TEXT: TWO DOZEN DISCOVERIES: SCARS
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  3.5 SYSTEM COMPATIBLE
  LPJ9540
  The bravest warriors have scars: scars of battles won and 
  lost, and scars earned during agonizing ceremonies and 
  barbaric rituals, scars that honor the gods and call down 
  spirits. Scars are part of a Barbarian’s equipment- each 
  heavy line scored into his flesh is a weapon, a tool, a 
  protective fetish. Scars brand Rogues as members of 
  a daring guild, and proclaim a Wizard’s allegiance to a 
  specific college of magic for all time. Any character willing 
  to suffer honorably can earn a scar… and wear it forever. 
  The following new types of ritual scarification and morti-
  fication can be used in any Pathfinder Roleplaying Game 
  campaign.
  Each type of scarification provides a tangible 
  benefit with an associated drawback. Once a 
  character has chosen a scar, it is theirs forever. 
  No form of magical or mundane healing can 
  wipe away a scar of power, and even death 
  does not separate a hero from her scars. A hero 
  returned to life by resurrection or reincarnation 
  regains the scars earned during their first life, 
  as their reborn body undergoes a shockingly 
  bloody and seemingly spontaneous transfor-
  mation within minutes of their rebirth. 
  Each scar has an associated Knowledge 
  (religion) check. During the scarification 
  process, the supplicant must be assisted by 
  a character who makes this check on their 
  behalf. Usually this role is played by a 
  mentor or shaman within the tribe. 
  SCARIFICATION	
  PAGE
  Amazonian Sacrifice  
  1
  The Assassin’s Glove  
  2
  The Blood Eagle  
  2
  Bone Heart Sheathes  
  3
  Coat of 1,000 Rings  
  3
  Chaos’ Smile  
  4
  The Dragon’s Brand 
  4
  The Dwarf’s Helmet  
  4
  Elongating the Throat  
  4
  Fish Swims Through the Ribs  
  4
  Greymalkin’s Visage 
  4
  The Hand Unseen  
  5
  SCARIFICATION	
  PAGE
  The Hunter’s Serpentine Skull 
  5
  Long Leaper’s Scars  
  5
  The Monkey’s Fists  
  5
  Moon Brand  
  5
  Severing the Crown  
  5
  Slicing the Skin  
  5
  The Spirit Eye 
  6
  Splitting the Snake  
  6
  Sun Brand  
  6
  Test of the Scorpion 
  6
  Warrior’s Bracelets 
  6
  The Whispering Noose  
  6
  
  TWO DOZEN DISCOVERIES: PLANTS 
  PAGE 2
  Type	of	Scar
  What	Faction?
  Knowledge		
  (religion)		
  Check	DC
  Benefit	
  Drawback	
  Amazonian 
  Sacrifice
  Female archers
  DC 14
  +2 insight bonus on ranged 
  attacks
  -1 penalty to Armor Class
  The Assassin’s 
  Glove
  Rogues and 
  Assassins
  DC 14
  +1 insight bonus to attack and 
  damage rolls with Small or 
  smaller melee weapon
  -3 penalty on Disable 
  Device checks
  The Blood Eagle
  Barbarians of all 
  races
  DC 23
  Flight at speed of 10 ft + base 
  land speed for up to 5 + CON 
  Modifier rounds per day 
  Permanent loss of 3d6 HP 
  Bone Heart 
  Sheathes
  Human, Half Orc 
  and Orc warriors
  DC 19
  Gain 25% immunity to critical 
  hits
  -2 penalty to DEX score
  Chaos’ Smile
  Chaotic characters
  DC 12
  Natural and melee weapons 
  treated as Chaotically aligned to 
  overcome DR
  -4 penalty on WILL Saves 
  versus illusions
  Coat of 1,000 
  Rings
  Dwarves
  DC 18
  +2 equipment bonus to AC
  -1 penalty to REF Saves, 
  considered to be wearing 
  light armor
  The Dragon’s 
  Brand
  Draconic sorcerers, 
  Dragonbound 
  Disciples, monks
  DC 22
  +2 inherent bonus to STR and 
  DEX scores
  -6 penalty on all saves 
  against Draconic breath 
  weapons 
  The Dwarf’s 
  Helmet
  Dwarves
  DC 17 
  +2 dodge bonus against orcs and 
  goblins
  -1penalty to CHA score
  Elongating the 
  Throat
  Gnome, Halfling 
  Sorcerers
  DC 18
  +2 CHA for determining Sorcerer 
  bonus spells, spells known and 
  save DC
  -2 AC when denied DEX 
  bonus to AC
  Fish Swims 
  Through The Ribs
  Human seafarers
  DC 21
  Supplicant becomes amphibious 
  -4 penalty on FORT Saves 
  versus gases, inhaled 
  poisons or disease
  Greymalkin’s 
  Visage
  Half Orcs and Orcs
  DC 18
  Orc Ferocity racial trait improves 
  to a number of rounds/day equal 
  to CON modifier
  -5 penalty on Bluff checks 
  AMAZONIAN SACRIFICE 
  An old tradition among the world’s female-exclusive 
  warrior societies, women who undergo this ritual sacri-
  fice one or both of their breasts during  a severe test of 
  pain. The scarred tissue is tattooed with intricate spiraling 
  designs that remind the supplicant of their sacrifice and 
  promise martial skill. 
  A woman who under goes this ritual receives a +2 insight 
  bonus on ranged attacks, but their reckless courage in 
  battle imposes a permanent -1 penalty to Armor Class. 
  THE ASSASSIN’S GLOVE 
  This ritual is practiced by many successful assassin’s 
  guilds, and serves as a constant reminder to neophyte 
  members that they are no longer thieves but killers. The 
  middle finger of the young killer’s dominant hand is 
  severed, forever changing how she holds a knife. 
  An assassin with this mark receives a +1 insight bonus to 
  melee attack and damage rolls when attacking with any 
  Small or smaller weapon. However, the damage to her 
  good hand means the thief-turned-assassin suffers a -3 
  penalty on Disable Device checks. 
  THE BLOOD EAGLE 
  This ritual lasts several days and kills many who attempt it. 
  Those who die often rise as ghosts, haunting the ritual site, 
  and regretting nothing about their martyrdom. During this 
  ritual, the supplicant is scourged until his ribs are visible 
  through the torn and tattered flesh of his back. Ash and 
  dust is rubbed into the wound, and the damaged tissue is 
  allowed to heal into an almost winglike pattern. 
  
  TWO DOZEN DISCOVERIES: PLANTS 
  PAGE 3
  The Hand Unseen
  Wizards
  DC 20
  All Hand spells treated as maxi-
  mized
  Can’t wield off hand, two 
  hand weapons or use an 
  off hand shield
  The Hunter’s 
  Serpentine Skull
  Human and Halfling 
  rangers
  DC 18
  Gains the Scent special quality
  -2 penalty to CHA score 
  Long Leaper’s 
  Scars
  Halfling nomads and 
  others
  DC 15
  +3 bonus on Acrobatics checks, 
  +1 on Initiative checks 
  10% reduction in carrying 
  capacity
  The Monkey’s 
  Fists
  Human and Halfling 
  rogues, rangers
  DC 16
  Gain a 20 ft Climb speed
  -4 penalty on skill checks 
  requiring manual dexterity
  Moon Brand
  Druids, werewolf 
  hunters
  DC 19
  Can’t contract lycanthropy
  -1 morale penalty on 
  saves, checks and attack 
  rolls during daylight
  Severing the 
  Crown
  Female Elven 
  barbarians
  DC 20
  +2 inherent bonus to STR score
  -2 penalty on CHA based 
  skills except Intimidate
  Slicing the Skin
  Half Orc Barbarians
  DC 18
  Only -1 penalty to AC when 
  raging
  -2 penalty to CON score 
  The Spirit Eye
  Humans
  DC 22
  Cast See Invisibility on self a 
  number of rounds per day equal 
  to 1 + WIS modifier 
  -2 on FORT saves versus 
  Energy Drain or Level 
  Loss
  Splitting the 
  Snake
  Male humans, Half 
  Elves, Elves
  DC 16
  +2 dodge bonus against AOA 
  caused by unarmed strikes or 
  using a Combat Maneuver
  -2 penalty to WILL Saves 
  against fear or pain
  Sun Brand
  Druids and some 
  clerics
  DC 18
  Gains Fire Resistance 2 
  -1 morale penalty on 
  saves, checks, attack rolls 
  at night or underground
  Test of the 
  Scorpion
  Desert nomads of all 
  races
  DC 13
  +4 bonus on Survival checks 
  made in the desert
  -2 penalty on FORT Saves 
  versus poisons
  Warrior’s 
  Bracelets
  Fighters of all races
  DC 16
  +1 damage on a critical hit with 
  any weapon you have Weapon 
  Training in
  -2 penalty on Acrobatics 
  and Stealth checks 
  The Whispering 
  Noose
  Spellcasters of all 
  races
  DC 15
  Once per day, make a spell 
  Silent without increasing level or 
  casting time.
  -1 penalty on all CHA 
  based skills except 
  Intimidate
  Characters who survive this ritual gain the ability to Fly 
  at a speed equal to their base land speed + 10 ft for a total 
  number of rounds per day equal to 5 + their CON modifier. 
  The rounds need not be consecutive. The ritual is mentally 
  and physically taxing, and upon its completion, the suppli-
  cant’s maximum Hit Point total is permanently reduced by 
  3d6. 
  BONE HEART SHEATHES 
  A ritual originally used by Orc tribes during their battles 
  with the technologically more sophisticated human nations 
  has spread to the very people it was once designed as proof 
  against. Over the course of several months, hundreds of 
  small slivers of bone and heavy wicker rods are implanted 
  under the skin, and as the wounds heal, form a protective 
  shell over vital organs. 
  A character who survives this test of pain gains a 25% 
  chance to ignore the effects of a critical hit, as if wearing a 
  suit of armor with the Light Fortification feature. However, 
  the poorly healed wounds cause the body to stiffen and 
  suffer a -2 penalty to the character’s DEX score. 
  COAT OF 1,000 RINGS 
  This old Dwarven ritual dates from a time before the long 
  beards mastered the art of constructing full plate armor, 
  and is still used by Dwarven warrior lodges and blacksmith 
  guilds as a tangible symbol of strength and battle skill. 
  Thousands of iron and steel rings, each only a little thicker 
  than the diameter of a man’s finger, are pierced through 
  the supplicant’s flesh. These cleverly interlocked rings 
  create an effect much like a chainmail shirt, grown into the 
  warrior’s living flesh 
  
  TWO DOZEN DISCOVERIES: PLANTS 
  PAGE 4
  This ritual modification provides the supplicant with a 
  +2 equipment bonus to Armor Class, but the character 
  is considered to be wearing light armor, and suffers a -1 
  penalty on REF Save due to the relatively inflexibility of 
  his steel-shod skin. 
  CHAOS’ SMILE 
  Inspired by madness and first carved by the inhabitants 
  of a sanitarium, this simple and dangerous test of pain 
  has spread by word of mouth, not organized worship. The 
  mouth and cheeks of an already dangerously insane suppli-
  cant are slit open, transforming a mouth into something 
  resembling a shark’s gaping maw. 
  The natural weapons and any melee weapon wielded by 
  the supplicant are treated as Chaotically aligned for the 
  purpose of overcoming damage reduction. The character 
  is treated as being Chaotic for the purpose of spells and 
  special abilities, regardless of his or her actual alignment. 
  The character’s insanity imposes a -4 penalty on WILL 
  Saves made to penetrate illusions. 
  THE DRAGON’S BRAND
  To prove worthy of draconic power, the supplicant presses 
  his or her chest to a red hot metal cauldron, carrying it as 
  far as possible before collapsing. Survivors are branded on 
  their chest and forearms with elaborate scaled patterns and 
  a deep scar resembling a winged dragon swooping in for a 
  kill. 
  Characters who survive this test of pain receive a +2 
  inherent bonus to both their STR and DEX scores, as their 
  bodies are imbued with the vast physical power of a true 
  dragon. However, their brands make these draconic heroes 
  more vulnerable to the breath weapons of true dragons, 
  and they suffer a -6 penalty on saves against the breath 
  weapons of any creature with the Dragon type. 
  THE DWARF’S HELMET 
  This legendary old scarification technique is unique to 
  the most elite units of the Dwarven militia. Only veteran 
  Dwarven warriors of at least a century of good service are 
  allowed to undergo this cruel test of pain. The Dwarf is all 
  but scalped, the flesh is scored from the top of his skull 
  and left to heal slowly. Ash rubbed into the wound perma-
  nently discolors the scars, creating a network of thick, 
  spiraling lines that seem to rest atop the honored Dwarf’s 
  head like a helmet. 
  A Dwarf who undergoes this ritual gains a +2 dodge bonus 
  against humanoid creatures of the orc and goblin subtypes: 
  this scar marks the Dwarf as an orc-slayer.  
  Dwarves who undergo this ritual are even gruffer and 
  more taciturn than usual, and suffer an additional -1 racial 
  penalty to CHA. 
  ELONGATING THE THROAT 
  An old ritual that begun among the Gnomes as a puberty 
  rite, this form of ritual body modification has also spread 
  to neighboring Halfling shires. Over the course of a life-
  time, a series of beautiful, gold, bronze or ironwood rings 
  are locked into place along a growing Gnome’s throat. 
  New rings are added regularly, forcing the Gnome’s neck 
  to slightly elongate with each new addition. After years, 
  the Gnome’s throat and spine are noticeably longer, and 
  the rings have effectively become part of her body. Once 
  a symbol of beauty and wealth, this ritual now symbolizes 
  mastery of the instinctive art of sorcery. 
  Gnomes who have undergone a lifetime of conditioning to 
  stretch their necks treat their CHA score as being +2 higher 
  for the purpose of determining Sorcerer spells known, 
  bonus spell slots and save DCs. 
  Unfortunately, their relatively stiff and inflexible necks 
  limit their reflexes and reaction times, and the character 
  suffers an additional -2 penalty to Armor Class anytime 
  they are denied their DEX bonus to AC. 
  FISH SWIMS THROUGH THE RIBS 
  This ritual was first taught to human pearl divers and 
  fishermen by their Sea Elf allies, and allowed men to first 
  explore beneath the waves. The ritual is intensely painful, 
  as deep gouges are carved into the supplicant’s chest. Acids 
  and specially prepared toxins from deep sea predators are 
  poured into the wounds, and over the course of several 
  agonizing hours, the wounds transmute themselves into 
  crude gills. 
  A humanoid transformed by this ritual becomes amphib-
  ious. They can remain underwater indefinitely and cannot 
  drown. Since the new gill slits never fully close, the suppli-
  cant now suffers a -4 penalty on FORT saves to resist 
  gases, inhalation toxins and disease. 
  GREYMALKIN’S VISAGE
  This ancient Orc ritual has been rediscovered by modern 
  Half Orc heroes who use it to prove their devotion to the 
  warrior’s way. Over the course of a day, a young Half Orc 
  warrior is whipped and scourged, and as twilight falls, the 
  skin is stripped from his face. Magical herbs staunch the 
  bleeding and heal the wound, but permanently discolor the 
  regrown flesh. The end result is a living bone-white death-
  mask carved out of the warrior’s skin. 
  
  TWO DOZEN DISCOVERIES: PLANTS 
  PAGE 5
  Any Half Orc or Orc who undergoes this ritual has his or 
  her Orc Ferocity racial trait improved. Now the Half Orc 
  can fight unhindered for a number of rounds per day equal 
  to his CON modifier when brought below 0 HP. 
  Half Orcs who follow this path are forbidden to lie or 
  boast, and suffer a -5 penalty on Bluff checks. 
  THE HAND UNSEEN 
  The symbol of a prestigious wizard academy, those who 
  bear the scar of the Hand Unseen are known to be powerful 
  spell casters. Incoming apprentices earn this scar when 
  they prove their mastery of simple cantrips to the school 
  prefects. During the ceremony, which always begins at 
  midnight and ends at dawn, the palm of the young wizard’s 
  off hand is laid open. The wound is kept from healing 
  closed by alchemical and magical means, and eventually 
  becomes a gaping hole in the palm. Elder wizards of the 
  school greet each other by holding their ruined hand over 
  their eye, and blinking at their former class mates. 
  A spellcaster who earns this scar is considered a master 
  of the various Hand spells (interposing hand, grasping 
  hand,ect). These spells are always considered maximized 
  when cast by the scarred spellcaster, without increasing the 
  spell’s actual level. 
  However the spell caster’s off hand is effectively ruined. 
  The spellcaster cannot wield an off hand weapon or 
  any two handed weapon, nor carry a shield in his or her 
  offhand. 
  THE HUNTER’S SERPENTINE SKULL
  A mystical technique used by jungle dwelling Humans 
  and Halflings to call upon the wilderness savvy and killing 
  expertise of the great serpents that share their home. A 
  young hunter’s ears and nose are sliced away, and left to 
  heal. Eventually, the hunter’s face takes a smooth, serpen-
  tine shape, slits for a nose and no external ears. 
  A character who undergoes this scarification gains the 
  Scent special quality, but suffers  -2 penalty to their CHA 
  score, thanks to their now expressionless face and cold, 
  reptilian demeanor. 
  LONG LEAPER’S SCARS 
  A tradition began by plains dwelling Halfling nomads, 
  and since adopted by other plains-running cultures, this 
  scarring ritual commemorates a boy’s entry into a warrior 
  society. Long spiraling scars are etched into the suppli-
  cant’s legs and feet, and rubbed with stinging nettles and 
  ash as they heal. Eventually the scars turn a dingy yellow-
  orange and trace the curve of the wearer’s muscles like 
  strange dim flames. 
  A character who has undergone this ritual is swift and 
  nimble and receives a +3 bonus on Acrobatics checks and a 
  +1 bonus on Initiative checks. Unfortunately damage to the 
  muscles in the leg have left the character a little weaker, 
  and his or her carrying capacity is reduced by 10%.
  THE MONKEY’S FISTS 
  By stripping away the skin from the last joint of a man’s 
  hands and feet, then sharpening the exposed bones, this 
  agonizing ritual provides men with animalistic talons. 
  The character’s claw like fingers and toes provide the 
  character with a natural climb speed of 20 ft. The char-
  acter can only climb with at least one hand free and when 
  not wearing shoes. The deformity to the character’s hands 
  impose a -4 penalty on any skill where manual dexterity is 
  a requirement, such as Disable Device. 
  MOON BRAND 
  An old and effective protection against lycanthropes, this 
  brand was first drawn by long extinct Druidic covens, and 
  is now used by were-hunters of every faith and culture. 
  A series of circular and crescent designs representing the 
  waning, full and waxing moon are branded into the suppli-
  cant’s breast and biceps. 
  Characters branded with this powerful old symbol cannot 
  contract lycanthropy, but their spiritual connection to the 
  moon  means they suffer a -1 morale penalty on attack 
  rolls, skill checks and saving throws during daylight hours. 
  SEVERING THE CROWN 
  What began as a means of control over female slaves 
  became a symbol of strength and liberation when the inevi-
  table rebellion finally began. Originally imposed upon 
  a minor Elven nation conquered by neighboring human 
  tribes, the female warriors of the nation made this cruel 
  ritual a part of their initiation into womanhood and a battle-
  society. The old women of the tribe extensively and exact-
  ingly mutilate a young girls’ genitals, including severing 
  her clitoris (referred to by the Elves as the crown) in such a 
  way that the sacrifice unlocks strength and warrior ferocity. 
  A character scarred by this bloody ritual receives a +2 
  inherent bonus to her STR score, but the ritual leaves her 
  dead eyed, sullen and violent, imposing a -2 penalty on all 
  CHA based skills, except for Intimidate. 
  SLICING THE SKIN 
  This ritual is practiced by only the most savage and fear-
  some Half Orc war bands, and is virtually legendary 
  
  TWO DOZEN DISCOVERIES: PLANTS 
  PAGE 6
  among even barbarian tribes. During the days long 
  ceremony, the skin is stripped from the conscious and 
  restrained warrior, long sheets of flesh torn off his arms, 
  chest and thighs. Those who survive are rubbed with 
  mystic ointments which now act as their flesh, giving these 
  fearsome and indomitable warriors the appearance of skin-
  less ghouls. 
  When raging a Barbarian who undergoes this ritual only 
  suffers a -1 penalty to Armor Class. However, infections 
  and sheer pain permanently reduce the character’s CON 
  score by 2. 
  THE SPIRIT EYE
  This ritual is native to the first human nation to develop a 
  culture, and was instrumental in first allowing humanity 
  to stand against the undying horrors enveloping the young 
  world. A tribal shaman slices open the supplicant’s fore-
  head, and chips away shards of bone from the front of 
  the skull. Many die during the ritual- a single mistake 
  can doom the supplicant, but those who survive find their 
  perceptions forever altered. 
  Characters who survive the test of the Spirit Eye find them-
  selves able to see into the half-world of the spirits. The 
  character can use See Invisibility a number of rounds per 
  day equal to one plus her WIS modifier; the rounds need 
  not be consecutive. Be warned, opening yourself to the 
  spirits is dangerous. The character suffers a -2 penalty on 
  FORT saves made to resist Energy Drain and Level Drain. 
  SPLITTING THE SNAKE 
  Some human tribes practice this bloody ritual, and a few 
  neighboring Half Elf and Elven nations have adopted 
  the practice. A young warrior is held down while the old 
  men of the tribe slit his penis lengthwise. Eventually the 
  damaged organ heals, but is permanently slit, like a snake’s 
  forked tongue. 
  Warriors who have undergone this ritual sub incision are 
  as quick as the snake spirits they channel. They receive a 
  +2 dodge bonus against attacks of opportunity provoked by 
  making an unarmed strike or using a Combat Maneuver. 
  Even years after the ritual, the memories of pain remain 
  and occasionally weaken the soul of the scarred hero. The 
  character suffers a -2 penalty on WILL saves against fear 
  or pain effects. 
  SUN BRAND 
  A painful ritual that takes days to fully recover from, the 
  Sun Brand was first used by Druid elders to initiate new 
  members of a coven, and has spread to several clerics of 
  nature-worshipping faiths. The supplicant is branded with 
  sunburst-like designs on their chest, forehead and both 
  cheeks; when these scars finally heal, they are shockingly 
  white especially when applied to supplicants with dark or 
  weather-beaten skin. 
  A character who undergoes this branding gains Fire 
  Resistance 2, but their spiritual connection to the sun 
  means the character suffers a -1 morale penalty on attack 
  rolls, skill checks and saving throws during nighttime 
  hours or when underground and unable to see the sun. 
  TEST OF THE SCORPION
  Staked out in the burning desert, the supplicant is covered 
  in stinging scorpions. Those who survive this test are 
  accepted by both their tribe and the desert itself as worthy 
  to walk the sands. Survivors are marked by a network of 
  raised, discolored pustules that never fully vanish: these 
  scars cover their chest, abdomen and cheeks. 
  Scorpion spirits and desert djinni protect those who 
  complete this test of pain, providing the character with a 
  +4 bonus on Survival checks made in the desert. However, 
  the poison coursing through the character’s veins weakens 
  their resistance to other toxins, and the character suffers a 
  -2 penalty on FORT saves against poison. 
  WARRIOR’S BRACELETS
  Wire hoops are threaded through the flesh of a young 
  warrior’s forearms and biceps. These heavy gold or bronze 
  hoops pierce through muscle and flesh, and act as a 
  jangling decoration that proclaims to all the warrior’s battle 
  prowess. 
  A character who undergoes this ritual piercing inflicts 
  an additional point of damage on a critical hit with any 
  weapon for which he has Weapon Training. Unfortunately, 
  the jangling wire bands hinder athleticism and stealth, and 
  the character suffers a -2 penalty on Acrobatics and Stealth 
  check. 
  THE WHISPERING NOOSE 
  Garroted nearly to the point of death, the supplicant in this 
  ritual earns a deep crimson and purple scar encircling their 
  throat. Even years later, a survivor can still feel the noose, 
  and the mark never fully fades. 
  Once per day, a spellcaster who survives this ritual can 
  make a spell Silent without increasing its casting time or 
  effective level. The choice to do so is made as a free action 
  when the spell is cast. The character’s husky, whispery 
  voice is unnerving, and the character suffers a -1 penalty 
  on all CHA based skill checks, except for Intimidate. 
  Written by Chris A. Field; Artwork by Bradley K. 
  McDevitt /Clipart Critters
  
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  5.Representation of Authority to Contribute: If You are contributing original 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
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  13. Termination: This License will terminate automatically if You fail to 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Two Dozen Discoveries: Plants, Copyright 2010, Louis Porter Jr. Design, 
  Inc.
  OPEN GAME LICENSE VERSION 1.0A 
  All content is copyright 2010 Louis Porter Jr. Design Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright 
  concerned. This book is compatible with 3rd Edition and Revised 3rd Edition rules. This edition of adventure planner is produced under version 1.0a and/or draft versions of 
  the Open Game License and the System. Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the 
  license and document.
  Designation	of	Open	Game	Content: All Text
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9540 - Two Dozen Discoveries - Scars.pdf