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Inner Sea Megadungeon: Delving the Drowning Stones

Game Master Garden Tool

A site-based adventure featuring one of the Mwangi Expanse's largest ruins: the Drowning Stones.

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Cheliax

bbangerter wrote:
I've read through this thread and this sounds great. I'll have to make up a good reason to tell my wife I'm getting involved in another online game (not really, she won't mind).

Conceptually quite similar to an existing submission, but a good and valid contender nonetheless. As for "reflavoring" a half-elf as a half-fey, creatures and NPCs in-game would identify the character as half-elven, and there would be no real basis, benefit, or reworking of the race.


How many Of us half-fey sorcerers could there be in the world???


There seems to be a very "active" Fey running around in these parts...

RPG Superstar 2013 Top 8

Sounds like a great campaign. I would be interested in playing a human barbarian/druid. He grew up in a Mwangi village but when it was attacked by slavers he escaped into the jungle and learned to survive there. I'll try to put a complete submission in this weekend after I read over your backstory some more and come up with a good reason he is here. I'm in one campaign but I'd love to be in another.


Garden Tool wrote:
Conceptually quite similar to an existing submission, but a good and valid contender nonetheless. As for "reflavoring" a half-elf as a half-fey, creatures and NPCs in-game would identify the character as half-elven, and there would be no real basis, benefit, or reworking of the race.

Doh, to much information to sift through - I don't envy your selection process when it comes time.

But in order to separate/distinguish the character from Daria's I'll drop the half-elf, go full human, and drop sorcerer to take a level in rogue. That would also give me more skill points to play with to become at least a partial skill monkey. And allow me to wear light armor without handicapping what would have been sorcerer spell casting. I'll put up a revised back story/goals/motivations late tonight.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Elsir Thran wrote:
Garden Tool said wrote:

I assume this has something to do with the additional benefits bestowed by ioun stones slotted into a wayfinder (as mentioned in that item's description)?

Are these rules OGL? If so, where can I view them?

GT, can't be positive that the rules for resonant powers of ioun stones are covered under OGL, I *do* know the rules are specifically found in Seeker of Secrets. I am away from my house right now on business and away from my book, else I would be able to confirm.

The rules for ioun stone resonant powers are indeed OGL, but they are also printed nowhere other than in Seekers of Secrets, which is not on GT's approved source list. Speaking from experience, that's probably not gonna fly as a a result.

Cheliax

Shisumo wrote:
The rules for ioun stone resonant powers are indeed OGL, but they are also printed nowhere other than in Seekers of Secrets, which is not on GT's approved source list. Speaking from experience, that's probably not gonna fly as a a result.

True, but the description of what a wayfinder actually does from the ISWG (which is in my approved list) says that the item has "extra effects" or some such if slotted with ioun stones. I'd hate to ignore or "make up" part of the item's function if I don't have to.

Curious that the resonant powers don't appear on the d20pfsrd. Anyone know why? What do the resonant powers boil down to?

Cheliax

bbangerter wrote:
But in order to separate/distinguish the character from Daria's I'll drop the half-elf, go full human, and drop sorcerer to take a level in rogue. That would also give me more skill points to play with to become at least a partial skill monkey. And allow me to wear light armor without handicapping what would have been sorcerer spell casting. I'll put up a revised back story/goals/motivations late tonight.

Magus/rogue? Intriguing, and potentially very synergistic.

...arcane trickster?

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Garden Tool wrote:
Curious that the resonant powers don't appear on the d20pfsrd. Anyone know why? What do the resonant powers boil down to?

Most of the powers are bonus feats or abilities of equivalent power, but there is an extremely wide variety of possible options, particularly if you use the "random roll" option for determining what happens.


Probably go arcane trickster, but that is at least 2 levels away to cast 2nd level spells. And really more than that as I'd like more than 1 level in rogue early on.

Grand Lodge

Garden Tool wrote:
Shisumo wrote:
The rules for ioun stone resonant powers are indeed OGL, but they are also printed nowhere other than in Seekers of Secrets, which is not on GT's approved source list. Speaking from experience, that's probably not gonna fly as a a result.

True, but the description of what a wayfinder actually does from the ISWG (which is in my approved list) says that the item has "extra effects" or some such if slotted with ioun stones. I'd hate to ignore or "make up" part of the item's function if I don't have to.

Curious that the resonant powers don't appear on the d20pfsrd. Anyone know why? What do the resonant powers boil down to?

That about sums it up. When a Ioun stone is placed in the wayfinder it loses it's light at will ability and is replaced by the resonant power of the Ioun stone in question. Also the wayfinder may also stop working as a compass and instead point to a specific location. Not all stones have resonant powers.


Nothing really to ask or add to the discussion, just checking in. There are so many bizarre and interesting characters around here, Xara will he glad to have Trig along for familiar company.


I agree, Xara. I feel out of place just running an elf rouge.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

You could always make it, I dunno, a half-dragon or something.


Garden Tool wrote:
Curious that the resonant powers don't appear on the d20pfsrd. Anyone know why? What do the resonant powers boil down to?

I know I was so interested in that question I bought Seekers of Secrets for it. There are actually two different rule sets, one static assignment and one more complex and random. The simple one uses a specific effect for each Ioun Stone. For example: the resonant power of a Lavender and Green Elipsoid which normally absorbs spells cast at the bearer allows them to use it as a immediate action instead of a standard action.

The more random set has a 1d100 roll, with varied powers that can be rolled when a stone found to be resonant is put into a wayfinder for the first time. Some examples of this include #12 which lets the bearer channel energy an additional time per day and #16 which gives a +2 insight bonus to CMD and CMB.

Suffice to say you don't actually need these lists to play with resonant powers of Ioun Stones, you can make them up to be a limited bonus of anywhere between a trait and a feat, with some giving extra bonuses to statistics as well. The GM has complete control over such things after all, and can assign a proper power of his or her choosing.


Kozaric wrote:
I agree, Xara. I feel out of place just running an elf rouge.

He said templates... so then I says... why not. It's not every day... nor every year that I run a template.


Artheriel Stat Block:

ARTHERIEL BRITESIILVER CR 2
Male Elf Cleric 3
NG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 18 (3d8)
Fort +5, Ref +5, Will +7
Immune sleep; Resist Elven Immunities, Resistant Touch (6/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Quarterstaff +2 (1d6/20/x2) and
. . Unarmed Strike +2 (1d3/20/x2)
Ranged Masterwork Longbow +6 (1d8/20/x3)
Spell-Like Abilities Resistant Touch (6/day)
Cleric Spells Prepared (CL 3, 2 melee touch, 5 ranged touch):
2 (2/day) Shield Other (DC 15), Hold Person (DC 15), Sound Burst (DC 15)
1 (3/day) Shield of Faith (DC 14), Identify, Magic Weapon (DC 14), Bless
0 (at will) Create Water, Read Magic (DC 13), Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Brew Potion, Elven Weapon Proficiencies, Extra Channel
Traits Classically Schooled, Forlorn
Skills Acrobatics +0, Climb -3, Diplomacy +6, Escape Artist +0, Fly +0, Heal +7, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +5, Ride +0, Spellcraft +7, Stealth +0, Swim -3
Languages Common, Elven
SQ Aura (Ex), Cleric Channel Positive Energy 2d6 (7/day) (DC 13) (Su), Cleric Domain: Magic, Cleric Domain: Protection, Elven Magic, Hand of the Acolyte (6/day) (6/day) (Su), Spontaneous Casting
Combat Gear Arrows (40), Masterwork Longbow, Quarterstaff, Studded Leather; Other Gear Bracers of Armor, +1, Potion of Barkskin +2 (2), Potion of Cure Light Wounds (4), Potion of Cure Moderate Wounds (2), Scroll: Delay Poison (CL 2)
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 2d6 (7/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Magic Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Acolyte (6/day) (6/day) (Su) Throw the melee weapon you are holding 6/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.


Just checking in again. :)


I ran a template once......Once.


I just thought of johnny dangerously when you said that...


Thats what I was goin for!


Kozaric here. I updated everything except my kit.


Arknight here...

Ok, after a great bit of having to read about the archetype and other paladin options, I present Gerrosk, Half-orc Paladin (Warrior of the Holy Light) of Sarenrae. I still need to get mundane gear, and with a final GP total of 0, he'll be relying on the generosity of others for his housing, etc. :)

Qadira

Wow. There are some great concepts here. I've read the requirements and Yuuwa Majid dovetails nicely into the adventure. She was originally created for another PBP that went bust. Her reason for remaining in this region is she owes a debt to the PFS for the rescue. Equipment still requires updating for the 3k budget (can we say Shopping?). Her traits and background have been ever so slightly modified to fit.


Pathfinder Card Game Subscriber

I like what Lil B did with the stat block, so here's mine. I usually do the name last, so don't have that yet, and I have a little bit of money left still to spend. Anyway, here goes:

Stat block:

???? CR 2
Male Middle aged human Cleric 2/ Wizard 1 (Spellsllinger)
NG Medium Humanoid (Human)
Init +2; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 20 , touch 12 , flat-footed 18 (+7 armor, +1 shield, +2 Dex) AC penalty -3 (-1 for climb and jump)
hp 21 (2d8+1d6+5) (3 Con, 2 favored class))
Fort +4, Ref +2, Will +8
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee
Ranged Pistol +3 (1d8/20/x4)
Spell-Like Abilities Blast Rune (6/day), Divine Vessel (6/day)

Cleric Spells Prepared (CL 3—bonus from trait):
1 (3+1) Bless, Divine Favor, Shield of Faith, Erase
0 (at will) Detect Magic, Guidance, Light, Resistance

Wizard Spells Prepared (CL 1):
1 (2) Feather Fall, Truestrike

Spells Known 1st: Read Magic, Detect Magic, Comprehend Languages, Expeditious Retreat, Feather Fall, Floating Disc, Magic Missile, True Strike

STATISTICS
--------------------
Str 8, Dex 15, Con 12, Int 16, Wis 17, Cha 8
Base Atk +1; CMB +0; CMD 12
Feats Scribe Scroll, Point Blank Shot, Precise Shot, Gunsmithing, Exotic Weapon Proficiency (Firearms), Rapid Reload (Pistol)
Traits Magic is Life, Magical Knack (Cleric)
Skills Knowledge (Arcana) +9 (3 ranks), Knowledge (Planes) +9 (3 ranks), Knowledge (Religion) +9 (3 ranks), Linguistics +9 (3 ranks), Sense Motive +9 (3 ranks), Spellcraft +9 (3 ranks)
Languages Common, Celestial, Thassilonian, Varisian, Draconic, Elven, Dwarven
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (2/day) (DC 10) (Su), Cleric Domain: Rune, Cleric Domain: Magic—Divine subdomain, Blast Rune (6/day), Divine Vessel (6/day) (6/day) (Su), Spontaneous Casting , Arcane Gun (Su) (only one), Mage Bullets, School of the Gun (opposition: Abjuration, Enchantment, Illusion, Necromancy)
Combat Gear Masterwork Pistol, Masterwork Buckler, +1 Breastplate; Other Gear Muleback Cords, Gunsmith’s Kit, Masterwork Backpack, Scroll of Expeditious Retreat x2, Scroll of Comprehend Languages x2, Scroll of CLW x2, 50 ft silk rope, Smelling Salts, Flint and Steel, Torches x2, Waterskin, Rations (4 days), Sunrod x2, 241 gp left to spend (more scrolls?)
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (2/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Magic (Divine) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cleric Domain: Rune Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.
Divine Vessel (6/day) (Su) Whenever you are the target of a divine spell you can, as a swift action, grant each ally within 15 feet of you a divine boon: +2 bonus on next attack roll, skill check, or ability check before end of next turn.
Blast Rune (6/day) (Sp) Create a blast rune in an adjacent square, 1d6+1 damage, duration 2 rounds.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Arcane Gun Cast any ranged touch attack, cone, line, or ray spells through the arcane gun.
Mage Bullets Sacrifice spells to gain bonuses to arcane gun.

Cheliax

Quick note: posting will be spotty (or just late) today, as my office is moving today. I'll catch up on all I've missed on or before Monday for sure.


I'm only in the office for a half day today (hooray summer hours). After that, I'll be running about the woods and fields whacking people with sticks while they wear funny make-up. I'll try to catch up on anything I've missed before Monday, but I make no promises. I'm generally drained and a bit dead to the world when I get back home after an event.

That said, I've got a few hours until I actually disappear.

Good Morning thread.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I got a short day today too, but that's just because I made the schedule this week. The power! The POWER!!!! MWAHAHAHA!!!!!

Ahem.

Cheliax

@ Celeador: I'm undecided about the resonant powers of ioun stones right this second. I take it that you have access to Seekers of Secrets? If so, would you select one at character creation if the option was available?

An aside: Resonant powers system or not, I very much like the idea of the "extra effects" including things like causing the compass to point toward a specific location, etc.

@ Lil B and Kozaric: Seems legit.

@ Arknight: Cool! Also seems legit. Question: what sourcebook is Iron Liver from?

Also, just out of curiosity, have you looked at the half-orc paladin archetype from the ARG?

@ ReckNBall: Sounds good; give me until tonight/later today to give it all a read.

@ mbauers: Looks good. I thought you had too many feats for a second, but I figured it out.


Altered back story and switched to magus/rogue from magus/sorcerer in profile.
Last name shortened. Will start working on stat block and gear today.


Garden Tool wrote:

@ Arknight: Cool! Also seems legit. Question: what sourcebook is Iron Liver from?

Also, just out of curiosity, have you looked at the half-orc paladin archetype from the ARG?

:( Dang it, I've got to change that up. I forgot I had Herolab set up to include stuff from Adventurer's Armory which is where Iron Liver is from and it's not on your list of sources. Sorry about that! :)

I did look over the Redeemer, but I think several of the abilities were also ones that the Warrior of the Holy Light replaced.

Overall, I like the way he turned out. I wasn't sure about the feats, but they seem to fit the idea of a protector, especially when it allows him to share his Shield with an adjacent ally through the Saving Shield feat.


Garden Tool wrote:
Quick note: posting will be spotty (or just late) today, as my office is moving today. I'll catch up on all I've missed on or before Monday for sure.

I feel for you. I just went through that a few months ago. I'm actually at my 6th desk and 4th floor in the seven years I've worked for this company.


Don't forget to take your little red stapler with you.


GT: I posted a character overview yesterday (at 2.07) and you've not commented. Are you ignoring it, have you not seen it or are you still reading through it?!!! :)

Also:
...I should clarify the first paragraph: what I meant is that I don't sit down and write it all out beforehand, in a massive bout of creativity. It does get written down as and when I come up with the idea, and, regardless, I make sure that everything is consistent.

I'm also considering adding the Nocturnal template. It's CR+0 and gives perception bonuses when it's dark and penalties in the light. Hope that's acceptable.


Lil B wrote:
Garden Tool wrote:
Quick note: posting will be spotty (or just late) today, as my office is moving today. I'll catch up on all I've missed on or before Monday for sure.
I feel for you. I just went through that a few months ago. I'm actually at my 6th desk and 4th floor in the seven years I've worked for this company.

This is me commiserating with the both of you. I'm in the middle of a 60 day period where my desk will have changed 4 times. They're rennovating the whole bloody building and for some reason keep sticking me in whatever area is due to be re-noved next.

Oh well, in the end, I'll have a bigger office than I started out with. At least there's that.

Grand Lodge

Garden Tool wrote:

@ Celeador: I'm undecided about the resonant powers of ioun stones right this second. I take it that you have access to Seekers of Secrets? If so, would you select one at character creation if the option was available?

An aside: Resonant powers system or not, I very much like the idea of the "extra effects" including things like causing the compass to point toward a specific point..

Sure I could pick a power but, typically the power is determined by what ever ioun stone is placed in the wayfinder. I agree though What I like about the wayfinder is that it can be a great story hook, depending on where the DM wants it to lead me to.


Garren Kodlak wrote:

This is me commiserating with the both of you. I'm in the middle of a 60 day period where my desk will have changed 4 times. They're rennovating the whole bloody building and for some reason keep sticking me in whatever area is due to be re-noved next.

Oh well, in the end, I'll have a bigger office than I started out with. At least there's that.

Mine is a mixture of remodeling, plus changing positions. Two moves were for me changing to a new department. The other 4 were for remodeling of that floor or reorganization of the deparmtent I belong(ed) to.


Stats, feats, etc are done - now on to buying gear.

Qadira

Pretty much done with Bedu on paper but somehow there are other feats and abilities that keep calling to me. But he is still faithful to his class, skill monkey and ranged combat and that proved harder than I expected.

Now relaxing to watch the our Olympic countdown. The ceremony lasts three hours so I'll probably have plenty of time to start profiling the bard. Does seem very straightforward compared to some of the more gonzo builds.

Cheers


Still working on Kargath (in between "business development" - they finally left today). Stuck on the 2nd trait. Nothing that gives bonus to will saves (that I could find) that fit the character. The "Grounded" dwarf racial trait from Dwaraves of Golarion would work, but it is outside the source material scope. I'll hopefully have some time this weekend to finish fleshing out all but the gear (he won't need much).

Andoran

My first post! I have only been playing Pathfinder for a little while. I was not a fan of 4th ed and this is so much more fun. It's GREAT! I have been playing in PFS for a little while and chose to play a Dwarf Barbarian (Invulnerable Rage) to make an easy character. I would love to sink my teeth into something new. I would love to be considered for you game if it is not too late. I have no issues posting during the week.

Concept: Gnome Alchemist. I was really liking the look of the pyromaniac and linguist racial substitutions.
Alignment: Chaotic Good I have always been a fan of following your own moral compass.
Party Role: Secondary Attacker/Skills
Region of Origin: I have no idea. Totally open to suggestions
Player Goals: Explore the world, Gain Knowledge, and having my party's back.

Thanks for any consideration!

Andoran

I was looking thru the other posts and didn't see answers. I read that these characters we make will count as Society Character. Does that mean?

1) We need to pick a faction?
2) Would we get prestige and/or fame?
3) Would we have access to the Society's services for the appropriate GP or prestige point cost?

Sorry if this is silly stuff to ask. Like I said before I am super new to this. Thanks!

Qadira

Garden Tool has stated what matters in his very comprehensive first post. If its not in there, its probably best to forget it.

Good luck Sloth.


Pathfinder Card Game Subscriber
Kargath Thunderstrike wrote:
Still working on Kargath (in between "business development" - they finally left today). Stuck on the 2nd trait. Nothing that gives bonus to will saves (that I could find) that fit the character. The "Grounded" dwarf racial trait from Dwaraves of Golarion would work, but it is outside the source material scope. I'll hopefully have some time this weekend to finish fleshing out all but the gear (he won't need much).

You could make him a devout follower of Gorum and give him indomitable faith. He's a veteran of many battles so he wouldn't have to be "religious" in the sense that we think of it, you know? Just praising Gorum every time he bests a foe/survives a fight.


@mbauers: That could work, if @Garden Tool was agreeable. Given Kargath's propensity for battle, it would work quite nicely. Not to mention that obvious praise/worship of Gorum would alienate him from his family who would view worship of a "half orc" god (local dwarf bias) as distasteful.


Gear is purchased, though I will probably make some additional purchases with my unspent 350gp. Will also be making minor tweaks to the back story.


I've updated Ellismus with a background.

Most major purchases of gear are completed (just have the regular equipment to put down and perhaps something to spend the remaining 400 on).


I always tend to spend every last gold piece with equipment buys, so much so that a game will start and everybody will be drinking in the tavern, I'll look at my character sheet to take off the coppers and realize I forgot to keep enough money for the room at the inn. Usually I end up selling off a dagger or something.

But this time, I remembered to keep 45 gold.
Hmmmm... I could get a scroll with that...


"No scrolls! We have to eat with that money. You eat like a bird, but some of us like actual meat on our plates!"


Since the Pathfinder waystation seems to be our main contact to civilization, I was wondering how well stocked it is kept and if we can expect to do much resupplying there if needed or sell off unneeded loot there.

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