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RPG Superstar 2015

GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

If they wake the half orc up, though, he is fair game. Better doing that, then using up our treasure :-)


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

Justin mentioned he scavenged all the good greataxes. At the rate he drops them to go au natural, he needs more than one!

My first 50 point round :-)


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

Aarakess should be able to hex and step back so Dryn can bomb. Hopefully I can clear another space after smite and steep to the stairs.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Not much for me to do....


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

I get that feeling when everyone rolls noncombat skills of which I have none, not even perception :-)

As soon as we clear this junction, you should be able to full move in.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

That hall is too narrow, if we knock off the human with 26 HP, or bullrush him back we could start applying more pressure on them.


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

I think I will try to get the one I am smiting first. I hate to let casters get through their whole spell list :-)


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

2500+ posts!
I will go the opposite way of Kilthan. Split up the fighters and go with Rohara who has the most healing. Aarakess was right; maybe Justin was just feeling contrary.


Female Dwarf Witch/9 - (HP: 83/83; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +8/+10; Init +2; Per +11/+13

Yeh - they are both injured, don't want to give either a chance to heal very much.


HP 90 of 90 - AC 26 (T 15, FF 22) - F +8, R +5, W +11

[sarcasm] Well... that was fun... [/sarcasm]

GM Blood... Roll up a new character I suppose?


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Or if we have enough cash pay for a raise dead service.


Yes go ahead and roll up a new character. PM me when done and we can work out the details.


HP 90 of 90 - AC 26 (T 15, FF 22) - F +8, R +5, W +11

True... but then she is a level 1 character. Raise dead, "gains two permanent negative levels when it is raised."


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

So we raise the money for a raise dead and two restorations.

Let's see here, 5,000gp for the raise dead's diamond, plus 1,000gp twice for the restorations diamond dust, plus spellcasting costs....

So yea, 1,000gp for a reincarnate spell sounds good to me!


Female Dwarf Witch/9 - (HP: 83/83; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +8/+10; Init +2; Per +11/+13

Damn - at -9 I could have sent my familiar to healing hex you to stable. I thought that death was at - greater than your Con, not equal or greater.


HP 90 of 90 - AC 26 (T 15, FF 22) - F +8, R +5, W +11

Sooo... some considerations...

Dwarven cleric (not sure of god) who is of martial sort
Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 12

Gnome cleric (Densa)
Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 16
considering luck and travel again... focus more on ranged.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

You could do what I do and Randomise the character


Female Dwarf Witch/9 - (HP: 83/83; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +8/+10; Init +2; Per +11/+13

The real question is whether you want to be a caster or a fighter. The dwarf is a decent secondary melee character, but with Kilthan and Justin, we are pretty strong on offense. I think a caster type would be better - the gnome is probably the better of the two. You could also look at some of the other races. Several of the tiefling and aasimar sub-types have good stat distribution for clerics. Also, if you do not want another cleric, oracle or druid are both fun classes. Remember, Justin should start to get channel energy and spells, so we will have a sort of 1/2 cleric with him as well. In addition between me, Dryn and Ingrid, we have a lot of healing capability. One hp less damage and my familiar would have gotten you stabilized this round.


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

My 2cp
I like the idea of range focus
Caster cleric with bow instead of melee secondary
Human cleric of Erastil w/ longbow
STR=12
DEX=14
CON=12
INT=8
WIS=19
CHA=14


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Well, it would be easy for you to fit in as a cleric of Angradd. Kilthan would like you right away.

A combat cleric (even one with the Crusader archetype) would certainly work -- but at the same time, as Aara mentioned, we do have Justin as a heavy-hitter and Kilthan as a skirmisher. Which isn't to say more damage-smashing goodness wouldn't be helpful, mind you, just that there's some overlap in that role.

A druid would let you make a full divine caster and (presumably) have a pet to act as a meat-shield and flanker -- which could work pretty well. Oracles (life, battle, metal) are also pretty darn useful -- though the delayed spell progression is the price you pay for it.

As Justin pointed out, Erastil gives longbow as a weapon, which is a nice touch, too (and some fun domains).

However, at the end of the day, your new character's got to be something that you're going to enjoy playing -- so while I can think of a bunch of potential fun things to be, it's still up to you at the end of it.

Also: Stupid Tiefling. Scared of a little girl instead of the nasty half-elf who'd rushed up and chopped a slice of him away. Grrr.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}
Kilthan Hammerstone wrote:
Also: Stupid Tiefling. Scared of a little girl instead of the nasty half-elf who'd rushed up and chopped a slice of him away. Grrr.

Yea, darn tieflings! Can't trust 'em! Wait...


Kilthan Hammerstone wrote:

.

Also: Stupid Tiefling. Scared of a little girl instead of the nasty half-elf who'd rushed up and chopped a slice of him away. Grrr.

Kilthan is used to taking hits like that putting him on the floor for a bit.

To be honest though, normally it is a safe bet to let you whiff for a few rounds with your horrible rolls :)

Normally they would go after the bigger hitters, but they are protective of the three cleric above all else.


HP 90 of 90 - AC 26 (T 15, FF 22) - F +8, R +5, W +11

Thanks for the input. And just so you are aware, I actually enjoy playing clerics. Rohara was a cleric from a previous pathfinderized Dr Who game, that did not get too far. I have a few others on the go too. Just have to look for that uniqueness to the character so I am not playing the same thing every time.

Still trying to put together a character...

Question: Will the character have funds for a level 3 character?


Yes, but i will review what you purchase


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

I always thought of trying a Tengu cleric with a fascination with swords.

Great job Dryn


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Thanks Justin. Too bad that was my last bomb. Gotta love dex mutagen + Shield + high dex character already. Three minutes of real annoyance. Though one greataxe attack is gonna make me a sad tiefling.

Though it does make me see why there are so many melee alchemists. Not my preference (bombs are awesome!), but I can understand it abit better now.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4
Rohara Acharya wrote:

Thanks for the input. And just so you are aware, I actually enjoy playing clerics. Rohara was a cleric from a previous pathfinderized Dr Who game, that did not get too far. I have a few others on the go too. Just have to look for that uniqueness to the character so I am not playing the same thing every time.

Still trying to put together a character...

Question: Will the character have funds for a level 3 character?

If you want interesting and unique

Select 4 races and 4 Cleric archetypes, and roll for the winner in each category.


HP 90 of 90 - AC 26 (T 15, FF 22) - F +8, R +5, W +11
Ingrid Anika Nina Jones wrote:

If you want interesting and unique

Select 4 races and 4 Cleric archetypes, and roll for the winner in each category.

True that would be, different. I am not much for random for characters though. I do appreciate everyone's advice. :)

I think I have a concept for a archer type cleric. Using Erastil. Juts trying to get over my love of gnomes to build it.

So far...
Tohall (pronounced Tow-all)
human cleric of Erastil.
(stats to follow)

Domains: Animal (maybe Fur sub domain) & Good
Feats: Selective Channeling, Point Blank and Precise Shot.
Another option is channel smite, Guided hand. (if str is kept low)
Good 5th level feat for the animal companion, Boon Companion.

Basic Idea for being out traveling... Was investigating several young poeple that have gone missing from a small village of Coppertree. He has since found other smaller villages where others have gone missing. He has been on the trail since of those who might be responsible...

Not that I need it until 4th level... any ideas for an animal companion?

DM Blood. Would you consider this enhancement, Guided, when it can be purchased?


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Here is most of the new character for consideration. I am working on the background right now. Thought it best to put it out there to look over the crunch


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

Lessons learned from my archer cleric:

A burly ape bodyguard/sidekick for a cleric archer works well, especially with boon companion at level 5. A semi intelligent primate will 'hang with the group' and can make for interesting color.

Point blank shot is good, but precise shot is a necessity. I am not thrilled with the channel smite, guided hand combo--it is quite inefficient. As deadly aim and rapid shot need Dex 13, I invariably started my Dex at 14 as I don't want to rely on a belt of dexterity. As soon as you get to level 7 your spells are so awesome and you have so many of them, you almost forget you have a bow :-) It is time to definitely strap on a buckler if you haven't already (hopefully magical).


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Question -- the female cleric only had 1 round of movement while we were stunned, correct? Since you can only run in a straight line, she can't have moved more than 60' (barring a spell), assuming a double move?


Barring a spell or something else correct. She has something else.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Ok then, I was just worried I'd missed a chance to run after her. :)


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

I have now added a background. I apologize that it took longer than I thought. I have caught something and have not been feeling well.

Background

Spoiler:
Tohall grew up with his father Duren on a simple farm in a small village of Coppertree, some 10 miles from both the Sanos Forest and the Yondabakari River. Tohall’s mother passed a year or so after his birth to a wasting disease that passed through the villages. Farm life was simple and while not an especially good one, the young boy took the animals right away. He seemed to have a way with them that seemed to make both the animal and boy happy.

It was into young Tohall’s early years of puberty that Father Huss, a cleric and providing priest for some five villages in the area, started to take an interest in the boy. He seemed to sense something about Tohall, and was one t follow his instincts. Father Huss would often take the boy into the neighboring woods and surrounding hills and grasslands, showing the boy of nature. Teaching the boy to hunt and care for others.

It was deep into the winter when there was a knock at the Tohall’s home. It was a boy, not much older than him and a person he knew well from Coppertree. He had come seeking Tohall, his Father had an accident and needed help and Father Huss was too far away. Tohall grabbed up his meager supplies and left into the snowing darkness. Arriving at the home he was rushed before the great hearth, not only to warm him but where the injured man lay. He appeared to have troubles breathing and his chest area was covered with one large bruise. Tohall knew the situation was not good, and what little supplies and training he had would not help. Tohall had some roots and herbs boiled and had the injured father drink it to ease the pain unable to do little else. As the house settled in the long night Tohall prayed over while he slept knowing he would not make the morning. It was near the man’s end as Tohall placed a hand upon the man’s chest that there was a glow and feeling of power flowing through Tohall. Knowing little else he could do he continued his prayers. It was not long before the man seemed to be breathing a more normal pace and as the glowed died he looked to see that while not fully healed, something magical had happened that stopped the bleeding within. Come morning the family gathered and could see their father and husband alive still. Tohall was showed with praise and thanks. He went on to explain that much more healing would have to happen before he could return to his ways. Later in the week at the return of Father Huss the whole of Coppertree was talking of the young’s skill. Tohall told Father Huss what had happened and the elder man smiled and explained what had happened, and told of more he could teach the boy.

Years later found Tohall traveling with Father Huss to help those in need. He would help heal wounds, lend a hand in the fields or barns when asked and would even help hunt food for those not able to do so for themselves. Tohall had grown into a fine kindly young cleric of Erastil. As Father Huss grew older and made traveling harder for the elder cleric Tohall found himself wandering from village to village checking on those in their small communities and seeing to what needs he could provide.

It was mid winter with a break in the weather so that Tohall could travel. He came across several farm animals that had been attacked by a pack a wolves. Investigating further he found that the pack was moving on, but found a small female wolf, half-starved. While not domesticating the beast he did befriend it and was able to restore the wolf to a healthy condition. He also managed to teach the beast a few tricks.

It was early in the year when Tohall traveled up the small river to Swallow Brook that he came upon a strange find. Where there should be villagers and their family he found abandoned homes and farms. Animals roamed unattended. Investigating further he found only a few that had hidden themselves away from what nighttime terrors swept through the village. The story he heard from the few that remained were of dark cloaked figures coming in the night. Commanding foul creatures to capture all they could find. Those that resisted too much were killed and raised through dark magics to becoming one of the foul creatures. He gathered all he could find and took them to Coppertree and had the villagers there mount some sort of defense against what might come to them. Tohall ventured forth and found that two more villages had been attacked in the same way. Counseled by father Huss and supplied as well as he could be, he ventured forth to find those who were taken and hopefully bring back any that still lived.

Thanks Justin for the heas up on playing such a class. We shall how the character works.


Actually you did this just in time for Kilthan's action. I will post for him later if he doesn't by then


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

Dr. Peter Venkman: Hee hee hee! "Get her!" That was your whole plan, huh, "get her." Very scientific.

I think that is our plan. Get her!

If anyone is interested, I am recruiting for some classic modules I have converted to pathfinder.

Link


Female Dwarf Witch/9 - (HP: 83/83; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +8/+10; Init +2; Per +11/+13

Thanks for the offer. I think that I am tapped out right now. Although if anyone is looking to DM a Serpent's Skull game. I am in a new one and the DM decided to bail after about 3 weeks. We have 4 good players and can easily pick up 1-2 more if someone is interested in DMing it.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Nice, Ghost-busters #1 reference

I'll dot it.


Everyone is up, don't be shy!


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

Updated the loot spreadsheet. Let me know if I missed anything. When DM blood said it can be sold for xxx I put it in the sell column, but when DM blood said it is WORTH yyy I put half yyy in the sell column.

I planned on taking the magic full plate. I do not remember if magic full plate automatically fits (being magic) or the 2d4x100 resizing fee applies.

Mwork light crossbow should probably go to one of the ladies.


I think the resizing applies, but I usually ignore that so go ahead and use it


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

Loot spreadsheet has things from the mine that will be sold going for about 5890gp. I plan to add my mwork breastplate to the mix, as I don't need it anymore. The chain +1 is also unclaimed now unless Tohall wants to use it.

In the theme of maxing out Kilthan's AC too, the ring of protection +1 looks like it is destined for him.


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

GM Blood, when you say worth, I have them selling for half that.

Circlet of gems is worth 1000gp = sell for 500 gp
Bust of dwarf w/ crown is worth 2400gp = sell for 1200gp

I asked to clarify as jewelry sometimes converts fully to gold. If so, I need to change them.

Either way plan is to give everyone 1000gp except Tohall(who should be doing well with the Circlet) and put the rest in the growing party fund unless there is any objection.


You are doing it correctly


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

He certainly won't say no to the ring - and may need to find someone to cast masterwork transformation a few times for him (...and that newfound money will help).


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Just to toss it out there, if there's a lock or trap, Dryn will definitely assist. If for some reason I couldn't get a post in with the rolls, I don't mind if someone rolls for me.

And sorry about lack of real posting. Got butt kicked with stuff this week, and internet went out this morning. Blargh.


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9
Justin D'Rite aka Sluuth wrote:
Loot spreadsheet has things from the mine that will be sold going for about 5890gp. I plan to add my mwork breastplate to the mix, as I don't need it anymore. The chain +1 is also unclaimed now unless Tohall wants to use it.

Tohall has borrowed the armor (chain mail +1) and headband that Justin has offered him.


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

I would much rather lack a name than lack a face. So the faceless one sounds much more ominous than the nameless one :-)

Loot spreadsheet updated. Justin spent the party funds on two cure disease scrolls when he heard what the worms can do before we left. I didn't want us to have the worms crawling in our brains like Star Trek 2 and nothing to do about it.

Looks like the party funds will have about 1300gp in them again and everyone but Tohall (who has a circlet and nice armor) will get 1000gp.

As we haven't went back and are set on pounding the next set of cultists, this assumes we live to spend it!


Female Dwarf Witch/9 - (HP: 83/83; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +8/+10; Init +2; Per +11/+13

Thanks Justin - keep track of the loot so that we can all add it to out sheets when we get topside. If we get a good weapon or other useful loot, this will throw off the splits. I think that doing it piecemeal right now before our second assault will just cause confusion.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Trying to give advanced warning -- I'll be out of town and away from internet access starting Saturday the 13th, and ending Tuesday the 23rd.

Feel free to background/NPC me during that time to not hold anything up.

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