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Jack Daniels's Untitled Campaign

Game Master Jack Daniels

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Thanks, my bad

Crunch :
Axious Fiduciam
Male human Myrmidarch(Magus).7
CG Medium humanoid (human)
Init +6; Senses Perception +9
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 50 (5d8+14)
Fort +7, Ref +7, Will +7
Speed 30 ft. (30 ft. in armor)
Melee +1 Rapier +14(1d6+8/18-20)
Space 5 ft.; Reach 5 ft.
Magus Spells Known (CL 7th; concentration +9)
. . 3rs (2/day)(DC:16)—Force Punch, Haste
. . 2nd (4/day)(DC:15)—Acid Arrow, Blur, Cat's Grace, Glitter Dust, Invisibility, Mirror Image
. . 1st (5/day)(DC:14)—Blade Tutor Spirit, Burn Hands, chill touch, corrosive touch, Feather Fall,long arm, magic missile, shield,Shocking Grasp,True strike
. . 0 (5/day)(DC:13)—daze, detect magic, light, read magic, acid splash, arcane mark, dancing lights, disrupt undead, flare, ghost sound, mage hand, open/close, prestidigitation, ray of frost, spark
Str 13, Dex 18, Con 14, Int 16, Wis 14, Cha 9
Base Atk +5; CMB +6; CMD 20
Feats Combat reflex's, Weapon Finesse, Cut from the air, Weapon focus, Power attack, Fencing Grace.
Traits Deft Dodger, Chance Savior
Skills Acro.+11, Climb +11, Know.(Arcana)+13, Perc.+9, Spellcraft +13, UMD +10
Languages Common, Elven, Halfling, Gnome
Other Gear +1 Rapier,+1 Mithral chainshirt, Belt of incredible Dexterity +2, Gloves of Dueling, Bedroll, Blanket, waterskiing, 13x Trail rations, Spellbook, 68gp, 29sp
Special Abilities
Diminished Spellcasting;Myrmidarchs cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Arcane Pool; A pool of arcane energy that is equal to 1/2 magus level(min 1) + int mod that can be used to apply an enchantment bonus on any weapon currently in hand by one per arcane point spent to a max of Magus level/4 this is a swift action.

Spell combat; As a full round action a magus can Cast a spell no longer then a standard action and attack with as many attacks they would have in a full attack with the weapon in hand. All attacks done during spell combat have a -2 on attack rolls. A magus can take a penilty on attack rolls when casting defensively up to the magus int mod as a bonus on concentration checks.

Spellstrike; Any spell that requires a melee touch attack can be delivered through the Magus's weapon

Magus Arcana; at 3rd level and every 3 levels the Magus can pick one Magus Arcana to gain.

Flamboyant Arcana; A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds.

Ranged spellstrike;At 4th level, a myrmidarch can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack.

Bonus Feat; at 5th level and every six levels thereafter the Magus gains a bonus feat, this feat can be a combat feat, metamagic feat, or item creation feat.

Weapon Training; At 6th level, a myrmidarch gains weapon training, as the fighter ability, adding an additional weapon group every six levels after 6th (to a maximum of three groups at 18th level) and increasing the bonus on attack and damage rolls for weapon groups already chosen by +1.(Blades, Light)

Fighter Training; At 7th level, a myrmidarch counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack).

Medium Armor; At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Fixed some errors in profile and changed portrait.

Gathered the submissions so far:

Ian Black: Fighter 1/Inquisitor (Sin Eater) 6
Helmar Ghastbane: Sanctified Slayer Inquisitor of Pharasma 7
Arthorius: Human Beastmorph Alchemist 7
Althamis: Half-elf unchained rogue 3/paladin 4
Damieth Altranee: Elf necromancer 7
Aranhil Nirodir: Elf Alchemist (Grenadier) 7
Axious Fiduciam: Human Myrmidarch (Magus)7
Kerzan Brimbelt: Halfling investigator (cryptid scholar) 7
Chejop: Half-Orc Monk (Far Strike/Quinggong) 3/Fighter (Weapon Master) 4
Voyla Sloboda: Human (Varisian) Inquisitor (Preacher) 7

People not included:
Sariana - your profile says halfling inquisitor/ranger but you have all dhampir abilities.
Prof. Faradir - did not include you as your profile is not leveled to 7.

If I missed anyone, let me know.

Right, sorry. Here I am fully updated to Level 7.

Jack Daniels wrote:

CyberMephit: I have you at 70 skill points and that is not enough for all your skill ranks.


Should be 77: (6 class + 4 base Int + 1 FCB)*7. Also Disable Device has 5 ranks and 5 Knowledge skills have 6 ranks each, freeing up 7 ranks for an additional skill. And Knowledge (Local) is granted by the headband. So I have ranks in 13 skills total but not all of them are full.

Dark Archive

I'm going to have to withdraw my dot. Just too busy :(


Thinking an Arcanist of some sort

Thanks, CyberMephit. I missed the FC and headband. Cool.

Recruitment ends Monday at 6:00pm EST.

Korvak Sunsoul Half Orc Paladin of Sarenrae.. mostly done.

I officially submit Correna the Greater!

Just let me know if you have any questions or problems.

Meet Everest Palmer, a clever idealistic arcane trickster with his sister's spirit bound in his aether elemental familiar.

Everest's Stats:
Male human unchained rogue (carnivalist) 2, diviner wizard (spirit binder) 3, arcane trickster 2
NG medium humanoid (human)
Init +10; Senses Perception +12
AC 16, touch 13, flat-footed 14 (+2 Dex, +2 armor, +2 shield)
hp 67 (2d8+5d6+31)
Fort +4, Ref +7, Will +6
Defensive Abilities evasion
Speed 30 ft.
Melee cestus +6 (1d4/19-20)
Ranged acid splash +5 touch (1d3 acid)
Special Attacks pet performance 5/day (distraction), sneak attack +3d6
Wizard Spells Prepared (CL 7th, concentration +13)
3rd (3/day) - clairaudience/clairvoyance, haste, haste
2nd (5/day) - glitterdust (DC 18), glitterdust (DC 18), invisibility, sense vitals, sense vitals
1st (6/day) - grease (DC 17), shocking grasp, silent image (DC 17), true strike, true strike
0 (at will) - acid splash, dancing lights, detect magic, mage hand
Str 8, Dex 14, Con 16, Int 22, Wis 11, Cha 8
Base Atk +3, CMB +2 (+6 disarm/sunder/trip), CMD 14
Feats Accomplished Sneak Attacker, Alertness, Improved Familiar, Improved Initiative, Toughness, Twist Away, Weapon Finesse
Traits Chance Savior, Magical Knack
Skills Disable Device +16, Escape Artist +8, Knowledge (arcana) +16, Knowledge (engineering, nature, planes) +13, Linguistics +16, Sense Motive +12, Sleight of Hand +12, Stealth +12, Perception +12, Spellcraft +16
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal, Sylvan, Terran
SQ arcane bond (soulbound familiar), arcane school (divination) (opposition: abjuration and enchantment), forewarned, prescience (9/day), ranged legerdemain, trapfinding
Combat Gear wand of infernal healing
Other Gear +1 haramaki, +1 mithral buckler, masterwork cestus, cloak of resistance +2, cracked dusty rose prism ioun stone, headband of vast intelligence +2, spellbook, spell component pouch, 427 gp

Meg's Stats:
Female aether elemental familiar (school familiar) 7
CN small outsider (aether, elemental, extraplanar)
Init +8; Senses blindsense 60 ft., darkvision 60 ft.; Perception +10
AC 21, touch 14, flat-footed 19 (+2 Dex, +4 armor, +3 natural, +1 deflection, +1 size)
hp 33 (67/2)
Fort +7, Ref +8, Will +3
Defensive Abilities improved evasion, telekinetic deflection; Immune elemental traits, force
Speed fly 60 ft. (good)
Melee slam +9 (1d4+1)
Ranged composite longbow +11/+6 (1d6+1)
composite longbow +9/+9/+4 (1d6+1)
Special Attacks deliver touch spells (divination), sneak attack +3d6, telekinetic maneuver, telekinetic throw (DC 14)
Spell-Like Abilities (CL 7)
At will - detect magic
Str 12, Dex 15, Con 12, Int 8, Wis 11, Cha 11
Base Atk +7, CMB +7, CMD 19
Feats Additional Traits, Improved Initiative, Point-Blank Shot, Rapid Shot
Traits Heirloom Weapon, The Vessel Between
Skills Disable Device +6, Escape Artist +5, Fly +12, Knowledge (arcana) +6, Knowledge (engineering, nature) +4, Knowledge (planes) +9, Linguistics +6, Sense Motive +10, Sleight of Hand +9, Stealth +16, Perception +10, Spellcraft +6
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Sylvan, Terran, Undercommon; speak with master
SQ empathic link, ever ready, forewarned, prescience (4/day), share spells (divination), telekinetic invisibility
Other Gear darkleaf cloth leather lamellar, +1 training composite longbow (+1 Str), cloak of resistance +1, cracked dusty rose prism ioun stone

Appearance and Personality:
Everest is young - only nineteen years of age - but he dresses formally. He has green eyes and dark brown hair, and he walks slowly, but with a calculated grace.

The spirit of his sister Meg now resides in an invisible aether elemental, but its body remains in the miniature form of a young woman with short hair and a wiry strength, dressed in pale leather.

Everest is alarmingly clever, quickly analyzing any problem he is faced with and calculating an optimal response. He aspires to a standard of precise rational thought, yet he is an idealist at heart. When he looks at the world and sees what to him appear as obvious flaws, when he sets his mind on a particular goal, he is determined to carry it through to completion - whatever the cost. This sort of single-minded obsession can at times make him seem unstable, at times standoffish or rude, but he does care deeply about others and each relationship he forms has a lasting impact. His trust and respect for his sister in particular, misplaced though it might be, has served as a major motivator in his life.

Meg herself, on the other hand, is completely different - no cold calculation for her. Though four years older than Everest, she he is often needlessly reckless, spinning through life with a carefree nonchalance. She sees life as a game, and Everest is just another player on her team, someone to protect and nurture and show new and interesting things about the world. Beneath it all, however, lies an enduring passion, a drive to fight for what she wants and needs against anyone who might take it from her. Life is a game for her, yes, but she’s playing to win.

Backstory and Motivation:
Everest and Meg didn’t really get a childhood. When their parents fell ill with an unusual disease, that was that. Before Everest was even old enough to remember them, they were gone. He and his sister spent the next several years of their life among other stranded or forgotten youths, bouncing around between places that didn’t want them and places that couldn’t support them at all. By the time they were teenagers, Meg and Everest were living on their own, tucked away in little corners where they could scratch out a life. They stole and hid and learned what they had to learn to survive. Being four years his elder, Meg served as a protector of sorts. She taught Everest how to get in and out of tight places, how to avoid being seen. She taught him how to handle a bow and arrow - but shooting was never really his style.

Instead, Everest began to learn about everything under the sun. Libraries and became the closest thing he had to a home, offering glimpses of the larger world. He studied physics, natural science, mechanical engineering - anything that could be useful for making sense of something else. But what drew him the most was magic, those arcane tricks that tweak the rules of the world. Piece by piece, he gained more understanding.

Meg was much less studious. As she grew older, she spent more and more time on illegal or violent activities, anything that would help them survive. Everest suspected she was working with some very dangerous people, and he knew that bow of hers was getting use. Some days she would show up covered with blood, but they never spoke about what she was doing. She still had that carefree recklessness about her, that sense that to her this was all just an exhilarating game. She didn’t need to worry; she was invincible.

Until she wasn’t. Everest was fifteen when saw her body, torn apart by zombies working for an unknown goal. He pried the bow out of her stiffening fingers, then spun on his heels and walked away. He didn’t cry. Tears would have arrived eventually, but the determination got there first. Meg’s death wasn’t a tragedy to be wept over, it was one more problem to be solved. And he would solve it: learned what must be learned, break what must be broken, fix whatever flaw in this world allowed something like this to happen to a nineteen-year-old girl. To his sister.

But first, he needed to become stronger. Over the next two years, he rapidly increased in arcane skill. He learned to improve his perceptions of the world around him, to alter or distort the perceptions of others. The the most crucial experiments, though, were his studies of life and death. He tested new techniques on the only willing subject available: himself. He wasn’t a mad scientist, he insisted when the concern crossed his mind - only an efficient one. Finally, after trial and error end error and error, he had learned enough.

Everest was seventeen when he cheated death, when he reached out and bound Meg’s spirit back to the material plane. Not as an undead servant, not as a mindless monstrosity like the ones who had killed her. He brought her back as herself. Carefree. Reckless. Standing at his side like always. He forged her a new body, made of pure aether from a distant plane. An invisible girl, clad in leather, bow in hand once more.

Everest was nineteen when they traveled to Ustalav, following rumors about the Whispering Way. They would fight to stop them, fight to stop anyone who sought to turn vibrant sentient creatures into bloodthirsty machines. Maybe the world didn’t have to be broken, not if Everest was clever enough to fix it.

If you've got any questions about the character or his stats, just let me know!

Sorely lacking in the divine healing category.

Hello Jack Daniels,

Here is my proposal for a Half-Elf Dual-Cursed Oracle with the Lunar mystery, which I hope you find fits well with the setting. The character is admittedly a little different than any other character I've made, as I'm trying to create a character with multiple personalities. Erodin Stark is part elf, part human, and part wolf. As a practical matter, this means that sometimes it'll be "Erodin" the elf that's responding, and other times it'll be "Stark" the human that's responding. I'll use italics to distinguish the elf voice from the human voice. From a character sheet perspective, this is represented mechanically by the Shattered Psyche Oracle curse.

The Wolf part of Erodin is supposed to be corrupted by the Whispering Way, and that's represented by the Tongues curse. I chose Aklo because it was the oddest language of the bunch. If you think it makes sense, I'd ask permission to make the language Necril instead, as I understand that members of the Whispering Way often speak in Necril. But really I'm fine either way.

Full details in the character profile.

Under the alias is my application for a flexible frontliner. Tania Teg is a brawler 6/cleric 1. I also have a version without the cleric dip.

Let me know if you have questions or comments.

Nice characters Erodin and Tania.
Tania, won't you provoke AoOs without combat expertise and improved dirty trick feats? Same with trip and grapples.

Althamis wrote:

Nice characters Erodin and Tania.

Tania, won't you provoke AoOs without combat expertise and improved dirty trick feats? Same with trip and grapples.

Perhaps, but the feat dirty fighting will help, so will martial flexibility, which can grant me two feats when needed.

Tania wrote:
Perhaps, but the feat dirty fighting will help, so will martial flexibility, which can grant me two feats when needed.

Oooh, I've never looked at dirty fighting before. I had assumed it was just a feat to improve dirty tricks, but that special bonus (letting it count as all of the annoying prerequisites for martial feats) is fantastic.

9 hours till recruitment ends.
The party can continue without a cleric; that's what cure wands are for! :)

Jack Daniels wrote:
The party can continue without a cleric; that's what cure wands are for! :)

Or better yet, wands of infernal healing!

Ok, instead of an Arcanist, I went for a Paladin of Shelyn:

Background: Born in a small village whose attraction for travelers was the Temple of Shelyn, Arados grew up as part of a formerly wealthy family who found themselves, through one circumstance after another, as simple artisans providing artwork and sculptures to the Temple and the merchants passing through town to larger markets.

As a physically weak child, Arados was always getting into trouble for trespassing, vandalism and other petty crimes. This ended when Arados was caught breaking into the Temple to steal a couple of relics (just for the thrill). Instead of turning him over to the town sheriff, the priestess convinced him to join the service of Shelyn, to see the beauty in his life and others.

Quickly, Arados took to the life and dedicated himself to serve Shelyn. Instead of the priesthood, he chose the life of a Paladin wielding the glaive. While he remains a bit on the lanky side, he has learned from elders in the Temple about ways to use his agility in wielding the weapon.

Along the path of learning, he came across Professor Lorrimor in danger and rescued him. Journeying with the Professor for a short time, he grew to respect the man and the Professor in turn grew a fondness for the young man trying to make a difference.

Arados, Paladin of Shelyn: 6FA209BC7_zpssmpo7kwt.jpg

Arados Vital
Male human (Taldan) paladin 7
LG Medium humanoid (human)
Init +7; Senses Perception +3
Aura courage (10 ft.)
AC 22, touch 15, flat-footed 17 (+7 armor, +3 Dex, +2 dodge)
hp 53 (7d10+7)
Fort +10, Ref +9, Will +10
Defensive Abilities nimble +2; Immune disease, fear
Speed 30 ft.
Melee +1 conductive silversheen glaive +12/+7 (1d10+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 conductive silversheen glaive)
Special Attacks channel positive energy 4/day (DC 17, 4d6), menacing swordplay, opportune parry and riposte, panache (4), precise strike, smite evil 3/day (+0 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 7th; concentration +11)
. . At will—detect evil
Str 10, Dex 16, Con 12, Int 12, Wis 13, Cha 18
Base Atk +7; CMB +7; CMD 22
Feats Bladed Brush Combat, Extra Lay on Hands, Slashing Grace (glaive), Weapon Focus (glaive), Word Of Healing[UM]
Traits chance savior, fast-talker
Skills Bluff +12, Climb +0, Craft (painting) +5, Diplomacy +12, Heal +5, Knowledge (nobility) +6, Knowledge (religion) +7, Perception +3, Perform (wind instruments) +6, Profession (soldier) +5, Ride +5, Sense Motive +9, Survival +4
Languages Common, Varisian
SQ bravo's finesse, divine bond (weapon +1, 1/day), dodging panache, lay on hands 9/day (3d6), silver tongued[ARG], swashbuckler initiative
Combat Gear potion of cure light wounds (6), potion of cure moderate wounds (3); Other Gear +1 crusading elven chain, +1 conductive silversheen glaive, muleback cords[APG], pathfinder pouch, ring of sustenance, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Beholder's Beauty)[UE], mess kit[UE], pot, sack, soap, torch (10), trail rations (5), waterproof bag[UE], waterskin, wooden holy symbol of Shelyn, 30 gp, 4 sp
Special Abilities
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bladed Brush Combat Use Dex modifier instead of Str modifier with glaive and treat as one-handed piercing or slashing weapon.
Bravo's Finesse A virtuous bravo can use her Dexterity modifier instead of her Strength modifier on attack rolls with light or one-handed piercing melee weapons (though if she carries a shield, she applies its armor check penalty to such attack rolls), and she can u
Deed: Dodging Panache +4 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +4 to AC vs. attack.
Deed: Menacing Swordplay (Ex) While 1 panache, as a swift action when hit, attempt demoralize check.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +7 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, free hand draws light or 1-hand pierce wep as part of the init roll.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Nimble +2 (Ex) +2 dodge bonus to AC.
Paladin Channel Positive Energy 4d6 (4/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Panache (Ex) Gain panache as a swashbuckler.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Slashing Grace (glaive) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Smite Evil (3/day) (Su) +4 to hit, +7 to damage, +0 deflection bonus to AC when used.
Word of Healing Use lay on hands from a distance

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I believe I am done. Went with pure Inquisitor. Also combined and edited the backstory to make it flow better since it was in pieces.

Okay, less than 2 hours left, these are the applicants:

Ian Black: Inquisitor (Sin Eater) 7
Helmar Ghastbane: Sanctified Slayer Inquisitor of Pharasma 7
Arthorius: Human Beastmorph Alchemist 7
Althamis: Half-elf unchained rogue 3/paladin 4
Damieth Altranee: Elf necromancer 7
Aranhil Nirodir: Elf Alchemist (Grenadier) 7
Axious Fiduciam: Human Myrmidarch (Magus)7
Kerzan Brimbelt: Halfling investigator (cryptid scholar) 7
Chejop: Half-Orc Monk (Far Strike/Quinggong) 3/Fighter (Weapon Master) 4
Voyla Sloboda: Human (Varisian) Inquisitor (Preacher) 7
Professor Rokannon: Human Wizard 7
Korvak Sunsoul: Half Orc Paladin 7
Correna (the Greater): Half-Orc Sorcerer 7
Everest Palmer: Human unchained rogue (carnivalist) 2, diviner wizard (spirit binder) 3, arcane trickster 2
Erodin Stark: Half-Elf Dual-Cursed Oracle 7
Tania Teg: Human Brawler 6/Cleric 1
Arados Vital: Human Paladin of Shelyn

Excited to wait here with my Arthorius :)

Recruitment closed...will ponder on the selections now. Decision later tonight.

Good luck everybody! Look forward to getting to know you in the gameplay thread, or seeing the other characters you can come up with on other recruitment threads :)

Okay all, thank you all for your interest and for making 7th level characters (can be a pain!). There were many great concepts and in the end, I just went with my gut and the rest be damned. I stuck to 4 characters as I did not not want to modify the AP much. Without further ado, here are the characters selected:

Kerzan Brimbelt
Voyla Soboda
Tania Teg

Please report to the Discussion Thread: Link

Thanks for the selection!

Wow, glad to be selected from so many wonderful submissions! Will create the alias a bit later.

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