 +4 Bloatmage initiate 4 2
5th +2 +1 +1 +4 Arcanist exploit 4 3
6th +3 +2 +2 +5 Absorb bloodline (spells) 4 4 2
7th +3 +2 +2 +5 4 4 3
8th +4 +2 +2 +6 Bloodsurge (d8) 4 4 4 2
9th +4 +3 +3 +6 Arcanist exploit 4 4 4 3
10th +5 +3 +3 +7 Corpulence 4 4 4 4 2
11th +5 +3 +3 +7 greater exploits 4 4 4 4 3
12th +6/+1 +4 +4 +8 Absorb bloodline (powers), bloodsurge (d12) 4 4 4 4 4 2
13th +6/+1 +4 +4 +8 Arcanist exploit 4 4 4 4 4 3
14th +7/+2 +4 +4 +9 4 4 4 4 4 4 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 2
17th +8/+3 +5 +5 +10 Arcanist exploit 4 4 4 4 4 4 4 3
18th +9/+4 +6 +6 +11 Absorb bloodline (arcana) 4 4 4 4 4 4 4 4 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3
20th +10/+5 +6 +6 +12 Magical supremacy 4 4 4 4 4 4 4 4 4

Bloodmage Arcanist Lost Class Abilities

  • Consume Spells
  • Arcane Explotits (Level 3, 7, 11, 15 and 19)

Table: Bloodmage Sorcerer

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 cantrips, eschew materials, hemophilia, Spell Focus 3
2nd +1 +0 +0 +3 Blood pool, bloodsurge (d4) 4
3rd +1 +1 +1 +3 bloodline spell 5
4th +2 +1 +1 +4 Bloatmage initiate 6 3
5th +2 +1 +1 +4 Bloodline spell 6 4
6th +3 +2 +2 +5 Absorb bloodline (spells) 6 5 3
7th +3 +2 +2 +5 Bloodline feat, bloodline spell 6 6 4
8th +4 +2 +2 +6 Bloodsurge (d8) 6 6 5 3
9th +4 +3 +3 +6 bloodline spell 6 6 6 4
10th +5 +3 +3 +7 Corpulence 6 6 6 5 3
11th +5 +3 +3 +7 Bloodline spell 6 6 6 6 4
12th +6/+1 +4 +4 +8 Absorb bloodline (powers), bloodsurge (d12) 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 bloodline spell 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Bloodline spell 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 Absorb bloodline (arcana) 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6

Bloodmage Sorcerer Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Bloodline powers

Table: Bloodmage Witch

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Cantrips, hex, hemophilia, Spell Focus, witch's familiar 3 1
2nd +1 +0 +0 +3 Blood pool, bloodsurge (d4) 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Bloatmage initiate, hex 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 Absorb bloodline (spells) 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 Bloodsurge (d8), hex 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Corpulence, major hex 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Absorb bloodline (powers), bloodsurge (d12), hex 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Hex 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Absorb bloodline (arcana), grand hex 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Hex 4 4 4 4 4 4 4 4 4 4

Bloodmage Witch Lost Class Abilities

  • Patron spells
  • Hex (Level 2, 6, 10, 14 and 18)

Table: Bloodmage Wizard

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane bond, cantrips, hemophilia, Spell Focus 3 1
2nd +1 +0 +0 +3 Bloodsurge (1d4 1/day) 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Bloodmage Initiate 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 Absorb Bloodline (1/day, spells) 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 Bloodsurge (1d8 2/day) 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Corpulence (+1 AC) 4 4 4 3 3 2
11th +5 +3 +3 +7 Absorb Bloodline (2/day) 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Absorb Bloodline (powers) 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Bloodsurge (1d12 3/day) 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Absorb Bloodline (3/day) 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Corpulence (+2 AC -10 speed) 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Absorb Bloodline (arcana) 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Absorb Bloodline (4/day) 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bloodsurge (4/day) 4 4 4 4 4 4 4 4 4 4

Bloodmage Wizard Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Arcane School
  • Scribe Scroll
  • Bonus feats

Bloodmage Compound Table

Class Level Bloodmage
Arcanist
Bloodmage
Sorcerer
Bloodmage
Witch
Bloodmage
Wizard
Class Level
1st Arcane reservoir, arcanist exploit, cantrips, hemophilia, Spell Focus cantrips, eschew materials, hemophilia, Spell Focus Cantrips, hex, hemophilia, Spell Focus, witch's familiar Arcane bond, cantrips, hemophilia, Spell Focus 1st
2nd Blood pool, bloodsurge (d4) Blood pool, bloodsurge (d4) Blood pool, bloodsurge (d4) Bloodsurge (1d4 1/day) 2nd
3rd bloodline spell 3rd
4th Bloatmage initiate Bloatmage initiate Bloatmage initiate, hex Bloodmage Initiate 4th
5th Arcanist exploit Bloodline spell 5th
6th Absorb bloodline (spells) Absorb bloodline (spells) Absorb bloodline (spells) Absorb Bloodline (1/day, spells) 6th
7th Bloodline feat, bloodline spell 7th
8th Bloodsurge (d8) Bloodsurge (d8) Bloodsurge (d8), hex Bloodsurge (1d8 2/day) 8th
9th Arcanist exploit bloodline spell 9th
10th Corpulence Corpulence Corpulence, major hex Corpulence (+1 AC) 10th
11th greater exploits Bloodline spell Absorb Bloodline (2/day) 11th
12th Absorb bloodline (powers), bloodsurge (d12) Absorb bloodline (powers), bloodsurge (d12) Absorb bloodline (powers), bloodsurge (d12), hex Absorb Bloodline (powers) 12th
13th Arcanist exploit Bloodline feat, bloodline spell 13th
14th Bloodsurge (1d12 3/day) 14th
15th bloodline spell Absorb Bloodline (3/day) 15th
16th Hex Corpulence (+2 AC -10 speed) 16th
17th Arcanist exploit Bloodline spell 17th
18th Absorb bloodline (arcana) Absorb bloodline (arcana) Absorb bloodline (arcana), grand hex Absorb Bloodline (arcana) 18th
19th Bloodline feat, bloodline spell Absorb Bloodline (4/day) 19th
20th Magical supremacy Hex Bloodsurge (4/day) 20th


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