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Krun Thuul

Ciaran Barnes's page

3,884 posts. No reviews. No lists. No wishlists.


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Aemesh wrote:
I like this advice, particularly about character flaws; look up "human" in the dictionary, and you'll see that one of its definitions is "flawed".

I used to game with a guy whose characters has no flaws and always made the right choice. No weakness, strong mentally and physically. Boring! My counterpoint to his characters was to play characters who might be stubborn, secretive, self conscious, alcoholic, irresponsible, oblivious, obnoxious, without ambition, secretly evil, clumsy, suspicious of gnomes, excessive, womanizing, or rude. I mean, not all at once, but there was always a fatal flaw or quirk. It's one thing to provide color to the story, and another to be a liability to the group.

VRMH wrote:
Also: catchphrases. Have a few, for oft-occurring situations. A swearing phrase, a battle-cry... stuff like that. It'll give the other players a quick idea what your PC is about.

My oracle is know to shout "Gozreh's beard!" from time to time. It translates roughly to "Holy s@#@!"

Think about where the character came from and where he or she wants to go (not just geographically). He should have a past, motivations, some secrets, a personality flaw or two, and there should be situations that can make him behave in seldom seen ways. If it helps, write it all down and use a campaign setting book to get some extra details. Adopting a voice often helps.

The thing about role playing that is the most fun is being someone who is different from yourself. You will always shine through of course, but remember that you are pretending to be a different person. How is this person fundamentally different from you? Choose something about yourself and change it while you role play. Heck, you can make it the opposite if you like.

The alchemist as serves as a twist on the articifer.

I played a Pathfinder barbarian from 1st to 10th level, and was the party's frontline warrior the entire time. At low levels I ran out of hitpoints pretty often. Later on, when I was able to boost my AC with every magic item and feat I could get my hands on, my abunadance of hit points became less important. You still need to be able to deal damage though, so plan on burning through your wealth often.

You could ban spells that require an attack roll or require a saving throw (note that "harmless" spells allow but do not require one).

How the basic class features work needs clarification. Some of the details are left to the imagination.

You mention that "two-handed" ranged weapon do not require a second hand to use. Does this mean I can wield two composite longbows and use the two-weapon fighting chain?

As compenation for the general underwhelming ability of unarmed/gauntlet attacks, you toss in a +2 size bonus to CMB. I appreciate the sentiment, but the effectiveness is lost if my character gains the effect of enlarge person. I would eliminate the bonus type. If you still want a limiting factor, then change it +1.

You have a bunch of ambiguous language in here. For the most part, it functions as though the character was simply throwing the weapon or loading and firing it. The only advantage here is that the weapon gains the enhancement of the launcher, is that correct? I really dislike the standard action to load a one-handed weapon. I think there is an easier way to say that is functions exactly as a normal thrown weapon.

I hadn't considered the 1 level dip, so I'll work on that. This pool had originally been introduced at 4th level. Maybe I should move it back. I will look at monk of the four winds too.

Extra standards can be dangerous, yes, but this class lacks spell casting. I am not flat out saying no to your idea, but I don't think thats a strong example of abuse. As the creator of this I have some blinders on, but I imagine it being used for weapon attacks, magic items, and certain skills. Can you think of abuses other than spell casting?

I think I will use your second suggestion. I already planned on having an uncanny ability that eliminates the penalty, so its not a big stretch.


I recommend renaming this to just "shadowcraft". That has a better ring to it. You could go with regaining points at midnight, but there aren't any shadows at midnight. You could go with dawn or dusk. For that matter, you can find great shadows when the sun is up too.

So at level 1 you have provided a single way to spend points? I think you can do a little better than that. I understand that the spell creates the shadows that allow him to get his extra damage off, but the spell's area doesn't move. I recommend allowing spending points to activate an aura that reduced bright light to dim light, and dim light to darkness. Alternately, or additionally, I would provide a simple way to dispel magical light and/or extinguish light sources.

i see there is no concession made for characters that already have darkvision. Not a big deal, but you might give them little bump. For example" An umbra gains Darkvision 30 feet. If he already Darkvision, it increases by 10 feet. At 3rd level and every two levels thereafter, an umbra's Darkvision increases by 10 feet."

What happens when a creature already has low-light vision?

So is this ability shut down by the presence of a torch, but he can counter it with darkness. He's in trouble if the creature has an ever burning torch or is with a daylight spell.

You light a formula for calculating this ability's spell level. How do these interact with spells with the light descriptor? Do they negate the bolt or no?

I don't really like this word. I was thinking shadow invocations, umbramancy (emphasise bra), or shadow talents. Here is a link to a page that lists way to many translations for the word shadow. Most of these abilities consume too many points, consider the umbra has no other spellcasting and gains only 1/2 level + Wis mod.

Here is my beginning of the dynamo. Full BAB, good Ref & Will.

Celerity (Ex): A dynamo gains a pool of celerity points equal to his level + his Constitution modifier (minimum 1) that he can spend to perform acts of celerity. He cannot spend points if he is exhausted or fatigued. As long as he has at least 1 point remaining in this pool, he gains a +2 bonus to initiative checks. This pool of points replenish once per day after 8 hours of rest. These hours need not be consecutive. Most acts of celerity cost one point of celerity (1CP), but others require spending more.

-As a free action, the dynamo gains a +2 bonus to ability checks, attack, AC, damage rolls, saving throws, and skill checks, and a +10 foot bonus to his base speed. These bonuses last until the start of his next turn. At 8th and 16 level, the bonus increases by +1, and his bonus to base speed increases by +5. (1CP)
-He can move his speed as a swift action. He gains a +4 bonus to AC during this movement. (1CP)
-He can use the attack action as a swift action. If he uses a weapon wielded in two hands, the attack suffers a -2 penalty. (1CP)
-He gains a +4 bonus to an initiative check. If he spends the point before he rolls, he instead gains a +8 bonus. (1CP)

-Beginning at 5th level, a dynamo can use a move action as a swift action. (1CP)
-Beginning at 5th level, he can move one-quarter his speed as an immediate action. (1CP)
-Beginning at 5th level, he can use a move action as a free action. This ability can only be used once per round. (2CP)

-Beginning at 9th level, a dynamo can use a standard action as a move action.
-Beginning at 9th level, as an immediate action, he can treat his touch AC as though it were equal to his AC. (1CP)
-Beginning at 9th level, he can use a standard action as a swift action. (2CP)

-Beginning at 13th level, as a swift action action, he gains use of the pounce special ability until the end of his turn. (1CP)
-Beginning at 13th level, he can use a swift action as an immediate action. (1CP)
-Beginning at 13th level, he can use a full-round action as a standard action. (3CP)

-Beginning at 17th level,

Upper Hand (Ex): A dynamo adds his level to damage rolls against flat-footed creatures. During the first round of combat, as a swift action, he can draw or pick an item or weapon, or he can move half his speed.

Uncanny Ability (Ex): As a dynamo gains experience, he learns a number of talents that grant him special abilities. At 2nd level and every two levels thereafter, he gains an uncanny ability of his choice that he qualifies for (see below). A dynamo cannot select an individual uncanny ability more than once. At 6th level and every four levels thereafter, he can choose to lose one uncanny ability he has learned, and learn another that he qualifies for in it's place. He cannot lose an uncanny ability that is the prerequisite for another he possesses.

Flurry (Ex): Beginning at 3rd level, when making a full-attack action, a dynamo can make one additional attack. Each attack roll suffers a -2 penalty. If the additional attacks is made with a weapon wielded in two hands, it suffers an additional -2 penalty. The additional attacks cannot be made with natural weapons. This ability is not cumulative with effects such as the spell haste or the speed weapons enhancement.

Just deal damage a second time when the arrow is removed. That'll teach those uppity PCs to get shot with arrows.

I prefer Dropbox, but it does require that the person viewing the document to click on two links, whereas Google docs requires only one.

At every session I play in, about one hour (more more or less) is spent socializing and not moving the campaign forward. Don't know what is normal for you, but do your best to keep everyone on task.

ErisAcolyte-Chaos jester wrote:
from what you are describing with the class, there are some distinct similarities.

I agree.

I'm still working, but it's going slow. Any ideas for specific abilities.

If it's a racial template, it shouldn't have levels. It would have a set of bonuses and abilities - done of which scale with hit dice. This could become that without reinventing the entire thing.

Uh maybe? I'm not familiar.

That description of hedynamo is very accurate. I have some point pool mechanics (nothing groundbreaking) in writing, but want something more original. One version is round based like rage, where he gains combat and speed bonuses, while the other is "per use" and would be spent to do things like move his speed or make an attack as a swift action. There would also be ways to perform all manner of action more quickly, but only so many times per day.

The "energy guy" would be a non-caster. Its all supernatural abilities and martial stuff. Yes its all pretty vague, but that was on purpose to allow building all manner of "energy guys". I suppose I'll need to post something for actual critique.

Then I failed in describing the concept. The concept was that any weaponry could be used, not just ranged.

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So I'm working on two classes and I'm having a lot of trouble. I write, delete, and rewrite. I'm not posting the two because I'm stuck and not happy with them. Last year I wasn't in an active group and did not have this problem. Now that I've been playing again for the last three months it has been harder. Anyhow, I'm going to post the general ideas of each class and would like suggestions on what such a class should be capable of how you would go about it.

A note: A began both of these classes at a rather slow pace some time ago, but a few weeks ago started playing the lego marvel superheroes game, and that has been an inspiration - originally subconsciously but later consciously.

A martial combatant that moves at superhuman speed. Not quite like The Flash, but perhaps like one of the Shield agents who has drawn a gun and fired off a half dozen aimed rounds before you're had a chance to inhale. When others are just realizing that combat has begun, a dynamo is already in action.

Obviously, I want to include bonuses to initiative, base speed, attack, AC, etc. (much like a haste spell). I also have an ability called Flurry, which is like Rapid Shot, but for any weapon and whose penalties stack with other abilities that grant extra attacks. He will also get an "uncanny ability" every other level reflecting specific talents.

Two mechanics I am toying with. The first is a rounds based and represents how much time per day can be spent in a heightened state. The other is a point pool wherein of superhuman speed can be can be performed X many times per day.

Strangely this began as an arcane archer base class. The more I worked, the more it became an energy based class. Not just elemental energy, but all of them. Fire, cold, acid, electricity, sonic, positive, negative, force. All of it. Obviously, some of these would have limitations. :)

At lower levels, he can wreath a weapon in fire or shoot arrows of lightning (D&D cartoon?) or make his attacks particularly deadly to undead. Later he can launch rays or blasts like a fireball or wreath his body in energy. Along the way he might pick up talents like flight, regeneration, and other abilities. He can spread out into many energies or specialize in one or two.

The character might end up looking like Iceman, the Human Torch, or Storm, but could also resemble a spell caster who wields various energies.

You have some great ideas, and what I am suggesting is changing the core mechanic for the better IMO. You have maniplations, flairs, and some other features. They all reference and use strings, but you haven't really defined strings, except in the manipulations feature.

If these things all use strings, I feel that it would be best that strings are the core mechanic - instead of manipulations - and have all of the other abilities build off of that. Strings by themselves could have a limited effect but have unlimited use, with about the potency of a cantrip. All other class features would rely of the general rules set forth in strings.

Once the core mechanic is set, you are free to leet your imagination fly elsewhere without needing to redefine things is one class feature when you make a change to another. It would also be helpful if you decided to make archetypes. Perhaps one retains strings but looses manipulations. Crazy example, I know, but Spiderman will thank you. :)

Anyhow, just trying to be helpful.

In 27 years I have TPKs my party 3 times.

1) I was a teenager and a girl I liked showed up to hang out. I TPK'd the two players so the game would be finished. Ah, youthful desperation. It was a one-off anyways. I don't remember much detail from those days. (2e)

2) The party managed to get themselved killed during the final session of Expedition to the Demonweb Pits. Who enters the hall of a demon prince as an ambassador and immediately starts attacking everything in sight? Jeez... Prior to that four PCs had been killed, which is very high for me. (3.5e)

3) In a homebrew I had been running for a dozen sessions or so, the party got themselves killed by a huge carniverous plant that was designed to simply drain resources. It was a tough fight, but they did not use a magic item I had given them specifically for the purpose of defeating the plant, and they did not use many of their most powerful abilities. I hadn't killed anyone up until that point, and the DM I took the campaign over from killed a couple PCs every character level.(4e)

However, I have mostly played in the last ten years, and my most frequent DM/GM almost never kills players. That is, until we began S&S and on average one PC dies per character level.

You mention in the document having several strings attached a target, but the limited uses and the standard action would make that hard to do. Have you considered changing the act of launching a string at a target so that it doesn't expend a manipulation? What I'm getting at is separating the strings mechanic from the manipulation mechanic.

The puppet strings ability would allow the puppeteer to lauch one or more strings at a time. The more he launches, the less accurate he is, but he might land multiple. Maybe each strings costs him a hit point or something.

Once a string is landed, he is ready to activate other abilities through it.
1) Beginning or continuing a manipulations is a move action and no longer requires no attack roll, so it cannot be wasted.
2) Spells with a range of touch require no attack roll and automatically succeed.
3) This can be how he begins Skill Projection too.
4) The more strings that are attached, the greater his "strength" score is when atttempting to lift objects, or he pulls or entangles creatures. One string would only affect small creatures, while a giant might require a dozen. A few string would be enough to help an ally leap over a pit. One string is all that would be neccessary when using his spells and supernatural abilities that have limited uses per day.

The more I think about this, the more I'm starting to visualize Spiderman. :)

I would allow a combo of fighting defensively and a combat maneuver, but only if the combat maneuver can be performed in place of an attack. Each specific combat maneuver states if it can be performed in place of an attack or if it requires its own special action (usually a standard action). While typing this, I'm looking at the rules for combat maneuvers on By my understanding, allowing a combat maneuver that requires it's own standard action to be combined with fighting defensively would be a house rule.

As mad alchemist was saying, expand on what the hair can do. Maybe it can hold items (not wield), pick up items within reach, help with climb checks. It doesn't have to do a ton, but making it versatile will add to what can be done at 1st level. You have included some abilities that let the witch perform more specialized tasks with the hair. What if, without those hexes, the hair can be used as a clumsy hand with a -5 penalty?

Claude, standard animal companions do not qualify for such feats. Animal companions with an Intelligence of 3 or more are an exception. There are exceptions to many general rules, but the OP has given no indication that he has an ability that make an exception. You and I both understand the rule, but have different ways of organizing the information in our heads.

Thorin if I understand your statement correctly, then I do not agree. Some combat maneuvers are standard actions, some are used in place of an attack. Aid another is a standard action unless you have an ability to make it otherwise. Another exception.

I've never read up on the archetype but this looks unteresting. I'm not sure how to address the class as a whole, so I will address some specific points.

I don't see a spells known chart.

Work on the wording. Get rid of "combat maneuver checks" and use "combat maneuver bonus".

You haven't left the witch much to do at 1st level. She has one spell known (two including cure/inflict) and the ability to make melee attacks with what is basically a simple weapon or par with a club. Based on saves, skills, BAB and spells, you've used the chassis of a bard, but at least the bard can inspire courage and use a whip.

It might be easier to allow the witch to use her level in place of her BAB for hair CMB and CMD, instead of granting competence bonuses. I only mention this because the monk has a similar but not identical 3rd level ability.

You can just say immediate action, and it will mean the same thing since immediate actions can be used on your own turn.

claudekennilol wrote:
Ciaran Barnes wrote:

Well I got to #5 and my browser ate my post. Each answer was about 3 lines, and I'm not retyping it. So you get the short versions, which are devoid of references, explanation, alternate interpretations, and separation between opinion and fact.

No, no, no, yes, no, no, no.

7 is definitely a yes unless you can provide something that explicitly says it's no. "Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using." Are you telling me that an AC is incapable of using traits such +2 initiative, +1 damage when flanking, or +2 will saves?

7 is a definite no, unless the animal companion has an Intelligence of 3 or higher. Why would I assume that it does?

I don't describe them. A creature with more hit points simply doesn't get as wounded by an attack.

Well I got to #5 and my browser ate my post. Each answer was about 3 lines, and I'm not retyping it. So you get the short versions, which are devoid of references, explanation, alternate interpretations, and separation between opinion and fact.

No, no, no, yes, no, no, no.

Change what you like. Glad some of it was helpful. I realize now some of it is wrong because it doesn't take into account all of the other class features.

The only other suggestion I had was that there were one or more manipulations that all puppeteers had access to. Something with a very general use. This would reduce the number gained from mastery, but that's how I would go about it.

I'll get around to looking at some other features soon.

The urban barbarian goes against everything a barbarian represents to me, but its a popular one. Rather than making this a barbarian alternate class, you should instead use the barbarian as a rough structure and not feel beholden to keeping too much the same. Its kind of what you're doing already.

Historic female serial murderers are infamous for poison. And the axe on occasion.

He could polymorph into a swarm of carrion, like... scarab beetles!

I used to game with a guy who took the Brew Potion feat, but instead made little scones that people ate to gain the spell's efffect.

But there are moments where a naturally flowing MP quote in response to a situation can be funny... I can think of a couple times over the years when someone at the table has sang a line or two from "Brave Sir Robin" when a PC disengages from combat.

Quintain wrote:
Well, due to the omni-presence of gravity, I would say that falling qualifies as "immediate danger" due to the damage you take when you make the sudden stop at the end of your fall.

Perhaps not if falling poses no chance of taking damage.

Manipulation (Su): A puppeteer can creates barely visible ethereal strings that extend from his fingertips to affect the world around him. As a standard action, he can make an incorporeal ranged touch attack against a creature or object up to 30 feet away from him. If the attack succeeds, he can use a manipulation he knows. The manipulations he can use depend on the Mastery he choses. Additionally, some Flairs affect the way manipulations work. If the attack misses, the manipulation is not wasted. The puppeteer can use his manipulations a number of times per day equal to 1/2 his level + his Charisma modifier.

When he begins a manipulation, the target must be within range. If the target is ever more than twice his range, the strings snap and the manipulation ends. A puppeteer's manipulation remains active for as long as he concentrates (as though it were a spell). He can end a manipulation as a free action. String cannot pass through force effects (such as a wall of force), but can wrap around them. Each string has a number of hit point equal to the puppeteer's level + his Charisma modifier. If reduced to zero hit points, the string is severed and the manipulation ends. Only attacks that can affect ethereal objects normally (such as such as force effects) can target the strings. A string is also damaged if the target is protected by an abjuration effect that deals damage and is immediately severed if the target is under the effect of an abjuration that prevents interplanar travel.

A puppeteer must have at least one hand free to use this ability and to continue to concentrate on it. Beginning at 4th level a puppeteer with two hands free can concentration can concentrate on a manipulation as a move action. Beginning at 8th level, a puppeteer with one hand free can concentrate on a manipulation as a move action. Beginning at 12th level a puppeteer with two hands free can concentration can concentrate on a manipulation as a swift action. Beginning at 16th level a puppeteer with two hands free can concentration can concentrate on a manipulation as a swift action. The Difficulty Class of any saving throw allowed by a puppeteer’s manipulation is 10 + 1/2 the puppeteer’s level + his Charisma modifier.

An alchemist has Fast Bombs, so maybe a new flair could allow a puppeteer with a high BAB to launch more than one string with a fullk-round action. You could get a little crazy if you pulled two-handed fighting into it too.

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I'd hate to have to choose one or the other.

Killing the NPC wasn't neccessary, at least as far as I can gather from your original post, but I wasn't there. Maybe a better course of action would have been to beat the tar out him, or give him a few knocks and scare the hell out of him. But you conspired with another PC to murder and then took steps to cover it up.

Second, I'm not sure how much you know actually read up on Gozreh. Yes she/he is a nature deity whose portfolio includes animals, but his/her primary focus in on the sea and the sky but not neccessarily the creatures that like in them. I mean, a gorilla doesn't like in either one of those places. I'm not sure retaliation for mistreating circus animals is normal for followers of the diety.

But you can turn into some good (not in the alignment sense). Your character snapped and did some bad things. Is this foreshadowing of other deeds to come? Or will your character regret the choices and behave differently in the future? I mean, the worse thing you the player could do is to carry on like it never happened. You role-played leading up to it, so now role-play the aftermath.

Thats like saying a cleric should be able to make attack rolls with his Wisdom.

Anyhow, I don't see what kind of action it is to begin a manipulation. You only talk about maintaining concentration. I wasn't sure if it was a standard action to begin one, or if it was in place of an attack.

Cyrad wrote:
For writing content for Pathfinder, I recommend just writing new archetypes. Get a feel for what has been done before and find a niche to itch. Like any skill, you get better at it the more you do it.

This would be a great way to start. Its less ambitious than a full-on class, but it will be easier to write something that is actually good if you can focus on a few class features rather than 20 levels of them.

And as everyone is saying, it is hard. I've designed classes, magic items, playable races, monsters, and feats, plus I've written adventures. Its taken me over a decade to develop whatever amount I skill I might have. And while *I* really like what I create, all evidence from my peers indicates that I have a great deal more learning to do.

I think the OP is getting at class features that add to being a party face, not just skills. Honestly, I don't think this kind of class is needed though. Being a party face has more to do with willingness to take on the role, and willingness/ability to role-play. Your skills just back up your words when trying to get NPCs to behave a certain way (depends on the GM though).

Backhandedness not intention. I looked at it the day you posted it and wasn't into it. Yesterday I looked again and felt differently. If it is exactly the same both times then I do not remember it being so. Maybe my perspective changed.

The mention of bard was due to your opening sentence. I took that as an intentional comparison on your part.

Using dexterity for string attacks makes it no more MAD than any other class with ranged attacks. Spellcasters who want to avoid save DCs use touch attacks. Those who don't want to be in melee use ranged touch attacks.

I will post my wording suggestions for Manipulations when I have more time to sit down and type.

Why did you choose to make a barbarian alt instead of a new class?

Darksol the Painbringer wrote:
Even so, why would a crafter that, if it weren't for somebody personal, such as a family member, friend, etc. actually hurt their business by crafting for what is essentially a cheaper price? If they did, they certainly wouldn't be selling it for cheaper, especially by RAW. On top of that, the crafter would rather not have stuff be personalized to a person so that the thieves of the world stealing the...

There's a funny scene in the movie Clerks that pertains to this. It discusses contractor ethics, and the construction workers still on board the second Death Star when it was destroyed by the "good guys".

I ban my homebrew material.

I've been holding off responding to this one. I had to decide if I liked it or not, and as of this morning I do. I don't remember what it looked like when it was first posted, but the presentation is great. Easy to read. What put me off originally was that its kind of a complicated class. I think you have cleaned that up some though. You need, so that the complicated bits are easier to understand.

Short list, but a good one. You compare this class to the bard. I'm curious why you changed you didn't do more skill points. Is it because of the manipulations and mysteries?

Only one instead of two. Same question as above.

If this is the core of the class, then this is where you need to focus for now. I like the intent, but needs clarity since it is meant to be used for the character's entire career. The bit about the range. Do you mean that the original attack can only be made up to 30 feet away, but that the effect ends if the target is more than 60 feet away? This is wonky. It also implies that the puppeteer doesn't get better. I would make it a ranged attack with a range increment (10 ft, 20 ft?). You could say that the string breaks when a certain range is reached, such as 30 ft + 5 feet per level. I would retain Dexterity for the attack roll, and maybe allow changing that with a flair. Thats a big maybe. Next, I would change the uses per day. I'm not a fan of the 3 + ability mod mechanic. You've granted ways to fire off and maintain multiple strings at higher levels, but not many uses. How about 1/2 level + ability mod?

As far as the wording goes, I would go back to the drawing board. Copy and paste from existing rules, then make modifications. This lets the reader know that the mechanic works similarly to what they already know. As written, it takes some work to understand.

I would remove the undead stuff from the dominion mystery, and replace it with more charm related stuff. You already have an undead-themed mystery.

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