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Pathfinder Battles Preview: Taking Another Look

Friday, December 16, 2011

The official release date for Heroes & Monsters is now only a few weeks away, and by this point I’ve revealed every miniature in the set in one form or another. Later today our friends at WizKids will be bringing over first-run outputs of the approved sculpts for the next set, Rise of the Runelords, so my mind is already on the next amazing set. But those previews will have to wait until next month, as I want to take one more pass through Heroes & Monsters to show off some of the final versions of minis you’ve only previously seen as computer models or unpainted practical sculpts.

First up we have the uncommon Dire Rat, one of the earliest miniatures we revealed for the set. Your comments (and our own impressions) said that the computer-generated 3D sculpt of the rat looked too “clean,” so I asked WizKids to add a layer of filth over the whole guy to really sell the idea that he just stepped out of a sewer. I’d say they nailed it. Gross!

Speaking of early reveals, next up we have the rare Lich, previously seen only as a computer sculpt. The final production-run miniature shown below reveals nice metallic effects on the shoulder pads and chestplate, while WizKids’ talented paint operations have added a cool speckled highlight effect on what originally appeared to be a flat black cloak. This guy really looks like a badass, and I love the way the detail at the hem of his cloak gives the whole thing a sense of texture. I can’t wait to put this guy on the table and see my players run for cover.

Next up we have the common Lizardfolk Champion. This is your first look at this guy in color, and honestly, I’m not sure our camera is up to the challenge of showing off how good the Champion looks, especially for a “common” figure. I count eight different colors, from his black toenails to the touch of blue at the top of his crest. The Lizardfolk’s curved tail and weapon pose give it a great sense of three-dimensionality. We call him a Champion, but at the common rarity, he makes a great troop-builder figure for a Lizardfolk squad. More Lizardfolk will certainly follow (with plenty of variety within the types), but this guy gets us off to a good start.

Speaking of amazing commons, the Orc Warrior is one of my absolute favorite figures in the set. Not only is he an amazing likeness to the illustration in the Pathfinder RPG Bestiary, but he’s got more detail and a better paint job than most prepainted orcs that preceded him (although I also really like the Orc Brute from this set). There will DEFINITELY be more orcs in the future, and we’ll be careful to match the skin tones, size, and general “look” to make sure all of them work well together.

Lastly we have the only iconic character in Heroes & Monsters, the rare paladin Seelah. Although the way this photo frames her face makes her seem like a bit of a Popeye look, the mini looks really nice in hand. The metallic silver and gold of her armor really pops, and I love the design WizKids pulled off at the hem of her skirt. There will, of course, be more iconic characters to come, with Rise of the Runelords getting two, bringing the total (including the four in Beginner Box Heroes) to 7. Only 14 to go before we’ve covered them all!

That’s it for this week! WizKids is bringing a pile of new minis over later today, and I can’t wait to start planning preview blogs for the next set! Let me know if there’s anything else you’d like to know about Heroes & Monsters, and I’ll do my best to help out!

These things are almost in your hands! I can’t wait to hear what you think of them once you get to see them for yourselves!

Erik Mona
Publisher

More Paizo Blog. Link. List this entry. Tags: Animals, Iconics, Lizardfolk, Miniatures, Orcs, Paladins, Pathfinder Battles, Seelah, Undead
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Illustration by Craig J Spearing


Editors at Work

Thursday, May 12, 2011

While we soldier on through our biggest deadlines of the year, please enjoy this piece of art from Pathfinder Adventure Path #47: Ashes at Dawn. Dude looks like I feel.

Wes Schneider
Managing Editor

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Illustration by Dave Rapoza. Wallpaper design by Crystal Frasier. Widescreen version here.


Invasion of the Body Stitchers!

Friday, April 15, 2011

Burghers of Paizo, rejoice! The Beast of Lepidstadt has been captured! Next week we'll begin shipping the second installment of the Carrion Crown Adventure Path, and the Trial of the Beast will begin. The Punishing Man rises in the square outside the courthouse! The logs have been stacked against his flanks and the oil has seeped into his veins. The Punishing Man waits to take his passenger to the depths of Hell! And soon, he shall have his feast. Until then though, enjoy this wallpaper!

Hyrum Savage
Marketing and Organized Play Manager/Town Crier

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Illustration by Kieran Yanner


Hazardous Terrain

Tuesday, March 8, 2011

In last week's Design Tuesday blog, I delved into the importance of terrain to push your encounter design to the next level, and provided you with some design philosophy to ponder when designing your own terrain. This week, I'm back with some concrete examples.

The Pathfinder Roleplaying Game assumes combatants are able to use their movement abilities with little or no hindrance. Sure, there are walls, doors, and difficult terrain to navigate, or maybe some obscuring effects to grant a little concealment, but for the most part PCs and monsters have free reign to move about the rooms and corridors of the dungeon as they wish. The following types of terrain are all exceptions to this norm. While some act as difficult terrain, they present further hazards while navigating the battlefield.

One thing to keep in mind about all of these new terrain types is that they typically work best as smaller, tactically placed patches. You may be tempted to fill an entire battlefield with one of these new terrains, but doing this should be the exception rather than the rule. They all work best when they give characters a choice between freedom and danger. When properly placed, they can reward the use of combat maneuvers and spells that grant increased mobility to allies or restrict or force the movement of enemies, and may limit the opportunities to make charge attacks without stymieing that tactic outright.

You may notice that these new terrain types are very similar to the hazards presented on pages 244–245 of the Pathfinder RPG GameMastery Guide. So what is the difference between these terrains and hazards? These hazardous terrains involve slightly more choice on the part of combatant than hazards do. Most, if not all, have effects when a character chooses to move into or is forced into them, and those effects should be relatively easy to determine before the combatant enters them, either by way of their physical characteristic or an easy Knowledge check (DC 10) of the appropriate type.

Anchor Stone: This strange stone has a debilitating gravitational effect on those who do not traverse over it quickly. Each time a creature starts its turn on an area of anchor stone, it must succeed at a DC 12 Fortitude saving throw. Any creature that fails can only take a 5-foot step on its turn. Any creature that succeeds at the saving throw must move at half speed on its turn.

To take the effects of anchor stone, a creature must be standing on or touching the stone. Anchor stone has no effect on those who fly over it or otherwise do not have physical contact with the stone.

Some areas of anchor stone are more powerful than others, having a DC of 15, 20, or even higher.

Choke Spores: This type of fungus thrives in subterranean caves and other damp and lightless areas. The first time a creature starts its turn within an area containing choke spores, the poison of the fungus is released, inflicting those within that space with the following poison.

Choke Spore Poison

Type poison, inhaled; Save Fortitude DC 14

Frequency 1/round for 1d4 rounds

Effect 1 Dex and 1 Wis damage; Cure 1 save

Once an area of choke spores releases its poison, that area becomes dormant for 1 day. With a single standard action, a creature can use fire (from a torch, a flaming magical weapon, or a similar implement) to destroy all the choke spore balls within all 5-foot-squares adjacent to the creature. Acid, cold, and fire damage from area effect spells automatically destroy patches of choke spores within the spells' effect areas.

Fey Mist: This strange swirling mist of purple and green gas and motes of light dazzles those who stray within it. Fey mist provides concealment. Furthermore, a living, non-fey creature that starts its turn within the mist must make a DC 12 Will saving throw or become confused for 1 round. Those that make their saving throws are dazzled for 1 round instead. This is an enchantment effect.

Some areas of fey mist are more powerful than others, and have and require a DC 15, DC 20, or even DC 25 Will saving throw to avoid its confusion.

Flame: A house is on fire and that flame rages in large areas, a hellish landscape burns around you, or a large bonfire rages in a clearing where a coven of witches chant evil incantations. While the Pathfinder RPG Core Rulebook has rules for forest fires, sometimes you may want to have a section of an encounter area that just burns.

When a creature starts its turn with its space fully within an area of flame, it takes 1d6 points of fire damage, and if the creature is wearing metal armor, it is affected as if by a heat metal spell. A creature that starts its turn with its space only partially within an area of flame must succeed at a DC 12 Reflex saving throw or take the damage and the heat metal effect if it is wearing metal armor. A creature that moves through areas of flame must make a DC 12 Reflex saving throw or take 1d6 points of fire damage, but avoids the heat metal effect. This save is made the first time a creature moves into flame with a move action or when it is affected by something that pushes or otherwise forces the creature into an area of flame.

Supernatural or powerful flames can have higher DCs. A raging fire can have a DC of 15 or the fires of Hell can have a DC of 20, 25, or 30 depending on the power of the flames.

Areas of flame often create smoke, the effects of which can be found on page 444 of the Pathfinder RPG Core Rulebook.

Haunted Ground: These areas of accursed ground are often the sites of horrid crimes or intense and bloody battles. The intense fear of those who lost their lives lingers and saturates the area. This fear affects living creatures that stray within these areas. A living creature that starts its turn in an area of haunted ground must succeed at a DC 15 Will saving throw or become shaken for 1d4 rounds. If the creature is already shaken, it becomes frightened for the same duration instead. Frightened creatures become panicked for the same duration instead. Creatures that are immune to fear effects are immune to haunted ground.

Razor Rubble: Either rubble made of sharp stone, or laced with small sharp blades, this terrain functions like difficult terrain (see Pathfinder RPG Core Rulebook193), but each square a creature enters deals 1 point of damage to that creature. A creature moving at half speed, or that succeeds at a DC 15 Acrobatics check as a free action when first moving into an area of razor rubble can avoid the damaging affects for the round but not the difficult terrain effect.

Slick Ice: A frozen lake, a sheen of thick ice on a dungeon or cavern floor, or some other cold and slick surface, slick ice can be hard to traverse, but can also increase the speed of creatures that are agile or foolhardy enough to utilize its surface's lack of friction.

A creature traversing slick ice at more than half speed is required to make a DC 15 Acrobatic check at the start of the movement. Failure causes the creature to fall prone at the start of the movement. Running or charging on slick ice increases the DC by 5, with the same effect on a failed skill check. A creature that succeeds at this check by 5 or more can increase its move across the ice by 10 feet, but is considered flat-footed until the start of its next turn. Creatures (like those with enough levels of barbarian or rogue) that can't be caught flat-footed at the start of combat are immune to this flat-footed effect as well.

Tentacle Mold: This strange vermillion fungus clings to the moist walls, floors, and even ceilings of dungeons and caverns. When a living creature is in or near a patch of this fungus, acidic pseudopods lash out, with sickening effect.

When a living creature starts it turn in an area of or in a square next to (if it clings to the walls or the ceiling) of tentacle mold, it must make a DC 15 Fortitude saving throw; on a failed saving throw the creature takes 1 acid damage and is sickened for 1 round. Though the effect is like a poison, this is not actually a poison effect; the strange chemistry of this kind of mold makes it more alchemical in nature.

Stephen Radney-MacFarland
Pathfinder RPG Designer

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Iconic Love

Monday, February 14, 2011

For some of us, Valentine's Day is just another day. We go to work, come home, maybe hang out with our significant others a bit or send the kids off to the sitter for a rare night out. For other people, however, Valentine's Day carries more significance, and flat-out demands acknowledgement. They see it as an excuse to truly cut loose, to go all-out with the romance and treat it like a real holiday.

And then, apparently, there's a third type of person: the type for whom Valentine's Day means a chance to go totally insane. Such appears to be the case with Pathfinder Tales author Kevin Andrew Murphy. How else can you explain the fact that he chose the occasion to, without any prompting or warning, write us an entire heroic crown of sonnets immortalizing the iconic characters' backgrounds in prose. (For those of you who've forgotten your 400-level literature classes, a "heroic crown of sonnets" is a specialized form of poetry in which you have 14 sonnets, each linked by their first and last lines, plus a fifteenth which is made up exclusively of the previous sonnets' linking lines, in order. Needless to say, it's incredibly difficult to do well.)

I'd say more, but I'm still processing the whole thing, so I think it's better to just post the sonnets in their entirety. Happy Valentine's Day!

The Fifteen Loves of Golarion


A Heroic Crown of Sonnets for Valentine's Day 2011
by Kevin Andrew Murphy

1. Alain, the Cavalier, "For Love of Glory"
I am the one who lives to tell the tale.
The victor is the braggart of his fame,
The first to know the glory of his name
But not the last. The bards now all regale
The common folk with ballads of my deeds,
The battles won by force of my prowess,
The ransomed kings who've bowed to my duress,
And Donahan, the noblest of steeds.
Sometimes I think he is my only friend.
The men I ride with? Those I can replace.
The maids I bed? Each just a pretty face.
Yet Donahan is mine till journey's end.
If he falls first, then part of me is dead.
I've said the words that needed to be said.

2. Alahazra, the Oracle, "For Love of Truth"
I've said the words that needed to be said,
For Truth is blind, and I am blind in truth.
My clouded eyes see little but forsooth
My inner eye sees clearly. I have read
The fates of men with but the barest glance.
I know the future as I know the past,
Which seeds will sprout and which of them will last,
For Destiny leaves nothing up to Chance.
It was not Chance that burned me with its fire.
The simoom's breath is but the Wind of Fate
That claimed me with its Flame. I now relate
The Fate of Love, if that is your desire:
All present loves become in days ahead
Mementos kept in memory of the dead.

3. Seelah, the Paladin, "For Love of Those Now Gone"
Mementos kept in memory of the dead,
Reminders of what nothing can restore.
The wingéd helm that dead Acemi wore
Now hides my face and my unworthy head.
I feel its weight: part guilt, part gift, part theft.
Part love. She saw and yet forgave her thief,
The child who stole her helm. Ergo, my grief.
Acemi is still dead and I am left.
I have no words to say in my defense.
I know my deeds. I must have faith in grace
So now I wear her helm and take her place.
What Iomedae learned: Inheritance,
A gift of trust from those you must not fail
Now silent in the realm beyond the pale.

4. Harsk, the Ranger, "For Love of Solitude"
Now silent in the realm beyond the pale,
My brother lies–and those who took his life.
I ended theirs with crossbow quarrel and knife.
The giants dead, now I alone prevail.
My kin who dwell below with bended backs
To toil at the forge or in the mines,
Or worshiping our gods at dwarven shrines,
Have my regard, and yet my brother's axe
Is all I bear away from whence I hail.
A hunter's life is love of solitude.
A Spartan camp, a pot of tea fresh-brewed
Will keep him more alert than mugs of ale.
My quarry's tracks are runes left for the sage.
I know the letters written on this page.

5. Ezren, the Wizard, "For Love of Scholarship"
I know the letters written on this page,
My father charged with some impiety
Against our god, some awful blasphemy
Too dire for words, and nothing can assuage
The gossips' tongues, for rumor needs no proof.
And Abadar? The merchant god cares not
Who prospers or who fails nor what is bought.
The Golden One stays in his Vault, aloof.
I spent my youth to clear my father's name,
In quest to save the business that he built,
But in the end I only proved his guilt.
Now scholarship's the only love I claim.
Yet law for arcane law can be exchanged.
Old orders sometimes must be rearranged.

6. Sajan, the Monk, "For Love of a Sister"
"Old orders sometimes must be rearranged."
So said the monks when taking twin from twin.
My sister Sajni's gone. I should begin
Describing how we came to be estranged.
We were conceived. Our lives were intertwined
Like threads of web and woof strung on a loom,
So were our limbs locked in our mother's womb.
Though born as two, we're more when we're combined.
We trained with temple swords and so time passed
Till at twelve years we each were sent away
And battle woes lost her to Jalmeray.
I left, deserting all I knew, my caste,
To seek my sister. Far too far I've ranged.
I've changed some facts which never should be changed.

7. Damiel, the Alchemist, "For Love of Change"
I've changed some facts which never should be changed
And yet that is the goal of alchemy:
Quicksilver shifting, mutability.
The philosophic art just seems deranged
To those too dull to grasp aetheric heights
Or dream of fixing one's perfected form,
Not living with the dull and banal norm.
You reach out when the stars are in your sights,
Yet what you grasp may be the fulgent dark
For nightmares ride as well between the stars.
Like Shelyn's smile can hide Zon-Kuthon's scars,
The bright quicksilver sea conceals a shark,
And from the left the villain steps onstage
To let men feel the battle fury's rage.

8. Amiri, the Barbarian, "For Love of Oneself"
To let men feel the battle fury's rage,
The Six Bears tribesmen donned the skins of bears
They'd taken from our totems in their lairs.
Each boy was sent to do it at an age.
We girls were told to sit inside and spin,
Awaiting a barbarian's return.
This never was a name that women earn.
I brought a she-bear's hide back to my kin.
The time came that a warband of my clan
All dared me to bring back a giant's blade.
When I returned, they mocked me as a maid.
The blood rage came. I slew them to a man.
That bastard blade I bear with me. Beware
To taste the kiss of malice and despair.

9. Seltyiel, the Magus, "For Lack of Love"
To taste the kiss of malice and despair,
One needn't know the touch of love or hope–
At very least, not of an equal scope–
And pain is seldom more than one can bear,
And when it is? Well, there is always death.
My mother died the moment I was born.
My sister's cries, those spared my life that morn.
I often think she should have saved her breath.
Sioria, oh how could you divine
The babe you saved would still be here alive
Or on a feast of wormwood one could thrive.
I'll kill your father once I first kill mine.
Foul Lairsaph was a fool to teach his spawn
To walk the road with weapons sheathed or drawn....

Valeros!

10. Valeros, the Fighter, "For Love of Adventure"
To walk the road with weapons sheathed or drawn
Is how a sellsword passes most his days.
That much at least is truthful in bards' lays.
The rest? Well yes, there is a need for brawn–
The same goes for an ox that pulls a plow–
But when your sword-arm makes some villain yield,
That's better than some plowshare in a field.
At least it's more exciting anyhow.
One day I may retire to a farm,
Grow beans and beets or brew a bit of beer,
But now I love my freedom and I hear
A distant village sounding the alarm.
If there's adventure calling, I'll be gone
To greet the hope that rises with the dawn.

11. Kyra, the Cleric, "For Love of Hope"
To greet the hope that rises with the dawn,
The Crown of Our Beloved Sarenrae
Who cast the Beast below to Asmodae,
Is how a priestess prays for I'm Her pawn.
Whate'er the Dawnflower wishes I will do.
When bandits burned my village and Her shrine,
That's when I saw the face of the divine.
Through streaming tears the sun shone and I knew
The Everlight had filled me with Her power
To heal the sick and ailing with Her light
And cleanse those past redemption of their blight
By scimitar, like Dawn's Eternal Flower.
One day I'll join my goddess in the air
To live a life of joy and forswear care.

WAR hottie!

12. Merisiel, the Rogue, "For Love of Freedom"
To live a life of joy and forswear care
Is what I always felt the world should be.
See something that you like? Then take it. Free!
If you don't like your lot, then folk should share.
They call it thievery, who gives a fig?
My knives can teach their tongues to be polite,
And while some think I could be more contrite
It's not like they're not working the same gig.
This knife I got from some Azlanti queen.
This one? From Galt. Belonged to some coquette
And these? From Geb. But most I just forget.
I only care if I can keep them keen.
You make life up like some bard's folderol.
I sing the songs that rise up from my soul.

13. Seoni, the Sorcerer, "For Love of Magic"
I sing the songs that rise up from my soul
And write the runes appearing in my dreams.
The ones I walk with talk about my "schemes,"
If schemes they are, or just an unknown goal.
I'd like to say I like just who I am,
Yet who can say just who they are? Not I.
Or what I am, or how I am, or why.
That statement just might be my epigram.
I only know when spells wish to be wrought,
The way they say that love pulls at the heart.
Just so I feel the call of arcane art.
It springs to mind like any other thought.
I'd work alone, but I lack that control
For love and friendship are what make one whole.

14. Lini, the Druid, "For Love of a True Companion"
"For love and friendship are what make one whole."
So spake the norn who whispered in the wood.
She vanished but her fey advice is good
And with it I can talk to mouse or mole.
The purest love is love you get from beasts.
My friend Droogami taught me this is true.
It's something though that I already knew.
I never bought the nonsense from the priests
About the love of gods as the most pure.
Who can believe a love you never see?
My love is for the leopard next to me
And she for me and that's what shall endure.
She's great and strong where I am small and frail.
I am the one who lives to tell the tale.

15. Lem, the Bard, "For Love of Happy Endings"
I am the one who lives to tell the tale.
I've said the words that needed to be said,
Mementos kept in memory of the dead
Now silent in the realm beyond the pale.
I know the letters written on this page.
Old orders sometimes must be rearranged.
I've changed some facts which never should be changed
To let men feel the battle fury's rage,
To taste the kiss of malice and despair,
To walk the road with weapons sheathed or drawn,
To greet the hope that rises with the dawn,
To live a life of joy and forswear care.
I sing the songs that rise up from my soul
For love and friendship are what make one whole.

James Sutter
Fiction Editor

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Illustration by Alex Aparin


Golarion Day — SPOILER: There Are Vampires in Ustalav

Thursday, January 27, 2010

So, we're back in busy mode this week, which means that I don't have a big pile of words to share with you today. But part of what made this week busy was shipping the upcoming Rule of Fear off to the printer. Which has a cover. And the art on that cover is pretty cool, wouldn't you say?

James Jacobs
Creative Director

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Illustration by Scott Purdy


Cold Slither

Monday, November 29th, 2010

It’s been a long, frosty weekend and we’re still a little lethargic, but lets start things back off right. Check out what’s coming around the corner in the final installment of the Serpent Skull Adventure Path with Pathfinder Adventure Path #42: “Sanctum of the Serpent God.”

F. Wesley Schneider
Managing Editor

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Pathfinder Advanced Player's Guide Preview #4

Thursday, July 22, 2010

Two weeks and counting until the start of Gen Con 2010 and the release of the Advanced Player's Guide. If you have not already done so, you might want to reserve it with your FLGS or order online now. To help encourage you to pick up this hefty tome, I am giving you a guided tour of the goodies inside. In the past weeks we have looked at some new race and class material. This week we will be jumping around quite a bit, looking at feats, gear, spells, and magic items. We've got a lot of ground to cover, so let's get going.

Starting out with Chapter 3, let's take a look at feats. This 26-page chapter is loaded down with 163 new feats, from combat and metamagic feats, the new teamwork feats that grant large bonuses when you and an ally use them together. But that's not all, not by a long shot. There are a host of feats in this chapter designed to let you add to your existing class features, like Extra Rage Power and Extra Hex. There are also a host of feats based on your race, like this one.

Ironguts
You have an especially strong stomach.
Prerequsitites: Con 13; dwarf, half-orc, orc.
Benefit: You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself.

As was mentioned at the preview banquet, a number of the powers of the 3.5 archmage prestige class have found their way into the Pathfinder RPG as feats that most spellcasters can take. Take a look at Minor Spell Expertise.

Minor Spell Expertise
You are able to cast a 1st-level spell as a spell-like ability
Prerequsite: Ability to cast 4th-level spells.
Benefit: Chose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in that class from whose spell list the spell is taken. The spell-like ability's save DC is Charisma-based. You cannot apply metatmagic feats to this spell.

Moving on from feats, the gear chapter is short, but jam-packed with new tools and tricks to help properly equip your character. From an Lucerne hammer to wooden armor, from an hourglass to rope made from spider silk, there's plenty here for everyone. There are also a lot of tools for each of the new classes, including the portable alchemist's lab and the witch's cauldron. What has me most excited is the wealth of alchemical items in the book. Take a look at this gem.

Weapon Blanch (adamantine, cold iron, or silver): These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material based damage reduction, depending on its type. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one type of blanch can be used on a weapon at one time, although if the weapon is made of a special material, that material still applies.

Next up is a rather large chapter on spells. Discounting the tables at the beginning, there are 57 pages of spells here, containing spells for characters of every class and every level. This chapter also includes the elemental spell lists for those wizards who wish to focus on elemental schools of magic. Let's take a look at a spell that I am particularly excited to use on my players. It might not be incredibly powerful, but it is a lot of fun.

Enemy Hammer
School Transmutation; Level sorcerer/wizard 6
Casting Time 1 standard action
Range long (400 ft. + 40 ft./level)
Target one creature
Duration 1 round/level (D)
Saving Throw Fortitude partial; Spell Resistance yes
You grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell, and once you select that creature, you cannot switch to another. Each round, as a standard action, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature, both it and the creature take damage based on the creature's size (Fine 1d4, Diminutive 1d6, Tiny 1d8, Small 1d10, Medium 2d6, Large 2d8, Huge 2d10, Gargantuan 3d6, Colossal 3d8). The target creature can make a Fortitude saving throw each time you attempt to use it as a weapon. If it makes its saving throw, it can act normally, but if it fails its save, it loses all action for the round and ends its turn prone in a square adjacent to the target of your attack.

Finally, this book contains a large chapter containing all sorts of magic items, from inexpensive soul soap to the mighty cloud castle of the storm king. Of course, it's not all wonderful. There are a host of new cursed items to inflict upon your PCs, lurking in this book. Take a look at ring of truth.

Ring of Truth
Aura moderate enchantment; CL 9th
Slot ring; Weight
Deceptively pleasant looking, a ring of truth bears images of childlike angels and broadly smiling divine creatures holding onto links of a heavy chain. The wearer of this cursed ring is rendered unable to tell a deliberate lie, in either speech or writing. The wearer may simply omit the truth or choose not to communicate, but even then must succeed on a DC 20 Will saving throw to avoid answering a direct question truthfully.

And there you go. The Advanced Player's Guide is just two weeks away now. Next week's preview will be the last before release, so we will wrap up our tour of the book by looking at the new prestige classes and new rules systems hiding in this book.

Jason Bulmahn
Lead Designer

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GameMastery Guide Preview: Things Get Weird!

Friday, May 21, 2010

Let me let you in on one of the guiding philosophies of the GameMastery Guide. We didn’t make this book to let you run my game, or a “Paizo-brand” game, or any sort of game anyone here thinks you should run. We created the GameMastery Guide to give you the tools you need to run your game the way you want. For example, let me note a few entries in the index:

  • Airships
  • Evil Characters
  • Extraterrestrials
  • Gambling
  • Magic Shops
  • Parallel Worlds
  • Ship Combat
  • Space Travel
  • Steam Power
  • Space Travel
  • Time Travel
  • Undead Uprising

Definitely some unusual stuff in there, and likely several topics you’ll have no interest in including in your game. But if something on that list does strike your fancy, now you’ve got help on how to make it work. These discussions aren’t all meant to give you in-depth rules on how to do this or that: while several provide a host of new rules content—like ship combat and undead uprisings —others walk you through what you need to consider to include such elements in your game. And even if you’ve never thought about taking your game in an atypical direction, who knows what might inspire you? Maybe it is time to unleash an undead uprising on your campaign, or take your PCs where no one has gone before.

Play what your want: that’s the guiding message of this book. Heck, there’s even a section on personalizing published adventures to make them work better for you and your players. Also, rest assured that the topics presented above are some of the weird stuff—the parts of the book that take the discussions beyond the norm. There’s still plenty for GMs who never get tired of traditional sword and sorcery adventure. But how weird does the weird get? Well, I’ll let these crazy illustrations by Florian Stitz and Eva Widermann show you (at least I think those are the artists… Sarah’s out of town this week).

As for next week’s GameMastery Guide Preview: let’s just say that we’ve got some fantastically interesting toolboxes to open.


F. Wesley Schneider
Managing Editor

More Paizo Blog. Link. List this entry. Tags: Amiri, Anti-Paladins, Barbarians, Dwarves, Eva Widermann, Florian Stitz, Game Mastering, Harsk, Iconics, Pathfinder Roleplaying Game, Rangers, Seelah
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Illustration by Jon Hodgson


From the Diary of Queen Merisiel

Friday, February 26, 2010

Although I can't quite yet show off the actual rules you'll be using in the Kingmaker Adventure Path quite yet, I can show you how they look in play. Presented below is an excerpt from Merisiel's diary as she oversees the foundation of a brand-new kingdom in the mysterious Stolen Lands. NOTE: Merisiel's probably not the best choice in this group for a nation's ruler, but sometimes that's just how politics work. As time permits, I'll post a few more diary entries to this blog's messageboard thread so we can all learn from Merisiel's triumphs and failures. Certainly there'll be more triumphs in her future, yes?

1 Pharast: So it looks like I'm in charge. Queen Merisiel. I like the sound of that. Although, as Seelah is so fond of pointing out, I'm technically a baroness until this new nation of mine grows large enough. I'm still gonna be calling myself queen in these pages. Seelah's gonna be the general of my armies (she volunteered!), and I put Lem in charge of keeping an eye on the citizens to make sure they're loyal as the spymaster. And of course Kyra's our high priest. All the other leadership roles, for now, go to some of the other locals we've allied with during the past several months of exploring the Greenbelt. We'll see how they work out, I suppose—none of them seem particularly talented, but hopefully they'll grow into their jobs? And if they don't, I can fire them. I'm the queen, after all. Anyway, we've managed to claim a pretty sizable area around this old ruined castle that bandit lord was using as a hideout. The ruins should work pretty well as a new castle, once it gets patched up. We've started clearing the area around the ruins to serve as a good place to build up a town. I'm thinking of calling it Owlbearton, after that bandit's pet owlbear that nearly bit off Lem's ear, but Seelah says that's a stupid name. I told her that if she comes up with something better we'll call it that, but so far all her ideas suck. Surprise, surprise. So for now, Owlbearton it is! We've even built some roads around the place! It's gonna be a city in no time! Especially now that I've got some deliciously heavy taxes coming into the treasury! Who woulda guessed that taxes could be something to be happy about? So far, those taxes more than paid for the roads and land clearing and stuff. Not the rebuilding of the castle, though. That's expensive, as it works out. And while Lem says that the locals are complaining that all I'm doing is lying around and taking it easy while they pay for my little project, and while Kyra says she only barely managed to talk a group of farmers out of marching up to the castle to tear it down and (their words) "git back what we done paid for from that spendthrift pointy-eared harlot!" I'm not worried. Once they see how excellent this castle looks when it's all done, they'll all forgive me. I'm sure of it!

James Jacobs
Creative Director

More Paizo Blog. Link. List this entry. Tags: Bards, Iconics, Jon Hodgson, Kingmaker, Lem, Merisiel, Monsters, Owlbears, Paladins, Pathfinder Adventure Path, Rogues, Seelah, Wallpapers
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Gold Fever!

Monday, February 8, 2010

As I write this the finishing touches are going in on our newest Pathfinder Module, City of Golden Death, the climactic conclusion to the Price of Immortality campaign arc. Written by our own Events Manager, Joshua J. Frost, the adventure takes the PCs to the notorious Isle of Terror, where they'll face agents of the Living God Razmir, ageless menaces from ancient Thassilon, the undying machinations of the Whispering Tyrant himself, and even greater perils! Here's a sneak peak of some of the scenes your PCs can expect to face when the module releases in just a few short weeks. Enjoy!

Illustration by Andres Espara
Illustration by Jorge Maese

Wes Schneider
Managing Editor

More Paizo Blog. Link. List this entry. Tags: Andres Espara, Animals, Dragons, Ezren, Iconics, Jorge Maese, Merisiel, Monsters, Paladins, Pathfinder Modules, Rogues, Seelah, Undead, Wallpapers, Wizards
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River Kingdoms of the Fellnight Queen

Friday, January 29, 2010

It's a busy week here at Paizo, and that means it's time for an art blog! So enjoy this sneak peek at some artwork from the upcoming Pathfinder Module Realm of the Fellnight Queen and Pathfinder Chronicles: Guide to the River Kingdoms!

Illustration by Andrew Kim
Illustration by Jorge MaeseIllustration by Andres Espara

Sean K Reynolds
Developer, Pathfinder Chronicles and Pathfinder Modules

More Paizo Blog. Link. List this entry. Tags: Andres Espara, Andrew Kim, Bards, Centaurs, Elves, Fey, Halflings, Iconics, Jorge Maese, Lem, Merfolk, Monsters, Paladins, Pathfinder Campaign Setting, Pathfinder Modules, Plants, River Kingdoms, RPG Superstar, Sahuagin, Seelah, Wallpapers
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Snagged from the Vault: The Bastards of Erebus

Friday, June 26, 2009

The Preview Purloiners strike again! Featured here in a painting by Kevin Yan are Lem and Seelah, fending off a rabid undead dog and a fiendish tiefling in Pathfinder Adventure Path volume #25: The Bastards of Erebus. Who knew that flutes could be wielded as deadly weapons?

Vadid and Nahk
Preview Purloiners

"The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, a corrupt nobility, and a shadowy curse. Can the PCs fight back against champions of both the law and the criminal world?"

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Pathfinder Roleplaying Game Preview #6

Wednesday, June 17, 2009

The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Seelah, the iconic paladin.

Seelah
Female human paladin 13
LG Medium humanoid
Init –1; Perception +1
Aura courage (10 ft., +4 fear saves), good, justice (10 ft.), resolve (10 ft., +4 charm saves)
DEFENSE
AC 27, touch 11, flat-footed 27 (+10 armor, +2 deflection, –1 Dex, +6 shield)
hp 115 (13d10+39)
Fort +14, Ref +7, Will +13
Immune charm spells and effects, disease, fear; Resist cold 10
OFFENSE
Speed 20 ft.
Melee +3 defending longsword +21/+16/+11 (1d8+7/19–20)
Ranged +1 composite longbow +13/+8/+3 (1d8+5/x3)
Special Attacks channel positive energy (7d6, DC 20), divine bond (weapon, 3/day, 13 min., +3 bonus), lay on hands (12/day, 6d6), mercy (diseased, nauseated, sickened, paralyzed), smite evil (5/day, +4 to hit, +13 damage)
Spell-Like Abilities (CL 13th):
At Will—detect evil
Paladin Spells Prepared (CL 10th):
4th—holy sword
3rd—dispel magic, prayer
2nd—resist energy, shield other, zone of truth (DC 16)
1st—bless weapon, divine favor, lesser restoration, protection from evil
STATISTICS
Str 19, Dex 8, Con 14, Int 10, Wis 12, Cha 18
Base Atk +13; CMB +17 (+21 to sunder); CMD 28
Feats Critical Focus, Extra Lay on Hands, Greater Sunder, Improved Sunder, Power Attack, Shield Focus, Staggering Critical, Weapon Focus (longsword)
Skills Diplomacy +16, Heal +14, Knowledge (religion) +13, Sense Motive +14
SQ divine grace, divine health
Combat Gear staff of healing, winged boots; Other Gear +3 defending longsword, +1 composite longbow (+4 Str), mithral full plate of speed, +3 heavy steel shield, belt of giant strength +2, headband of alluring charisma +2, ring of minor cold resistance, ring of protection +2

Of all the base classes, paladins got some of the largest revisions between the Beta and the final version of the rules. Some of their defenses were increased, but the majority of the changes revolve around smite evil and the addition of the new ability called mercy.

Before we dig into those changes though, lets take a look at some of the other alterations. The first things you might notice are the new auras. These were introduced in alpha stages of the playtest and they have survived to the final game. The aura of justice allows Seelah to spend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet. She must use this ability right away and it lasts for 1 minute, but more on that later. The second aura, the aura of resolve, makes the paladin immune to charm spells and grants a +4 bonus on saves against such spells to all allies within 10 feet. Having a paladin in your party gives you a reason to stick together, even if it does mean that you are a little bit more vulnerable to area of effect spells.

The next change on the roster involves the paladin's saving throws. You might notice that Seelah's Will save is a bit higher than it should be. This is due to the fact that paladins now receive the faster save progression for their Will saves.

The paladin's lay on hands ability has been revamped a bit. The paladin can use this ability a number of times per day equal to half her paladin level plus her Charisma modifier. With each use, she heals 1d6 points of damage per two paladin levels. When she uses this on others, it is a standard action, but she can heal herself using this ability as a swift action. Seelah can also channel positive energy, as a cleric of her level, but she must use up two uses of her lay on hands ability whenever she channels.

In addition to healing damage, using lay on hands also comes with a number of new benefits called mercies. Starting at 3rd level, paladins can select one condition from a specific list (at 3rd level, that list is fatigued, shaken, and sickened, but the list expands the paladin gains levels). Whenever she uses lay on hands, if the target is suffering from that condition, it is instantly removed. As a paladin gains levels, she gains additional mercies, which expands her list of conditions cured though lay on hands. She can even cure diseases, poisons, and curses in this way, although she must make a caster level check to remove them (just as with the spells that remove these afflictions). These mercies allow a paladin to act as a healer in the party, but without stealing the focus from the cleric, who is more focused on larger healing spells and other buffs.

Divine bond allows a paladin to choose from one of two different effects. She can bond with a horse, which acts like an animal companion (using the paladin's level as her effective druid level), or she can bond celestial spirits to her weapon. Seelah has the weapon bond option, which allows her to add +3 to her weapon up to three times per day, with each bonding lasting a number of minutes equal to her paladin level. Instead of adding simple bonuses, however, she can instead transform those bonuses into special weapon qualities of an equal bonus. For example, Seelah could add a +1 enhancement bonus to her +3 defending longsword, making it +4 and she could also add the holy weapon quality. Instead, she could add axiomatic, flaming, flaming burst, keen, or merciful. As she gains in level, other options become available, such as speed or brilliant energy. The really nice part is that she can tailor these bonuses to the current situation, changing them each time she calls a celestial spirit.

Of all the changes, smite evil was perhaps the most contentious on the message boards. Everyone seemed to have an idea of how this iconic ability should work. In the end, it was decided that smite evil really should last until your evil foe is vanquished, making this ability useful even if you miss with your first attack. But we did not stop there, the amount of bonus damage dealt (that is, 1 point per paladin level) doubles if the selected foe is an evil outsider, dragon, or undead. Smite attacks also ignore any damage reduction the target might have. Finally, the paladin is protected from harm gaining a deflection bonus to her AC equal to her Charisma modifier against attacks made by the target. Suffice to say, you do not want to be on the receiving end of a paladin's smite evil.

There have been a few other changes to the paladin as well. Whenever she uses detect evil, she can focus on one target, to the exclusion of all others, to learn if that target is evil in just 1 round. In addition, her spellcasting progression is a little bit faster now (matching the ranger's), it is based off her Charisma modifier, and her effective caster level is her paladin level –3. Most of her spells are pretty straight forward, but there have been some changes to protection from evil that are worth noting here. This spell does not grant immediate immunity to mental control. Instead, it grants a new save at a +2 bonus against the control, but only if the source of the control is an evil creature or object (the other protection spells provide similar saves against their alignments). The spell does still provide immunity to new mental control or possession from evil creatures and objects while it lasts. Its protection from contact by summoned creatures now also only applies to evil creatures (instead of evil and neutral).

Seelah has a number of feats that are worth a closer look. Critical Focus gives her a +4 bonus on critical hit confirmation rolls, but the real star is Staggering Critical. Any foe that suffers a critical hit from a creature with Staggering Critical is staggered for 1d4+1 rounds (meaning that can only take a move or a standard action). A Fort save reduces this duration to 1 round (for Seelah, the DC is 23). There are a host of critical feats like this in the book, but you cannot apply more than one to any critical hit (unless you are a fighter with the Critical Mastery feat). These feats are good, but they have relatively high prerequisites. Staggering Critical, for example, requires a base attack bonus of +13, whereas Stunning Critical requires a base attack bonus of +17. Seelah also has Improved Sunder and Greater Sunder, both of which give her a +2 bonus on checks to sunder. Greater Sunder also allows Seelah to apply excess damage from the sunder directly to the creature holding the item. Each combat maneuver has a pair of feats that works like this, granting up to a total of +4 bonus along with another benefit.

That wraps up our look at Seelah. Next week we will get Lem, the iconic bard, in here to play us a tune or two.

Jason Bulmahn
Lead Designer

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Meet the Iconics: Seelah

Monday, December 17, 2007

Although still viewed by many theologians and traditionalists as a newcomer to the world's faiths, Iomedae the Inheritor seems poised for greatness among the divine. Certainly her numerous orders of paladins have risen swiftly to take on the vaunted role of paragon in many societies. Evangelical in their exuberance to spread word of her wisdom, Iomedae's missionaries were pivotal in the defense during the fabled Siege of Solku. They sacrificed their lives saving the town from gnoll slavers, and although none of them survived the siege, their presence lived on. Particularly in the eyes of young Seelah.

Seelah's family came to the walled town of Solku as pilgrims fleeing the atrocities of distant Geb to the distant south. Unfortunately, they traded one peril for another, and within months of their settling in Solku, the gnolls of White Canyon began their infamous pillaging. Seelah's parents were slain in the first of these raids, leaving her orphaned at the age of 14 in a strange town. She did what she must to survive on the city streets, pickpocketing and bullying and even hiring herself out as a mercenary. When a group of Iomedae's knights arrived to defend Solku, Seelah was immediately taken with their beautiful, shining armor, and within an hour she had stolen a particularly fine mithral helm with a golden bird upon its brow. Yet then, something strange happened—Seelah became overwhelmed with guilt at her theft. For days, she agonized over the act, trying (and failing) several times to pawn the helm. During the Battle of Red Hail, Seelah realized that one of the bravest knights, a woman named Acemi with hair in long braids, fought the battle without her helm. This was the woman's undoing—in holding Solku's gates, she took a mortal wound to the skull from a gnoll's flail. The woman's heroism carried the day, but that evening she died of her wound.

Wracked with guilt, Seelah approached Acemi's body as her companions prepared for her pyre. They watched silently as Seelah placed the stolen helm over the dead woman's head, and then climbed onto the pyre aside her to join her in death. The paladins were moved beyond words—they had known from the start that Seelah had stolen the helm, but Acemi had forbidden her brothers and sisters from collecting it, hoping that the helm would bring the desperate orphan enough money to survive for another few months. The knights of Iomedae took Seelah in that night. Although she has come to terms with Acemi's death, Seelah still regrets the theft that ironically brought her into Iomedae's arms. She originally came to Iomedae out of guilt, but in the past several years, that guilt has transformed into a powerful love and faith in the Inheritor.

The young paladin wears her hair in Acemi's style and is trained in the use of the longsword. In so doing, she hopes to carry on the good work that Acemi might have done had she not fallen at the Battle of Red Hail. It's the least she feels she can do to make up for a death that she allowed to happen.

Seelah debuts as a pregenerated character in volume 7 of Pathfinder and in GameMastery Module W2: River Into Darkness.

James Jacobs
Editor-in-Chief, Pathfinder

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