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RPG Superstar 2015

The Delta Campaign (Inactive)

Game Master Ross Hearne aka poisonbladed


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Grand Lodge

Male Half-Orc Level 1 Barbarian

This is the discussion thread, continued from here:

http://paizo.com/campaigns/ChangesAreChanging/discussion&page=last


This is Hur-ouk's GM alias.


Male Ifrit Oracle 1, HP 11/11, AC 15, Init: +10, Per: -1, F: 2, R: 2, W: 1

Ok, here's my profile until they fix the profile page.

Combat Stats:

Combat Stats:
Initiative: +10
Perception: -1
Defense
AC: 15 = 10 + 3 armor + 2 dex, Touch: 12, Flat: 13
HP: 10 = 8 base + 2 con
Fort: 2 = 2 con
Ref: 2 = 2 dex
Will: 1 = 2 base - 1 wis
Offense
Speed: 40 ft
Spear +2 (1d8+2)
Longspear +2 (1d8+2)
Javelin +2 (1d6+2)
Dagger +2 (1d4+2)
Stats
BAB: +0
CMB: 2 = 0 BAB + 1 str
CMD: 14 = 0 BAB + 2 str + 2 dex + 10

Ability Scores:

20 pt buy
Str: 14
Dex: 14 = 12 base + 2 racial
Con: 14
Int: 10
Wis: 9 = 11 base - 2 racial
Cha: 17 = 15 base + 2 racial

Racial Abilities:

Wildfire: +4 initiative
Spell-Like Ability: Burning Hands 1/day
Fire in the blood: Fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Darkvision

Class Abilities:

Mystery: Fire
Cinder Dance: +10 speed
Curse: Legalistic: Must keep word or be sickened. +4 moral to one roll to help keep vow.
Orisons

Feats:

Improved Initiative: +4 initiative

Traits:

Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Inspiring Rush: Your charge inspires nearby companions to new heights of daring. Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn.

Skills:

Acrobatics: 5 = 2 dex + 1 rank + 3 class - 1 ACP
Climb: 5 = 2 dex + 1 rank + 3 class - 1 ACP
Fly: 2 = 2 dex + 1 rank - 1 ACP
Knowledge(Planes): 4 = 1 rank + 3 class
Spellcraft: 4 = 1 rank + 3 class

Spell-like Abilities:

Burning Hands 1/day

Spells:

Spells Per Day:
1st Level: 4 = 3 base + 1 bonus

Spells Known:
0 Level: 4
-Detect Magic
-Light
-Spark
-Virtue

1st Level: 2 + Cure
-Cure Light Wounds
-Burning Disarm (From Cheliax: Empire of Devils)
-Divine Favor

Equipment:

Start with 105 gp
Studded Leather (20 lbs, 25 gp)
Spear (6 lbs, 2 gp)
Longspear (9 lbs, 5 gp)
Javelin (2 lbs, 1 gp)
3 torches (3 lbs, 3 cp)
Pathfinders Kit (7.5 lbs, 50 gp)
-This kit consists of a masterwork backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. (Upgraded backpack to masterwork)
Total Weight: 62 lbs
Light Load: Up to 58 lbs (66 with masterwork backpack)
Left Over Money: 11 gp 9 sp 7 cp

Background:

Born in the fires of Mount Doom, to an unholy ceremony of human and efreeti, Auga Ignis came into this world in a storm of fire. Cursed by the Prince of Darkness himself to be forever shackled to Hell, Hell left its mark upon him, a pentagram inscribed upon his head. Raised among humans, he was spit upon and cursed for his ancestry. He took revenge upon those punished him, his fiery nature coming to the forefront, but once again Hell kept him bound. When the authorities caught up to him, they let him go upon the promise he would never do it again. Yet it wasn’t long before the beatings and the insults started again, and when he tried to take his revenge, that curse upon his head coursed with pain, sickening him until he stopped. He learned to avoid those people, that when the bigotry started he got himself out of there, before he did something he’d regret.

Forced to live a life of law, Ignis tried every way to get around it. In hopes of finding some way to relieve this curse, he went to the church of Asmodeus. There he received a vision of fire. “You shall be my new disciple. You shall go forth, spreading the fire of my great name!” The Gate of Hell opened before him, expanding its great depths into his mind as his body was seared with heat. Then he awoke, a fire burning in his eyes and great power flowing through his veins. That was not what he had hoped for, for it seemed like what had just been a curse, had now become his fate. Grudgingly accepting, for there was not much else he could do, he became an oracle for Asmodeus, the Prince of Darkness.

As he traveled forth, he began to understand his curse. Though he was cursed to follow the law, he found that when he did, he found greater resolve to follow through. He also began to grow in power, feeling a burning running through his blood, giving him abilities he knows he didn’t have. He gained great speed, to spread like wildfire, and to rush upon his foes in grand heat. Those he traveled with found courage in his charge, trying to emulate his power and might. He went forth, with burning glory, to learn more of what he had become.


Male Elf Rogue 1

Reporting for duty!

Cyne has posted in the gameplay thread.

Here's a brief character sketch:

Cyne grew up on the fringes of a big city, going out to hunt every day with his father, Eyl. Unlike most elves, his family line carried a much weaker strain of magic ability, but Cyne never let circumstances out of his control affect his outlook. He trained his body to be the best at what he did. He spent hours climbing, running, hiding, and surveying the land so that eventually became quite the hunter. When Cyne was young, his father would have him sit in a tree and watch over the area, but one day after Cyne killed a deer that Eyl couldn't even see, Cyne became the primary shooter.

Cyne is extremely disciplined and self-aware, but not completely selfish. He seeks to improve himself so that he can improve his world. He follows the religion of Irori, but in a personal way — not corporately. He will generally help others, especially those who are trying to help themselves.

Generally, Cyne speaks succinctly, but not rudely, although sometimes he comes across as too abrupt. He is well-intentioned, but does not always know the right things to say to people at the right time. The most common problem to arise is his penchant for dealing with problem efficiently, but not gently. In essence, he doesn't have great "soft" skills.


Reporting for Duty


Half-Orc Ranger reporting for duty, just need to change avatar :)

Ability Scores:

Spoiler:

Strength 14+2=16/+3 (5)
Dexterity 16/+3 (10)
Constitution 14/+2 (5)
Intelligence 10/+0 (0)
Wisdom 10 (0)
Charisma 10/+0 (0)

Combat Stats:

Spoiler:

HP: 13
AC: 16/17 = 10+3(stud leather)+3(dex)+1(shield)
TCH: 13
FF: 13/14

Spiked Chain / +4 Attack / 2d4+4 Damage / x2 Critical
Spiked Gauntlet / +4 Attack / 1d4+3 Damage / x2 Critical
Battleaxe / +4 Attack / 1d8+3 Damage / x3 Critical
Javelin / +4 Attack / 1d6+3 Damage / x2 Critical / 30' range

Racial Stuff:

Spoiler:

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity. ]

Class Stuff:

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Skills:

Spoiler:

Climb +6
Craft Armor +4
Heal +4
Perception +4
Stealth +6
Survival +5

Equipment:

Spoiler:

Spiked Chain / 25gp
Battleaxe / 10gp
Spiked Gauntlet / 5gp
Stud Leather / 25gp
Light Wood Shield / 3gp
x5 Javelin / 5gp
Backpack / 2gp
Flint & Steel / 1gp
Waterskin / 1gp
Explorer's Outfit / FREE

Other

Spoiler:

Favored Enemy - Aberration


Male Ifrit Oracle 1, HP 11/11, AC 15, Init: +10, Per: -1, F: 2, R: 2, W: 1

Looks like we are just waiting for Edward.

We got the melee down pat, now either edward will take cleric or wizard. I'd say take cleric so we can be sure on our healing. I'll be able to do some magic to fill the role of arcane, however if we can get an arcane caster, the party would be perfect.

@Cyne How the crap did you get those ridiculously high ability scores? I thought we were going with 20 pt buy.


HAH! The program I use to do my sheet did it. I put in my future plans for ability scores at level 4,8,12, etc, and it added them in early. Those are my scores at level 20 =) I fixed it now, though.


Male Ifrit Oracle 1, HP 11/11, AC 15, Init: +10, Per: -1, F: 2, R: 2, W: 1

Edward, someone did apply to recruitment with a sorcerer. If you go ahead and take cleric, I'll send a PM to the guy and see if he wants to join. However its up to you.

(Not trying to hint at anything or tell you want to do)


Male Ifrit Oracle 1, HP 11/11, AC 15, Init: +10, Per: -1, F: 2, R: 2, W: 1

Went ahead and messaged Nimt, the sorcerer, to see if he was interested.


got company coming over soon so wont have background up until tomorrow sometime or later this evening :)


hey all I will have an avatar done ASAP. I am at work so I will have to go with my cleric at least for this first adventure.

I believe I posted it in the other thread just need to make it into an avatar.

Just an FYI: Wife is in the Hospital so I will post a little less frequently until she comes home (hopefully over the weekend)


That's understandable Ed. Your guy just will be sleeping away all nice and happy.


F Aasimar Cleric 7
Spoiler:
AC 14 | FF 13 | T 11 | HP 45/45 | Init: +1 | Percep: +8 | Fort: +6| Ref: +3 | Will: +9

Ed here:

OK here is Trey the cleric


I will be using a table for all encounters.

For each encounter you will have a 15% chance of it being very easy, 45% chance that it will range from average to above average, 15% chance that it will be challenging. And a 15% chance that the encounter will kill you. This is based on APL(currently 2)

I think that it adds a little pucker factor.

I will also assume that your scout, is always taking 10 unless he/she makes a roll.


Aasimar (Archon-touched) Druid (Urban) 1

I was planning on playing a sorcerer but switched to Synthesisit. However, I forgot to ask you guys for permission, since I know that some DM's don't like Synthesists.

If the class is acceptable, I'll make sure that the crunch is correct.

Is this ok ?

I plan to be finished statting him out tonight.

Grand Lodge

F Female Aasimar druid 1 | AC 17 T 13 FF 14 | HP 15/15 | F +4 R +3 W +7 | Init +3 | Perc +5 (8) | spd 20 ft.
The Boss wrote:

I will be using a table for all encounters.

For each encounter you will have a 15% chance of it being very easy, 45% chance that it will range from average to above average, 15% chance that it will be challenging. And a 15% chance that the encounter will kill you. This is based on APL(currently 2)

I think that it adds a little pucker factor.

I like your style. Are you sure that you don't want to stay the DM ? ;)


Nimt wrote:
The Boss wrote:

I will be using a table for all encounters.

For each encounter you will have a 15% chance of it being very easy, 45% chance that it will range from average to above average, 15% chance that it will be challenging. And a 15% chance that the encounter will kill you. This is based on APL(currently 2)

I think that it adds a little pucker factor.

I like your style. Are you sure that you don't want to stay the DM ? ;)

Its a rotating DM. I am sure that I am not the only on that is staunchly supporting this.

The randomness of a random encounter looks like a fun little device.


Well, I thought we were trying to stay Pathfinder Society Legal, but allow for open selection of races. I know that Synthesist's were removed form Society play because they were viewed as over powered compared to other classes.

http://paizo.com/paizo/blog/v5748dyo5ldqy?Guide-42-and-Changes-to-Pathfinde r-Society

I don't think that since i am only a Temp GM that i get a veto, but I perhaps get 2 votes since I am a sitting GM.


Male Ifrit Oracle 1, HP 11/11, AC 15, Init: +10, Per: -1, F: 2, R: 2, W: 1

Seems like character creation rules never got clearly defined. Boss, go ahead and throw up what you think the break down for it should be, then we will say ya or nay to it.

Personally, I've never ran with a summoner before, so I can't say one way or another.

Let it be known that DM will switch on the 7th of December. Also, we got holidays coming up soonish, do we want to take those days off? and if so, should we tack it back onto the length?


The initial problem with Synthesist's is that it allows you to dump, STR, DEX, and CON. and use the Eidolon's stats in there place. giving you decent melee attacks via the summoned Eidolon's natural attacks/evolutions and really good spells, high skill points, because of very high INT, and CHA.

At low levels they can be over powered, if built and played optimally. I heard that after lvl 10 though, other classes catch up.

I am not saying that Nimt will do that. I am just giving the reasons they were banned for PFS.

My idea of rules:

Character creation should be Pathfinder Society Legal, with the exception that all races should be allowed as found under the Pathdinder SRD.

I think that exceptions to the PFS rules should be voted on. The sitting GM should get 2 votes (one for the GM, one for the character he will play)

Leveling will be done with XP, discretion should be given to the GM.


PFS legal characters are ok. I might break the limit unknowingly from time to time as I don't really play PFS. Please correct me if I make a mistake. In this reguard however I would say that we allow magic item creation and what not too. Just in case someone wants to make potions or scrolls.

NImt can just as easy play the sorceror, with no pump at all. If the Boss doesn't like it, its fine with me.

The week of Thanksgiving should be an off time. Not included in the month. As well as the week of Xmas. New Years eve should be skipped but not for a whole week.

I say that we keep it to a month of DMing then switch. Everyone should keep there plans simple. And stat blocks emailed should a switch occur during an encounter. Should the new DM want to continue the encounter.


I have no problem allowing the creation of potions and magic items as per RAW. That can count as my vote.

Summoners are allowed by PFS, just not this type.


F Aasimar Cleric 7
Spoiler:
AC 14 | FF 13 | T 11 | HP 45/45 | Init: +1 | Percep: +8 | Fort: +6| Ref: +3 | Will: +9

I play a level 12 sythesist in a table top game I call him the hulk becuase he easily outshines most of the other melee types in the party. but it may also be becuase of an iterpretation of the rules could be wrong (but we are having fun.) gosh that summoner is fun.

will have to tell you about him sometime


Male Elf Rogue 1

All of these things sound fine with me. I'll be taking lead on scouting while I'm in the party, so I'll have a running perception of 18.


Male Ifrit Oracle 1, HP 11/11, AC 15, Init: +10, Per: -1, F: 2, R: 2, W: 1

I'm in concurrence with what has been stated, with no vote on the summoner position.

Ross, looks like our characters will be having some fun times together.


I did a 20 point buy and gave myself max gold for 1st level, hope that was ok...didn't know it was supposed to be PFS legal?


Blask:
Gold is supposed to be 150, please adjust if you would.

Voting no on the Sytheist, they do sound like fun though.

thanks


Auga Ignis wrote:

I'm in concurrence with what has been stated, with no vote on the summoner position.

Ross, looks like our characters will be having some fun times together.

Its always good when two predators come together. IRL my jaw dropped when I read Asmodeous. I was all, OMG I love this guy.


Male Ifrit Oracle 1, HP 11/11, AC 15, Init: +10, Per: -1, F: 2, R: 2, W: 1

Well it was either Asmodeus or Sarenrae. "Sarenrae teaches temperance and patience in all things. Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be." and I was like... No. Plus Asmodeus goes well with my curse.

When two predators come together, either they kill each other, or become best friends. At least thats how it works in the movies. Now I just need to stop a bullet for you, then with tears in your eyes as I lay dying, you ask "Why? Why did you die that?" and I answer back with my last breath "Because that's what friends do..." Then Trey comes and heals me and I jump back up and continue on my merry way.

Grand Lodge

F Female Aasimar druid 1 | AC 17 T 13 FF 14 | HP 15/15 | F +4 R +3 W +7 | Init +3 | Perc +5 (8) | spd 20 ft.

"Normal summoner" = no problem. If I read the original discussion thread better, and saw the comment abot pfs only, I wouldnt have even tried.


ok guys,

headed out of town, be back on Sunday around noon.

-please establish a marching order
-please fill out inventorys if you have not done so already

thanks


Male Ifrit Oracle 1, HP 11/11, AC 15, Init: +10, Per: -1, F: 2, R: 2, W: 1

While the DMs away, the party will play! (in the creepy cavern...)


Male Elf Rogue 1

Again, I have no problem going first in line. That's not to say I won't fall to the back row as soon as trouble hits, but I'll walk in front, at least.


I fight with a reach weapon, and can go to a non-reach for free so I am fine with guarding the Rogue as he moves forward, though I am not sneaky. Perhaps a few feat back.


Aasimar (Archon-touched) Druid (Urban) 1

Do I know about divine spellcaster's ability to Create Water, or is that a Knowledge:Arcane check ?


I think that can be determined with a knowledge divinity roll. I do not think that the creation/purification of water is some sort of big divine secret.


F Aasimar Cleric 7
Spoiler:
AC 14 | FF 13 | T 11 | HP 45/45 | Init: +1 | Percep: +8 | Fort: +6| Ref: +3 | Will: +9

just a quick post that My wife is home from the hospital and I need to spend a couple of days with her so I cannot post for the next day or two.

Grand Lodge

F Female Aasimar druid 1 | AC 17 T 13 FF 14 | HP 15/15 | F +4 R +3 W +7 | Init +3 | Perc +5 (8) | spd 20 ft.
The Boss wrote:
I think that can be determined with a knowledge divinity roll.

Is our cleric actually a divine being ? I sure hope so! ;)

(And yah, I know what skill you're referring to.)

Grand Lodge

F Female Aasimar druid 1 | AC 17 T 13 FF 14 | HP 15/15 | F +4 R +3 W +7 | Init +3 | Perc +5 (8) | spd 20 ft.
GM_Jacob wrote:
HAH! The program I use to do my sheet did it. I put in my future plans for ability scores at level 4,8,12, etc, and it added them in early. Those are my scores at level 20 =) I fixed it now, though.

What program ?


Is there a RAW rulling for eating summoned animals? What is keeping the party from summoning a sheep, and having lamb chops?


Male Ifrit Oracle 1, HP 11/11, AC 15, Init: +10, Per: -1, F: 2, R: 2, W: 1

http://paizo.com/pathfinderRPG/prd/magic.html
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.

Grand Lodge

F Female Aasimar druid 1 | AC 17 T 13 FF 14 | HP 15/15 | F +4 R +3 W +7 | Init +3 | Perc +5 (8) | spd 20 ft.

Aw. So we can't order food ? ;)


Male Human Garundi Fighter 1 (Weapon Master): Init +3; Senses Perception +1: AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) : hp 11 : Fort +3, Ref +3, Will +1

Would you like fries with your Celestial Dire Lion?

Grand Lodge

F Female Aasimar druid 1 | AC 17 T 13 FF 14 | HP 15/15 | F +4 R +3 W +7 | Init +3 | Perc +5 (8) | spd 20 ft.

I made a Knowledge (Planes) check on the first page. What was the outcome ?


F Aasimar Cleric 7
Spoiler:
AC 14 | FF 13 | T 11 | HP 45/45 | Init: +1 | Percep: +8 | Fort: +6| Ref: +3 | Will: +9

wanted to let you know I am still here

will be reading posts tonight and getting back on track.


Male Human Garundi Fighter 1 (Weapon Master): Init +3; Senses Perception +1: AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) : hp 11 : Fort +3, Ref +3, Will +1

Hope everything is going better Trey. Tell your wife to get well soon.


F Aasimar Cleric 7
Spoiler:
AC 14 | FF 13 | T 11 | HP 45/45 | Init: +1 | Percep: +8 | Fort: +6| Ref: +3 | Will: +9

Thanks I can tell you now, say what you like about religion, but the support from my church has been wonderful. I thank god for them everyday.

Our life is nearly back to normal except I need to get off these dang midnight shifts.


Male Human Garundi Fighter 1 (Weapon Master): Init +3; Senses Perception +1: AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) : hp 11 : Fort +3, Ref +3, Will +1

Ya night work sucks. I feel ya there.


M Human Cleric

Really ?
I would jump at the chance to.do night work. Pays well, and i'm not a morning person.Anyway DM, here's your tag for Ripper. I'll post his action soon so we can end this round.

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