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Belkar Bitterleaf

Ashram's page

Pathfinder Society Member. 868 posts. 1 review. No lists. No wishlists.


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swoosh wrote:

Sorry to keep asking dumb rules questions but this one is really nagging me. The Heavy wrist launcher is a cool weapon and I keep trying to come up with character ideas centered around them, so...

Are wrist launchers crossbows? Can I take crossbow mastery with them? Rapid Reload? You wear the on your wrist, so can you have a wrist launcher and hold a weapon in that same hand? If you do can you still attack with that wrist launcher? Can you attack with both in the same round? Since it's on your forearm rather than in your hand does it interfere with your hand or wrist magic item slots? What about shields?

1. For proficiency reasons, yes. Otherwise no.

2. See #1

3. See #1

4. Nothing is obstructing your hand so I wouldn't see why not.

5. Yes.

6. Yes, as long as you don't go over the normal amount of attacks you have in a round, otherwise you incur two-weapon fighting penalties.

7. If it doesn't say so in the rules, it doesn't.

8. See #7


Update 6/24/2016:

Nightmare vapor
Type poison, inhaled; Save Fortitude DC 20
Track Wisdom (special); Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past Weakened. Each failed save before Confused also causes the victim to be confused for 1 round.
Save 2 saves


Lou Diamond wrote:
Mark, does an amulet of undetectable alignment mask ones aura if you have an overwhelming evil aura, My character is an 16th level inquisitor mythic 1 Hierophant custom devil that is lawful evil.

Well, if you're just custom-making an amulet that has constant undetectable alignment on it, then yeah, that spell has no restrictions about the actual strength of your aura.

There is also the ring of mind shielding which does the same thing and a little more.


TheMonkeyFish wrote:
@Drahliana - So as long as I worship a Neutral deity, I can do whatever I want, whenever I want, however I want, without losing Clerichood?

No. Every deity has tenets a cleric must uphold. Also, remember that you're playing PFS. Even if you're a Neutral cleric of a Neutral deity, continuously commit evil acts and your character will get s@!#-canned.


Glad someone's enjoying them, ha.

Update 6/14/2016 & 6/20/2016:

Malyass root paste (170 likes)
Type poison, contact; Save Fortitude DC 16
Track Dexterity; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save

Medium spider venom (175 likes)
Type poison, injury; Save Fortitude DC 14
Track Strength; Frequency 1/round for 4 rounds
Cure 1 save


1 person marked this as a favorite.
Mark Seifter wrote:
Mark Seifter wrote:
Chess Pwn wrote:
Forecast for getting a FAQ today?
Juggling a few possible topics, but I think it's quite likely we'll get a FAQ, even if it's not the main FAQ in contention for the slot right now.

And here we go!

FAQ wrote:

Barbarian Increased Damage Reduction: The increased damage reduction rage power says it increases the “barbarian’s damage reduction”, but does that refer to the barbarian class feature “damage reduction” or to any damage reduction the barbarian might possess. In particular, the invulnerable rager archetype trades away the barbarian’s damage reduction class feature for a new ability called invulnerability that gives a slightly different form of damage reduction, so would the rage power work with that?

The rage power refers to the class feature damage reduction, meaning that it doesn’t help invulnerable ragers’ invulnerability class feature. The suggestion for the archetype to take that rage power in the suggested rage powers is in error and will be removed in the next errata.

This is of course implying that almost six years after its second printing the APG is ever going to get an errata. :P I'm actually pretty sure that some of the special weapon and armor abilities that got errataed in APG have not gotten updated in UE.


1 person marked this as a favorite.
Mark Seifter wrote:
Tacticslion wrote:
Tacticslion wrote:

Heh.

Also, Mark, have you ever seen, Scooby Doo!: Mystery Incorporated, and if so, how much did you like it? :)

Mark Seifter wrote:
Haven't seen it, but was a big Scooby Doo fan as a little kid. Is that the one where Velma is a tsundere?
Tacticslion wrote:

... a little bit. ... maybe. I promise nothing. >.>

(Yes.)

EDIT: For ninja-Mark!

Incidentally... do you have Netflix?

(This is a leading question. The ultimate goal, if you do, is to say, "Then watch this!"... but I've just done that, soooooo...)

Yes. However, while I am open to watching cartoon series that show up on Netflix, like the extremely solid Young Justice, which I watched with Linda, nowadays it usually takes a burden of positive buzz (particularly if it notes intelligent writing) for me to watch one. That said, the burden isn't particularly high either.

Mark watches Young Justice? Yeeeeeeeess.


1 person marked this as a favorite.
Cyrad wrote:
Cut from the Air. Deflect ranged attacks with a melee weapon.

And then Smash from the Air. Smash friggin' disintegrate out of the air. >:D


Other than a Phylactery of Positive Channeling, you'd have to wing something.


Ravingdork wrote:
Ashram wrote:
Ravingdork wrote:
Deadbeat Doom wrote:
Bone is the only primitive material that does not lose the fragile quality when made Masterwork; and it can still be either magically reinforced OR just enchanted to remove fragile.

Wait, is there a choice there?

I have a character who uses a +5 comfort improved shadow bone breastplate and a +5 heavy bone shield.

I basically did it as a means of saving on money at low levels (since bone costs half as much) at the cost of hardness, since (A) it looked badass and (B) nobody has ever tried to sunder my stuff in our games anyways.

I really need to know if I need to spend 4,000gp to toughen it up, or if the existing magical enchantments already do that for me.

KalDragon called it, the PRD goes by the Ultimate Equipment rules, which means you need to drop the money. Luckily though, since your items can be made normally of bone, they aren't technically illegal simply because they aren't toughened.
So I need to spend the 4,000gp to get the full AC benefits? And if I don't pay it that's all I'm missing out on (besides the hardness)?

You get the AC bonus, the armor check penalty increase removed, and the hardness goes up to 10.


Melkiador wrote:
Maybe. At the least its pretty clear neither of those feats is actually intended for a fighter.

Exactly. They're feat taxes for non-fighters to take armor mastery feats.


Melkiador wrote:
It would seem to depend on how good the armor mastery feats are. Hopefully those actually are a thing.

Honestly, the only one I can see that is good is Secured Armor, which gives you a 25% chance to ignore crits and SA that stacks with light and moderate fortification.


Stainless steel isn't a material in PF (Not to mention it's actually a terrible material for weapons in real life). I would certainly say the "functional" part of a gun is the barrel, which you could make out of mithral, but it's really up to your GM.

Also, for HP and hardness, it would likely be considered a projectile, but for hardness you would use the hardness of the chosen special material.


Nope, no ruling prohibiting it. As long as you have hands, you can have gloves; if you have claws, you can make claw attacks even with gloves on.

Just pretend your gloves are fingerless.


Bob Bob Bob wrote:

So this should be easy, we have the price (14,080) and the cost (9580). The magic part costs half as much but the material/base objects costs are not reduced so we end up with X+C=14,080 and 1/2*X+C=9580 (or X+2C=19160).

So C (the flat cost) is 5,080. I honestly couldn't tell you where that's all derived from, presumably it's 30 Tower Shield, 150 Masterwork, and... 4,900 gp adamantine? That makes no sense. Of course, adamantine is already masterwork but that just leaves us with 5,050 adamantine, which is even weirder. I'm guessing it was cribbed from an existing tower shield item and they didn't think about the masterwork cost not being needed.

But math isn't wrong and doesn't lie, just the people who use it. So a masterwork adamantine tower shield would be 5,080.

So... Basically the cost of a suit of light adamantine armor and then some?


And yet they made mithral tower shields anyway. :v


theevilmonk wrote:

There are many unique shields that are made of materials that are otherwise not possible. There is also a voidglass shield within the same book.

Even the mithral tower shield in core is a shield made of material that is normally not possible(without DM acceptance; base tower shields are wood only)
Unique items are just that, unique. And they can often do things or be made of things that are not normally possible.
You can not make a tower shield out of adamantium or voidglass unless you purchase these specific magic items

Technically, you can make a tower shield out of mithral. There is a price listing for mithral shields in the CRB, nowhere does it say that tower shields can only be ever made of wood/darkwood.


2 people marked this as FAQ candidate.

So, with the release of the Armor Master's Handbook, the phalanx shield was introduced. Its powers are irrelevant, save that it's an adamantine tower shield. I would love if the dev who made it could drop by and tell us what the cost would be without the magic enhancements. Also maybe mention who approved a shield that technically shouldn't exist per the rules.


And now, I have a bit of a question for Owen, if he's around here somewhere. I happened to lay my eyes on the phalanx shield, which breaks some rules (Or possibly invents some new ones) by virtue of being an adamantine tower shield. You can't actually have adamantine shields by strict RAW. It's also lighter than even mithral tower shields at 30 lbs. I'm curious as to who wrote this and possibly get some dev insight as to what the cost of the shield without the magical enhancements would be.


The heraldric special shield ability from the Armor Master's Handbook is exactly what you're looking for. Not sure if it's been made PFS-legal, though. And unfortunately it only works for heavy and tower shields.

There is also the sacred special weapon ability from Advanced Class Guide (Ignore the 'sacred' bit, it doesn't specify good or evil in the description.)


16 people marked this as a favorite.

Oh look, it's this can of worms again.

You're not opposed to Chaotic Neutral, Batlin. You're opposed to Chaotic Stupid. As are 99% of GMs.


Could be! All up to a vote.

Update (6/10/2016)

Lich dust (165 likes)
Type poison, ingested; Save Fortitude DC 17
Track Strength; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 2 saves


Ravingdork wrote:
Deadbeat Doom wrote:
Bone is the only primitive material that does not lose the fragile quality when made Masterwork; and it can still be either magically reinforced OR just enchanted to remove fragile.

Wait, is there a choice there?

I have a character who uses a +5 comfort improved shadow bone breastplate and a +5 heavy bone shield.

I basically did it as a means of saving on money at low levels (since bone costs half as much) at the cost of hardness, since (A) it looked badass and (B) nobody has ever tried to sunder my stuff in our games anyways.

I really need to know if I need to spend 4,000gp to toughen it up, or if the existing magical enchantments already do that for me.

KalDragon called it, the PRD goes by the Ultimate Equipment rules, which means you need to drop the money. Luckily though, since your items can be made normally of bone, they aren't technically illegal simply because they aren't toughened.


1 person marked this as a favorite.
Imbicatus wrote:

You can magically strengthen an object to lose the fragile quality, but in most cases, masterwork/magic takes care of that.

Weapon Fragile Quality wrote:
Fragile: Fragile weapons cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons lack these flaws unless otherwise noted in the item description.
Armor Fragile Quality wrote:

Fragile: Armor with the fragile quality falls apart when hit with heavy blows. if an attacker hits a creature wearing fragile armor with an attack roll of a natural 20 and confirms the critical hit (even if the creature is immune to critical hits), the armor gains the broken condition. if already broken, the armor is destroyed instead. Fragile armor is broken or destroyed by only critical threats that are generated by natural 20s.

Masterwork and magical fragile armor lacks these flaws unless otherwise noted in the item description or the special material description.

Most of the primitive materials from Ultimate Equipment are fragile unless magically strengthed, such as bone. Being made masterwork does not alleviate that drawback.


Update (6/9/2016):

King's sleep (160 likes)
Type poison, ingested; Save Fortitude DC 19
Track Constitution; Onset 1 day; Frequency 1/day until cured
Effect Requires two failed saves to progress to each state past Weakened. Victim does not recover without a casting of heal or restoration.
Cure 2 saves


1 person marked this as a favorite.
Ravingdork wrote:
Ashram wrote:
If you have the money for it, get it magically-strengthened. Per the Ultimate Equipment rules, it's 100gp per pound of the original item.

Whoah! I never noticed that rule before. I always thought you just needed to say "magic" and then all the bad stuff went away.

Was that rule errata'd in some time after the first printing or am I just totally blind?

Yeah, Paizo stealth-errataed the primitive materials rules from UC to UE. I guess they wanted a way to separate having the item be useful and being outright enhanced magically, although I wish they'd actually given a description of how it's done and if it requires materials (Like say, if there could be an alchemical version for alchemists.) Plus in some cases magically strengthening a primitive material can literally be more expensive than just enchanting it.

Gisher wrote:
Gold is as vulnerable as any other metal when it comes to Rust Monsters. They might prefer iron, but they'll happily eat gold.

That's what the impervious weapon special ability is for. ;)


Feat-wise, yeah. There are certain archetypes that get that as a class feature, such as the zen archer monk. There's also the nimble shot ranged weapon enhancement from Ultimate Equipment, but it's a whopping +4 bonus.


2 people marked this as a favorite.
Murdock Mudeater wrote:

Kinda a silly idea, but looking at the primitive materials and thinking gold armor could make for an interesting character concept.

Though, I was thinking that the weak hardness might not matter, as most opponents would be very hesitant to sunder/destroy things made of solid gold....

If you have the money for it, get it magically-strengthened. Per the Ultimate Equipment rules, it's 100gp per pound of the original item. Then it's the equivalent of steel and it loses the penalty to max Dex and armor check, plus it loses the fragile quality.


No offense my friend, but this really needs a tl;dr (Too long, didn't read) at the bottom with a summary of what you want. It also needs to be edited to not be such a wall of text.


7 people marked this as a favorite.

Thanks to a vote on Mark Seifter's Facebook page, it was decided that every 5 follows Mark gets over 100 he will post a new poison that has yet to be converted to the Unchained poison system. For the sake of compiling them all here on Paizo's site, I've shamelessly stolen Luthorne's list over in the Horror Adventures product thread and added the handful of poisons he was missing.

(Side note: In no way are these officially endorsed by Paizo, these are just something one of their rules designers likes to do in his spare time as a thank you to the fans.)

Unchained Poisons:
Arsenic (100 likes)
Type poison, ingested; Save Fortitude DC 13
Track Consitution; Frequency 1/minute for 4 minutes
Effect Requires two saves to progress to each state past Weakened.
Cure 1 save

Azure lily pollen (105 likes)
Type poison, inhaled; Save Fortitude DC 15
Track Strength (special); Frequency 1/minute for 2 minutes
Effect Healthy—Nauseated—Immobile; no end state; once the poison runs its course, a character in the Nauseated state immediately becomes Healthy
Cure 1 save

Belladona (110 likes)
Type poison, ingested; Save Fortitude DC 14
Track Strength (special); Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect Requires two failed saves to progress to each state past Weakened. Each time the victim's state progresses, the victim receives a new save to cure a lycanthropy affliction contracted in the past hour.
Cure 1 save

Black adder venom (115 likes)
Type poison, injury; Save Fortitude DC 11
Track Constitution (special); Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past Weakened.
Cure 1 save

Bloodroot (120 likes)
Type poison, injury; Save Fortitude DC 12
Track Constitution and Wisdom (special); Onset 1 round; Frequency 1/round for 4 rounds
Effect On the first failed save and every two failed save thereafter, the victim advances on the Constitution poison track. On the second failed save, and every two failed saves thereafter, the victim advances on the Wisdom poison track.
Cure 1 save

Burnt othur fumes (125 likes)
Type poison, injury; Save Fortitude DC 18
Track Constitution; Frequency 1/round for 6 rounds
Effect Victim does not recover past Weakened without a casting of heal or restoration.
Cure 2 saves

Dark reaver powder (130 likes)
Type poison, ingested; Save Fortitude DC 18
Track Constitution (special); Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect For every two states the victim progress on the Constitution track, she also progresses one state on the Strength track. The two tracks heal separately.
Cure 2 saves

Dragon bile (135 likes)
Type poison, contact; Save Fortitude DC 26
Track Strength; Frequency 1/round for 6 rounds
Cure

Drow poison (140 likes)
Type poison, injury; Save Fortitude DC 13
Track Special; Frequency 1/minute for 2 minutes
Effect Healthy—Unconscious*—Unconscious**
Cure 1 save

*The first unconscious state lasts only for 1 minute, and then the victim returns to healthy automatically.
**The second unconscious state is not an end state.

Giant wasp poison (145 likes)
Type poison, injury; Save Fortitude DC 18
Track Dexterity; Frequency 1/round for 6 rounds
Cure 1 save

Greenblood oil (150 likes)
Type poison, injury; Save Fortitude DC 13
Track Constitution; Frequency 1/round for 4 rounds
Effect Requires two failes to progress to each state past Weakened
Cure 1 save

Hemlock (155 likes)
Type poison, ingested; Save Fortitude DC 18
Track Dexterity (special]; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect Healthy—Sluggish—Staggered—Dead
Cure 2 saves


Unless you've pulled this kind of thing before, your GM is being a jackass. "Eye for an eye" may not be good, certainly, but well within a LN character's purview.


baja1000 wrote:

You can be chaotic evil, one of the triats is made for it, normal Antipaladin isnt banned, and chaotic evil demon worshiper doesn't have to be stupid and burn the city to the ground. The can play the long con. The iconic Antipaladin for this character worships Mazmezz and is all about the long con.

Remember, you are a team of villians and while chaotic evil does betray its allies, it will always smash good first. I'm playing this game too as a Warpriest that worships Lamashtu. But again, the demon lords were only a suggestion, the only thing stopping you is whether or not YOU want to do it. The AP doesnt discourage it.

You should probably read a little closer. The OP intends on taking the Tyrant archetype, which makes an antipaladin lawful evil, so that he'll fit in better during the Hell's Vengeance AP. An antipaladin who is found out to be worshipping a chaotic evil deity would likely be persecuted at best and executed at worst.


Fourshadow wrote:
I like the sound of the hallowed necromancer. I wonder if there will be any similarity to the soul warden prc....

Wouldn't be surprised if it required you to be a necromancer with the Life subschool, which wouldn't exactly be the most optimized choice.


Eh. Zen Archer still gets bow flurry and Wis to attack.


Sooo... Any chance of an FAQ this week?


1 person marked this as a favorite.

Just saying, you can still have backwards compatibility while streamlining new classes, making them more coherent and making the martials better in a setting where tech rules over magic.


3 people marked this as a favorite.
Abraham spalding wrote:

You see Golarion is actually an ancient form of the Gallifrey.

And now everything should make sense.

Yeah, I totally thought of this the other day. Apparently there was a "time war" where Golarion got locked out of space and time by the gods and they collectively used their powers for a memory wipe.

Now we just need a time-travel AP with Starfinder's Doctor. :P


1 person marked this as a favorite.
Odraude wrote:
Honestly, I hope they don't go the route of magic = technology. It just feels like a cop out. I'd rather they be two separate forces that can be combined for interesting effects. What I don't want are lasers that are just wands of fireballs reskinned.

See, NOW that we have an actual sci-fi setting, they can officially use psionics and have it be the magic system du jour. ;)


1 person marked this as a favorite.
Kadasbrass Loreweaver wrote:

So... Which group screwed up which Adventure Path so badly the gods had to whisk Golarion away? Or did I miss Pathfinder Apocalypses?

I am excited for this. May the Force, or what ever we will be calling magic, be with us.

Depending on how many thousands of years into the future this is, Rovagug could have nearly broken free with the help of the Dominion of the Black and the gods had to take his prison elsewhere. :P


Are either of your druids taking domains? If you want a neat material for said weapons, you can use hot and cold siccatite, but you need to have at least fire or cold resist 1 as the material deals damage to creatures touching it.


GoblinFairy wrote:

Hello,

I have a question/ possible request. I have been working on a Home brew campaign That involves, Ancient Azlant, Ancient Thassilon, Serpent Folk, and Ancient elves/Drow. This is to take place some what prior to Earthfall when Azlant and Thassilion were still actual thriving societies. I have been searching through numerous online resources including some of the posts here were people have combined facts on Azlant found in many different modules. My question is is there actually an available map of Acient Azlant prior to Earthfall were it was destroyed? Something similar to the Ancient Thassilonian map in the inner sea world guide? And if there is were and how would i be able to obtain a copy of it? If it is not in existence or available then I guess I will just have to use the broken island mass in the arcadian ocean and try to fill in the missing pieces, but before I get that I was just wondering if it was already out there to save me some time I could use on the rest of my super-campaign I am working on...

Yeah, there's intentionally no maps of original Azlant, because unless there was a time travel AP (Still waiting on that, by the way...) there'd be no use for it. You're basically better off making your own.


5 people marked this as a favorite.
James Risner wrote:

If you follow FAQ and the forums, you knew these items were being changed:

  • Amulet of Mighty Fists to CRB price.
  • Courageous weapon changed to match FAQ and original design.
  • Quick Runner's often mentioned as a problem item.
  • Bracers of Falcon's Aim was a known pricing error.
  • Snapleaf was a single use item and some felt that wasn't clear.
  • Mithril items wasn't priced correctly by Mithril rules.
  • Scorpion whip deviated from the new AA design.
  • Sleeves of Many Garments has FAQ so we knew change was coming.
  • Ring of Continuation also had FAQ.

So those items were not effectively errata Friday as much as whenever the original issue was identified and FAQ and/or forum posts made regarding them.

See, if the Bracers of Falcon's Aim was "just a pricing error", why didn't they just jack up the price to like, say, 10,000 gp and call it a day? Why did they have to tank the item by making it nigh-worthless?


Qayinisorouse wrote:
Tarvi wrote:
Qayinisorouse wrote:

@Gilfalas

Ok- so if it was crafted as an Arcane or Divine spell doesn't matter at all? also what about CL? the wand is CL10 but my paladin is level 11, so only CL 8? doesn't matter too?

The caster level of a spell from a wand is always the caster level of the wand

(Barring a special ability - Staff Like Wand is the only one I know of and it doesn't apply here)
What does that mean? ok so the wand is level 10, but does that effect my UMD throw? or is it still 1 throw for 20?

Like Tarvi mentioned, the caster level of the wand is separate from your paladin caster level. If you manage to activate the wand, it functions as if cast by a 10th level caster, since it is a caster level 10th wand.

Caster level also has no bearing on your UMD check. Your total for UMD is only your ranks in UMD plus your Charisma, plus the class skill bonus (Which you don't have, as a paladin.) If you manage to successfully activate the wand once, you can add an additional +2 to your total, as you gain a bonus to UMD checks on a specific item if you've activated it before.


3 people marked this as a favorite.

More armchair weapon nerds debate fairly well-documented European weapon history, news at 11


eternalglory wrote:
Page 17, description for Wisdom: Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. It is no longer important for Paladins, none of their abilities key off of Wisdom. Holdover from 3.5

Agreed, replace paladin with monk.


Definitely black dragons. Maybe like a demon dragon.


Something tells me this fighter isn't as OP as you think. What's his specialty?


CBDunkerson wrote:
Porridge wrote:

Wait - does this mean a fighter can choose to add Bane?!

Cuz that would be AMAZING.

Yes, but they only get 1 + weapon training bonus 'points' per day to spend on enhancements, and any such enhancements applied only last for one minute. So, if you had an existing +1 weapon you could eventually add bane (that thing) to it up to 5 times a day.

Technically seven, 'cause Gloves of Dueling makes your weapon training bonus two higher. :D


Yeah, my interpretation is that they get damaged when you activate it, and since it says that they have to remain in the aura, I'd say they take the damage at the beginning of their subsequent turns if they're still getting shined on.


Hey Mark, since I can't seem to find the ruling for it, how do you deal with clerics that have access to a subdomain of a domain the cleric normally wouldn't have access to? Like how clerics of Kostchtchie have access to the Ice subdomain, even though they don't have access to the Water domain. Do they only gain that specific power and gain half of a domain in exchange for getting one they wouldn't normally have, or would they technically get the Water domain entirely but with the Ice subdomain modifier?

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