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Spectral Dragon

DM-Camris's page

4,468 posts. Alias of Camris.


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Arranging for another coach, you travel the ten very rough miles in the fading afternoon.
The last mile was very rough over an untended track, brush covered and rutted.
Over a low hill, you get a glimpse of the town as the sun sets.
OVERVIEW

The driver stops here.
"Sorry me lord an' ladies. There's just no way fer me ta go forward here; the road's just too rough."


Though you press, you don't think the sisters know anything more.


Off to Paizocon!
I'll pick this up again when I get back, give the girls a chance to react.


Rest of Round 5...

Players take their turn in order of posting, enemies have already gone.

TACTICAL OVERVIEW


Rest of Round 4...

Cynara___________
Unperturbed by the magical gloom surrounding her, she stabs the drider through a joint in its armored body and prepares to parry its next attack.
And her thrust struck deeply into the Drider’s vitals, eliciting a shriek of pain from it.
Held opportune parry, incl. divine favor and size penalty: 1d20 + 9 + 2 - 2 ⇒ (12) + 9 + 2 - 2 = 21

Cynara wrote:
I am not sure whether the size penalty applies in this case, since the drider is using Medium-sized weapons. Up to you, DM C.

Undersized Weapons (Ex) Although a drider is Large, its upper torso is the same size as that of a Medium humanoid's upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).

Zane Argentus______
Taking advantage of the creature's distraction and trusting his companions to be able to handle the drider without him for at least a few moments, Zane moves in through the doors, looking for anything that could be used against the drider.

Zane:
Beneath the dome, a roaring fire blazes in the center of a cluttered chamber.
Above the fire, a trio of kettles bubble furiously, with a column of green smoke rising up to a hole in the ceiling.
Beyond, a pair of tall glass tanks sits against the far wall, one green and the other oily black.
Tools and laboratory equipment are scattered about the room on tables or hung from hooks on the wall.
There is an overpowering stench in the air, mixed in with the smell of burning chemicals. This is probably due to the half dozen or so Troglodytes bustling about working the various mechanisms, fetching and carrying, and so forth.
In the middle of all the activity is a drow female in protective gear, directing everybody.

Sylvianna_____
Her elven eyes not suffering overly much in the want light, Sylvianna charges at the drider, ending right behind the other elven woman as her blade thrums with thirst for drow blood.
The hit on the drider caused it to shriek in agony, but it’s still up and fighting.

Zephram Taranis______
Zephram steadies himself, The drider is quicker than something that bulbous has any tight to be... and I didn't factor in the inertia from my flight... Correcting now.... And fire.
Shortbow: 1d20 + 11 ⇒ (16) + 11 = 27 for 1d6 + 1 ⇒ (1) + 1 = 2
Miss chance: 1d100 ⇒ 53 Hit!

(npc) Nakoda______
Nakoda moved around the wall and saw the fight under the shadowy dome. Just able to see the fight, she took a shot.
Shortbow attack: 1d20 + 6 ⇒ (7) + 6 = 13 for a possible 1d6 + 1 ⇒ (5) + 1 = 6 piercing damage.
Miss chance: 1d100 ⇒ 40 Missed in the dark.

Round 5__________________________________________
Enemies_______________________
The drider turned with a frenzy on Sylvianna.
mwk heavy mace: 1d20 + 9 ⇒ (1) + 9 = 10 Missed, hitting itself in the leg.
mwk heavy mace: 1d20 + 4 ⇒ (13) + 4 = 17 for a possible 1d4 + 1 ⇒ (4) + 1 = 5 crush damage.
bite: 1d20 + 3 ⇒ (19) + 3 = 22 for a possible 1d4 + 1 ⇒ (4) + 1 = 5 plus poison. (Fort save DC18).

DM Only:

HP: 21


Off to Paizocon!
I'll wait on this until everyone can post a reaction to the scene so far.


Round 3__________________________

Players take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW


Round 2________________________

Kankai the White______
Kankai knew her opponent was in front of her and even with the darkness she would lash out.
But she missed in the dark.

Carilain Riveroak______
The gout of acid catches Carilain square on. He is unable to dodge away. When the darkness descends on the room Carilain curses.
Carilain drinks a healing potion.

Thetin Dorvas______
Thetin casts daylight on Radiance which brings the room back to normal light.

(npc) Alorah______
Alorah continues to watch and wait.

(npc) Kelden______
Kelden leapt forward to attack the fly at Thetin’s flank (Red-5).
MW Scimitar attack: 1d20 + 6 ⇒ (4) + 6 = 10 for a possible 1d6 + 2 ⇒ (6) + 2 = 8 damage. (The fire clearly did no damage.)

(npc) Kyra______
Kyra also leapt forward to attack Red-5.
MW Cold Iron Scimitar attack: 1d20 + 7 ⇒ (2) + 7 = 9 for a possible 1d6 + 3 ⇒ (6) + 3 = 9 damage.

Enemies_________________________
1d4 ⇒ 2
Red-1 buzzed forward to flank bite at Thetin.
bite attack: 1d20 + 4 + 2 + 2 ⇒ (9) + 4 + 2 + 2 = 17 for a possible 1d6 + 4 ⇒ (3) + 4 = 7 damage plus disease.
Red-2 attacked Thetin.
bite attack: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 for a possible 1d6 + 4 ⇒ (6) + 4 = 10 damage plus disease.
Red-3 flank attacked Thetin.
bite attack: 1d20 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13 for a possible 1d6 + 4 ⇒ (6) + 4 = 10 damage plus disease.
Red-4 attacked Kankai.
bite attack: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 for a possible 1d6 + 4 ⇒ (5) + 4 = 9 damage plus disease.
Red-5 attacked Thetin.
bite attack: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 for a possible 1d6 + 4 ⇒ (3) + 4 = 7 damage plus disease.

DM only:

Red1:20
Red2:20
Red3:20
Red4:3
Red5:20


Cheshire: You don't see any patients on the beds.


Sirusk: The check refers to all the coins. And despite Rosalinds care, the beach ball of fire got her intended prisoner. He's dead.


Searching the bodies, you find:
9 sets padded armor,
8 khopesh,
3 mwk longbow with 4, 10 and 10 arrows respectively
1 tanglefoot bag,
1 mwk scimitar,
1 net with 50 feet of rope
90 gp 450 sp

Appraise DC14:
These are all brand new Osiriani coins, probably minted in Sothis.

Appraise DC24:
These are all brand new forgeries, probably minted in Oppara or Westgate. Well, the metal is good, but the forgers were certainly not authorized.


When you come back to your senses, you smell the dank odor of a cellar, old blood and undeath.
You hear Doctor Habe talking.
"... sure they cannot break free?" He said, the cowardice in his voice apparent. "Your other... subjects are still cleaning up the mess you all made of my workroom!"
You are able to open your eyes now.
TACTICAL SITUATION
Rafael, Alkaid and Midori are shackled upright to the cellar walls by their wrists, while Brin, Idril and Korbin are shackled to lab tables by their wrists and ankles.
Korbin is clearly dead; his eyes staring sightless and his skin dead white because all his blood had been drained from his arm and neck into glass jugs on the floor.
You see the Necromancer delicately peeling Idril's face away from her skull and set into a jar of pale rose gel of some kind.
Brin is still alive; but disturbingly, he has dotted lines around his face.
"Calm yourself Doctor! No one has ever escaped from my lab before. Oh this subject is marvelous. This Brin will be my finest work!" He said, tittering with delight as he held Idril's face next to Brin's.

Spellcraft DC15:
You are pretty sure the Necromancer's Displacement spell has worn off by now.

At this point you have recovered 25% of your max hp; some of the damage must have been nonlethal.
Your packs and equipment are piled over on the crate indicated, you're still wearing your armor (and any concealed equipment like wrist sheathed weapons).
You feel your arms and legs tingling as the paralysis wears off.


Rafael is not sure what happened. While he was shooting at the Necromancer (and missing), he saw Alkaid collapse next to him at the same time he heard something crash through the door behind him and everything went black.


Round 2________________________

Players take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW


Round 1________________________

Thetin Dorvas______
Thetin rushes into the room ahead of the others. He runns straight up to one of the enemies in the back of the room and screams in its face in celestial, banging Radiance on his shiled. "Face me you pit spawned filth."
double move to E6. then diplomacy to aggro the enemies to Thetin. And as they turn themselves towards him it looks as though he succeeded.

Kyra Greenstar______
Kyra slips into her battle dance and moves into the room behind Thetin... She was tired and sore from the constant fights without rest. "More vermin to send back to the Abyss..."
Move Action - Activate Battle Dance; -1 BP. Move Action - Move to H6.

Carilain Riveroak_____
Carilain moves into range, then evokes a ray of freezing air and ice at one of the demon mutated bugs.
Moves to I-5, casts ray of frost at Red 1.
He hit with the ray, but it didn’t even flinch. You suspect it may be resistant to cold damage.

Kelden Sunblade_____
He followed his sister in faith and the beautifully deadly Kyra into the room keeping enough space to hopefully keep the mutated nasty creatures from being able to slip by.
Double move to H5

(npc) Kankai the White______
Kankai charged across the room to lunge at Red-4.
Charge attack: 1d20 + 9 + 2 + 2 ⇒ (15) + 9 + 2 + 2 = 28 Hit! for 1d8 + 5 + 2d6 + 2d6 ⇒ (2) + 5 + (6, 1) + (6, 2) = 22 slashing, magic, precision and bane damage.

(npc) Alorah______
Alorah stepped inside the door and leveled her crossbow, but waited to see how the battle would develop before deciding how to act.

ENEMIES___________________
Red 1- The demonic giant fly turned towards the other party members. It belched acid along a line catching Kelden and Carilain. 2d6 ⇒ (6, 6) = 12 acid damage, Reflex DC 15 half.
Red 2- Attacks Thetin.
Bite attack: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 for a possible 1d6 + 4 ⇒ (1) + 4 = 5 damage plus disease.
Red 3- Attacks Thetin.
Bite attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 for a possible 1d6 + 4 ⇒ (6) + 4 = 10 damage plus disease.
Red 4- Attacks Kankai.
Bite attack: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 for a possible 1d6 + 4 ⇒ (4) + 4 = 8 damage plus disease.
Red 5- Caused Darkness to fall in the room, then flew into contact with Thetin.

DM only:

Red1:20
Red2:20
Red3:20
Red4:3
Red5:20


Round 4__________________

Inferis 'al Marris_______
Inferis moves her ball of flame again before launching two balls of black energy into the last archer.
move: move flaming sphere to m8. reflex neg dc162d6 ⇒ (1, 4) = 5
Ref save: 1d20 + 2 ⇒ (4) + 2 = 6 Fail. He goes down.
stand: cast magic missile at orange B. damage:2d4 + 2 ⇒ (2, 2) + 2 = 6

Sirusk_____
Sirusk again deftly dodges the attack from the khopesh wielding thug.
After dodging, Sirusk quickly goes on the attack, delivering two quick slashes at the thug.
He hits and the thug is dead before he hits the ground.

Cerastes_____
Cerastes decides to try and make the fallen archer next to him regret standing back up and drawing his blade.
His viper bite struck nothing but sand, but his spear ran through the thug and he dropped dead to the sand.

Rosalind Almati Thornbright_____
Rosalind swings again, keeping the man pinned against the wall between the fire and her sword.
But she missed.

Ibrahim the Sand Sage_____
Out of danger; with the exception of incoming arrows, Ibrahim moves to cover behind some of the rubble of the necropolis. Crouched behind the stone well he again attempts to cut away this damned net.
But he failed.

Enemies___________________________

With most of their companions dead, the last archer breaks and Withdraws, dropping down behind a broken wall to break line of sight and run away.

DM only:

B:5


When you touch the plate, the doors slide open vertically, revealing a strange and horrid sight.

Metal desks sit to the north and south of this long room, yet the most distinctive features are a pair of odd, bedlike tables flanked by curving panels of blinking, pulsing lights.
Moving armatures of metal extend out over the beds, each outfitted with glowing panes of glass and strangely glowing tools.
The chamber reeks of blood, with great crimson stains splashed across the device, beds, and floor.

TACTICAL OVERVIEW

A single mechanical golem creature stands inside this chamber.
This four-legged construct whirls to face you, lights on its face blinking erratically.
VISUAL SCAN


Checking to see if the corridors are clear, but not checking behind any doors, the party follows the trail of blood to the Eastern door.
The touch plate doesn't have the "Locked" symbol on it, so all you have to do is touch it to cause the door to slide open.


With Ereviss and Kendra creating a gothic atmosphere and Christoph glaring at them with increasing fury, the sisters glanced at each other.
"We don't know what else to tell you!
"Just-of the six children who died, one—a girl named Karin—died in her own bed 2 days after the Beast was driven from Hergstag.
"Her father heard her screaming but by the time he reached her she was dead, without a mark on her and with no signs of entry.
"Her house was on the western end of the village, near a clump of swampy forest."


Ereviss, can I get you to put your hp, AC, saves on your race and/or class/level line?


Rest of Round 4...

Players take their turns in order of posting, enemies already went.

TACTICAL OVERVIEW


Rest of Round 3...

Cynara_____
Cynara calls out, "'Ware lightning! It's to your right!" She casts a spell on herself (divine favor) and moves to S-7.

Zane Argentus_____
Hearing the warning, Zane activates a wand on his belt, vanishing from sight as he dashes wide.

Zane:
Peeking through the half open main doors, Zane glimpses reddish firelight, the glint of glass alchemical apparatus, and the stench of chemical mixtures.

Nakoda_____
"Drider!", she called out, looking around and at the building. Moving slightly, she did what she could to make sure that it could not hit two of them at once like it had before. "It resists spells!" As Zane advanced, Nakoda let him go ahead, trusting the others to be aware of the inside.

Nakoda:
You are aware that Driders are fearsome creatures, at least the legends say they are. Transformed Drow, they are a threat in every way. Spells, ranged weapons, melee weapons, venomous bites… They can be distracted though; they hate elves and good fey with overwhelming passion.

Zephram Taranis_____
Zephram will circle around then, taking a shot as soon as he can see the drider.
But missed.

(npc) Sylvianna_____
Hearing that their target had been located, Sylvianna dashed to engage it.

ROUND 4________________________________________
Enemies__________________________
The drider turned and snarled at Cynara’s warning. It leapt off the wall, landing next to her, casting Darkness with a word and attacked.
Charge Mace attack vs Cynara: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 for a possible 1d8 + 3 ⇒ (3) + 3 = 6 crush damage.

DM Only:

HP: 69


Voren: 1: Yes, your spells would also have the Good descriptor and considered attacks by the Template.
2: Not at this time.


Jokum: The template is a Holy effect and will stack with the sword's Bane effect.


Voren: I think you can make do with an Alchemists Lab equipment, with a -1 or -2 point penalty; Because it's just not quite as right for a Witch as a traditional black iron cauldron over an open fire...


There is no Surprise of course, but who goes first?
Babau initiative: 1d20 + 5 ⇒ (5) + 5 = 10 Too slow!

Round 1________________

Players take their turn in order of posting; enemies will go last.

TACTICAL OVERVIEW
Ten foot squares.
Bear in mind, your characters begin prone, having just recovered from Stun.


Do they hear you coming?
Perception: 1d20 + 7 ⇒ (12) + 7 = 19 They do!
Enemy Initiative?: 1d20 + 7 ⇒ (1) + 7 = 8 But their reactions are too sluggish to take advantage.
No Surprise round, but you go first.

When you throw open the door, you see several stacked horizontal shelves along the walls that hold a number of small, straw-lined bird cages.
A stack of parchment, three quills, a pot of ink, and a pile of tiny cylindrical objects cover a nearby table, while a small wooden door is in one corner of the room.

Turning in your direction are monstrous examples of the Worldwounds infestation with all manner of demonic vermin—enormous, normally mindless monsters that have become infused with abyssal energies that grant them vile intellects and many of the traits shared by demons.
Five of these creatures, demonic giant flies with faces that look all too human save for their deformed rasping maws and tiny half-formed hands on the tip of each spindly leg, dwell in this room.

Round 1________________________

Players take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW


The door does not appear to be locked, barred or barricaded.


Voren wrote:
Question: Does the Cauldron Hex give me an actual cauldron?

Nope. You have to go out and get your own.


It does have a DR, hit points and a Break DC, but the stats are at home right now.


Tactical Overview


You find nothing else of consequence in the Library.

Kankai:

At the door at the SW corner of this floor, you just hear muted deep pitched buzzing. Multiple sources.


Cheshire: Correct.

The security bin (back in the Reception locker room) is a small vault securely installed in the wall.
It has a white panel, so you have theorized that you need a white striped card to open it.
Without a card you might still be able to trick/break into it, but the dc without electronic lockpicks is in the 30's.


Is that everybody?


Zephram: Though you are 30 feet up and can see over the wall, the drider is around the curve of the building and have no line of sight at this point.
If what the mysterious stranger said is true, you could maneuver around and then take a shot.


The only thing the Schir demon had was the halberd, though it's hard to tell under the diseased spittle and Grease it is currently covered in.

Appraise DC13:
It is a masterwork, Alchemical Silver halberd, probably looted from a crusader.

Sadly, most of the tomes in this small library have been torn to shreds, and smoldering piles of ashes fill the room with an acrid stench.
Only one small stack of six books on a circular table seem to have escaped destruction.
The surviving six books are history texts, tomes on geography, and tactical manuals.

Detect Magic results:
One of the tomes has a magic aura, you feel it as Moderate Enchantment.

Appraise DC12:
Each is worth 50 gp.

Knowledge:Arcana:
The seventh tome is a Manual of War.
From Ultimate Equipment.
Bound in bloodstained leather, this heavy tome is scarred like the flesh of a seasoned warrior and contains many generations of martial knowledge.
Once per day, after studying the manual for 1 hour, a fighter may exchange one of her fighter bonus feats for another combat feat.
She must meet the prerequisites for this new feat and she cannot alter a feat she is using as a prerequisite for another feat, prestige class, or other ability.
This change persists for 24 hours, after which time the fighter's feats return to normal. The fighter may spend 10 minutes studying the manual to end its effects early.


(Kankai can ignore the damage dealt by the demon last round, as his halberd had slipped out of his hands at that point.)

And Carilain, Kyra, Kankai (but not Thetin, who seemed to avoid hitting the demon at all costs) hack the demon into blackened bloody chunks that fly everywhere in the room.


Jokum: Yes, being infused with Mythic power is a good excuse to retrain stuff, at least in this case.


HP convention for this campaign is to roll until you have more than half your raw hit die. For a d10 class, roll the die until you get six or more.


OK, we'll pause here and give everyone a chance to level up and apply the template.
When everyone is ready, we'll kick off the explosive finale to this chapter!


For this battle, the heroes remain bolstered by the supercharged energy surging through their bodies. Each hero gains the following temporary template during the battle.
• Damage reduction 10/good
• Regeneration 5 (unholy damage or evil spells)
• Resist acid 10 and fire 10
• Each hero glows with bright light that automatically dispels any 3rd-level or lower darkness effect they enter.
• Each heroes attacks are treated as good for the purposes of overcoming damage reduction, and deals +2d6 points of damage against creatures with the evil subtype.
• Once per round as an immediate action, a hero can roll 1d12 and add the result to any d20 roll he just made.


With this, Areelu spreads wide her arms and a rift tears open in reality.
A dozen babaus tumble through into the room, and beyond them the PCs catch glimpses of even greater demons preparing to enter—vrocks, glabrezus, even a marilith—when suddenly the energy infusing them pulses back outward.
You are no longer stunned.
As this happens, the powerful energy hits the Abyssal rift and slams it shut—Areelu screams in pain as the magical feedback tears into her body, breaking bones and shredding her wings.
An instant later, her projected image vanishes—her connection to the Material Plane has been severed and she has been critically (but not mortally) wounded, but the twelve babaus that managed to clamber into the Material Plane before the rift closed remain and immediately attack!


JUMP CUT: A vision.

You see Areelus projection from the Abyss via the imago lens appears as a somewhat transparent beautiful demonic woman with batlike wings, a horned brow, and glowing red eyes. She regards the still-stunned heroes scattered about the chamber (still glowing!) with a smoldering, furious expression.
You realize, it's not a Vision!
She says, “This only delays your kind’s extinction. But at least I can take steps to hasten your own.”
She makes a gesture, and a blaze of purple radiant sparks flow from her image into the room, flowing to, around and over you.

But...

The purple sparks seem to evaporate to no effect.
The witch seems frustrated when her mass suffocation spell fails to affect you.
She says, “The death throes of your wardstone seem to be protecting you from my magic. No matter. They cannot protect you from my slaves!”


JUMP CUT: A vision.

Areelu, blazing with rage as she sees what happened to the demonic forces along the borderlands through a device called an imago lens, turns the device around and glares in your direction.


JUMP CUT: A vision.

You see a vision of an event you know will now never happen—Areelu Vorlesh using a deep purple Nahyndrian crystal the size of a human’s head to corrupt the fragment, causing the entire border to flash with nauseating mauve fire that devastates the border cities and transforms countless crusaders into half-fiend slaves of the Worldwound.
You realize at this point that the demons’ entire plan was to draw as many crusaders to the border to defend it from their attacks, in order to maximize the damage this event would have caused.


JUMP CUT: A vision.

You see a vision of Minagho, a beautiful demonic woman with a long thin tail, clawed hands, and curling horns protruding from where her eyes should be, placing the wardstone fragment in this room and of Jeslyn using an unholy conjuration granted by Minagho to create the cage around it before Minagho teleports away.


JUMP CUT: A vision.

You see a vision of Irabeth chasing a burly dwarven man—Staunton Vhane
(leader of the Hammers of Heaven mercenary group) into the courtyard containing the wardstone. Both paladins are heavily wounded, and as Staunton backs against the wardstone, smoke rises as his back blisters and chars, and he screams in pain. He ducks to avoid one of Irabeth’s blows, then manages to smash her knee with his hammer, dropping her to the ground.
Staunton seems ready to deliver a death blow, but the sound of approaching soldiers forces him instead to back away and summon a fiendish giant wasp that he swiftly mounts and then flies away to the north, abandoning Kenabres.

Knowledge:History DC15:
This happened in the year 4712 AR, four years ago.


JUMP CUT: A vision.

Still stunned, you see a vision of Khorramzadeh the Storm King leading a brazen attack on Kenabres.
The Storm King manages to strike a resounding blow with his sword against the wardstone, which suffers only the tiniest of cracks as the balor’s sword shatters.
Khorramzadeh is then attacked and forced to flee when the silver dragon Terendelev nearly kills him.

Knowledge:History DC12:
This event launches the Fourth Crusade. In the year 4692 AR, fourteen years ago.


JUMP CUT: A vision.

Still stunned, you see a vision of a 20-year-old Hulrun leading the burning of dozens of supposed “witches” in the courtyard of the Kite before the wardstone. You understand that this event launched the Second Crusade.

Knowledge History DC15:
(This event happened in 4665 AR, 51 years ago.)


CUT TO: A vision.

Still stunned, you receive a vision of the first wardstone being erected in the Kite here in Kenabres in 4639 AR, in a ritual involving the aid of the Hand of the Inheritor—the herald of Iomedae: a golden, winged angel with a halo of small swords around his head.
The small but incredibly detailed figure started, and turned its head in your direction.

Knowledge:History DC12:
(This event happened soon after the Second Crusade began, 77 years ago.)

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