Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Aide

Bardess's page

RPG Superstar 2014 Star Voter. 1,763 posts. No reviews. No lists. 1 wishlist.


RSS

1 to 50 of 1,763 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Maybe he didn't want to become a God. Now he can't have the same fun.
"Don't get drunk, guys, see what a mess I did! You don't want to end like me, do you?"


Ferret- +3 Stealth
Marmoset- +3 Climb


Maybe not. ;)


In my setting, arcane magic is "the power of the world", that some learn to harness. Divine magic is "the power of the gods", and psionics is "the power of man". They're called the Three Forces of Universe.


Okay, since I have time, maybe I'll begin to write a Grim Fairy Tale and expand my "anti-undead" archetypes and think about some Undead Masters/Channeling Feats... mmm...


I'm OK with your changes, El. Someone else?


LOL Federico IS Freddy... his name is basically Freddy's translation ^_^


Awww, if I only had known, I'd save my anti-undead archetypes for vampires instead of mummies! (Okay, time to think about some witch lady of zombies...)


Review, guys! As a prize for the first three reviews, I offer the complete stats of the Iconic Obedient Diabolist (20th-level/10th tier character!)


Don't worry, I wouldn't post my stuff here if I didn't want feedback. What I'm trying to make is an "universal shapeshifter", able to assume a variety of forms for extended periods of time, that's missing in Pathfinder. Until now a Mythic Aberrant Sorcerer/Trickster or a Yamabushi are the closer things I found, but...
I agree that being able to assume so many forms is very powerful, but a druid who takes this class, while able to shapechange at 13th level, couldn't cast spells beyond 2nd level, neither her animal companion and stuff would progress. Shapechanging is the only feature of this class.
Oh, and I can't follow your link. I'll try to find the thread in another way. ^_^


Looks like the seducer devil's infernal sacrifice paragraph was put among her special abilities... ^^;


Wheeeeeee! Too early to ask a review?!


Mystic symbol: copypaste error, it's obviously foes that are at a disasvantage and not allies.
Order of the Trowel: Rogue talents are received at 8th, 14th, and 20th level.


Here. I waived the spellcasting requisite to make it available to shapeshifting races and monsters, but highened the entrance requisites for wizards.

The Shapemaster:
Hit dice: d8
Requirements:
Feats: Alertness, Endurance
Special: Must be able to assume another form, via class or race abilities or a 4th–level polymorph spell (aberrant shape II**, beast shape II, elemental body I, monstrous physique II, object shape II*, vermin shape II or a similar spell).
Class Skills:
Bluff, Climb, Craft, Diplomacy, Disguise, Handle Animals, Knowledge (Nature), Perception, Profession, Run, Stealth, Survival, Swim.
Skill points/level: 4 + Int mod.
BAB: 3/4
ST: G/G/P
Spells: none
Weapon and Armor Proficiency: None
Improved Wild Shape (Sp): Beginning at 1st level, the shapemaster can take the form of another creature. Improved wild shape works like wild shape, but as she rises in level, the shapemaster gains the ability to assume the forms of different creature types, though she cannot choose a form that normally has more Hit Dice than she herself does.
At 1st level, the shapemaster can use improved wild shape 1/day. Thereafter, she gains two more used per day for every two shifter levels she gains. If the shapemaster already has the wild shape ability from another class (or a similar ability: for example, the beast shape power of the Lunar Oracle), the number of uses and duration stack, but she always uses the rules for improved wild shape to determine what shapes she can assume. The shapemaster's improved wild shape ability can function as any spell of the Restricted Polymorph Spells list which is of a level equal to the shapemaster's class level. For example, a 2nd-level shapemaster's improved wild shape could function as any 1st- or 2nd-level spell of the restricted list.
Wild Speech: bonus feat at 1st level.
Quick Wild Shape: bonus feat at 3rd level.
Extraordinary Wild Shape: At 6th level, the shapemaster gains all the extraordinary abilities of the form she assumes.
Supernatural Wild Shape: At 9th level, the shapemaster gains all the supernatural abilities of her form too.
Evershifting Form: At 10th level, the shapemaster reached the pinnacle of her shapechanger abilities. She can use improved wild shape once per round, at will, gains the shapechanger subtype and becomes immune to all transmutation effects unless she is willing to accept it. In addition, the shapemaster no longer suffers ability penalties for aging and is not subject to magical aging, though any aging penalties she may already have suffered remain in place. Bonuses still accrue, and the shapemaster still dies of old age when her time is up.
Restricted Polymorph Spells
1st level– enlarge person, reduce person spell.
2nd level– alter self, object shape I*, tree shape.
3rd level– agathion appearance (lesser*), angelic aspect (lesser), beast shape I, devilish demeanor (lesser)*, monstrous physique I, undead anatomy I.
4th level– aberrant form I**, beast shape II, elemental body I, monstrous physique II, object shape II*, vermin shape I, visage of the fey I†.
5th level– agathion appearance*, angelic aspect, beast shape III, devilish demeanor*, elemental body II, geniekind, monstrous physique III, object shape III*, plant shape I, undead anatomy II, vermin shape III, visage of the fey II†.
6th level– aberrant form II**, beast shape IV, elemental body III, form of the dragon I, monstrous physique IV, object shape IV*, undead anatomy III, visage of the fey III†.
7th level– aberrant form III**, elemental body IV, form of the dragon II, giant form I, plant shape III, statue.
8th level– agathion appearance (greater)*, angelic aspect (greater), devilish demeanor (greater)*, form of the dragon III, giant form II, undead anatomy III.
9th level– shapechange.

*My creations, on the MCArchetype site
**Legendary Games' Cultic Cryptomancia
†Soon to be seen in a certain book...


Busy but always here. I finally managed to work on this. I also reskinned it as an Inquisitor/Cavalier, since we were missing one on our table.

Secret Sect Knight:

A secret sect knight is the covert agent of a secret organization, infiltrating at all levels in one or more societies and government to the purpose of ultimately dominate the world, or free it from a tyranny, or only restore their order or religion. This organization could once have been great and respected, and then driven underground from politics, covert schemes or betrayal. It could also be a secret branch of an established church, unknown to the most.

Primary Class: Inquisitor
Secondary Class: Cavalier
Alignment Restrictions: As inquisitor
Hit Dice: d8
Skills and Ranks: +3 cavalier skills, +4/level + Int modifier
BAB: ¾
Saving Throws: GPG
Weapon and Armor Proficiency: A secret sect knight is proficient with all simple weapons, plus the hand crossbow, longsword, repeating crossbow, shortsword, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spell Progression: As inquisitor.

1) Domain, sentencing challenge 1/day, order, orisons, stern gaze
2) Sect’s infiltrate, detect alignment, order ability
3) Faithful squire, improvisation
4) Sentencing challenge 2/day
5) Bane, discern lies
6) Secret symbol
7) Sentencing challenge 3/day
8) Order ability
9) Covert talent
10) Sentencing challenge 4/day
11) Improved improvisation
12) Demanding challenge, greater bane
13) Sentencing challenge 5/day
14) Exploit weakness
15) Order ability
16) Mystic symbol, sentencing challenge 6/day
17) Masterful improvisation
18) Covert talent
19) Sentencing challenge 7/day
20) Absolute sentence

Domain: As inquisitor.
Sentencing Challenge: Once per day, the secret sect knight may pronounce a challenge against a foe that she recognizes as an enemy of her organization or an obstacle for its ends. As a swift action, the secret sect knight chooses one target within sight to challenge. The secret sect knight gains the benefits of a judgment of her choice against the target of her challenge only, but with greater bonuses. As a swift action, she can change this judgment to another type. If the secret sect knight is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral secret sect knights must select profane or sacred bonuses. Once made, this choice cannot be changed. The secret sect knight can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Destruction: The secret sect knight is filled with divine wrath, gaining a sacred bonus on all weapon damage rolls equal to her secret sect knight level against the target of her challenge.

Healing: The secret sect knight is surrounded by a healing light, gaining fast healing 1 for every secret sect knight level she possesses. This applies only to wounds inflicted by the target of her challenge.

Justice: This judgment spurs the secret sect knight to seek justice, granting a sacred bonus equal to her secret sect knight level on all attack rolls against the target of her challenge. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the secret sect knight great focus and makes her spells more potent. This benefit grants a sacred bonus equal to her secret sect knight level on concentration checks to cast spells against the target of her challenge, and caster level checks made to overcome her target’s spell resistance.

Protection: The secret sect knight is surrounded by a protective aura, granting a sacred bonus to Armor Class equal to her secret sect knight level against the target of her challenge. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the secret sect knight.

Purity: The secret sect knight is protected from the vile taint of her foe, gaining a sacred bonus equal to her secret sect knight level on all saving throws against effects originated by the target of her challenge. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the secret sect knight resistant to harm, granting DR 1/magic against the target of her challenge. This DR increases by +1 every level. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the secret sect knight’s. If she is neutral, the secret sect knight does not receive this increase.

Resistance: The secret sect knight is shielded by a flickering aura, gaining 1 point of energy resistance for every secret sect knight she possesses against one energy type (acid, cold, electricity, fire, or sonic) chosen when the challenge is declared. This protects only against energy attacks coming from the target of her challenge.

Smiting: This judgment bathes the secret sect knight’s weapons in a divine light. The secret sect knight’s weapons always count as the most favorable type for the purposes of bypassing her target’s damage reduction.

Challenging a foe requires much of the secret sect knight's concentration. The secret sect knight takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each secret sect knight's challenge also includes another effect depending from the order she belongs to. This ability modifies judgment.
Order: As cavalier. This replaces monster lore, track, second judgment, and the 15th level teamwork feat.
Orisons: As inquisitor.
Stern Gaze: As inquisitor.
Sect’s Infiltrate (Ex): At 2nd level, the secret sect knight is an expert in the secret jargon used by members of her sect to recognize each other and pass messages in secret. She adds her Wisdom modifier on Bluff and Disguise skill checks in addition to her other ability bonuses. This replaces cunning initiative.
Detect Alignment: As inquisitor.
Faithful Squire (Ex): At 3rd level, the secret sect knight gains the Squire feat as a bonus feat and gains a 1st level companion. This is a novice of her sect in training. The secret sect knight treats her Leadership score as if she had a special power (+1). If the squire ever dies and gets replaced, the secret sect knight loses this bonus. When the secret knight reaches 7th level, the squire can graduate, but she doesn’t automatically gain other followers. A graduated squire may retrain his military class levels as cavalier, cleric, inquisitor or secret sect knight levels, with access to the same order or domain of his mentor. This replaces the 3rd–level teamwork feat.
Improvisation (Ex): At 3rd level, the secret sect knight has learned to adapt her way of fighting to the circumstances and allies available. The secret sect knight can choose one teamwork feat possessed by one of her allies (included her faithful squire). As a standard action, she can grant herself this feat for 3 rounds plus 1 round for every two secret sect knight levels she possesses, as long as the chosen ally is within 30 feet and can see and hear her. She does not need to meet the feat’s prerequisites. She can select a different feat every time she uses this ability. The secret sect knight can use this ability once per day at 3rd level, plus one additional time per day at 7th level and for every 5 levels thereafter. This replaces solo tactics.
Bane: As inquisitor.
Discern Lies: As inquisitor.
Secret Symbol (Ex): Each member of a sect receives a symbol to recognize and be recognized by her fellows At 6th level, the secret sect knight can reveal her secret symbol to frighten her enemies. Whenever the secret sect knight shows her symbol to someone, she gains a +2 morale bonus on Diplomacy checks with members or allies of her sect, and on Intimidate checks with all the others. At 11th and 16th level, these bonuses increase by +1.
When the secret sect knight boldly present her symbol in battle, her foes must succeed in a Will saving throw not to be shaken for 1 minute (DC: 10 + ½ the secret sect knight level + her Charisma bonus). The symbol can also be used as an holy focus while spellcasting. This replaces the 6th–level teamwork feat.
Covert Talent: At 9th level, and again at 18th level, the secret sect knight can select a rogue talent. Her effective rogue level for this talent is equal to her secret sect knight level. This replaces the 9th and 18th–level teamwork feats.
Improved Improvisation (Ex): At 11th level, when the secret sect knight uses improvisation, she can grant another ally the same teamwork feat she grants herself. Neither the secret sect knight nor the ally need to meet the feat’s prerequisites. This replaces stalwart.
Demanding Challenge: As cavalier. This ability works with the secret sect knight’s sentencing challenge, and replaces the 12th–level teamwork feat.
Greater Bane: As inquisitor.
Exploit Weakness: As inquisitor.
Mystic Symbol (Ex): At 16th level, the secret sect knight’s symbol becomes a focus of awe and fear for her foes. All foes within 60 feet receive a –2 penalty on saving throws against charm and fear spells and effects. In addition, once per day, the secret sect knight can spend a standard action to raise her symbol high above her head, shedding an eldritch light. All allies within 60 feet in the same round must roll twice their saving throws against any one spell and effect and take the worst result. Both saves are made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. This replaces third judgment.
Masterful Improvisation (Ex): At 17th level, the secret sect knight can grant herself any two teamwork feats possessed by her allies using improvisation. As a full–round action, she can instead grant just one feat to herself and her allies. This replaces slayer.
Absolute Sentence (Su): At 20th level, a secret sect knight can pronounce an absolute sentence against a foe during combat. Whenever a secret sect knight uses her sentencing challenge ability, she can pronounce an absolute sentence on a foe as a swift action. Once declared, the secret sect knight must make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals double the normal amount of damage. In addition, if the secret sect knight confirms a critical hit with her attack, the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the secret sect knight’s level + her Wisdom modifier. Even if the target’s save is successful, it is staggered for 1d4 rounds. Regardless of whether or not the save is made, the target creature is immune to the secret sect knight’s absolute sentence ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Order of the Trowel:

Cavaliers of this order dedicate themselves to the secret purposes of a covert organization. Be it dominion over the whole world, the eradication of an enemy faith, or furthering the policy of one particular country or church, these knights work in the shadows with all necessary means to achieve it– but not without their particular kind of honor.

Edicts: The cavalier must keep his identity and purposes as secret as possible. He must not reveal his missions and the secrets entrusted by his organization. He has to pursue and put to silence spies those who steal secrets and endanger his superiors’ goals.

Challenge: Whenever an order of the trowel cavalier issues a challenge, she gains a +1 bonus on her CMB against the target of her challenge as long as the cavalier is afoot. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the trowel cavalier adds Disguise (Cha) and Stealth (Dex) to his list of class skills. Whenever the cavalier uses Bluff to pass secret messages, he receives a competence bonus on the check equal to ½ his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the trowel gains the following abilities as he increases in level.

Discreet Diplomat (Ex): At 2nd level, an order of the trowel cavalier adds a bonus equal to ½ his cavalier level to his Diplomacy skill checks to gather information, and to his Sense Motive checks to get a hunch.

Covert Agent (Ex): At 8th level, and every 6 levels after that (10th and 16th level), the cavalier gains a rogue talent as if he was a rogue of his cavalier level –4. He can also use Stealth checks to make melee attacks from the shadows, in addition to ranged attacks.

Sectary Executioner (Ex): At 15th level, the cavalier can emit a death sentence against an enemy or traitor of his organization. This functions like a normal challenge, but the cavalier adds his Charisma bonus to all attack rolls and damage rolls made against the target of his challenge. In addition, he receives a +4 morale bonus on attack rolls made to confirm critical hits against the target of his challenge. If the cavalier confirms a critical hit against his target, the target is shaken for a number of rounds equal to the cavalier’s Charisma bonus.

Secrets Inquisition:

Your mission is protecting the hidden mysteries of your faith.

Sect’s Cant (Sp): You can cast codespeak as a spell–like ability a number of times per day equal to your Wisdom bonus.

False Memories (Sp): At 8th level, you can modify a creature’s memory with a touch once per day. This functions as sequester thoughts. At 12th level, it functions as modify memory instead.

New Spell:

New Baptism

School enchantment (compulsion) (language–dependent); Level bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
Casting
Casting Time
1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day (D)
Saving Throw Will negates; Spell Resistance yes
Description
You give a new name (nickname, pet name, church name) to one creature, that is considered its true name for the spell’s duration. While the spell’s in effect, the baptized creature receives a +10 bonus on its save DC against spells and effects from any other source that require to know its true name, but a –4 penalty against spells and effects from you (as you are the only one to know its true name). New baptism can be made permanent with a permanency spell.


Maybe I could reintroduce the Shifter spellcasting requirement, to make sure that a Wizard cant't take the class before 5th level. Note that a Shapemaster doesn't gain any new spells, so even with all these forms, it's a poor choice for spellcasters, I think.
As for the outsiders spells, druids can be worshipers of diabolic and angelic deities (and agathions are oh so in tune with druids!). BOTH the original classes gave the option to transform into ANY outsider (I hope to create a spell chain for every outsider race sooner or later).
What' s still missing are spells to become fey or constructs. But it's only a matter of time, I think (does anyone know if some 3PP created something similar?). There also could be a tailored feat (maybe a Mythic feat?) to assume the shape of a specific individual.


Guess who decided to cast resurrection on this thread?
Nearly three years later, I've returned on this class after learning many things on the game rules and dinamics. I re-read the 3E Shifter class too and I think I found an elegant way to rewrite it short and sweet.
So:

The Shapemaster:

I tried to convert the prestige class in an archetype here, but the result wasn't too appealing to me. I'll try again 'cause, at a second look, it seems not to need so many changes.

So...

The Shapemaster:

Hit dice: d8
Requirements:
Feats: Alertness, Endurance
Special: Must be able to assume another form, via class or race abilities or spells.

Class Skills:
Bluff, Climb, Craft, Diplomacy, Disguise, Handle Animals, Knowledge (Nature), Perception, Profession, Run, Stealth, Survival, Swim.
Skill points/level: 4 + Int mod.

BAB: 3/4
ST: G/G/P
Spells: none
Weapon and Armor Proficiency: None
Improved Wild Shape (Sp): Beginning at 1st level, the shapemaster can take the form of another creature. Improved wild shape works like wild shape, but as she rises in level, the shapemaster gains the ability to assume the forms of different creature types, though she cannot choose a form that normally has more Hit Dice than she herself does.
At 1st level, the shapemaster can use improved wild shape 1/day. Thereafter, she gains two more used per day for every two shifter levels she gains. If the shapemaster already has the wild shape ability from another class (or a similar ability: for example, the beast shape power of the Lunar Oracle), the number of uses and duration stack, but she always uses the rules for improved wild shape to determine what shapes she can assume. The shapemaster's improved wild shape ability can function as any spell of the Restricted Polymorph Spells list which is of a level equal to the shapemaster's class level. For example, a 2nd-level shapemaster's improved wild shape could function as any 1st- or 2nd-level spell of the restricted list.
Wild Speech: bonus feat at 1st level.
Quick Wild Shape: bonus feat at 3rd level.
Extraordinary Wild Shape: At 6th level, the shapemaster gains all the extraordinary abilities of the form she assumes.
Supernatural Wild Shape: At 9th level, the shapemaster gains all the supernatural abilities of her form too.
Evershifting Form: At 10th level, the shapemaster reached the pinnacle of her shapechanger abilities. She can use improved wild shape once per round, at will, gains the shapechanger subtype and becomes immune to all transmutation effects unless she is willing to accept it. In addition, the shapemaster no longer suffers ability penalties for aging and is not subject to magical aging, though any aging penalties she may already have suffered remain in place. Bonuses still accrue, and the shapemaster still dies of old age when her time is up.

Restricted Polymorph Spells
1st level– enlarge person, reduce person spell.
2nd level– alter self, object shape I*, tree shape.
3rd level– agathion appearance (lesser*), angelic aspect (lesser), beast shape I, devilish demeanor (lesser)*, monstrous physique I, undead anatomy I.
4th level– aberrant form I**, beast shape II, elemental body I, monstrous physique II, object shape II*, vermin shape I.
5th level– agathion appearance*, angelic aspect, beast shape III, devilish demeanor*, elemental body II, geniekind, monstrous physique III, object shape III*, plant shape I, undead anatomy II, vermin shape III.
6th level– aberrant form II**, beast shape IV, elemental body III, form of the dragon I, monstrous physique IV, object shape IV*, undead anatomy III.
7th level– aberrant form III**, elemental body IV, form of the dragon II, giant form I, plant shape III, statue.
8th level– agathion appearance (greater)*, angelic aspect (greater), devilish demeanor (greater)*, form of the dragon III, giant form II, undead anatomy III.
9th level– shapechange.

*My creations, on the MCArchetype site
**Legendary Games' Cultic Cryptomancia

There could be other spells to complement and integrate these ones...


My Thunderbird's erratic these days. Make me know if the babies did arrive safe and sound.


Ambrosia Slaad wrote:
I've got a couple Osirion Bestiary critters and a 750 word Ethnology article that just needs some scalpel work before submitting. The main roadblock I'm having is getting my brain to pause on my Numeria/Iron Gods submissions.

Is this a suggestion on #13 theme?


Sent again with e-mail and word counts. Sorry for the mess.


Whooops! I didn't read the "include email and word count" part!
Should I submit everything again?


2 people marked this as a favorite.

Yup. All three submissions ALREADY sent! ^_^ Enjoy!


Have you updated the Harrow Handbook yet? I can't find the new Solar Mystery for oracles.


Groveborn Sorcerer. He is a Demon, but fused with a human soul. This screams sorcerer all around. ^_^


You can't have both a familiar and a bonded object.
A parrot familiar can speak a language chosen by its master, so Iago can be a familiar all right. Maybe an improved one (Entropic Parrot?)
I always saw Jafar as a Wizard, with regard to its scholarly studies to find the Cave and the Lamp. If he has to be a Sorcerer, Arcane Bloodline makes sense.


3 people marked this as a favorite.

MAYBE someone here is working on something like this... Keep in touch, you people! ^_^


Forgive me for being so late... this is the last familiar I promised (others may follow maybe). ^_^

Living Wreath (CR 2):

XP 600

The flowering bough around the handsome youth’s brow abruptly detaches, gently levitating by its own volition.

CG Tiny plant
Init +2; Senses low–light vision; Perception +10
Defense
AC
18, touch 18, flat–footed 16 (+2 Dex, +2 size)
hp 19 (3d8 + 6)
Fort +5; Ref +3; Will +4
Defensive Abilities adoration, hero’s insignia; Immune plant traits
Speed fly 30 (perfect)
Space 2 ½ ft. Reach 0
Cleric Spells Prepared (CL 3rd; concentration +6)
2nd- blessing of courage and life (DC 15), eagle’s splendor (DC 15), enthrallD (DC 15)
1st– bless, charm personD (DC 14), cure light wounds, detect charm
0th (at will)– detect poison, guidance, light, purify food and drink
D domain spell; Domain Charm/Love
Statistics
Str
2 Dex 14 Con 15 Int 12 Wis 16 Cha 18
Base Atk +2; CMB +2; CMD 8
Feats Skill Focus (Perception), Steadfast Mind
Skills Diplomacy +7, Fly +10, Knowledge (history) +3, Perception +10, Spellcraft +3
Languages telepathy
SQ hero’s insignia, virtue’s prize
Special Abilities

Hero’s Insignia (Ex): While put on the head of a creature, the living wreath can share its spells and domain powers with a target of “you” with its host, and lends its host a +2 bonus on saves against charms, compulsions, fear, and morale effects. It uses the host’s AC and saves, unless against blow directly aimed at it.

Virtue’s Prize (Ex): The plant a living wreath is made of indicates its alignment and domain choice (see below).

Spells Living wreaths cast divine spells as 3rd–level clerics. Each living wreath gains access to one different domain (or subdomain), based on its type and function. Some examples follow.
Laurel: Knowledge (Memory, Thought)
Lilies: Protection (Defense, Purity)
Holly: Sun (Day, Light)
Mistletoe: Healing (Restoration, Resurrection)
Oak: Community (Family, Home)
Olive: Glory (Heroism, Honor), War (Tactics)
Palm: Nobility (Martyr)
Roses: Charm (Love, Lust)
Thorns: Death/Repose (Ancestors, Psychopomp, Souls)
Wheat: Plant (Growth)

Environment any
Organization solitary
Treasure none

Living wreaths are said to be granted to mighty heroes who embody the virtues of civic sacrifice, ability at war, and love. They may be created from high–rank clerics as a prize for great heroes, or find themselves attracted by a creature who possesses the virtue they search for, while lost in the wilderness. A living wreath tends to form a symbiotic relationship with a hero, installing on his or her brow for mutual protection and empowerment. Other living wreaths may be suspended on a wall to bless a community or a family. Either way, a living wreath lives without withering for a long time, as long as the virtue it embodies is upholded by the persons living near it.
Living wreaths tend to have different alignments depending from the virtue they uphold.
Lilies, palm: LG
Holly, mistletoe, wheat: NG
Laurel, roses: CG
Oak, olive: LN
Thorns: N
A spellcaster of at least 7th level whose alignment is within 1 step of a living wreath can take it as a familiar if he or she has the Improved Familiar feat.


Give him the normal spell progression, + a Druidic domain (animal and Terrain domains included). Get inspiration from the Sacred Servant Paladin.


Congratulations on funding... Though I really wanted to read the new Way of the Witch too. Awwww...
Oh, well. The Living Wreath/Garland is the familiar that I like most, and the last one I give as a prize. i'll post it as soon as t's done.


So this is my treat for the 160 backers:

Brain Turtle (CR 2):

XP 600

This golden–skinned tortoise has a transparent crystal shell through which you can see a human–sized brain in place of its inner body.

NG Small aberration
Init +0; Senses darkvision 60 feet, Perception +10
Defense
AC
19, touch 16, flat–footed 19 (+3 natural, +2 size)
hp 19 (3d8 + 6)
Fort +4; Ref +1; Will +8
Defensive Abilities aura of tranquility
Offense
Speed
5 ft., swim 20 ft.
Melee bite +2 (1d4 – 2)
Space 2 ½ ft., Reach 0 ft.
Special Attacks memory blast
Spell–Like Abilities (CL 3rd; concentration +3)

At Will– mage hand;
3/Day– calm emotions, memory lapse;
1/Day– aura of the unremarkable, seek thoughts

Statistics
Str
6 Dex 10 Con 16 Int 14 Wis 16 Cha 10
Base Atk +2; CMB +2; CMD 8
Feats Endurance, Iron Will
Skills Knowledge (any one) 9, Perception 10, Sense Motive 7, Stealth 10, Swim 4
Languages none (telepathy, 100 feet)
Special Abilities

Aura of Tranquility (Su): A brain turtle has seen pretty much everything in its own life, and very few things can upset it. A brain turtle receives a bonus equal to its hit dice (+3) against mind–affecting spells and effects.

Called Recall (Su): All memories of previous voyages are stored in the brain within the brain turtle’s carapace. The creature usually leaves them there, to better enjoy a fresh point of view, but can recall every information it desires at will. If asked a question, once per day the brain turtle can take 20 on any trained Knowledge skill check, and can make all Knowledge skill checks untrained.

Memory Blast (Su): A brain turtle can unleash a flood of memories from all its and its fellows’ lifelong voyages. The wave of images, sensations and thoughts hits the brain of a foe within 30 ft. leaving it stunned for 2d6 rounds. If the victim makes a successful DC 14 Will save, it is instead staggered for 1d6 rounds.

Environment any (near civility)
Organization solitary
Treasure incidental (crystal shell, brain)

Brain turtles are alien creatures, only by coincidence similar to animals found on some primitive world. Their ancestors were said to travel with psychoportation from planet to planet, out of sport or curiosity, till they lost that power thousands of years ago and were left stranded on dozens of different worlds. Since then, they simply continued their travels by foot.
Highly intelligent creatures, brain turtles look at the universe with calm benignity, finding a mild pleasure in contemplation and philosophy. They search other of their species only to mate, so that more brain turtles can observe the events of the worlds. They’re hermaphroditic and both individuals lay eggs after a mating, leaving them unattended. Newborn turtles already know their species’ story and immediately begin a new voyage.
Unlike normal turtles, brain turtles don’t retreat in their shell for defense or sleep. When two brain turtles meet, they telepathically exchange their voyage impressions before mating. It is said that one day, when all the worlds collide in one, the brain turtles’ species will be gathered again, in a huge return party where everyone will know what everyone else saw. So all the history of the cosmos will be preserved in detail in one great collective conscience, and that conscience will become the god who gives birth to the next universe.
To further expand their knowledge, some brain turtles accept to consort with humanoid spellcasters. A 7th–level spellcaster whose alignment is within one step of NG can take a brain turtle as a familiar if they have the Improved Familiar feat.

And this feat is for the 170 backers:

Spoiler:

Greater Familiar
“Okay, who said 'She's a witch, she will at best have a cat'?”.
Prerequisites: Ability to acquire a new familiar, Improved Familiar feat, compatible alignment, sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
Greater familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

Advanced fox1 Any 9
Agathion, vulpinal NG 19
Airborne cat1 Any 9
Animated object, small Any 9
Archon, lantern LG 9
Black dragon, wyrmling CE 11
Black dragon, very young CE 17
Blindheim N 9
Blue dragon, wyrmling LE 17
Brass dragon, very young CG 17
Brass dragon, wyrmling CG 11
Brine dragon, very young LN 17
Brine dragon, wyrmling LN 11
Bronze dragon, wyrmling LG 17
Choker CE 9
Cloud dragon, wyrmling CN 17
Copper dragon, very young CG 19
Copper dragon, wyrmling CG 13
Crysmal N 11
Crystal dragon, very young LN 13
Crystal dragon, wyrmling LN 9
Daemon, vulnadaemon NE 13
Demon, brimorak CE 15
Demon, dretch CE 9
Devil, Zebub LE 11
Dire hedgehog1 N 9
Dragonfly, giant, nymph N 11
Fey goat (fey creature template)1, 3 Any 11
Fey raven (fey animal template)1 Any 9
Foo pig1 NG\ 9
Forest dragon, wyrmling CE 19
Giant toad1, 2 Any 9
Giant rot grub N 15
Green dragon, wyrmling LE 13
Half-celestial thrush1 NG 11
Half-dragon compsognathus1 Any 13
Half-fiend lizard1 NE 11
Kami, kodama N 15
Korred CN 13
Lurker in light NE 15
Magma dragon, very young CN 19
Magma dragon, wyrmling CN 13
Magmin CN 11
Mandragora CE 13
Mimic, young N 11
Nixie, bog NE 9
Pech N 9
Phycomid N 13
Pixie NG 13
Quickling CE 9
Rakshasa, dandasuka LE 15
Red dragon, wyrmling CE 19
Redcap NE 19
Sea dragon, wyrmling CG 13
Shadow weasel1 N 9
Silver dragon, wyrmling LG 19
Sky dragon, wyrmling LG 17
Umbral dragon, wyrmling CE 19
Voonith CN 13
White dragon, very young CE 13
White dragon, wyrmling CE 9

1 Or other animal from the standard list of animal familiars.
2 A normally Small familiar can’t acquire the giant archetype.
3 A familiar which has normally Str 1 or 2 can’t acquire the fey creature template.

Just 20 hours left! Continue to pledge if you want to see- the Living Garland!


As for my babies being available in the book or somewhere else, this is the Lady Medusa's decision. :P I only offered to write them to help people decide to pledge. If I had just a bit of success, I'm happy. ^_^


Money' s raining and backers too! I can't keep up... But you'll see the Brain Turtle tomorrow, and -I promise- even if I'll be late, the 170, 180, 190 backers familiars and so on will be all posted here. Continue to pledge, friends! Let's see a five digits number there!


I posted the last familiar just yesterday but pledges are coming one after another... so here are another few familiar feats, this time all Mythic.

Spoiler:

Angelic Companion (Mythic)
Your faithful companion is one from the heavenly hosts.
Prerequisites: A celestial familiar, animal companion or bonded mount.
Benefits: Your companion acquires the half–celestial template.

Cohort Familiar (Mythic)
You have forged a bond with a much more powerful familiar than the norm.
Prerequisites: Improved Familiar, Leadership, ability to acquire a familiar.
Benefit: Your cohort (from the Leadership feat) becomes your familiar. Your cohort immediately loses two levels upon becoming a familiar. Its alignment does not change, but it is devotedly loyal and obedient to you, regardless of any difference in alignment. Cohort familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and cohort familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate.
A cohort familiar's cohort level rises according to the following table. Other choices may be available.

Level Monster
6 Blink dog
7 Azer
7 Ghoul
8 Worg
9 Giant eagle
9 Kech
9 Pegasus
9 Sasquatch
9 Skeletal champion
10 Contemplative
10 Phantom armor, guardian
10 Shriezyx
10 Shulsaga
10 Snallygaster
10 Giant vulture
11 Hell hound
11 Hound archon
11 Howler
11 Satyr
11 Shae
12 Fossegrim
12 Sea cat
12 Shobhad
12 Giant owl
12 Aranea
12 Griffon
12 Pixie
12 Shadow mastiff
12 Tanuki
12 Unicorn
13 Huldra
13 Phantom armor, giant
13 Saguaroi
14 Leucrotta
14 Manticore
14 Sabosan
15 Swan Maiden
15 Derhii
15 Dragonne
15 Redcap
15 Wyvern
16 Owb
16 Ahuizotl
16 Babau (demon)
16 Bralani (azata)
17 Drider
17 Maftet
18 Svartalfar

Familiar Cohort (Mythic)
“I’m more than a pet, Master. I’m your friend. Your counselor. And maybe, sometimes, your best chance to live”.
Prerequisite: Improved Familiar, Leadership, mythic tier 1.
Benefit: Your familiar becomes your cohort, and gains as many class levels as needed to take it to a cohort level equal to your level -2. Your familiar's hit points, base attack bonus, and saving throws are based on its class levels as if it were an independent creature or on its abilities gained from being a familiar, whichever are higher. Your familiar gains no skill ranks from class levels. Whenever you gain a level, so does your familiar (to a maximum cohort level equal to your level minus 2). Your familiar cannot gain a companion of any kind from its class levels, even if it would normally gain one.
Special: Familiars are considered to have a cohort level equal to the level at which they are available as familiars –2. You cannot have more than one cohort.

As for the first one... hey, I DID say "give me that winged cat", remember? ^^ I just didn't finish the sentence: "...or else I will take it myself". ;P
The second and third feat come from this thread. Actually, I toned down somewhat one of Owen Stephens' Horrifically Overpowered Feats to make it into a proper, lowly Mythic feat (sorry, Owen). PCs in my games love familiar/cohorts, and if I can, I'll submit a NPC for this book who has one (and a very high level one, too). ^_^
Now come on, guys... I want The Way of the Witch too, so let's hit 10000 $ in these last 2 1/2 days!!!


The dapsara is not yet listed in the angel category. Still didn't check the others.


...and a Bloodrager/Warpriest, and a Cavalier/Hunter...^^


Just wait and see how much the queue's going to grow after August.^^ I want to do an Investigator/Inquisitor, a Paladin/Swashbuckler, a Shaman/Witch, a Shaman/Oracle, a Bard/Swashbuckler, a Swashbuckler/Rogue...^^


We're at 140! And while there are much more delicious prizes now, I continue to offer some treat!

Symbiotic Bolete (CR 1):

XP 400

The smiling witch before you has a decidedly strange skin color, and a yet stranger blue toadstool with purple spots sprouting right from the center of her head.

N Tiny plant
Init +0; Senses Perception +10
Defense
AC
14, touch 14, flat–footed 14 (+2 size)
hp 17 (2d8 + 8)
Fort +7 Ref +0 Will +3
Defensive Abilities symbiosis; Immune illusions, plant traits
Offense
Speed
2 ½ ft.
Space 2 ½ ft. Reach 0 ft.
Special Attacks hallucinogenic cloud
Statistics
Str
2 Dex 10 Con 18 Int 2 Wis 16 Cha 14
Base Atk +1; CMB –1; CMD 4 (can’t be tripped)
Feats Alertness
Skills Perception +10
Languages none (telepathy)
Special Abilities

Hallucinogenic Cloud (Su): Once per hour, a symbiotic bolete can let out a 30–feet radius cloud of hallucinogenic spores. All creatures caught in the cloud must succeed on a DC 12 Will save or see things that aren’t there, out of their personal dreams or nightmares. This otherwise works as a mad hallucination spell (CL equal to the symbiotic bolete’s hit dice).
If the bolete’s in symbiosis with a creature (see below), that creature and everyone it touches are immune to the cloud’s effects.

Symbiosis (Ex): As a standard action, he symbiotic bolete can root itself in a creature’s flesh, drawing nourishment from that creature’s bloodstream and granting it some protection in return. The host’s skin becomes a deep blue, and it gains a +2 bonus on saving throws against all illusion and mind–affecting effects as long as the symbiosis continues. The symbiotic bolete can unroot itself and go around whenever it wants, and then return to its host (both take a standard action). Any damage suffered from the bolete causes it to detach from the host.

Ecology
Environment
any
Organization solitary or clump (3–30)
Treasure incidental

Symbiotic boletes are relatively innocuous plants, often searched by both underground and surface spellcasters for their attack and defense properties. A symbiotic bolete is not edible for any race, and so it is believed that its abilities come from some random magic surge.
A spellcaster can take a symbiotic bolete as a familiar at 5th level if they have the Improved Familiar feat.

See you at 150 with more stuff^^

Another correction, by the way: the Fruit Jelly's Stealth score is +11 (in account of its size).


With Mythic without Greater, I think you can obtain the 20th level power at 22th character level (if levels Beyond 20th are allowed in your game).
Otherwise, I agree that the Mythic feat renders the feat chain pretty useless, unless Mythic rules are not allowed in your game or Mythic versions of the other two feats come out (and they will in Mythic Mania, though it's 3PP product...).
However, this feat has become a must-have for ALL my Mythic characters. I absolutely adore it.


2 people marked this as a favorite.

FUNDED!!!


3 people marked this as a favorite.

LG. Definitely LG - not - stupid and an absolute badass!


We just hit 130 backers! But my new critter's not ready yet... so I give to you some new familiar feats.

Spoiler:

Familiar Companion (Mythic]
“I’m Nature. I’m Magic. Is it so strange that both are one- and by your side?”
Prerequisites: Familiar class feature, either animal companion or bonded mount class feature.
Benefits: Your animal companion or mount becomes your familiar too. Add your effective druid levels and effective wizard levels together to determine your companion familiar’s HD and abilities.

Familiar Masque
“SURE master’s good! Can’t you see my white angelic wings, you damn scum?
Prerequisites: Familiar class feature; Improved Familiar feat
Benefit: Your familiar can change shape into a single form, as if using the spell alter self. It can appear as any creature of the same type and size, although different subtypes are possible. Detect chaos/evil/good/law will detect the alignment of the disguised form; more powerful divinations reveal the familiar’s true alignment. Your familiar doesn’t receive any ability or spell-like power of the disguised form. The familiar appears as the same individual each time it changes shape, and can stay in its disguised form indefinitely. This is useful for spellcasters who want to dissimulate their true alignment before their allies or in hostile environments.
Special: This feat can be chosen more than once. Every time it is chosen, it grants an additional disguised form.

Strega’s Familiar
Your patron spirits sent you a tiny ally to share your toil.
Prerequisites: 4th-level sorcerer, access to two hexes.
Benefit: You gain a familiar, chosen among the full wizard or witch’s familiars list. Your effective wizard level for this ability is equal to your sorcerer level. Your sorcerer level stacks with level in all other classes which grant a familiar.

The last one is for the Strega sorcerer archetype from Rogue Genius Games! Strega is "witch" in Italian. ^^
See you at 140 with some other stuff... I hope!


Being improved familiars, none. ^^


2 people marked this as a favorite.

i just had to think to all that I hate most. ^_^ My PrA is dedicated to a villain that I'd love to beat like a carpet.


We're at 120! And a promise is a promise...

Fruit Jelly, CR 1:

XP 400

What seems a delicious apple–green treat in a silver plate suddenly begins to slither towards you, the fine fruit pieces and candies on the inside wobbling in a threatening way.

N Tiny ooze
Init +0; Senses blindsight 60 ft., scent; Perception –5
Defense
AC
14, touch 14, flat–footed 14 (+2 size)
hp 15 (2d8 + 6)
Fort +3; Ref +0; Will –5
Defensive Abilities dainty dessert; Immune ooze traits
Offense
Speed
5 ft., climb 5 ft.
Melee 2 tendrils +2 (1d3 + 1d3 acid)
Space 2 ½ ft.; Reach 0 ft.
Special Attacks dainty dessert, sticky (1d3 acid)
Statistics
Str
8 Dex 10 Con 16 Int 2 Wis 1 Cha 17
Base Atk +1; CMB –1; CMD 8 (can’t be tripped)
Feats Stealthy
Skills Disguise +4, Stealth +3
Languages none
SQ compression
Special Abilities

Dainty Dessert (Ex): If a foe inflicts bite damage to a fruit jelly, this causes it to split into two parts, each with half of the original creature’s current hit point total, rounded down. A fruit jelly can’t split again until it returns to full hit points. The bitten part continues to move in the foe’s mouth and throat, trying to suffocate it. The victim must attempt a new Fort save each round (DC 12) not to suffer automatically damage from the monster’s attacks. The morsel itself takes 2 points of damage per round as its victim tries to munch and swallow it. When it’s down to 0 hp, it’s been swallowed and dies. A split fruit jelly gains 2 hit points per day till it returns to its original number.

Sticky (Ex): Even if a fruit jelly can engulf and consume only creatures or pieces of food smaller than itself, when both its attacks in a round hit the same creature who is one size or more larger than the fruit jelly, it can try to attach to the one of the creature’s extremities (if it has extremities). This requires a grapple maneuver. The creature can’t use the engulfed extremity and automatically takes acid damage every round. If a foot is engulfed, the creature is treated as entangled. The fruit jelly can’t make other attacks while using this ability. Its acid corrodes only organic matter, not metal or stone. If the fruit jelly takes damage from any source, it immediately frees the grappled extremity.

Ecology
Environment
any
Organization solitary or banquet (1–12)
Treasure incidental

Fruit jellies were first created by some alchemist with a taste for bad jokes, either to ease boredom or to commit an assassination in a creative way. Today they are spread almost everywhere, and any cook or table companion could find one in his kitchen, eating their supplies, little rodents and vermin, and occasionally choking a diner. Fruit jellies favor a diet of fruit and sweets, and assume the color and flavor of the treats they least ate. They can accommodate to eat meat (both dead and alive) if there’s anything else, but in this case they assume a sickly, nauseating rotten color and smell.
Fruit jellies have actually developed a tiny spark of intelligence, and can be tamed if regularly feed with candies and other sweet foods. A spellcaster of any alignment can take a fruit jelly as his or her familiar at 5th level if they have the Improved Familiar feat.

Also, a correction. The Flowering Minicactus' CMB should be -1. ^_^

Come on, continue to pledge! Be generous! We're at -5 from OSW's prize... and my next familiar will be a plant again, and a very special one!


115! We're at -5 from... the Fruit Jelly!


Does it work with improved familiars too?


I'm not familiar with these kinds of plant but... If people continue to pledge and I run out of ideas, I'm going to acceptt any suggestion, why not?
We're at 114 now. When the #115 pledger arrives, I'll reveal what I'm working on (it's going to be a yummy familiar... Did you ever think you'd be able to EAT your companion? Provided that you survive after swallowing it...)


+ Soul inquisitor ^^


Would you want a Delicious Pudding? ^^ I can make that.
Ladies and gentlemen, here to you...

Flowering Mini–Cactus (Echyno), CR 1:

XP 400

The bulbous body of this plant sports a gorgeous lavender–white flower at the end of a long stem. The flower seems to turn around to look at you.

N Tiny plant
Init +0; Senses low–light vision; Perception +6
Defensive Abilities needle hide; Immune plant traits; Resist cold 5, heat and fire 5
Defense
AC
14, touch 14, flat–footed 14 (+2 size)
hp 18 (2d8 + 2)
Fort +5, Ref +1, Will +1
Offense
Speed
0 (immobile)
Melee needle spray +1 (2d6)
Special Attacks fire berry
Statistics
Str
6, Dex 10, Con 12, Int 6, Wis 10, Cha 18
Base Atk +1; CMB –3; CMD 7 (can’t be tripped)
Feats Alertness
Skills Perception +6, Sense Motive +3
Languages none (flower language)
SQ desert fruit

Desert Fruit (Su): Once per week, as long as it received water, an echyno can produce a special fruit with one of two special properties.
Fire Berry: This fruit can be thrown like a bomb inflicting 1d6 points of fire damage. This is a splash weapon (1 point of splash damage). The echyno itself can throw the fruit only to adjacent adversaries, as a melee attack.
Water Berry: This fruit can be eaten providing the equivalent of a daily dose of water for a Medium creature.
Echyno fruits can be stored for 2 months before losing their properties.

Flower Language (Ex): Echyno communicate through color changes in their petals, opening and closing the corolla and with subtle perfume nuances. The plant can sense and transmit its emotions in a way akin to wordless empathy. This doesn’t convey concepts or warnings.

Needle Spray (Ex): Once per round, an echyno can burst forth a spray of minute needles that hits one target as a piercing melee attack.

Needle Hide (Ex): An echyno’s needles deal 1 point of piercing damage to any creature hitting it with a natural attack or unarmed strike.

Ecology
Environment
any warm and temperate (desert)
Organization solitary or cluster
Treasure incidental (desert fruit)

Though they were at first desert plants, flowering minicacti can live in all warm and temperate climates and resist very well to summer and winter temperatures. Unlike their mundane cousins, semi–sentient echyno produce beautiful, sweet–smelling flowers all year round. An echyno always blooms one flower at a time, and the stem is the only part of its body that can move. The flower acts as its perceptive organ and mean of communication. As soon as a flower withers and falls, a new one blooms immediately: this happens once per week. If a flower is cut, the echyno is not able to perceive anything until a new flower is ready. Echyno reproduce asexually by sprouting new young plants on their body, that can be removed and planted.
Echyno need little water, just a glass a week (the plants store water in their bodies and fruits) and can be carried around in a vase. Spellcasters of any alignment (mostly wood wizards, plant–blooded sorcerers, or forest witches) can take an echyno as a familiar at 5th level if they have the Improved Familiar feat.

Here's one image... it's my favorite plant

I'll leave to Lady Medusa to put this on the kickstarter page as a preview. ^^ Well, it's been a pleasure... see you at 120 backers for more! ^^


Oh, for... I talk about a cactus and everyone begins to pledge?! And here I thought I had the whole weekend...
Ok, it 's flattering. Give me till this afternoon and you can have it. ^^

Ok, you probably want the Direlock and not my cactus. But for now my cactus you get. XD

1 to 50 of 1,763 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.