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The_Ninja_DM's Carrion Crown

Game Master Spiral_Ninja

The Trial of the Beast: Schloss Caromarc 1


751 to 793 of 793 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>

Half-orc
Normal:
HP: 41/71 AC 16/12/12: F+8, R +4, W +1, Per:-2, Init: +5
Raging:
HP: 53/83 AC 16/12/12: F+10, R +4, W +3, Per:-2, Init: +5
Rage: 5/11

Hehehehe. Leveling complete.

Now the Gkikster can play with fire. >:D


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Next section of map:
LINKY


DM Ninja/infinite

Thanks, Vertielle. Now, how are you folks going to handle this?


Sneak in without announcing ourselves. Rova has his cutter and Vertielle has picked locks.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

It's true, I'm quasi-rogue. Should we try that first?


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

Beginning Update: adding Cleric


Half-orc
Normal:
HP: 41/71 AC 16/12/12: F+8, R +4, W +1, Per:-2, Init: +5
Raging:
HP: 53/83 AC 16/12/12: F+10, R +4, W +3, Per:-2, Init: +5
Rage: 5/11

I humbly request that we get some better armor for Gkirkhan. This is likely going to hurt.

A lot


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

Should we invest in ghost touch armour?

hp: 1d8 + 1 ⇒ (5) + 1 = 6


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Eh. You have hit points for a reason. xD
Are you a straight-up Bbn/Ftr? No archetypes?


Half-orc
Normal:
HP: 41/71 AC 16/12/12: F+8, R +4, W +1, Per:-2, Init: +5
Raging:
HP: 53/83 AC 16/12/12: F+10, R +4, W +3, Per:-2, Init: +5
Rage: 5/11

Yup, bout as vanilla as it gets actually. :)

And while the Gkirkster is pretty dang tough, I think we're getting to the point where he isn't going to survive without a better AC.


I wanted him to buy the full plate in the Harrowstone town.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

You know, we were just talking about this in my home game.
How do you keep the barbarian alive?

One of my PCs is playing a dwarf barbarian with a whopping 9 dex. Now, he's got a shield sometimes, and magic breastplate, but if something wants to hit him they just kind of... do.
Between uncanny dodge, though, and the massive hit points, you just kind of tank it out?
We were talking about how Quick Reflexes/Knockback/Unexpected strike combo was awesome, we noticed that you pretty much just kill stuff before it kills you.

Luckily Gkirkhan has a high enough dex that he can get away with going the high armor route, but you've already taken reckless abandon, which kind of negates that. Besides, you only want to be in medium armor instead of heavy.

I would have either gone with a fighter archetype that replaces heavy armor proficiency, like the Cad, Viking, or Tactician; or a Barbarian archetype that gets it, like the armored hulk. Especially the Viking. That thing is awesome. (People of the North)


Half-orc
Normal:
HP: 41/71 AC 16/12/12: F+8, R +4, W +1, Per:-2, Init: +5
Raging:
HP: 53/83 AC 16/12/12: F+10, R +4, W +3, Per:-2, Init: +5
Rage: 5/11

Well, I guess that's what I get for not planning ahead. :\

As for the Half-plate or the full-plate, I'd like to get it in Mithral if I could, it's still takes heavy-armor proficiency to wear it, but it's treated as medium armor. Admittedly barbarians are tough, but I was planning on switching back to fighter after this (although I could continue the Barbarian route. It fits Gkirkhan rather nicely.) The issue now, and I didn't realize it until I went in full bore, is that we are almost to the point of meeting monsters that can hit him, unless they roll a one. The extra HP from raging is going to go quick, as well as his normal HP. The armor should help keep him from being put out of action too early, and that's the reason for my request.


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

You could also invest in protective items like amulets of natural armour.


Half-orc
Normal:
HP: 41/71 AC 16/12/12: F+8, R +4, W +1, Per:-2, Init: +5
Raging:
HP: 53/83 AC 16/12/12: F+10, R +4, W +3, Per:-2, Init: +5
Rage: 5/11

That too. ^_^ But I was thinking getting some masterwork armor then worry about stuff like that.


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

Given your tankyness, I think a archetype for either the barbarian or fighter might help in the defense department.

For Barbarian, I'd say either: Invulnerable Rager(Build DR like crazy), or Urban (No Rage AC penalty)

For Fighter Armour Master(Get DR, AC bonuses), or Phalanx Soldier(Can use shield and a two-handed polearm)


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

I'd only archetype to get rid of the NO HEAVY ARMOR of standard Bbn or the ONLY HEAVY ARMOR of the Ftr, since that's what's killing you.

Invulnerable is a good choice.
Since you're TWFing, standard fighter is really the way to go. You just waste fast movement and reckless abandon, hard.

We'll try to get you some armor asap. In the meantime, maybe Wood or Vertielle can spell you up/ aid another you for the defense. I've got Blur, that ought to do it. You also get a +2 insight to AC during my performances, if I ever ACTUALLY IDENTIFY ANYTHING EVER. That is all.


DM Ninja/infinite

If you (Gkirkhan or anyone)want to take an archetype, I'll allow the rebuild as part of this level-up.


Wood is probably going collegiate arcanist

Collegiate Arcanist

Collegiate arcanists are students of the oldest academies of magical learning. A Collegiate arcanist studies and follows ancient traditions of magic and utilizes these secrets to bring decency and integrity to civilization.

Most Collegiate arcanists consider their studies to be a sacred duty and a tradition that spans the ages.

Class Details

Hit Die: d6.

Requirements

To qualify to become a Collegiate arcanist, a character must fulfill all of the following criteria.
•Alignment: Any good.
•Feats: Scholar, Spell Mastery.
•Skills: Spellcraft 5 ranks, Knowledge (arcana) 5 ranks, Knowledge (nature) 5 ranks.
•Spells: Ability to prepare 3rd-level arcane spells.

Class Skills

The Collegiate arcanist's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Ride (Dex), Spellcraft (Int), and Survival (Wis).

Skill Ranks at Each Level: 2 + Int modifier.


Half-orc
Normal:
HP: 41/71 AC 16/12/12: F+8, R +4, W +1, Per:-2, Init: +5
Raging:
HP: 53/83 AC 16/12/12: F+10, R +4, W +3, Per:-2, Init: +5
Rage: 5/11

The only problem is that you can't add archetypes to a class unless you take the archetype at the first level of that class.


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

So there is something you don't want to lose as a class feature


DM Ninja/infinite

Up to you, Gkirkhan.

I'd allow a rebuild as if you'd had it all along, if you're interested. Getting decent/magical armor is still a good option, though.


Half-orc
Normal:
HP: 41/71 AC 16/12/12: F+8, R +4, W +1, Per:-2, Init: +5
Raging:
HP: 53/83 AC 16/12/12: F+10, R +4, W +3, Per:-2, Init: +5
Rage: 5/11

Basic rebuild, Added the Invulnerable Rager Archetype, changed favored class to Barbarian and used two of the bonuses for HP.

Gkirkhan #2:
Gkirkhan #2
Male Half-Orc Barbarian (Invulnerable Rager) 4/Fighter 2 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 73 (4d12+2d10+8)
Fort +8, Ref +4, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1, orc ferocity; DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee beate (bea) +12/+7 (1d8+8/×3) and
. . dagger +11/+6 (1d4+5/19-20) and
. . sieglinde (sigi) +12/+7 (1d8+6/17-20)
Special Attacks rage (11 rounds/day), rage powers (elemental rage, lesser, reckless abandon)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 13, Int 7, Wis 7, Cha 14
Base Atk +6; CMB +11; CMD 25
Feats Cleave, Dodge, Iron Will, Power Attack, Two-Weapon Fighting
Traits armor expert, chance savior, charming
Skills Acrobatics +10, Bluff +2 (+3 vs. characters who could be attracted to you), Climb +8, Diplomacy +2 (+3 vs. characters who could be attracted to you), Intimidate +13; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
Other Gear armored coat, beate (bea), sieglinde (sigi), dagger (4), backpack, bedroll, flint and steel, grappling hook, hat, silk rope (50 ft.), trail rations (8), waterskin, 22 gp, 8 sp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bravery +1 (Ex) +1 to Will save vs. Fear
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd.
Extreme Endurance (-Choose-) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.

A more thourough rebuild, Same as above, but all four barb levels have HP bonuses, Cleave and two weapon fighting have been ditched for weapon focus (Warhammer) and toughness.

Gkirkhan #2 v2:
Gkirkhan #2 v2
Male Half-Orc Barbarian (Invulnerable Rager) 4/Fighter 2 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 81 (4d12+2d10+16)
Fort +8, Ref +4, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1, orc ferocity; DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee beate (bea) +13/+8 (1d8+8/×3) and
. . dagger +11/+6 (1d4+5/19-20) and
. . sieglinde (sigi) +12/+7 (1d8+6/17-20)
Special Attacks rage (11 rounds/day), rage powers (elemental rage, lesser, reckless abandon)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 13, Int 7, Wis 7, Cha 14
Base Atk +6; CMB +11; CMD 25
Feats Dodge, Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)
Traits armor expert, chance savior, charming
Skills Acrobatics +9, Bluff +2 (+3 vs. characters who could be attracted to you), Climb +8, Diplomacy +2 (+3 vs. characters who could be attracted to you), Intimidate +12; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
Other Gear armored coat, beate (bea), sieglinde (sigi), dagger (4), backpack, bedroll, flint and steel, grappling hook, hat, silk rope (50 ft.), trail rations (8), waterskin, 22 gp, 8 sp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bravery +1 (Ex) +1 to Will save vs. Fear
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd.
Extreme Endurance (-Choose-) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.

The No-way-in-heck rebuild. Was a ground-up rebuild, then I went back and changed some stuff in the first two. Has Gkirkhan as a shiny level 6 with WBL equipment, and of course, his hammer.

Gkirkhan 2.0:
Gkirkhan #2 v2
Male Half-Orc Barbarian (Invulnerable Rager) 4/Fighter 2 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 81 (4d12+2d10+16)
Fort +8, Ref +4, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1, orc ferocity; DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee beate (bea) +13/+8 (1d8+8/×3) and
. . dagger +11/+6 (1d4+5/19-20) and
. . sieglinde (sigi) +12/+7 (1d8+6/17-20)
Special Attacks rage (11 rounds/day), rage powers (elemental rage, lesser, reckless abandon)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 13, Int 7, Wis 7, Cha 14
Base Atk +6; CMB +11; CMD 25
Feats Dodge, Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)
Traits armor expert, chance savior, charming
Skills Acrobatics +9, Bluff +2 (+3 vs. characters who could be attracted to you), Climb +8, Diplomacy +2 (+3 vs. characters who could be attracted to you), Intimidate +12; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
Other Gear armored coat, beate (bea), sieglinde (sigi), dagger (4), backpack, bedroll, flint and steel, grappling hook, hat, silk rope (50 ft.), trail rations (8), waterskin, 22 gp, 8 sp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bravery +1 (Ex) +1 to Will save vs. Fear
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd.
Extreme Endurance (-Choose-) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.

Personally, I'd be happy with either of the first two, though more happy with the second :D


DM Ninja/infinite

OK, I'm just a tad bit confused; I see three builds.

They all look OK to me, so go with what you prefer.


I would think any gkirkhan build should have

Cleaving Finish (Combat)

When you strike down an opponent, you can continue your swing into another target
Prerequisites: Str 13, Cleave, Power Attack.

Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.


Half-orc
Normal:
HP: 41/71 AC 16/12/12: F+8, R +4, W +1, Per:-2, Init: +5
Raging:
HP: 53/83 AC 16/12/12: F+10, R +4, W +3, Per:-2, Init: +5
Rage: 5/11
The_Ninja_DM wrote:

OK, I'm just a tad bit confused; I see three builds.

They all look OK to me, so go with what you prefer.

Okay in that case....

No I can't do that to you. Going with #2 v2. After the combat okay?


DM Ninja/infinite

That's fine.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Okay, I have some good news and bad news. Bad news, I was in an accident this morning that likely totaled my car. I lost control on I-65 on my way to Birmingham AL while trying to avoid rear-ending a pickup in front of me. My car is likely toast.

The good news, I am okay, I'm going to feel like I got hit by the truck, but I am okay. Unfortunately, I won't be posting as much. I'm hoping that I'll have things squared away in a week.

Sorry for the delay. :(


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

Ouch, I'm glad your alright, and hope for a quick recovery of any injuries you got from the accident


DM Ninja/infinite

Ow. Glad you're OK. Sorry about your car, but better the car than you.

We'll bot Gkirkhan until you're back, then.

Taldor

Male Human Gamemaster

Well, that's both unfortunate and fortunate.
Speedy recovery and we'll see you soon.


DM Ninja/infinite

I'm back. It's been a bit hectic here.

I'll post on all my games after 6PM today, when I get back from work.


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

I've got my ACG PDF,
so if guys are looking for something ask and I'll see if it's there.

Looking over the Warpriest(Sacred Fist),
I think I'll skip it.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

We're just about to do a massive rebuild in my home campaign for ACG.
Ranger is going hunter and the Rogue may go Slayer.


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

The new classes get around 7 archetypes


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2
Vertielle Siepar wrote:

We're just about to do a massive rebuild in my home campaign for ACG.

Ranger is going hunter and the Rogue may go Slayer.

If you want some info you should ask it as a question and then I can give details


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

I have the book, actually.


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

What do you think of the new classes?

And some of the new archetypes?

I also liked it when the warpriest needed some charisma, now it does not need it at all.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

They're all pretty awesome. The Investigator and the Skald are still kind of hard sells for me, but everything else is pretty sweet. Updating my witch to a Shaman, one of our party is going hunter, and I'm thinking of updating my eldritch knight to Arcanist.


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

I've been focusing more on the BloodRager, Brawler and Warpriest at the moment, though Skald seems interesting.

I would of liked a few Samurai and Ninja Archetypes to on been included in the ACG.

Some of the new feats are sweet, so very sweet,
Divine Protection being one, along with Raging Blood


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Yeah slashing grace... beyond awesome.


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

Wait until the Other, Advanced Class book comes out.
I'll bet there will be other really sweet feats/archetypes


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

I made this elf for Rappan Athuk.

With a massive perception, he would have found everything here.

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