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ChaiGuy's page

Goblin Squad Member. 255 posts (312 including aliases). No reviews. No lists. No wishlists. 1 alias.


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There is a feat: Undersized Rider which allows a rider to use a mount of their size, Medium for a Dwarf. This way a 4th level Druid could ride a bear.


Maybe like Spock from Star Trek?


Inquisitors get a really cool spell called Blistering Invective. With this spell you make an intimidate check to deal fire damage to all enemies within 30', set them on fire and demoralize them. It's really good for intimidate inquisitors.


kyrt-ryder wrote:
Then levels in a party should be varied to match.

In Advanced D&D different classes had different xp tracks, so a rogue needed less xp to level up than a wizard.

In Pathfinder you could have different classes use different xp tracks to: Non-casters on the fast track, partial casters medium and full casters on the slow xp track.

Treasure would have to be monitored by the GM so that the classes stay close to expected gear.

I doubt I'd do it, but it could be an quick band aid fix if it bothers people.


Back in Advanced D&D rogues had an ability called backstab, instead of sneak attack. Backstab had much stricter requirements than sneak attack, the rogue had to attack the target from behind and the target had to be unaware of the attack for it to work, they could get it by flanking or any other method.

In Advanced D&D and D&D 3X rogues where one of the only classes who could find traps, so they where very important to a party, especially in Advanced D&D where traps where deadly.

Sneak attack was made easier to get so rogues would have a better time in combat, I guess. So in short, if you think it's odd to not be sneaky for sneak attack, it's because the newer editions made it easier for the rogue than when the rogue first got the ability.


I think I'd go with a half-orc, to gain the orc double axe as a racial bonus. I'd probably take sacred tattoo + fates favored to increase the saves. I might even take the racial thing to change out the +2 intimidate for the endurance feat.

I think I'd go unchained barbarian, their rage works pretty good with 2 weapon fighting since it gives a flat bonus to hit and damage.

I'd take str. 15 (17), Dex 16, con 14, int 10, wis 12 cha 7 for a 20 point buy.

Feat 2 weapon fighting at 1st level.


thejeff wrote:
bugleyman wrote:
thejeff wrote:
Same should apply to medium creature fighting a giant, right? No threat at all.

Yup. A medium creature fighting a giant in melee would be pretty much f#@#%d.

Take a look at this (which is actually much less of a size advantage).

At which point you might as well stop playing Pathfinder at all. It's not a game about realism. Even martials are heroic enough they can do unrealistic things. Whether that's small characters taking on medium sized ones or medium ones fighting giants.

Medium vs giants?: Valeros Vs Giants I think Valeros can win! :P


Maybe a Construct Rider Alchemist would work if it's Society legal.

The info for the base Alchemist.


Vargrym Stoneheart wrote:

With your feat tree I would still need 15 dex, it is a requirement for TWF. I would also have to eat up an extra feat to be able to wield a meteor hammer.

I cannot find a feat called dirty fighter...there is Dirty Trick Master...which is banned in PFS. There is a trait called Dirty Fighter, which does not seem to apply as you have to have a consistent partner to fight at your side. Or Dirty Fighting, which only applies if you are flanking someone...which I probably wont get to do much of in defensive stance.

Going for a trip master is not the direction I was thinking. I am thinking more stone wrecking ball.

Dirty fighting also lets you qualify for feats:

Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.


The Urban Barbarian can work well with dex based classes since it raise dex with controlled rage, which has less limitations than normal rage.

Urban Barbarian / unchained rogue would work well, they have many class abilities in common: trap sense and danger sense seem to stack (dodge bonuses), uncanny dodge / improved UD.

I've played a halfling barbarian / rogue, that was str based mounted combat. Had very generous rolling method, it worked OK, I felt middle of the pack in effectiveness.

Urban barbarian / swashbuckler would be ok.


Starbuck_II wrote:
zainale wrote:

dazzling display allows you to perform a bewildering show of prowess as a full-round action. with no pluses to your attempt where as intimidate is a standard action and you are not binding the act to a weapon.

am i missing something? seems to me that dazzling display is not worth the two feats it costs. is there something after it that makes it worth it?

It is a Prereq to sneak attack foes.

Shattered Defenses. Alternatively, Nightmare Weaver will sub for it.

Also Deadly Stroke. Gory Finish allows you to do it as a swift action when you drop someone into negative HP

two levels of Order of the Cockatrice cavalier also gets +2 hit vs them. And gives you the feat for free, no less.

Now, it is mostly a gate way feat.

Another path you can take is Enforcer, Cornugon Smash, and Dreadful Carnage. Same affect but one target.

I've been thinking of a dazzling display character so it's nice to see all of this info on similar effects.

I do believe that in the case of Dreadful Carnage it affects all enemies within 30' like dazzling display.


A while back I made a barbarian character that I wanted to be very tough. I replaced orc ferocity with sacred tattoo, took fates favored (trait) to raise my saves as has been mentioned above.

I then took the alternate racial trait: shaman's apprentice to change out a +2 to intimidate checks for the feat endurance. With this you are one feat away from the feat die hard, which is a stronger version of orc ferocity, but it costs a feat, which as a fighter might not be to bad.

It's probably not the strongest option, but if you'd like to make a very tough character it works IMO.


Harleequin wrote:

According to many... Batman (Animated Series) is considered the definitive portrayal of Batman, Joker et al...and I largely second this.

Although I would agree she isnt super clever (ie Joker level) she is capable of having what I would call 'Moments of Genius' where she does something completely unexpected (even throwing Batman/Joker off guard) and that has a profound effect on whatever dodgy situation she is in. These moments can manifest in a physical way or in a bizarre tactical way.

Don't know how you could translate that into PF?

I'm not an expert on the lore, basically what I know is from this thread.

Concerning "moments of genius" for physical it sounds like the swashbuckler deed "derring-do". A character could get that by a level dip or the feat "amateur swashbuckler". The problem seems she doesn't seem to lend herself to a swashbuckler fighting style, so it would be impossible to get panache to use it often.

The investigator class has 'inspiration' that can be obtained with a feat 'amateur investigator'. A level or two of investigator could work for this character I guess.

I'm ninjad by raizielDragon. :P


I'm surprised that among the classes for bards to dip into the swashbuckler wasn't mentioned. For a dex based melee bard there are some good deeds, such as opportune parry and repost, and even a ranged bard could use derring-do and dodging panache. Swashbuckler finesse is also a great boon for the dex melee character, or a ranged bard looking to shore up a melee back up attack. A second level brings charmed life, not as powerful as a paladins divine grace, but it doesn't come with a code of conduct.


If you're looking to protect yourself from ranged attacks you could carry potions of entropic shield (50 gold 1 minuet of 20% miss chance for ranged attacks0 or protection from arrows (300 gold dr 10/magic vs ranged weapons).

It's not really a tower shield in the ground, but it is protection.


master_marshmallow wrote:

Which shield flies in front of you again?

Not winged....

There is a shield specific enhancement known as Animated


If you want to throw melee weapons as a Warpriest choose the Magic Blessing:

Hand of the Acolyte (minor): At 1st level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver.


As a house rule I usually have PCs roll, but use 1/2 hit dice rounded down if that is better, + con of course.


Darksol the Painbringer wrote:
DarkPhoenixx wrote:
Title says it.

The rules presume that an Attack of Opportunity will almost always be used against an enemy. That being said, it doesn't change the factor that allies performing actions normally provoke an Attack of Opportunity from any creature that threatens the square in which the action is being made, both ally and enemy alike.

But tell me, what if an ally is Dominated/Charmed into fighting you, would the GMs tell me that I can't take an Attack of Opportunity against someone who is normally an ally, but clearly acting against their own free will?

If any GM says "No, you can't take Attacks of Opportunity against Dominated/Charmed allies, because they're still allies," then that GM is out to screw you over with his ridiculous enforcement of RAW. If the GM says "I don't see any reason why you would want to outside of some backwoods exploit, in which case I wouldn't allow it based on those grounds," then he's just covering his bases from players being exploitable jerks.

That being said, I don't see what is extremely overpowered from allowing allies to provoke Attacks of Opportunity.

In most cases I agree, but for Pathfinder Society play that has special player versus player restrictions and more limitations on the GM it would be different, although I'm not an expert on Society play.


Professor wrote:
So the Bhargest at the end of ROTRL has DR 10/Magic...how should I interpret this?

The whole write up for Damage Reduction is on page 299 of the Bestiary. In short though DR applies to weapon and natural attacks. A weapon or natural weapon (such as a claw) that hits a Bhargest that is not enchanted with a +1 enhancement or better, or considered magic for the purposes of overcoming DR does less damage than it should, 10 less to be exact.

For an example: A bhagest is hit with an attack from a greatsword with the wielder having an 18 strength. The damage is (2d6+6), let's say they roll average damage for a total of 13 damage. This is a non-magical greatsword, they deal 3 damage instead of 13 (13-10).

If they had been using a +1 greatsword (2d6+7) dealing on average 14, saying they roll average they would still do 14 damage since the magic enhancement of the sword bypasses the DR of the Bhargest.


Will this be a regular barbarian, or unchained? What is the starting level and if higher than 1st, what kind of starting wealth will your character have?

I would suggest taking the alternate racial trait: Sacred tattoo, which replaces orc ferocity with a +1 luck bonus on all saves and combine it with the trait (if traits are available) fates favored to increase that to a +2 luck bonus on all saves.

For regular barbarian, a two handed weapon with power attack and furious focus is quite strong. Unchained barbarians can be effective with a larger array of fighting styles, like 2 weapon fighting.

I think that if you go with the superstitious route you can use the human favored class bonus to increase the superstitious bonus, but you'll be missing out on fcb to hit points for that.

I would recommend a defensive feat at 1st level, power attack, a 2 handed weapon and rage will kill most things at that level without power attack. Perhaps dodge, iron will or some other defensive feat. Edit: I think the feat extra rage would work well, especially if you can retrain it later.

The weapon enchantment "furious" works great for barbarians when you can afford to get it.


Mysterious Stranger wrote:
Normally it would not matter because from a mathematical perspective they are the same. There is on case where it does make the difference and that is when you use maximize spell on a empowered spell. There was a ruling that only the base damage of the spell is maximized. So if you had a empowered maximized Fireball(an 8th level spell) you would do 80 points plus 5d6+10 points of damage. That would indicate that the correct way for the 5th level sorcerer would be to roll 7d6+15.

I imagine the same would apply for an intensified and empowered spell too. Well maybe an intensified / maximized spell.

Goblin Squad Member

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The Sun Rises in the East wrote:
*Feels proud of himself for ressurrecting this thread*

Congratulations, you get this heinous flag and your alignment may be EVIL. ;P

Goblin Squad Member

Lam wrote:

Yes, it is very readable, but why was it so different. Some think these mountain hexes can sustain a community and generate lots of IRON and Stone along with essences, some mineral chemicals, a few herbs, iron/silver/platinum, gems.

There is a five letter word.

Well, if you mean sustain a community as in that community being able to support itself without outside assistance, then I have yet to see anyone make that statement. I have seen members of the KotC say that mountain based settlements will be able to survive by trading for goods they need from other settlements.

Also five letter word?

Goblin Squad Member

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Here's a link to our new Keepers of the Circle site.

Keepers of the Circle

Goblin Squad Member

CBDunkerson wrote:
ChaiGuy wrote:

Hello CBDunkerson, I hope that the Outsiders and the Keepers of the Circle, of which I am a member of will have many enjoyable social interactions.

As a note I'm suprised that the goal alignment is NG, chaotic sounds like a strong trend and good will be hard to keep in this "structure", but it's your call obviously.

Hi Chaiguy. Given that Keepers is somewhat like a more official/organized version of Outsiders I'd agree that members of the two should likely be able to work together.

As to alignment, ideally Outsiders would be a True Neutral organization that accepted members from all alignments... truly allowing members to engage in ANY play style they want. However, the rules of the game itself require members to be within one alignment step of the Company and therefor a subset of the alignment wheel needed to be chosen. From there I reasoned that a Company promoting individual choice, and no central authority, would inherently operate less efficiently than most. I felt that combining that limitation with those which would be imposed by a plurality of Chaotic and/or Evil members (both of which decrease settlement efficiency) would put the viability of the Company in question. Combining that with the desire to have the widest alignment spread possible left only Neutral Good or Lawful Neutral... and a lawful focused group of individualists didn't make much sense. :]

Basically, it seems to me that an effective Company of Chaotic and/or Evil CHARACTERS is going to require a well organized group of PLAYERS... and that's the exact opposite of Outsiders.

Thank you very much for going into detail about the alignment of the company. I had been considering it from the perspective of Pathfinder alignment which is different from PFO alingmnet and the way alignment will work in the Pathfinder MMO. It makes sense now from this perspective.

Goblin Squad Member

Greetings from the Keepers of the Circle, may the contracts between our companies be lucrative and mutually benificial.

Goblin Squad Member

Is there a way to request a thread be stickied? I'm feeling this thread would be a prime canidate for one.

Goblin Squad Member

Hello CBDunkerson, I hope that the Outsiders and the Keepers of the Circle, of which I am a member of will have many enjoyable social interactions.

As a note I'm suprised that the goal alignment is NG, chaotic sounds like a strong trend and good will be hard to keep in this "structure", but it's your call obviously.

Goblin Squad Member

I hope that Audacity and the Keepers of the Circle will have many mutually benificial contracts. Please feel free to join us at our proboard site, feel free to PM me a link, I feel uncertian of providing a direct link in your own company thread.

Goblin Squad Member

I hope that the Full Metal Syndicate and the Keepers of the Circle, which I am a member of, will forge many mutually benificial trade agreements.

Goblin Squad Member

It's great to see things rolling again. Determining the starting location of the company will be of vital importance that will effect the success of our company for a very long time. To all potential member come be a part of this exciting process. To all existing members I look forward to hearing your thoughts on this momentous occasion.

Goblin Squad Member

CBDunkerson wrote:
Nymerias wrote:
Would it be possible to get a clarification on the types and amounts of resources we could expect from Wooded Mountain hexes? I would assume it would be a combination of what is available in both Woodland and Mountain hexes but to what degree?
All hexes formerly shown as 'wooded mountains' show up on the newer maps as JUST mountains. Based on this I suspect that there may not be a distinction any longer.

Thank you for the information CBDunkerson. Would it be possible for someone to provide a link to a newer map? The maps I've seen so far hav all had wooded mountains.

Goblin Squad Member

I'm a member of Keepers of the Circle. Hopefully my druid will be out and about helping people not starve.


I'm also of the opinion that this proposal would be quite confusing and not in line with the way alignment currently works. On the other hand if an individual was possesed by an outside influence (not just dominated, charmed or the like)then that may be a case where someone could detect as 2 different alignments.

Note about the cleric aura: it's based off of their deities alignment and may be different from their own. For example a N/N cleric of Abadar (L/N) would detect as Lawful.

Aura (EX): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Edit: If the creature has another soul in an item (like a gem from the spell Trap the Soul then the detect alignment spell may trigger from the soul in the item seemingly giving the creature owning the item different alignments.


I suppose that another option would be to get an oil of the Grease spell. It would last for 1 minute and give a +10 circumstance bonus on Escape Artist checks to escape a grapple or to the CMD to avoid being grappled. It’s not as good as an unfettered shirt, but it only costs 50 gold.


Vicious states that it causes "a flash of disruptive energy", it later states that this energy causes the extra damage. (Core pg. 472)

Damage reduction states that it does not negate energy damage dealt along with an attack (Core pg 561)


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The Pathfinder Legends audio drama series sounds like it would be what your looking for DeathBecomesus.

Pathfinder Legends


When magical weapons become less available monsters with the Incorporeal special ability would be a greater challenge. Not an impossible challenge, since there are ways to fight them without magical weapons, such as spells or the spell Magic Weapon. It's something to consider I guess.


I'm tempted to say inquisitor with perhaps a few levels of Zen Archer monk. I'll look more into this tomarrow.


Marthkus wrote:
ChaiGuy wrote:
@ Marthkus: The PC/NPC divide is a metagame issue, a PC would not know of any such thing IMO. I don't really think it has an impact on varisimiltude, although I can see why some might not like it.
The GM is aware of it and their sense of (overused word) verisimilitude is as important as the PCs.

If the PC/NPC divide makes it harder for a GM to enjoy the game then that is an important point for them. I'm still not 100% convinced that it's a verisimiltude or metagame concern, but that's just semantics and no one benifits from those discussions, or at least they're not really my cup of tea.


@ Marthkus: The PC/NPC divide is a metagame issue, a PC would not know of any such thing IMO. I don't really think it has an impact on varisimiltude, although I can see why some might not like it.


I’ve never played Epic 6 (E6), where player characters don’t advance beyond level 6, but I guess one thing to consider is that it changes how powerful certain options are. For example, the Beast totem rage power line is considered very powerful since it grants the pounce ability from the Greater Beast Totem (GBT) rage power. GBT can only be taken by a 10th level barbarian though, which would probably affect how it would compare to other rage powers in an E6 game.

I guess in short you would want to avoid character “builds” that don’t really “work” until later levels (especially if that is beyond level 6). I’m also thinking it makes prestige classes less appealing, except in cases where you can get really early entry, like with mystic theurge. As a note, I’m not really recommending mystic theurge.


@ awp832: From the Core Rulebook pg. 195: Cover ... When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon) use the rules for determining cover from from ranged attacks.


A synthesist summoner could work for this kind of character. The Eidolon have the flexability of wildshape it would still be rather powerfull IMO, although I haven't made a syth yet.


Finally the rogue is fixed ... make them all kobolds. Don't forget about the kobold feat Tail Terror, that bite thing (Dragon Maw?) and two weapon fighting that's like 4 attacks with rogue 3 havig 2d6 sneak attack on each. Broken murderface right there!

If a rogue is not already a kobold kill them and reincarnate them until they are, it's for their own good. ;P


Dear Nephril I’m sure that many new players will benefit from this guide. I have included several things I have noticed in the guide, many are simple spelling/grammar mistakes, which is understandable considering the length of the document.

“Nothing is Law” note, I would advise noting this applies to the GM and not to other players or their PCs, of course players should work with the GM to make things flexible for their PCs.

Section 3 Pitfalls of Pathfinder:
• 2: should be “result in many dead party members.”
• Drowning: instead of 2/level it’s “twice her constitution score” Core pg. 445.
• 6: “Ghost Touch” weapon, also for early level parties the spell “magic weapon” allows weapons to deal half damage to incorporeal enemies when non magical attacks can’t affect them. Spells like magic missile helps too, since it’s a low level spell that does force damage.
• Cleric: on the notes about shields, you should note that since many cleric spells require somatic components (hand movements) you need one free hand to cast them. In this case bucklers or light shields should be used. Also clerics are no longer proficient in heavy armor from default, they are limited to medium unless they take the heavy armor proficiency feat.
• Druid the armor limitation to non metal is worth noting IMO.
Ranger devastating skirmisher note: if you have it working with spring attack it’s not allowed per an errata and FAQ “When I built the Vital Strike feat chain, it was designed specifically to speak to the need for martial characters to be able to take a move action and still do a reasonable amount of damage in a single turn. The decision was made to limit this chain to make it a character decision point, as opposed to just making it part of a larger "must have" feat stack to make "The Baddest Fighter on the Block".
In hindsight, it might be a bit to restrictive, but RAW that is the way it currently functions.
Jason Bulmahn
Lead Designer
Paizo Publishing
• Section 2: Expand upon your definition of “min max” please. I usually define it as minimizing a characters weakness while maximizing its strengths for example.
• Dwarfs, I’m not sure how they master wearing armor, they simply aren’t slowed by it.
• Rangers and the feat Boon Companion: I would note which book noncore rulebook info comes from since beginners may not have additional books and try to find the feat in the core rulebook. Boon Companion is from Pathfinder Player’s Companion: Animal Archive for those interested.
• The feat “Natural Spell” allows druids to cast spells in wild shape.
• Combat Free perception checks each round: In the skill section core pg 102 it notes that intentionally searching for stimulus is a move action. Perhaps you refer to the “most perception checks are reactive” note in the skill. Generally I think that means the GM can allow PCs to make perception checks when something is going on, but may be easy to miss.
• Drinking potions: you seem to allude to it, but drinking potions provokes AoO. I think you suggest taking a 5’ step before drinking to avoid the AoO, since you mention the reach thing.
• Technically a 5’ step is no action pg. 183, I’m not sure why they do that since there doesn’t seem to be any difference between free and no action.
• Defense: I believe you mean if you’re wielding a shield as opposed to just carrying it (like an archer with a shield on his back).
• Mages and armor: You could note the Bard’s armor exception I guess.
• Damage two handed weapons: note that the 1.5 strength modifier is rounded down.
• Section 6, 4 Enhancement “none bypass”.
• DR notes, stating the difference between DR X OR Y, and DR X AND Y.

I’ll have to come back to this later.


On one hand while many mechanics like attacks of opportunity (AoO), Area of effect spells, flanking, and cover/concealment add layers of strategy to the game they can make it harder to run a combat without a map/miniatures. The map in a way can restrict the size of a combat encounter which emphasizes melee combat or at least doesn’t give ranged combat a chance to shine.

Drawing up the map and setting everything up can take a considerable amount of time too. I’m sure there are suggesting house rules for these issues, like in Kirthfinder.


I'll just note that I posted in a thread of the same name, possibly a duplicate thread. I considered copy/pasting it here, but that's probably not needed I guess.


@ Tailer Tombs: I would suggest the feat Boon Companion from the Pathfinder Player’s Companion: Animal Archive.

Your bond with your animal companion or familiar is unusually close.
Prerequisites: Animal companion or familiar class feature.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.

Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

The wondrous item Monk’s Robe could help at some point although it doesn’t help a zen archer as much as some other monk types since you’re going to be using a bow.
Robe, Monk's

Aura moderate transmutation; CL 10th
Slot body; Price 13,000 gp; Weight 1 lb.
DESCRIPTION
When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.

On Alignment a druids/monk can be lawful/neutral without a trait. Of course the trait opens up other alignments so it has its uses.

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