Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Pathfinder Roleplaying Game

Pathfinder Society

Pathfinder Roleplaying Game: Beginner Box

PaizoCon 2012!
Pathfinder Online Technology Demo by Goblinworks Inc. — Kickstarter
1,537
BACKERS
$95,607
PLEDGED
15
DAYS TO GO

Search
Links
Shop
Messageboards

A birthday present to my other half, by the David

On cavaliers, mounts, reach, handle animal and ride checks (and one or two other things), by Cyberwolf2xs

NPC's and Monsters: more than Loot Bags?, by MicMan

What should a lvl 20 front line damage dealer be dealing?, by HaraldKlak

So how do you fix the Christmas Tree?, by JrK

Consensual Introduction to PvP, by AvenaOats

Cultural Flip, injecting new thoughts and concepts into existing races, by toastwolf

Beasties: Monster selection for the game, by Mbando

D&D 6th Edition, by Jerry Wright 307

This mentality of OP wizards in 3rd, 4th, 5th..., by Aubrey the Malformed

Can animate rope animate marionettes?, by Mark Hoover

Kingdom Building Survey, by Bobson

[Jon Brazer Enterprises] Book of Friends and Foes: Assassins in the River Nations (PFRPG) PDF, by KTFish7

Why I don't like the haunt mechanics, by WWWW

Anarchy vs Strategy, by Crysknife

Online Campaigns

Early Kingmaker Game Needs 2-3 New Players, by Twigs

Team Elf in Elves versus Dwarves - Dwarves and Gnomes KEEP OUT, by Wilaml Fmelvam

The Brinewall Legacy, by Celestine8

Thod runs Carrion Crown - Trial of the Beast, by Kevin Darlok

The Heroes of Brindin's Ford, by Hassan Ahmed

Campaign on the Elemental Planes, by Lunamaria Hawke

GM Fnord's PFS First Steps, by Jory Redcap

GM Snorter's Rise of the Runelords Campaign, by Tregar Quill

Malevolence In London Town - DSX's Call of Cthulhu, by DSXMachina

DM Maslen's Second Darkness PF Conversion Discussion, by Ascaria de Vintre

The Shadows Turn - Chavamana's CoT, by Gravlax d'Antonio

The Dangers of Civilization, by The Voice of Wisdom

DM Zyren's Heart of Journeys, by Attalas

The Lost City (4e Paragon), by Cronin

Jade Regent, presented by DM Hamied - Campaign Thread, by Raziel Holhiem


Halls of the Mountain King (4E)
Game Master Rev Rosey


Gameplay

Search
Search this Thread:

1,401 to 1,450 of 3,467 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>
(Male Dwarf Invoker/Divine Philosopher 13)

"it will not be you five alone who dare this." A dwarf in a hooded cloak gives up his attempts to be stealthy. "it is the will of Moradin dwarf-father and his servant Dumathoin keeper of secrets, whose servant i am, that I accompany you on this task." He stomps towards you, staff clicking on the floor, as if there's no doubt of his acceptance.

(Male Half-elf Assassin 14)

Guldarin wrote:

"it will not be you five alone who dare this." A dwarf in a hooded cloak gives up his attempts to be stealthy. "it is the will of Moradin dwarf-father and his servant Dumathoin keeper of secrets, whose servant i am, that I accompany you on this task." He stomps towards you, staff clicking on the floor, as if there's no doubt of his acceptance.

"I don't believe we are acquainted. How are you called?"

(Male Dwarf Invoker/Divine Philosopher 13)

Nayce Mernorr wrote:


"I don't believe we are acquainted. How are you called?"

It's impossible to be sure with his face shadowed by a hood, but from his posture it seems that the dwarf is embarrassed. He halts a few paces away from you. "my apologies. you are correct that we have not met before though I as all residents of these halls knows of you. i am Guldarin, called the hooded or the long-talker, son of Thordarin the ogre-burner and Magdala with eyes like sapphires. while I travelled here at first seeking converse with the silent brothers, it is clear to me that this is the mission that the gods moved me to travel this way to perform, if you will allow me to assist you."

(Male Dwarf Warlord 10)

"Long talker is reet!" Dorvin guffaws, "Ye gan as much as me Aunt Magda. Haway, an' let's get goin!"


Rustle me up some checks on the doors please. Religion, Arcana, Thievery, Perception and Dungeoneering are suitable skills.

(Male Dwarf Invoker/Divine Philosopher 13)

Seeking to prove how useful he can be, Guldarin leans in to take a closer look at the doors.

Religion check 1d20 + 18 ⇒ (9) + 18 = 27
Arcana check 1d20 + 14 ⇒ (14) + 14 = 28


Dungeoneering 1d20 + 4 ⇒ (18) + 4 = 22
Perception 1d20 + 5 ⇒ (14) + 5 = 19


Remembering the strange marks he glimpsed on Rabscuttle's gears, Guldarin's senses prickle. Rusty's knowledge of engineering tells him clearly that there is a one key and one key only to these doors.

(Male Half-elf Assassin 14)

Nayce tries to see if his knowledge of locks, traps, and the like is of any use:

Thievery 1d20 + 14 ⇒ (15) + 14 = 29


Nayce's practical skills assert themselves and he rapidly puts two and two together. The cogwheels Rabscuttle handed to Isari will perfectly fit the small indentations in the door.

(Male Human Swordmage/Wandering Swordmage 11)

"This should be the last step..." Isari carefully places the gears into the notches.

Arcana, if it's relevant: 1d20 + 14 ⇒ (13) + 14 = 27


Isari unerringly chooses one of the three cogwheels he holds and slides it into place.

With a soft click, the wait of centuries ends and the orichelcum door splits into four quadrants. The sections slide silently back into the walls, revealing a 15 foot wide passageway filled with dense smoke, concealing whatever lies ahead. Engraved in mithral on the floor are dwarven runes.

Dwarven speakers

Spoiler:
First, the faithful of Volund master the flame for they fear not fire as they fear not their enemies.


Going in? And if so, what, if any, precautions are you taking? Bear in mind you can't see through the smoke.

A blast of heat beats against you.


Ahem?

(Male Dwarf Warlord 10)

Dorvin explains the words to the rest of the gang and then proceeds forward with determination.


Dorvin heads through the door, feeling the intense heat close around him as he vanishes from sight.

MAP

Orange stuff is liquid magma. Not that you can see it at the moment.

It's dark. Unless you provide yourselves with a light source, you're going to be fighting blind.

Place yourselves on the map within the pale blue area and roll init. The blue is of no significance whatever - it just marks the start area.


"Aha! I am dragonborn; my race were born from the Eternal Fire! I shall lead!"

Please place me at S4

(Male Dwarf Invoker/Divine Philosopher 13)

"Indeed you were, child of Io, indeed you were. As for we dwarves, we are children of stone, who do not fear hard work. Let it not be said we will not tolerate a little heat."

Place me at T2.


Rusty and Guldarin plunge into the smoke and hear crackling movement in the darkness.

Init rolls needed as well, please.

MAP

Orange stuff is liquid magma. Not that you can see it at the moment.

It's dark. Unless you provide yourselves with a light source, you're going to be fighting blind.

Init so far:
FV - 18
M1 - 12
M2 - 12

(Male Dwarf Invoker/Divine Philosopher 13)

Audible Obscenity Warning!

I was looking through Guldarin's character sheet for anything shedding light. He's only got the Endure Elements ritual. Protection from all the effects of non-magical heat and/or cold for 24 hours. I should have cast it before we came in. I don't suppose our friend the GM would care to allow it to be cast retrospectively. No? You are a cruel and heartless GM. I like you.


I covered my back by asking if anyone wanted to make any preparations so your guess is correct :)

*covering sensitive ears to hide noise of swearing*


Amenephus is barely awake ...

Initiative Roll: (1d20+6=9)

(Male Dwarf Warlord 10)

Initiative
1d20 + 7 ⇒ (9) + 7 = 16
I have a flamedrinker shield, in case of any fire damage


Amenephus and Dorvin need to tell me where they are. Guldarin needs to roll init.

(Male Dwarf Invoker/Divine Philosopher 13)

Initiative 1d20 + 5 ⇒ (20) + 5 = 25

(Male Dwarf Warlord 10)

T3 please.

(Male Half-elf Assassin 14)

Initiative 1d20 + 9 ⇒ (4) + 9 = 13

I'll be at R1.

While no stranger to the shadows, Nayce is unable to see in total darkness, and has availed himself of a sunrod.


Nayce's sunrod cuts through the smoke and reveals creatures of fire lurking in the chamber, some of the walking easily on the magma pool. They are magma mephits, and six of them await you. More ominous perhaps is a large flaming humanoid of unfamiliar aspect. It carries no weapons, and appears to need none, wrapped as it is in liquid flame.

MAP

Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage.

It's dark. Unless you provide yourselves with a light source, you're going to be fighting blind.

Init so far:
Guldarin
FV - 18
Dorvin
Nayce
M1 - 12
M2
M3
M4
M5
M6
Amenephus

Need init from Rusty and position from Amenephus. Init and position from Isari.

(Male Human Swordmage/Wandering Swordmage 11)

M2. Initiative: 1d20 + 5 ⇒ (11) + 5 = 16

Note: Resist 5 Fire from my cloak.


Init 1d20 + 5 ⇒ (14) + 5 = 19


As Isari slides through the door, battle commences.

Isari - this is my fault, but you can't be in M2. I've put you as far into the room as I can. There was a pale blue area indiciating your starting zone which I took out by accident. Amenephus - I took a guess on your position.

MAP

Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).

Guldarin
Rusty
Flame of Volund
Dorvin
Isari
Nayce
M1
M2
M3
M4
M5
M6
Amenephus

(Male Dwarf Invoker/Divine Philosopher 13)

Guldarin raises his rod towards the roof. "The gods protect us!" Lightning lashes out from the tip of his rod at the two closest mephits.

Grasping Shards, 1d20 + 15 ⇒ (2) + 15 = 17 vs Reflex vs M1; 1d20 + 15 ⇒ (10) + 15 = 25 vs Reflex vs M2; damage 1d6 + 8 ⇒ (6) + 8 = 14 lightning damage and the target is slowed.

Have a good time at the wedding. Cake.

(Male Human Swordmage/Wandering Swordmage 11)

Rev DM wrote:


Isari - this is my fault, but you can't be in M2. I've put you as far into the room as I can. There was a pale blue area indiciating your starting zone which I took out by accident. Amenephus - I took a guess on your position.

Actually, I just said the wrong coordinates. You put me in the place I meant to say. Also, have fun at the wedding.


Sorry, I'm sick. Please DMPC me.


Back :) Wedding was wonderful fun. There was much cake. Also ice cream, scones, fish and chips and carvery roast. Never let is be said that a proper Yorkshire wedding leaves you unfed. Dorvin is still celebrating but is due back tomorrow. So sorry to hear you're ill Rusty. Let me know when you're back on track.

Guldarin - I'm guessing with an at will the slowing is to the end of your next turn, but correct me if I'm wrong.

Guldarin chants and as his staff hits the ground, lightning arcs into the flaming mephits, slowing two of them.

Rusty moves swiftly to engage one of the mephits, his scales gleaming in the heat and turning him temporarily into a golden figure of doom. His sword swings down, sending a gush of magma to the floor. He marks the Mephit as his alone.

Reaping Strike (AC)
1d20+16=25. Hits. 1d10+10=19 damage.

The Flame of Volund moves majestically towards the party and as it does so you realise that is accompanied by four smaller flying flames that radiate heat. They move away from their parent, waiting their moment.

Dorvin wastes not time on the niceties. Barreling towards M1, he shoves it against the wall and offers Rusty another chance to hit it as it goes past. Somewhat startled by the sudden arrival of the dwarf, Rusty swings and misses, narrowly avoiding stabbing himself in the foot.

Opening Shove (Ref). On hit, push target one square and an ally can either shift or make a basic melee attack. In this case, it's the basic attack.
1d20+13=23. Hits.

Rusty's freebie attack.
1d20+16=17. Oops.

MAP

Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).

Isari (resist 5 fire)
Nayce
M1 - slowed to end Guldarin's next turn. Marked by Rusty
M2
M3
M4
M5
M6
Amenephus
Guldarin
Rusty
Flame of Volund
Spark of Volund 1
Spark of Volund 2
Spark of Volund 3
Spark of Volund 4
Dorvin

(Male Human Swordmage/Wandering Swordmage 11)

Isari darts towards the mephit, his blade covered in a thin layer of frost despite the heat.

Move to O3, aegis on D1(can't tell for sure, blends in with lava) and Frigid Blow in M2(Cold damage, -2 speed if hit and takes 5 Cold damage if it attacks me until my next turn): 1d20 + 16 ⇒ (4) + 16 = 20

1d10 + 8 ⇒ (10) + 8 = 18


Trying changing the colour slightly to improve visibility - hasn't really worked.

Isari's blade chills the mephit, slowing it as the magma making up its body solidifies.

Cold damage slows the mephits to the end of their next turn.

MAP

Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).

Nayce
M1 - slowed to end Guldarin's next turn. Marked by Rusty
M2 - slowed to end its next turn (cold vulnerability); takes 5 cold damage if it attacks anyone but Isari before the end of his next turn
M3
M4
M5
M6
Amenephus
Guldarin
Rusty
Flame of Volund
Spark of Volund 1 - under Isari's Aegis
Spark of Volund 2
Spark of Volund 3
Spark of Volund 4
Dorvin
Isari (resist 5 fire)

(Male Half-elf Assassin 14)

Nayce sends his shadowy shrouds about one of the mephits and befuddles its senses.

Eyebite on M4. 1d20 + 13 ⇒ (12) + 13 = 25 vs Will. 1d6 + 12 ⇒ (3) + 12 = 15 psychic damage on a hit, and I am invisible to the target until the start of my next turn. 2 shrouds on M4 (velvet blade trick feat).


Nayce's shrouds wrap themselves around the mephit's eyes, selectively blinding it.

Flying easily, the nearest mephits flank Isari and Rusty, while the two further up the smokey chamber flutter closer.

M1 and M3 attack Rusty with CA.
1d20+13=22. M1 v Rusty. Miss
1d20+13=15. M3 v Rusty. Miss.
M2 and M4 attack Isari with CA
1d20+13=30. M2 v Isari. Hits. 1d10+4-5=2 fire damage plus 2d6=8 for CA
1d20+13=15. M4 v Isari. Miss.
Isari takes 10 damage total (fire resistance taken into account)

MAP

Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).

Amenephus
Guldarin
Rusty
Flame of Volund
Spark of Volund 1 - under Isari's Aegis
Spark of Volund 2
Spark of Volund 3
Spark of Volund 4
Dorvin
Isari (resist 5 fire)
Nayce
M1 - slowed to end Guldarin's next turn. Marked by Rusty
M2 - slowed to end its next turn (cold vulnerability); takes 5 cold damage if it attacks anyone but Isari before the end of his next turn
M3
M4 - can't see Nayce to end his next turn; two shrouds
M5
M6


Wake up Amenephus! Your turn is here and will vanish if you don't do something constructive in the next two hours.


Befuddled by the sudden heat, Amenephus leaves the field free for Guldarin.

MAP

Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).

Guldarin
Rusty
Flame of Volund
Spark of Volund 1 - under Isari's Aegis
Spark of Volund 2
Spark of Volund 3
Spark of Volund 4
Dorvin
Isari (resist 5 fire)
Nayce
M1 - slowed to end Guldarin's next turn. Marked by Rusty
M2 - slowed to end its next turn (cold vulnerability); takes 5 cold damage if it attacks anyone but Isari before the end of his next turn
M3
M4 - can't see Nayce to end his next turn; two shrouds
M5
M6
Amenephus - DELAYING

(Male Dwarf Invoker/Divine Philosopher 13)

Guldarin reaches out in his mind, back to the age when the gods fought openly. He grasps the concept of storm firmly, and pulls a peice of the first and greatest storm back to the present. It's fury bursts over his enemies, and the winds lift his friends to safety.

Tide of the First Storm, area burst 2 at P4, targetting all enemies in burst;
Attack against M4 1d20 + 15 ⇒ (12) + 15 = 27
Attack against M2 1d20 + 15 ⇒ (5) + 15 = 20
Attack against M5 1d20 + 15 ⇒ (2) + 15 = 17
Attack against S1 1d20 + 15 ⇒ (15) + 15 = 30
Targets are hit for 1d6 + 8 ⇒ (4) + 8 = 12 and slowed teomnt
Isari can slide 5 if desired.
Guldarin sidles to his right, to U1


Guldarin - what defense are you targeting and what type of damage is it?

(Male Dwarf Invoker/Divine Philosopher 13)

Rev DM wrote:
Guldarin - what defense are you targeting and what type of damage is it?

Apologies. It's versus Reflex, and according to the Compendium is merely damage:

Quote:
Hit: 1d6 + Wisdom modifier damage, and the target is slowed until the end of your next turn.


Bah. So you hit all of them. They're somewhat weedy guardians. Update follows.


Storm meets fire and obliterates one of the sparks, while slowing the oncoming mephits with ease. M2 drips magma from the lacerating wounds it has received.

Holding until I know if Isari is going to use that slide 5 he was offered.

MAP

Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).

Isari - to confirm use of slide or not, and if so, where to.

Rusty
Flame of Volund
Spark of Volund 2
Spark of Volund 3
Spark of Volund 4
Dorvin
Isari (resist 5 fire)
Nayce
M1 - slowed to end Guldarin's next turn. Marked by Rusty
M2 - BLOODIED; slowed to end Guldarin's next turn (cold vulnerability); takes 5 cold damage if it attacks anyone but Isari before the end of his next turn
M3
M4 - can't see Nayce to end his next turn; two shrouds; slowed to end Guldarin's next turn
M5 - slowed to end Guldarin's next turn
M6
Amenephus - DELAYING
Guldarin

(Male Human Swordmage/Wandering Swordmage 11)

I'll shift to Q2. Also, I might of explained it badly, it takes 5 Cold damage if it attacks me, nothing happens if it attacks someone else.


Your explanation was just fine. I read it wrong is all.

Isari slides to menace another mephit as Rusty drives his blade towards M1, follows through with an attack on M3 and shifts away from his flanked position.

Cleave v M1.
1d20+16=26
1d10+10=19 to M1 and 5 to M3. M1 is bloodied.

The Flame of Volund and its attendant sparks move to encircle Rusty and Dorvin. The heat of the sparks is enough to make the pair slightly less sure in their weaponry as sweat slides down their arms and onto their palms.

Extending its arms, the flaming humanoid lashes out at dragonborn and dwarf. The long combat-free years have taken their toll and Volund's guardian fails to touch either of them.

Raging Inferno (AC). Reach 2. On hit, target is marked (se)
1d20+17=22 - Flame of Volund v Rusty. Miss.
1d20+17=23 - Flame of Volund v Dorvin. Miss.

MAP

Sparks of Volund have aura 1. Enemies within the aura take a -1 penalty to melee and ranged attacks (cumulative).

Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).

Isari - to confirm use of slide or not, and if so, where to.

Dorvin - -2 to melee and ranged attacks (spark auras)
Isari (resist 5 fire)
Nayce
M1 - BLOODIED; slowed to end Guldarin's next turn. Marked by Rusty
M2 - BLOODIED; slowed to end Guldarin's next turn (cold vulnerability); takes 5 cold damage if it attacks Isari before the end of his next turn
M3
M4 - can't see Nayce to end his next turn; two shrouds; slowed to end Guldarin's next turn
M5 - slowed to end Guldarin's next turn
M6
Amenephus - DELAYING
Guldarin
Rusty - -1 to melee and ranged attacks (spark aura)
Flame of Volund
Spark of Volund 2
Spark of Volund 3
Spark of Volund 4


Rev DM

Spoiler:
My move, in case you're happy for me to take it now?:

Using his Fey Step, Amenephus transports himself into the fray (to X3) and uses his Divine Power (close burst 2) on: M1; M3; S2; S3; S4; and FV.

1d20+8 v Fort; 2d8+1 radiant damage. In addition, if I hit, I push the target 1 square.

Divine Power attacks on (in order): M1; M3; S2; S3; S4; and FV: (1d20+8=16, 2d8+1=8, 1d20+8=20, 2d8+1=13, 1d20+8=28, 2d8+1=12, 1d20+8=20, 2d8+1=6, 1d20+8=24, 2d8+1=14, 1d20+8=16, 2d8+1=7)

Edit: The attack on S2 was a crit, so the damage is 17 radiant.

For clarity: M1 - 16 v Fort, 8 radiant damage; M2 - 20 v Fort, 13 radiant damage; S2 - crit v Fort, 17 radiant damage; S3 - 20 v Fort, 6 radiant damage; S4 - 24 v Fort, 14 radiant damage; FV - 16 v Fort, 7 radiant damage.

As an effect, until the end of the encounter I gain regeneration 5, and me and each ally within the burst gains a +2 power bonus to AC - that'll be me, Rusty and Dorvin.


Amenephus abruptly comes back to life and sets about wrecking eladrin havoc on the unruly fireballs. The sparks surrounding Dorvin and Rusty vanish, leaving only the mephits.

It's a burst attack, so you only roll damage once. I will take the roll on the first foe you hit, which is M3 (not M2 which is at the other end of the room). You hit all the sparks, but missed M1 and the Flame. I took a guess on where you wanted to push M3.

MAP

Sparks of Volund have aura 1. Enemies within the aura take a -1 penalty to melee and ranged attacks (cumulative).

Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).

Dorvin - +2AC to end Amenephus's next turn
Isari (resist 5 fire)
Nayce
M1 - BLOODIED; slowed to end Guldarin's next turn. Marked by Rusty
M2 - BLOODIED; slowed to end Guldarin's next turn (cold vulnerability); takes 5 cold damage if it attacks Isari before the end of his next turn
M3
M4 - can't see Nayce to end his next turn; two shrouds; slowed to end Guldarin's next turn
M5 - slowed to end Guldarin's next turn
M6
Guldarin
Rusty - +2AC to end Amenephus's next turn
Flame of Volund
Amenephus - regen 5 to end encounter

1,401 to 1,450 of 3,467 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>

Paizo / Messageboards / Paizo Community / Online Campaigns / Play-by-Post / All Messageboards

Want to post a reply? Sign in.



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.