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Spectral Dragon

DM-Camris's page

4,522 posts. Alias of Camris.


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I apologize for the long silences. So many times I come home and just want to fall asleep; and the weekends have so much other stuff to do...
I'm working on getting back to a regular schedule. Stay tuned...


Burian:

During the weeks that follow, the only things that interest you are the projects Professor Forol drags you into. Capturing strange wildlife, the glowing of the ships wake at night, the stars in the southern sky, all these and more the mind of the gnome academic leaps to and fro.
There is something about the positions of the stars, as well as the ocean patterns of wind and wave that bother you.

Knowledge:Planes DC22 AND Knowledge:Nature DC22:

You are off course! You think there is a major current sweeping you way further East than you should be.


Sunny:
The passengers seem more relaxed now. It seems to you that Ghirrak's little talk with Avner seems to have done some good, as he's avoiding the women now.

Marius:
Avner invited you in, breaking into a grin as he did so. Inside, his man Banaby deftly stitched what looked like a mans waistcoat in the latest style of the Great Kingdom.
"Welcome welcome! Would you care for a glass?" He asked you, offering a glass of a nice chablis.


Sense Motive DC25:
You notice the fortopman and archer, Skald, seems to be trying to keep out of sight of the new Captain. Always keeping a sail between him and Ghirrak, keeping his back turned, etc.

Bryson:

Avner, alone among the passengers and crew (with the possible exception of Annie) throws his arm around you and offers a bottle of wine.
"Bryson my friend! I am glad you have come to me for help. You must not take those people to heart, for they are jealous. Yes jealous!
"You are taller, stronger, more intimidating! In the Great Kingdom you would be in demand! Nobles would patron you, women would be attracted to you like magnets!
"These people,"
He waived his hand to include the people on the ship. "They are small town people. Backwards.
"There are things that can be done with the right clothing. My man Banaby can work wonders in that. Let's start with this..."
He said, starting to sketch out what he meant.
To his credit, he's not bad at all at design.


Round 5_________________________________

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

TACTICAL OVERVIEW


Round 4_________________________

Jokum of the Breakbones______
"Beast it is, then." And as he focuses on his rage, Jokum grows larger, his face elongating and his muscles bulging, as he becomes an ursine terror. He lets out a bellow and strides toward Voren.
Swift action: activate shifter's blessing. No action: 5' step toward Red 1. Full-round action: full attack Red 1.
With a roar, Jokum takes the babau apart.

Danua______
Danua focused her strikes on her wounded foe, though the tight studded leather fouled up her casting some and she grimaced as her spell broke apart in the air. She still however delivered a vicious blow backed by holy energies. Good enough to put down the already wounded demon.

Voren the Outsider______
Voren shouts as he's grappled!
Although, the damage that the babaus inflict on him isn't much. That's when Jokum comes in and tears apart the demon that is holding Voren.
The tiefling nods in thanks and glares at the demon in front of him. His eyes glow green and the babau begins to feel drowsy. The demon collapsed snoring.
Voren also feels some of his wounds stitch back together.

Karthak Ironbreaker______
Karthak tries to break the grapple applied by the foul demon but the wounds caused by his fellow suddenly regenerate.
With a herculean effort, Karthak breaks free of the Babau’s grapple!

Karthak wrote:
Do they have improved grapple? If not they should have given us AoOs

A: Quite right. They owe you an Attack of Opportunity. Get him!

Arthas Sword of Ragathiel______
Seeing the healer grappled, Athas steps to 1…
But seeing Jokum take care of Red 1, he stepped up to Red 4 as the next best thing…
… and slashes with his holy sword two handed in a mighty overhand chop.
And he lands a solid hit, seriously wounding the demon.

ENEMIES_________________________
Darkness areas continued to drop over you, though fewer now. They continued to be burned away like paper by the golden blaze radiating from you.

Red-2: Attacked Voren.
claw 1: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 for a possible 1d6 + 5 ⇒ (1) + 5 = 6 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 for a possible 1d6 + 5 ⇒ (3) + 5 = 8 slashing damage.

Red-4: Attacked Arthas.
claw 1: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 for a possible 1d6 + 5 ⇒ (5) + 5 = 10 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.

Red-6: Attacked Danua.
claw 1: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 for a possible 1d6 + 5 ⇒ (1) + 5 = 6 slashing damage.

Red-7: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (5, 6) = 19 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (19) + 12 + 2 + 2 = 35 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (1, 6) = 15 slashing damage.

Red-8: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (8) + 12 + 2 + 2 = 24 for a possible 1d6 + 5 + 2d6 ⇒ (6) + 5 + (5, 2) = 18 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36 for a possible 1d6 + 5 + 2d6 ⇒ (4) + 5 + (1, 2) = 12 slashing damage.
...crit confirm?: 1d20 + 12 + 2 + 2 ⇒ (12) + 12 + 2 + 2 = 28 for a possible extra 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.

Red-9: Snores loudly asleep and prone on the ground.
Red-A: Snores loudly asleep and prone on the ground.

Their AC is 19, DR10/(Cold Iron or Good)
Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

DM Only:

Red-2:73
Red-4:44
Red-6:73
Red-7:73
Red-8:50
Red-9:73, asleep 4 rounds
Red-A:15, asleep 3 rounds


Quietly as possible you remove your barricade and open the door. Outside, the hallway is empty, the bodies removed. But around the corner you hear voices.

Stealth DC15:
Peeking quickly around the corner, you see a single squad of Tiefling soldiers (wearing the Deskari uniform) have set up a barricade at the top of the stairway leading up to here from the first floor.

TACTICAL OVERVIEW


When you approach closely and wave the flies away, you see that this was a man with a bear trap clamped around his leg.
By the man's manner of dress, he looks like one of the gypsy boatmen who ply their trade up and down the network of rivers that overlay this region.
Looking closely, you see no signs of wounds (other than those made by the beartrap). The body looks withered, as if extreme dehydration occurred.
Or drained by undead.
He has not been looted though. Searching him, you find:
His clothes are now little more than rags.
He wears a turquoise worth 100 gp on a leather thong around his neck.
He carries 12 gp, 22 sp.
A small silver pocket knife worth 25 gp.
A set of masterwork thieves’ tools in his pockets.


Deciding to fort up in the SouthEast (Demon Fly) room here, you spike the door shut and barricade it.
It is some hours later that you hear some movement/activity out in the hallway, and you think the door was pushed at once, but then left alone.

You are able to rest uninterrupted.


1 person marked this as a favorite.

She thought it only polite to offer...;)


You are able to pass the rest of the day healing, resting and resupplying, and even get a decent nights rest.
Next morning, an elven scout interrupts your breakfast with a breathless request from Eviana. The scout urged you to come to Eviana’s tent at once to speak with her.


Nakoda wrote:
Food. Food was Nakoda's immediate priority...

Food was simple to come by, as a camouflaged service position dished up savory elven foods. Lots of fruit, vegetables and nuts; with a deliciously flavored water in plenty. The regular elven troopers make way for you to sit at table with them.


Round 4_________________________

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

TACTICAL OVERVIEW

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.


Round 3_________________________

Karthak Ironbreaker______
He hit! For moderate damage against Red 8.
Karthak grunts as the creatures weapons pierce his armor, yet that makes the sturdy dwarf just more determined to vanquish the abominations in front of him!

Karthak Ironbreaker______
Btw, does the template apply to Tentak too?
In this case it does.

Jokum of the Breakbones______
Jokum continues to laugh as the demons' claws bounce off his flesh. Seeing the acid covering their skin, he shrugs and tosses down his sword. "So be it then...if beast is what I seem, then beast I'll be!" Lunging forward, he goes after the nearest babau with his bare claws!
His first blow misses, but then he finds his footing and the second bites deep into the demon's flesh.
He grimaces as the acid stings his skin, but it's hardly enough to warrant notice.

Voren the Outsider______
Voren grunts as he takes all of the claws. However, while it does some damage, the damage is significantly weaker. He looks at the babaus surrounding him. He shouts to the others, "They're trying to surround us so they get a better shot at us!" He glares at the demon on his right and his eyes glow green. The babau begins to feel drowsy.
Babau A falls prone, asleep and snoring.

(npc) Arthas______
Arthas turned and beheaded both Red-B and Red-3 with two mighty hacks by Radiance!

(npc) Danua______
Danua swung on her opponent and missed once, but not twice; seriously wounding Red-5.

ENEMIES_________________________
Darkness areas continued to drop over you, though fewer now. They continued to be burned away like paper by the golden blaze radiating from you. You see the demons become alarmed as they cannot seem to be able to draw more than scratches from you. They start shouting at each other in Abyssal.

Abyssal language:

”Hold them!" "No, YOU hold them!" "I'm not getting that close, it burns!"

Red-1: Grapple attacked Voren.
Grapple attack vs Voren CMD: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 Success! Voren gains the Grappled condition.

Red-2: Attacked Voren.
claw 1: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.

Red-4: Attacked Jokum.
claw 1: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 for a possible 1d6 + 5 ⇒ (3) + 5 = 8 slashing damage.

Red-5: Attacked Danua.
claw 1: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 for a possible 1d6 + 5 ⇒ (4) + 5 = 9 slashing damage.

Red-6: Attacked Danua.
claw 1: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 for a possible 1d6 + 5 ⇒ (5) + 5 = 10 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.

Red-7: Grapple attacked Karthak.
Grapple attack vs Voren CMD: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 Success! Karthak gains the Grappled condition.

Red-8: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (15) + 12 + 2 + 2 = 31 for a possible 1d6 + 5 + 2d6 ⇒ (4) + 5 + (1, 3) = 13 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (3, 1) = 12 slashing damage.

Red-9: Flank attacked Voren.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (18) + 12 + 2 + 2 = 34 for a possible 1d6 + 5 + 2d6 ⇒ (1) + 5 + (2, 4) = 12 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (4) + 12 + 2 + 2 = 20 for a possible 1d6 + 5 + 2d6 ⇒ (1) + 5 + (5, 5) = 16 slashing damage.

Red-A: Snores loudly asleep and prone on the ground.

Their AC is 19, DR10/(Cold Iron or Good)
Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

DM Only:

Red-1:66
Red-2:73
Red-4:73
Red-5:23
Red-6:73
Red-7:73
Red-8:50
Red-9:73
Red-A:15, asleep 4 rounds


I see three heroes voting to rest before proceeding and no dissent.
I don't see any consensus about whether to retreat out of the Citadel first or forting up in place.
Can I get a show of who wants what?


Cautiously, you walk up the stairway and between the statues to enter the building.
TACTICAL OVERVIEW
From the light streaming in behind you, you can just see some shadowy forms in the darkness. Your feet make faint chuffing sounds in the layer of dust and sand blown in from the entrance.
Just inside the entry, two rows of columns lead toward an archway in the north wall. Two smaller passages open to the east and west.

Perception DC15 or Knowledge:Engineering DC10:
You notice that the building appears to be in remarkably good condition for its age, especially compared to the other structures in the necropolis.


Sirrusk:
You percieve nothing on the steps or the statues or the opening into the interior.

And you only need one Perception check for any room in general. More if I ask.
Inferis:
You detect no magic on the steps or the entrance.


Kelden:
Looks to you that the Tiefling officer has been dead for about two days.


Round 2_____________________

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

TACTICAL OVERVIEW


Round 1_________________________

Notorious Flynn Ryder______
"GAHHHH! What the?!---did you see how fast?!---Its got Variel!"
Flynn pulls out his sword and tries to target something on the creature that is vital.
but fails miserably in his haste to rescue his friend.

Celest Slysword______
acrobatics (leap astride bed while moving to G12): 1d20 + 9 ⇒ (13) + 9 = 22 Success!
mwk dagger v robot Hit! For minor damage.
AC note: she has a +1 dodge bonus to AC vs robots.

Cheshire Silvanshee______
Hoping to have an idea of weaknesses. Do I think the glass tubes on his back are important.

Cheshire:
You have no idea what manner of weaknesses it might have.

Cheshire moves in a reckless path to get behind the construct. And does not draw Attacks of Opportunity.
Double move to position I-13

Variel Whitestorm______
Hit once and held by the metal creature Variel tries to break the hold on him and reverse it so he can possibly pin the thing.
Variel was able to resist the fluid that was injected into him but could not slip out of the hold. Hopefully his friends would bash the thing in quick enough to free him.

Cheshire Silvanshee______
Fuzzles bounds in and attacks the construct. H-14
The cats efforts go futile.

(npc) Lilly______
Lilly ran after the metal man and swung.
Longsword attack: 1d20 + 5 ⇒ (5) + 5 = 10 but missed.

Rhaym_____
Doctor Rhaym stepped inside the doorway, but didn’t dive into the scrum

Enemies______________________________
The metal man easily swung Variel onto the bed and let go.
The armatures of metal extending out over the beds and outfitted with glowing panes of glass and strangely glowing tools. They suddenly come alive!
They whine as they swing around and knock both Variel and Celest prone on the bed and swung blades of cutting, instruments of cauterizing and needles of injecting into the both of them.
1d6 ⇒ 2
Needles stab Variel and deal 1d4 ⇒ 3 points of piercing damage.
1d6 ⇒ 3
Laser scalpel slices Celest and deals 1d8 ⇒ 5 points of fire damage.
A successful DC 12 Reflex save negates the effect for that round.

DM only:

Medical Bot: 26


Variel wrote:
combat question: Just so I understand that it moved opened the door full attacked with grab (understandable) and was till able to move again back to the beds in a single surprise round?

There was no surprise round, since both parties are aware of each other.

My setup was that Cheshire closed/locked the door. Then the rest of the round passed with you all discussing where to go next.
Then suddenly the door unlocked and opened, the metal creature was there, and faster than you imagined. (It has Improved Initiative and fast move speed.)
But in retrospect since there was no surprise, those within reach of Variel's previous position (since it had to be there to grapple) when it left there are eligible for Attacks of Opportunity on it. I make it as Lilly and Flynn that can do that.
Also, since it does not have Improved Grapple (or any equivalent monster ability), Variel also gets an Attack of Opportunity.


Perception DC20:
Some kind of motion attracts your attention to the homestead a hundred yards north of your position on the path. Looking straight at it, you don't see anything, but it's hard to do that in the gloom of dusk.

Proceeding down the narrow way between tall wild corn, you see something ahead of you.
Those without at least low-light vision can't see anything without a light source.
What at first appears to be a fallen scarecrow lies at the side of the path, bones jutting from its tattered rags. Flies buzz wildly around it. The stench of decomposition is worse here.
It would take an effort of will to approach any closer. Will save DC15 to do so.
Perception DC15:
The scarecrow is actually the withered body of a man, his leg still clamped in a bear trap.


Zane:
You are almost positive that the green glass tank held some kind of acid. You don't know what the back glass tank held.
You are pretty sure the contents of the building were entirely alchemical in nature, and not magic.
You also remember rack upon rack of hand crossbow arrows, each with an alchemical capsule tip, color coded with either red, yellow, purple, blue or green.
There were several dozen flasks, marked the same as the crossbow bolts.
There were more recognizable racks of thunderstones, smokesticks, acid and alchemical fire flasks as well.


Round 3_________________________

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

TACTICAL OVERVIEW

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.


Round 2_____________________________________

Jokum of the Breakbones______
Jokum just bellows in laughter as the babaus' claws bounce off his glowing skin. "Looks like you've bitten off more than you can chew, fiends!" The few minor scratches they were able to inflict close up even as he swings again.
Attacking Red 3!
Q: Do their claws count as unholy damage? I'm assuming no.
A: No, not in this case.

Jokum strikes deep, leaving serious injuries to his demon.

Karthak Ironbreaker______
Observing his weapon fizzle down useless Karthak's ire clearly shows on his dwarven features:"The tally keeps increasing, abominations! Prepare to be cleansed in the name of Torag!" he shouts before slashing at full force at the nearest babau...
But Karthak puts too much force into the blow, missing widely and spinning himself all the way around.

Voren the Outsider______
Voren is surprised that he had manage to resist all of that. He also feels the small scratches stitching back together. He then decides to take the offensive!
I'll say that Voren is still holding the wand and the mace.
He takes the mace and swings it at the first babau!
He hits the demon’s jaw lightly, knocking out some teeth.
Voren is surprised at the acid coming towards him. However, it seems to slide off of him like water.

Danua______
Despite being hemmed in by three Babau's no less! Danua was no less daunted and stood her ground while taking every attack. For the most part she avoided their devastating strikes and the few that got through tickled her now lightening skin leaving the barest of scratches before healing up completely. She stood, like a goddess of battle, untouched and incapable of being defeated by mere Babau's as she raised her blackblade to strike once more!
With the enchantments on her blackblade she may as well have beem cutting through parchment as the blade tore into the Babau's body, critically injuring him.
An elated and energetic laugh boomed from her empowered breast as she insulted the demons. [smaller]"Surrounding me was a grave mistake you poor bastards!"[/smaler] Despite not being surrounded they did have her hemmed in.
DM Camris Two questions - Do I need to roll for the acid when the Blackblade is immune to the Broken condition so long as its pool is full? Also the blackblade being a +1 weapon it also has the hardness of a Steel weapon (10), which the 1d8 will not break through hence the questions.
A: In this particular case I guess you don’t have to.

Arthas Sword of Ragathiel________
Arthas, overwhelmed with holy reaffirmation tears into the demons wielding Radiance with both hands. He feels a divine bond with the holy sword as his soul touches those that have wielded the sword before him. Arthas activates divine bond
"I shall be HIS instrument of vengeance as I wield HIS in turn!"
Striking Red-A twice, he leaves him critically injured.

ENEMIES_________________________
Darkness areas continued to drop over you, though fewer now. They continued to be burned away like paper by the golden blaze radiating from you. You see the demons become alarmed as they cannot seem to be able to draw more than scratches from you. They start shouting at each other in Abyssal.

Abyssal language:
”Flank them! Grapple and hold them while I cut their throats!” are being shouted from multiple demonic throats.

They took several steps, closing around you even tighter, coincidentally flanking you at several instances.

Red-1: Flank attacked Voren.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (18) + 12 + 2 + 2 = 34 for a possible 1d6 + 5 + 2d6 ⇒ (4) + 5 + (1, 1) = 11 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (4) + 12 + 2 + 2 = 20 for a possible 1d6 + 5 + 2d6 ⇒ (1) + 5 + (5, 6) = 17 slashing damage.
Red-2: Flank attacked Voren.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (11) + 12 + 2 + 2 = 27 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (2, 3) = 13 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (15) + 12 + 2 + 2 = 31 for a possible 1d6 + 5 + 2d6 ⇒ (5) + 5 + (2, 1) = 13 slashing damage.
Red-3: Attacked Jokum.
claw 1: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 for a possible 1d6 + 5 ⇒ (4) + 5 = 9 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30 for a possible 1d6 + 5 ⇒ (5) + 5 = 10 slashing damage.
Red-4: Attacked Jokum.
claw 1: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 for a possible 1d6 + 5 ⇒ (1) + 5 = 6 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.
Red-5: Flank attacked Danua.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (18) + 12 + 2 + 2 = 34 for a possible 1d6 + 5 + 2d6 ⇒ (6) + 5 + (5, 4) = 20 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (18) + 12 + 2 + 2 = 34 for a possible 1d6 + 5 + 2d6 ⇒ (1) + 5 + (5, 1) = 12 slashing damage.
Red-6: Attacked Danua.
claw 1: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.
Red-7: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (3) + 12 + 2 + 2 = 19 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (5, 4) = 17 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (7) + 12 + 2 + 2 = 23 for a possible 1d6 + 5 + 2d6 ⇒ (6) + 5 + (1, 5) = 17 slashing damage.
Red-8: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (19) + 12 + 2 + 2 = 35 for a possible 1d6 + 5 + 2d6 ⇒ (1) + 5 + (5, 3) = 14 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (4) + 12 + 2 + 2 = 20 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (1, 5) = 14 slashing damage.

Red-9: Flank attacked Voren.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (6) + 12 + 2 + 2 = 22 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (4, 3) = 15 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (1) + 12 + 2 + 2 = 17 Horrible miss, smacking Red-A in the face.
Red-A: Flank attacked Arthas.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25 for a possible 1d6 + 5 + 2d6 ⇒ (5) + 5 + (2, 2) = 14 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (6) + 12 + 2 + 2 = 22 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (3, 4) = 15 slashing damage.
Red-B: Flank attacked Arthas.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (8) + 12 + 2 + 2 = 24 for a possible 1d6 + 5 + 2d6 ⇒ (4) + 5 + (5, 1) = 15 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36 for a possible 1d6 + 5 + 2d6 ⇒ (2) + 5 + (1, 4) = 12 slashing damage.
...Crit confirm?: 1d20 + 12 + 2 + 2 ⇒ (16) + 12 + 2 + 2 = 32 for a possible extra 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.

Their AC is 19, DR10/(Cold Iron or Good)
Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

DM Only:

Red-1:66
Red-2:73
Red-3:25
Red-4:73
Red-5:58
Red-6:73
Red-7:73
Red-8:73
Red-9:73
Red-A:15, -2AC
Red-B:11



Alternate plans have been made by Commander Irabeth, in case you do need to retreat and recover. There is a hidey hole in the basement of a collapsed building a couple of blocks away stocked with food and water that can be used for that.
You could also try forting up in one of the monster infested rooms in here that the invaders don't seem to check. Probably.
It is certain that reinforcements will be present if you have to leave and come back.


From this room, it is clear that the crusaders sent messages to other cities via carrier pigeons. The pigeons are long gone, but the window through which they were released in the room through the southeast door is still accessible if you can get rid of the fixed bars from the inside.
A Tiefling officer's body is here, giant maggots infesting its body.
He has on his body:
Masterwork Parade armor
Masterwork shortsword
Masterwork dagger, poisoned (scorpion venom)
A bottle of Scorpion venom (3 doses)
A fortress key


Round 5______________________________

The last fly doesn't even try to flee, continuing to attack the wielder of Radiance. It goes down under your combined attacks, leaving you the victors in this room.


Round 4_____________________________

Carilain Riveroak______
The spray catches Carilain again; the acid burns painfully as the magus works his way to the side of the demon fly.
5' step to E-4.
With the demon bug at a disadvantage between Thetin and himself, Carilain attacks again.
And the black blade hacks into its right wing and body, the thing collapsed dead.

Kelden Sunblade______
He cried out in pain staggering back as the demonic flies acid struck him. only the staggering back from the first stream helped him partially avoid the 2nd. It burned everywhere.
He lashed out at the demon fly… And even partly blinded his flailing attack pierced its underbody, killing the already injured demon fly… before Turning away to spread out some from their spittle and get a clear space to pull out the wand of cure light wounds.
Moving to H4

Thetin Dorvas______
Thetin manages to avoid the worst of the acid. The acid that manages to splash and sizzle across his chest however just makes him laugh. Thetin then turns and lays into R1 taking advantage of the flank with Carilain.
With R1 already down, he turns and strikes and injures the undamaged R2.

Kyra Greenstar______
Kyra continues her attack on the same demon fly, praying to Sarenrae to being the creature down! "Kelden, are you alright?" she calls to her friend!
With R5 already down, she turned her attention to R4, and with her arcane strike, the black blade hacks it down.

Alorah______
Seeing Kelden's wound and his and Kyra's focus on his opponent, Alora seeks to neautralize the other demon capable of hitting the wounded cleric with another scream.
With R1 already down, she switched to R3.
Will save: 1d20 - 2 ⇒ (8) - 2 = 6 Fail. Becomes dazed.

Kankai the White______
Kankai would attack R4 yet again wanting to end its life. Only this time she went for a lunging stab.
With R4 already down, she lunged to flank attack R3, running it completely through and killing it.

Enemies________________________________________
Red-2 attacked Thetin.
bite attack: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 for a possible 1d6 + 4 ⇒ (5) + 4 = 9 damage plus disease.

DM only:

Red2:11


Christoph and Perception DC20:

Past the bridge, you start going down the overgrown path.
You suddenly notice the faint smell of decomposition. Its coming from your left, where a space between rows of tall corn leads away into darkness.


There is no front door. Just a twenty by fifteen gaping opening into darkness. And for a building that by every measure you know of is dead, you feel like it is waiting... for you.

The statues out front are clearly aspects of Nethys.


Rafael:
Just your arms were shackled to each other with a six foot length of chain over a roof joist. Your legs are free.
Since one arm is unshackled now, you can just pull the chain through the joist to move freely.

[spoiler=Midori]With one shackle opened, Rafael is effectively free (just with a six foot length of chain loose around his right wrist).[/ooc]


Round 1___________________________

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

TACTICAL OVERVIEW


Rafael:
The homunculous climbed up to your shackles and started fiddling with them. Six seconds later, one of the shackles comes loose, leaving your left arm free and your right arm with a shackle and a six foot length of chain attached.

Brin: With a herculean effort you strained against the shackles. The chains creak, then groan, then... you break free!
Your left arm anyway.


Midori:
Spotting your familiar lurking behind a table leg, you silently guide it towards Rafael as he yanks at his shackles.

Rafael:
As you yank at your shackles uselessly, a homunculus climbed up the back of your leg.

Brin: As you yank at your shackles, the chain groans but does not give.

The Necromancer gives Brin a gentle smile.
"There there, this will all be over soon. And you will be better than ever!" He said with a maniacal grin.
He used a scalple to start cutting along the dotted line around Brin's face, dealing 2 points of damage.


No doors block the grand entrance to this building—a wide flight of steps leads directly up into the temple’s interior.
Two humanoid statues flank the stairs, wearing black-and-white masks and holding quarterstaves.


The third site assigned to the Company is an abandoned temple of Nethys called the Sanctum of the Erudite Eye.

With their sketched map, the Company can easily navigate the sandy streets of the Dead City to find the Sanctum of the Erudite Eye. The temple’s location is marked on their map of Wati, in the north central section of the Necropolis.
From the exterior you can see that although the Sanctum’s central nave is symmetrical, the rest of the structure does not conform to traditional architecture, with wings and extensions on both sides that (except for the uniformity of the stonework) appear to have been haphazard additions. A large dome over the apse tops the roof at the north end of the temple.
The Sanctum is windowless, and the temple’s exterior walls are carved with likenesses of the Nethys and other celestial figures.
Unless otherwise noted, ceilings within the Sanctum are 15 feet high and all of its rooms are dark.


Round 1_________________________

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

TACTICAL OVERVIEW


The door slides smoothly shut under Cheshire's touch.
But before you can move away, the door suddenly slides open again! The mechanical man is right in front of you.
It growled out something in that unknown language again as it's arms lunged towards Variel, it's long needle tipped claws dripping with some pale yellow liquid.
claw #1 attack: 1d20 + 6 ⇒ (10) + 6 = 16 for a possible 1d4 + 6 ⇒ (4) + 6 = 10 damage and -2 Strength damage (Fort DC11 to negate).
claw #2 attack: 1d20 + 6 ⇒ (16) + 6 = 22 for a possible 1d4 + 6 ⇒ (1) + 6 = 7 damage and -2 Strength damage (Fort DC11 to negate).
Grapple: 1d20 + 6 ⇒ (17) + 6 = 23
It grabbed Variel in an iron grip and dragged him towards the beds.


It takes but a moment to reach Zane and beat out his shredded and on fire clothing.
You don't have much time to search, as burned masonry and bloody chunks of burned flesh are still dropping out of the sky, and you know that Drow scouts will be on the way very quickly.
Fortunately (or not), there is little to find in the time you are allowed. Just a nice masterwork dagger of Drow design, and an Adamantine chain shirt.


Hergstag: East end
50 yard squares
Coming up to the first cluster of farmhouses, it is a simple task to gain access; half of the windows/shutters are broken, and the doors are weatherbeaten and twisted out of true.
The farmhouses seem to have all been abandoned, and while some furniture such as tables and washboards remain, the homes have been given over to termites and cockroaches.

DM only:
1d100 ⇒ 71
1d100 ⇒ 35

Coming up to the decrepit bridge over the small river, it groans as you set foot on it.
Knowledge:Engineering DC16:

Despite its appearance (and groaning), the bridge is perfectly sound.


All around you you can see the farmland has fallen to ruin, and now even the well-trodden pathways around the area require you to pick your way through entangling weeds and blood drawing spiny vines.
DC 15 Survival check to make your way at a reasonable pace.
The crops have gone to seed and high corn grows everywhere. This affects visibility and provides concealment as light undergrowth (Core Rulebook 426).


At this point, everyone outside hears a 'whumph' from inside the building. It is immediately followed by a violent explosion that knocks you all flat. The entire building disintegrates in a yellow-green flash, and a noxious mushroom cloud of poisonous vapors is flung into the sky.

Zane:

You see the fireball expansion start to affect the drow, at the same time that several alchemical tanks and beakers fracture in the fireballs wake. The various substances mixed together and ignited, creating a much more powerful explosion.
At the entrance, you will take 44 points of damage (save Ref DC18 for half) and are blown clear twelve squares and take (Save Ref DC14 to avoid being knocked prone and on fire.


Round 2_____________________________________

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

TACTICAL OVERVIEW


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.


Round 1________________

Karthak Ironbreaker______

Karthak:
You know these are middle rank demons, resistant to weapons not cold iron or good aligned, moderately spell resistant, immune to electrical or poison damage, resistant to all other elements but sonic. Has a protective acid slime.

As he comes back to his senses Karthak seethes with rage as he just saw his sworn enemy Stauton Vahne commit ultimate betrayal. So, when he considers the demons Arelu sent after them, the dwarf gives them an almost predatory grin, raising up from the floor, axe well in hand:"Now you pay!" he says as a brightly glowing warhammer suddenly materializes near to him.
Move action to raise up, then activate judgment of justice (+2 to hit) as a swift action and cast spiritual weapon as standard action.
A warhammer made of shimmering force appears next to a Babau and attacks.
Caster level check: 1d20 + 5 ⇒ (2) + 5 = 7
Fail! The spiritual Weapon is disrupted and disspates without inflicting any damage.

Jokum of the Breakbones______
Clambering to his feet, he growls and draws the sword of Irabeth's family. He may want to rip them apart with his claws, but he'll settle for the blade. Taking a two-handed grip on it, he readies himself for the onslaught.
Move action to stand, then ready an attack on the first babau to come in range!
Attack! (bane, favored enemy): 1d20 + 9 + 2 + 4 ⇒ (5) + 9 + 2 + 4 = 20 Hit! For 20 damage.

Voren the Outsider______
Voren stands and glares at one of the babaus. His golden eyes take on a sinister black color, almost like deep dark voids. The babau feels himself becoming weaker, his natural defenses lessening. Voren smiles at this.
Move Action: Stand up from prone.
Standard Action: Use Evil Eye hex on Babau A. Targeting AC. -2 penalty for 6 rounds. Will Save DC 15 reduces this to 1 round.
Will save: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Fail! Babau A is -2 to AC.

Danua______
Danua is just able to stand and ready an attack.
Atk Babau w/ Black Blade +Holy +Keen -Piranha Strike: 1d20 + 10 + 1 - 1 ⇒ (10) + 10 + 1 - 1 = 20 Hit! For 15 damage.

(npc) Arthas______
Arthas also stood and readied an attack.
radiance: 1d20 + 9 ⇒ (11) + 9 = 20 Hit! for 1d10 + 4 + 2d6 ⇒ (2) + 4 + (6, 5) = 17 damage.

ENEMIES_________________________
Darkness areas dropped thickly over you, only to be burned away like paper by the golden blaze radiating from you. You see the first hints of doubt as they squint their eyes and attack, claws extended!
Red-1: Moved up to Voren and attacked.
claw 1: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 for a possible 1d6 + 5 ⇒ (4) + 5 = 9 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.
...Crit confirm?: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 for a possible extra 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.
Red-2: Moved up to Voren and attacked.
claw 1: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 for a possible 1d6 + 5 ⇒ (1) + 5 = 6 slashing damage.
Red-3: Moved up to Jokum and attacked. (Jokum’s attack is triggered and it is hit and damaged).
claw 1: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 for a possible 1d6 + 5 ⇒ (4) + 5 = 9 slashing damage.
Red-4: Moved up to Jokum and attacked.
claw 1: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
Red-5: Moved up to Danua and attacked. (Danua’s attack is triggered and is hit and damaged.)
claw 1: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 for a possible 1d6 + 5 ⇒ (1) + 5 = 6 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 for a possible 1d6 + 5 ⇒ (5) + 5 = 10 slashing damage.
Moved up to Danua and attacked.
claw 1: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 for a possible 1d6 + 5 ⇒ (1) + 5 = 6 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 for a possible 1d6 + 5 ⇒ (5) + 5 = 10 slashing damage.
Red-6: Moved up to Danua and attacked.
claw 1: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 for a possible 1d6 + 5 ⇒ (3) + 5 = 8 slashing damage.
Red-7: Double moved around to make contact with Karthak.
Red-8: Double moved around to make contact with Karthak.
Red-9: Moved up to Voren and attacked.
claw 1: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30 for a possible 1d6 + 5 ⇒ (4) + 5 = 9 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.
Red-A: Moved up to Jokum and attacked. (Arthas’ attack is triggered, is hit and damaged.)
claw 1: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 for a possible 1d6 + 5 ⇒ (3) + 5 = 8 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 for a possible 1d6 + 5 ⇒ (4) + 5 = 9 slashing damage.
Red-B: Moved up to Danua and attacked.
claw 1: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.

Their AC is 19, DR10/(Cold Iron or Good)
Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

DM Only:

Red-1:73
Red-2:73
Red-3:53
Red-4:73
Red-5:58
Red-6:73
Red-7:73
Red-8:73
Red-9:73
Red-A:55, -2AC
Red-B:73


1 person marked this as a favorite.

OK, Paizocon was fun, and we've waited long enough for the others I think...


Round 4_____________________________

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

TACTICAL OVERVIEW


Round 3__________________________

Kelden Sunblade______
Continuing the assault on the foul monsters he slashed at the fly demon in front of him.
He hit, but only part of his damage went through the fly’s demonic resistance.

Alorah______
Focusing on Kankai's opponent Alorah unleashes a scream heard only by her target.
Will save dc15: 1d20 - 2 ⇒ (16) - 2 = 14 Fail! It takes 3 points and is Dazed 1 round.

Kankai the White______
Kankai would keep focused on R4 if he didn't fall.
But missed.

Carilain Riveroak______
Now that he can see again, Carilain charges straight at the nearest bug. He slashes with Grimstar in a two-handed grip.
Charging up, Grimstar inflicts moderate damage on the fly demon.

Kyra Greenstar______
Kyra continues her assault upon the same demon, hoping to bring it down together with Kelden!
Lashing out, Kyra struck deeply into the fly demon.

(npc) Thetin______
Attacks Red 1.
Radiance (+1 cold iron warhammer) attack: 1d20 + 7 ⇒ (2) + 7 = 9 But missed.

Enemies______________________

Red 1- The demonic giant stands there dazed.
Red 2- The demonic giant fly turned and belched acid along a line catching Thetin and Kelden. 2d6 ⇒ (6, 5) = 11 acid damage, Reflex DC 15 half.
Red 3 – Attacks Thetin.
bite attack: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 for a possible 1d6 + 4 ⇒ (5) + 4 = 9 (plus disease)
Red 4-Attacks Kankai
bite attack: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 for a possible 1d6 + 4 ⇒ (2) + 4 = 6 (plus disease)
Red 5- The demonic giant fly turned and belched acid along a line catching Kelden and Carilain. 2d6 ⇒ (1, 3) = 4 acid damage, Reflex DC 15 half.

DM only:

Red1:11 Daze
Red2:20
Red3:20
Red4:3
Red5:4


Knowlege:Geography DC25:
There is something... off about the ships course. Can't put your finger on it though.


Sunny, Burian and Marius:
While helping with the foretopmen, you hear a rumor that Captain Ghirrak and Lord Avner got into a huge brawl belowdecks.

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