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Pathfinder Society Member. 191 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.

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dwarf is also pathfinder


for my undead lord i picked up the following feats to improve animation.
Undead master
varisian tatto necromancy
spell specialization animate dead
spell focus necromancy

also if you use mythic rules for this game you can spend mythic points to cast animate dead without using your hard earned cash.


sounds like you want to turn all enchantment spells into power word spells.
It might work well, but personally i dont mind spell casters "winning" encounters.


you made my day Gary :)


its not really a problem, but prereq. are there for a reason.
However it can be annoying as a gm to roll another dice :)


yes
yes
probably yes


maybe mythic tier should increase all saves by its tier so a mythic tier 10 monster would get +10 to all saves.. or at least its tier to its good saves and half of its tier to bad saves...
This should also increase for PC with mythic tiers


there will probably be more feats in the end product book, this is just a playtest :)
However i do agree that it is kinda strange that there is no Mythic Spell focus, spell penetration, item creation or meta magic.(that i recall)


Imp/quasit mastermind could be a familiar of a spellcaster.
I would use the priests son/daughter as the BBEG.
Have him/she be a student in a far of city and visiting 1/month or so.
Give the son/daughter the power to summon demons/devils.
Bearded devils should be a decent challenge for low lvl player characters, throw in a few lemures for extra mobs.
As for reason to pick up young beautiful women, maybe some kind of ritual payment for the power to call extra planer creatures for a future BBEG.
Maybe the devil needs the virgins for retaining its human form or something like that.
Its always nice to leave the name of a future BBEG in the notes of the Summoner and maybe a spell to contact the BBEG or even summon it.


Pinky's Brain wrote:

SKR was talking about Create Undead, Animate Dead works a little differently.

The template says :

Quote:
Hit Dice: A skeleton drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell. A skeleton uses its Cha modifier (instead of its Con modifier) to determine bonus hit points.

Lesser Animate Dead says :

Quote:
This spell functions as animate dead, except you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies with this spell.
It is not iron clad because !A => B does not necessarily mean !B => A ... but the way it's worded it becomes incredibly silly to argue it doesn't in this case though.

This does make animate dead a better spell then create undead...and considering that animate dead is 3rd/4th lvl and create undead is 6th lvl spell that makes very little sense..but if that is what you have to pay for mental stats on your undeads...


yes, but this also means that the creation of undeads is a really poor option for player characters and very weak compared to summon monster spells.
Yes the undeads lasts forever but they will be next to useless in actual combat.


so if this cleric cast animate dead on the giants corpse the stat block would also be a medium sized skeleton/zombie?

or would this be the stat block?

Cyclops
NE Large Undead
Init +4; Senses Darkvision; Perception +8
--------------------
Defense
--------------------
AC 11, touch 9, flat-footed 11 (-1 size, +2 natural)
hp 45 (10d8)
Fort +3, Ref +3, Will +7
DR 5/bludgeoning; Immune cold, Undead Traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Skeleton) +11 x2 (1d6+5/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 21, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +7; CMB +13; CMD 23
Feats Improved Initiative
Skills Fly -2, Perception +8, Stealth -4
Languages Common, Cyclops, Giant

--------------------
Special Abilities
--------------------
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Might just be herolab that is confusing me :)


School necromancy [evil]; Level cleric 6, sorcerer/wizard 6
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no

Does that mean that a corpse of a large,huge or even bigger cant be animated at all or does that mean that it "shapechanges" to a medium size ghoul/ghast/mummy etc?


so the spell is weaker then animate dead?

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

Also the stat blocks for ghoul giants retain the original hd of base creature

Ghoul, Cyclops
CE Large Undead
Init +1; Senses Darkvision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 16 (+1 Dex, -1 size, +7 natural)
hp 65 (10d8+20)
Fort +5, Ref +4, Will +9; +2 vs. channel
Defensive Abilities Channel Resistance +2; Immune ability drain, bleeds, death effects, energy drain, exhaustion, fatigue, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning, Undead Traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Ghoul, Cyclops) +12 (1d8+6/x2) and
Claw x2 (Ghoul, Cyclops) +12 x2 (1d8+6/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Paralysis (1d4+1 rounds, elves are immune) (DC 17)
--------------------
Statistics
--------------------
Str 23, Dex 13, Con -, Int 13, Wis 14, Cha 14
Base Atk +7; CMB +14; CMD 25
Feats Weapon Finesse
Skills Acrobatics +3, Climb +11, Fly -1, Perception +7, Stealth +2, Swim +8
Languages Common
SQ Disease (DC 17)

--------------------
Special Abilities
--------------------
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease (DC 17) (Su) Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid
Immune to Ability Drain Immune to ability drain
Immune to Bleeds You are immune to bleeds.
Immune to Death Effects You are immune to death effects.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immune to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Paralysis (1d4+1 rounds, elves are immune) (DC 17) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Cyclops
NE Large Humanoid (giant)
Init -1; Senses Low-Light Vision; Perception +11
--------------------
Defense
--------------------
AC 15, touch 8, flat-footed 15 (-1 Dex, -1 size, +7 natural)
hp 65 (10d8+20)
Fort +9, Ref +2, Will +4
Defensive Abilities Ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 21, Dex 8, Con 15, Int 10, Wis 13, Cha 8
Base Atk +7; CMB +13 (+15 Bull Rushing); CMD 22 (24 vs. Bull Rush)
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack -2/+4
Skills Fly -3, Intimidate +12, Perception +11, Profession (soothsayer) +10, Sense Motive +5, Stealth -5, Survival +6
Languages Common, Cyclops, Giant
SQ Flash of Insight (1/day)

--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Flash of Insight (1/day) (Su) Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Kinda makes me think all undeads from the create undead/create greater undead spell should have been a template


Few questions about this spell and create greater undead..

The 15 lvl cleric kills a cave giant, he then casts create undead upon this corpse, he creates a Mummy with the spell.. what would the stat block be?
A simple 8hd large mummy?
A 17 hd large mummy? (9hd for giant/8 form mummy)
something else?


how ever a demon/devil/dragon can cross bread with close to any race.
problem solved.


its should double as well, but i can understand a gm that would not like those dc :)


you do not keep your players feats or class features.
You only get str,dex,con ac and items your players have.
Most wizards wont even know how to fight with a sword or what ever.
Just use spells from target body and use him till he gets knocked down and revert back to your normal body or select a new target.
For the effect you want a dominate person spell would be better.


to my understanding no


Tom S 820 wrote:
HD are HD it dose not matter source racial or class. Raiseing either change or increase monster ability DC. I see no source stating other wise.

From breath weapon rules.

(DC 10 + 1/2 breathing creature's racial HD + breathing creature's Con modifier;
Probably the same rule for all and any su/ex abilities.


unless otherwise noted 20*2


Tom S 820 wrote:
Slime DC should be 1/2 HD (11)+ CON mod(7)+10= DC 28

herolab is lazy :)


Tellboh CR ?

Aboleth Sorcerer 14
LE Huge Aberration (aquatic)
Init +6; Senses Darkvision; Perception +29
Aura Mucus Cloud (DC 21)
--------------------
Defense
--------------------
AC 29, touch 10, flat-footed 27 (+4 armor, +4 shield, +2 Dex, -2 size, +11 natural)
Vig 190 (8d8+14d6) Wnd 48 (Threshold 24)
Fort +13, Ref +10, Will +21
--------------------
Offense
--------------------
Speed 10 ft., Swimming (60 feet)
Melee Tentacle x4 (Aboleth) +20 x4 (1d6+11/x2)
Space 15 ft.; Reach 15 ft.
Special Attacks Slime (DC 21)
Spell-Like Abilities Dominate Monster (3/day), Hypnotic Pattern (At will), Illusory Wall (At will), Mirage
Arcana (At will), Persistent Image (At will), Programmed Image (At will), Project Image (At will), Veil (At
will)
Sorcerer Spells Known (CL 14, +17 melee touch, +13 ranged touch):
7 (4/day) Hold Person, Mass (DC 27)
6 (6/day) True Seeing (DC 25), Dispel Magic, Greater, Disintegrate (DC 25), Suggestion, Mass (DC 26)
5 (8/day) Overland Flight, Teleport, Hold Monster (DC 25), Life Bubble (DC 24)
4 (8/day) Stoneskin (DC 23), Scrying (DC 23), Charm Monster (DC 24), Resilient Sphere (DC 23),
Dimension Door, Infernal Healing, Greater
3 (8/day) Hold Person (DC 23), Stinking Cloud (DC 22), Dispel Magic, Fireball (DC 22), Slow (DC 22)
2 (8/day) Mirror Image, Scorching Ray, Invisibility, Hideous Laughter (DC 22), Web (DC 21), Steal Breath
(DC 21)
1 (9/day) Magic Missile, Shield, Mage Armor (DC 20), Identify, Charm Person (DC 21), Infernal Healing
0 (at will) Acid Splash, Ray of Frost, Open/Close (DC 19), Read Magic, Detect Poison, Ghost Sound (DC
19), Detect Magic, Light, Arcane Mark
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 24, Int 17, Wis 19, Cha 24/28
Base Atk +13; CMB +21; CMD 33 (can't be Tripped)
Feats Arcane Strike, Bouncing Spell, Combat Casting, Eschew Materials, Focused Spell, Greater Spell
Penetration, Improved Initiative, Iron Will, Lightning Reflexes, Persistent Spell, Spell Focus (Enchantment),
Spell Penetration, Spell Perfection (Hold Monster), Weapon Focus (Tentacle)
Skills Bluff +32, Fly -2, Intimidate +20, Knowledge (arcana) +28, Knowledge (planes) +28, Perception +29,
Spellcraft +28, Stealth -6, Swim +25, Use Magic Device +14
Languages Aboleth, Aklo, Aquan, Other Language, Undercommon
SQ Arcane, Bonded Object (Amulet of Mighty Fists +2) (1/day), Metamagic Adept (3/day)
Other Gear Amulet of Mighty Fists +2, Headband of Alluring Charisma, +4


:)


lvl 20 vs cr 39 i dont think you stand a chance.
Sr would be extremly high so no spells with sr will work on him.
Use spells with no sr and no save if possible.
I would advice any meele character to pick up a +5 holy evil outsider bane weapon and just maybe u can bypass dr if you even can hit him.
Other then getting a few artifacts i really cant see how you would could win.
Maybe you could make a deal with another outsider/deity to aid you in the fight.


intercept  
Example Sentences Origin
in·ter·cept   [v. in-ter-sept; n. in-ter-sept] Show IPA
verb (used with object)
1.
to take, seize, or halt (someone or something on the way from one place to another); cut off from an intended destination: to intercept a messenger.
2.
to see or overhear (a message, transmission, etc., meant for another): We intercepted the enemy's battle plan.
3.
to stop or check (passage, travel, etc.): to intercept the traitor's escape.
4.
Sports . to take possession of (a ball or puck) during an attempted pass by an opposing team.
5.
to stop or interrupt the course, progress, or transmission of.

Maybe i read to much into the word intercept in the feat in harms way.
Cant say i care to strongly either way just nice to follow the intended rules.
If i intercepted a successful attack against my ally, would that not mean that the intent of that attack failed?


you can intercept a successful attack against that ally as an immediate action.

I assumed intercept means you your self get hit and not some supernatural shield other effect.


James Jacobs wrote:
Demiurge 1138 wrote:
James Jacobs wrote:


Locust swarms don't really have a "giant locust" option yet, so we'd need to make one up. And furthermore... while I'm certainly not above making changes and exceptions to how real-world animals function in the game... making locusts into flesh-eating monsters is going a bit too far for me. If we DO stat up a locust swarm, it'll probably be something brand new. With a name like "Crimson Locust Swarm" or something like that.
But James, don't you realize that giant locusts are a menace that could result in the total annihilation of mankind?
What's good enough for Peter Graves isn't necessarily good enough for Paizo.

i always thought giant was meant as in many and not larger ;)


Ravingdork wrote:
Nope. As far as I'm concerned, this kills the cleave.

this is my school of thought as well, but there is nothing to support either way of thinking really


TheSideKick wrote:

basically if they hit with the first attack against your teammate, you get full damage then they can cleave into you with there second attack.

basically you would potentially get hit 2 times.

i think thats what you were asking.

yes that is what i am wondering about.

But can you cleave same target twice?


How would this feat interact with a cleave action?

In harms way
Benefit: While using the aid another action to improve an adjacent ally’s AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.

Bodyguard feat
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

cleave
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.


i would say demon.


Cyberwolf2xs wrote:

Again...?

You can't detonate your own runes because:

a) The explosive runes spell description says: "Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion."

b) The dispel magic spell description says: "You automatically succeed on your dispel check against any spell that you cast yourself." No choice.

Not possible.

Hence, what you have to do is the following (or a variation thereof):

1. Cast explosive runes with the highest CL possible for you.
2. Give someone capable of using it a wand of dispel magic (or greater if you want to trigger multiple runes at once).
3. Have the wand user try to dispel your explosive runes, likely failing (most of the checks).
4. Watch Explosion(s).

To improve your chances, you can try to use stuff like misfortune, ill omen, bungle or anything that imposes a penalty on the dispel check on the wand user (but be careful if the wand user has to make a UMD check!)

Scenario is more like this Wizard A made runes and wizard B greater dispels attempting on purpose to fail the area dispel.


Eridan wrote:

1) RAW no. Why he should?

2) RAW no.

To emulate a weaker spell caster then what he/she really is.

From explosive runes spell.

You and any characters you specifically instruct can read the protected writing without triggering the explosive runes. Likewise, you can remove the explosive runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion.

So basically triggering multiple explosive runes with an area dispel

Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.


Can lets say a lvl 20 caster decide to only use cl 10 if he wants to?
Also can a spell caster choose to fail to dispel a spell if he wants to?


i have always wondered why people find it "wrong" that a caster can defeat an encounter with one or two spells but its ok if a fighter crushes the encounter with his sword :)


Kirth Gersen wrote:

My main problem is that a single-classed wizard with UMD and the Craft Wand feat can do everything a MT can do... and can also cast level-appropriate arcane spells. Hell, a wizard with the Leadership feat can grab a cleric cohort and be WAY better than a MT.

It offends my sense of thrift to have a prestige class for something that can be so easily superseded by existing options.

Not every dm loves having cohorts around, i know i sure dont like it when i run a group of 6 pc 3 chorts and 4 pets + summon monsters.

That said MT only works out if you use Esoteric Traing without it, its crap until u become very high level.


i dont know if this works per raw, but when ever i need vampires to meet people in the day i use control weather spell to make that day as rainy as possible.
I dont think there is definition of Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape.
I allow vampires to be out when the weather is more cloudy/rainy.
At least that makes them less predictable.


Ravingdork wrote:
BEGS wrote:
Ravingdork wrote:
Alexander Kilcoyne wrote:
You would punish someone for investing far, far more than he needs to in a single aspect of his character and likely gimping himself in the process? Harsh.
Harsh AND unnecessary. Also the hallmark of an incompetent GM. There are plenty of better ways of challenging such a character. Think about how many inferior villains continually manage to challenge Superman or the Hulk despite their great strength and invulnerability.
I would probably run out kryptonite ideas after a few sessions

I was thinking more along the lines of creative predicaments such as a time-based adventure (such as warning the nearby city of the impending invasion prior to the invasion force's arrival), or an adventure that is less about beating the enemies senseless and more about rescuing the kidnapped children they took.

These types of scenarios may involve combat, but it is still possible to "lose" the objective even with a combat win. Invulnerability does little good if the enemy sentries still manage to slow you down with ambushes, tricks, and traps; granting them enough time to beat you to the city.

If the enemy can't hit the PCs AC, so what? That does him little good when he has to face the King and tell him why the harem's kidnapped children all perished.

Yes that would work for a few sessions but eventually more combat focused adventures would return, mostly because my players tends to be highly combat focused players and closer to CE characters then LG characters.


i dont think anyone in my group of gamers would ever pull a stunt like this :)
Well at least not since 3.0
Me and my players have been playing together for 15 years so i guess we have grown well older hehe


Ravingdork wrote:
Alexander Kilcoyne wrote:
You would punish someone for investing far, far more than he needs to in a single aspect of his character and likely gimping himself in the process? Harsh.
Harsh AND unnecessary. Also the hallmark of an incompetent GM. There are plenty of better ways of challenging such a character. Think about how many inferior villains continually manage to challenge Superman or the Hulk despite their great strength and invulnerability.

I would probably run out kryptonite ideas after a few sessions


Alexander Kilcoyne wrote:
You would punish someone for investing far, far more than he needs to in a single aspect of his character and likely gimping himself in the process? Harsh.

I as a gm do not like to run game were i know that my monsters are pointless.

Yes, some monsters could cast fireball or what ever but building characters with 80-90 ac breaks the game and fun for all around the table

If my players tried to break the game like this yes i would punish them.


as a gm i would make a monster that could hit you and considering the amount of str required to do so it would likely one shot you when it hits.
Never go into an arms race with your gm you will loose


i would think its random, i know of no rule for this


Khelavraa wrote:

With Nautical Campaigns popping up several questions have occurred within our group.

1. Where is the Arctic Circle?
2. Where does Golarion's equivalent of the Tropic of Cancer run?
3. Where is the equator?
4. Super bonus question: What do the navigators of the Inner Sea use as a prime meridian?

Just wondering if there was an official word.

i would guess!

1. Land of the linnorm kings maybe a bit north of it
3. Mwangi expanse slightly south of it.


blackbloodtroll wrote:
Epic? There is no rule for epic spells in Pathfinder. It would be very difficult to build a balanced list.

I know but i said IF :)


What monsters would you put on the list?


sounds fine to me, but sounds like a higher lvl campaign to me.


sweet ;)


Not everything fits in a formula.
But with the suggested ring you would not fast heal if hit with spells/weapons with the Good description.
Also you would likely radiate evil :)

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