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Ebon Acolyti

DM Flykiller's page

366 posts. Alias of flykiller.


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That's two people to DMPC already... I have a player that may possibly replace Kyrul once we get out of this area.


Happy New Year, folks. I'm still waiting for Targi and Treize's actions before moving on with the combat.


saves vs Sleep: 2d20 ⇒ (19, 11) = 30
save vs Daze: 1d20 ⇒ 11

One of the goblins stumbles mid-charge and faceplants into the sewer filth, quite asleep. Before the other goblin even realizes what's going on, his face assumes a blank expression as he's dazed by Ferrucio.

I'll wait a bit for Illithia to post before we're off to Round 2.
Also, Happy New Year folks!


Round 1

Combat map

Two goblins armed with large jagged knives rush at you from the right tunnel with amazing speed. Even faster though are the three arrows which fly from the area covered in darkness.

Atk1: 1d20 + 9 ⇒ (3) + 9 = 12
Dmg1: 1d6 + 3 ⇒ (2) + 3 = 5
Atk2: 1d20 + 9 ⇒ (7) + 9 = 16
Dmg2: 1d6 + 3 ⇒ (4) + 3 = 7
Atk3: 1d20 + 8 ⇒ (20) + 8 = 28
Dmg3: 1d6 + 2 ⇒ (5) + 2 = 7
Confirm3: 1d20 + 8 ⇒ (18) + 8 = 26
Crit3: 2d6 + 4 ⇒ (2, 5) + 4 = 11

One of the arrows hits Bishop in the torso, but another pierces his throat and he falls down, unconscious. -11HP

Actually the surprise round shot should have inflicted 7 damage instead of 5, but that was an error on my part and I rule it in your favor.


The sin bonuses/penalties are of their own type and don't stack with themselves.


The party arrives at the T-section with full illumination. This allows Bishop to notice that their original tracks which lead to the left have been muddled by a bunch of small humanoid feet going to the right. Tracing the direction of the tracks, Bishop stares into the right tunnel. Where the light spell cannot pierce the darkness, it is totally black... Until a pair of bright dots suddenly flash in the dark, reflecting your light!

Initiative
Bishop: 1d20 + 3 ⇒ (9) + 3 = 12
Dario: 1d20 + 4 ⇒ (16) + 4 = 20
Dracius: 1d20 ⇒ 4
Ferrucio: 1d20 + 2 ⇒ (13) + 2 = 15
Illithia: 1d20 + 1 ⇒ (20) + 1 = 21
???: 1d20 + 4 ⇒ (20) + 4 = 24

Only Bishop can act in the surprise round

Atk: 1d20 + 11 ⇒ (12) + 11 = 23
Dmg: 1d6 + 1 ⇒ (4) + 1 = 5

Before Bishop can react, he screams in pain as an arrow hits him.
Immediately afterwards, you hear high-pitched shrieks from the right tunnel and splashes of several feet on the damp floor.

Dario:
It sounded very much like a Goblin war cry


DMPC'ing Kyrul
Kyrul intends to take advantage of the guard fascinated by Shalastar, moving behind him with manacles clutched in hand, waiting for a window of opportunity to strike. Readying an attack together with Targi.

Will save: 1d20 - 1 ⇒ (15) - 1 = 14
As Mordred casts his spell, The look on the guard's face becomes that of obedience.

Jack's arrow pierces the dog's ear, failing to inflict significant damage. -1 HP

Shalastar struggles to suspend the guard's disbelief for a long time. The guard suddenly becomes aware that he's surrounded by the people who want him dead ASAP. The clanking of Kyrul's manacles over his head alerts him and he turns to deflect the attack at the last moment. However in doing this he exposes his back to Targi's dagger, which finds a weak spot in his armor. Damage: 1d4 + 3 ⇒ (2) + 3 = 5 He cries out to Shalastar: "Look, I can't just let them cut me to pieces! Tell them to stop and then we'll talk unarmed!"

Treize inflicts additional wounds on the dog, which is bleeding in several places by now.

The wounded dog keeps pursuing Jack:
Bite: 1d20 + 3 ⇒ (9) + 3 = 12
Dmg: 1d6 + 3 ⇒ (6) + 3 = 9
Trip: 1d20 + 3 ⇒ (1) + 3 = 4
But it is weakened from the blood loss and fails to harm him.

The healthy dog stays focused on Treize:
Bite: 1d20 + 3 ⇒ (1) + 3 = 4
Dmg: 1d6 + 3 ⇒ (4) + 3 = 7
Trip: 1d20 + 3 ⇒ (2) + 3 = 5
But Treize is on his guard and skillfully evades the dangerous fangs.
EDIT: overlooked that one at first - it also triggers the Envy boon for Treize.

The flanked guard attacks Kyrul:
Atk: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
Dmg: 1d8 + 2 ⇒ (3) + 2 = 5
Not finding any armor to stop it, the sword cuts through Kyrul's flesh.

The dominated guard approaches Mordred as instructed. Moving from AB14 to X12, as straight as possible, I don't think he triggers any AOOs

The other ranged guard tries to shoot Mordred:
Atk: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
Dmg: 1d8 ⇒ 5
But his arrow does not connect due to the chaos of melee.

The last guard comes at Shalastar from behind the corner:
Atk: 1d20 + 5 ⇒ (1) + 5 = 6
Dmg: 1d8 + 2 ⇒ (8) + 2 = 10
He curses loudly as the sword hits the cell bars instead of almost helpless sorcerer and rebounds, flying off of his hand! This guard is Disarmed by a critical miss Treize notices this unlikely event and his spirits are lifted - surely such buffoons cannot stop them. Envy boon for the next round

Round 4
Mordred->Jack->Shalastar->Treize->Kyrul->Targi


Yes, the 18.x cells are unlocked and empty


You can post out of order if your actions are not contingent on other players' actions. If Kyrul does not post before my next post, I'll DMPC him.


Sorry, you're right. That makes it Kyrul -> Mordred -> Jack -> Shalastar -> Targi -> Treize.
So if you already act last and delay, your initiative doesn't change, right?


The wounded dog charges directly at Jack. Treize attempts to shove the guard's body in its path, but fumbles and the dog leaps unhindered, the body tumbling down like a rag doll behind it.
Atk: 1d20 + 5 ⇒ (19) + 5 = 24
Dmg: 1d6 + 3 ⇒ (1) + 3 = 4
Trip: 1d20 + 3 ⇒ (4) + 3 = 7
Despite the pain, Jack manages to withstand the beast's momentum and not fall down.

The guard near Tragen looks demoralized and confused by Shalastar's words. He approaches Shalastar as if hypnotized, seemingly oblivious of the other dangerous convicts around him. He asks meekly: "But... Isn't that the right thing? What would you have done?"

The other dog runs up to Treize and attempts to bite him.
Atk: 1d20 + 3 ⇒ (19) + 3 = 22
Dmg: 1d6 + 3 ⇒ (5) + 3 = 8
Trip: 1d20 + 3 ⇒ (6) + 3 = 9
Treize manages to tear away from the grip of the powerful jaws, at the cost of severed tendons and arteries. He is hurt badly.

Two more guards move in quickly, looking for tactical positions with their bows. The last guard switches to the sword&board and lags behind somewhat.

Round 3
Kyrul -> Treize -> Mordred -> Jack -> Shalastar -> Targi


Kyrul - I am being slow myself, for which I am very sorry but time just keeps slipping away between all the RL chores. Unless you want to cut this game off, you're welcome to stay. If you don't want to, I will have a replacement found.

Mordred - I've had my share of cramming during my uni years, but crying? That's taking it way too far. Crying never helped anyone prepare better, as far as I know. I'm sure you will be able to put the bad stuff past you.

Shalastar - In theory I'd say yes, but there are a lot of strings attached. First, there is no such thing in the game world as a generic lvl 20 sorceress. That would have been some very renowned or legendary individual who you must have seen personally or at least on many very detailed images to be able to impersonate. Second, those wings would be purely decorative and immediately discovered as such if touched. Third, there will still be a Will save to disbelieve the illusion, possibly with a penalty to DC if the disguise is especially out-of-place. But yes, you can use wings or tail or a nimbus or forked tongue or perhaps even smoke or lighting effects as part of your disguise.


Once again, the group heads into the sewers. The sickly smell is starting to feel familiar to Dario and Bishop.

After crossing the long tunnel, you arrive at the T-section, where the duo followed the tracks to the right.

I need your marching order, and lighting if you bring any. You can make Perception and Survival checks.


Dario and Bishop return to the headquarters. Ferrucio and Dracius finish recovering their magical energies. Illithia returns from the city, having met with the Children there and carrying the coins from the sold loot.

You have a lunch where the events are recounted: Dario and Bishop were chasing someone, presumably a goblin, through the sewers, and eventually stumbled upon a trapped gate with a fang symbol on it, behind which somebody, presumably more goblins, was waiting.

As you gather your things, the sun is still high up in the sky, but it is well past noon already.

Let me know if you're just backtracking the way Dario and Bishop went, or want to search for another entrance, or want to make a detour through a market to buy some supplies.


When I have time, I don't get the updates, and when I get them, I don't have time anymore :( Plowing through.


The dog's growl briefly turns into whimper as Jack's arrow hits him, but ultimately it only serves to anger the animal.

Kyrul - I didn't understand what you were trying to do, as you aren't flanking anyone at the moment. Do you want to delay until there is a guard in range?
Shalastar - the guard Treize holds is unconscious, you can either revise an action or I can direct your words at the guard at AA19 if that's OK. I've added a mark to the passed out guard to avoid confusion.


Oh, hi Gary! :)
While you're here...

Gary:

The guards' BAB is +2 and their Dex is 13, so I would think their Atk modifier with longbow should be +3, but it's +2 in the stat block... I'm ruling in the players' favor.


Being a fairly new DM myself, it's hard for me to imagine how an Assistant DM would work. E.g. how much communication will be required and how to ensure we don't post different things at around the same time. But I'm willing to consider the idea.


Guards' turn

The wounded guard's companion roars in frustration and tries to hit Tragen from the side: 1d20 + 5 ⇒ (4) + 5 = 9, but Tragen skillfully parries the attack.
His victim desperately tries to take advantage of this distraction: 1d20 + 5 ⇒ (9) + 5 = 14, and manages to heavily injure Tragen before collapsing from the massive blood loss into a growing puddle of his own blood.
Tragen takes 1d8 + 2 ⇒ (8) + 2 = 10 damage.

Seeing that the business has turned lethal, the rear guards command the dogs to attack and draw longbows themselves, taking sniping positions in the back room.

One massive dog charges at Tragen, jumping over the body of a guard and aiming for his sword arm: 1d20 + 5 ⇒ (10) + 5 = 15. Powerful jaws lock on Tragen and the weight of the beast plus the blood loss from the wounds is too much to bear. 1d6 + 3 ⇒ (1) + 3 = 4 damage

The other dog runs past the fray and approaches Jack and Treize, growling and snarling dangerously.

The guard previously wounded by Jack pops out of cover and takes a shot:
1d20 + 2 ⇒ (5) + 2 = 7, but the arrow just hits a wall.

Round 2. Kyrul -> Treize -> Mordred -> Jack -> Shalastar -> Targi


Mordred: I left you at T11 since that fits 'just outside the cell'. Let me know if this location is bad.
Shalastar: I moved you to T12 since that was the furthest you could go with one move action.

Jack's arrow goes wide, not even hitting a shield.

Tragen charges into the guard, who tries to hide behind the shield but underestimates the antipaladin's conviction. Tragen uses his momentum to kick the shield aside and drive the sword right into the guard's side with both hands. Blood gushes and the guard becomes deathly pale, though he does not fall immediately.


The wounded guard retreats to the guard room, peeking at you from behind the door. He is now out of sight for Jack and has cover vs the rest.
The two melee guards advance in an orderly fashion, shouting at you to drop everything and surrender at once.
The rear guards unleash the dogs but do not yet give them the kill command. The dogs are obviously trained at guard duty as they stand by the entrance, snarling at you.
Please post your combat actions.


The short standoff between Jack and the guard is interrupted by a sound of many boots climbing the ladder. Four more guards stomp into the guardroom from the below level. Two of them have swords and shields ready, the other two lead guard dogs on leashes.

The guard throws a glance backwards and shouts "Hold it, they got a hostage!"
At this moment, Jack's arrow leaves a piercing wound in his arm, causing a spray of blood, but more importantly, making him release his own bowstring.
1d20 ⇒ 4 But the stray arrow does not harm anyone.

Init: 1d20 + 1 ⇒ (2) + 1 = 3

Initiatives, gentlemen and a lady.


Dario - you did recognize a couple of Goblin expletives


Mordred tears off two patches with daggers, which immediately turn into actual daggers.
He then feels a strange warmth coming off the inverted pentagram. As he touches it, the image shifts beneath his hand, forming a pick made of bones - the symbol of Zyphus! Surely this must be a sign that the god wishes him to work with the strange visitor. When Mordred rips the patch off, it turns into a bone holy symbol, suitable for casting the spells which require divine focus


Sorry for the delay, was moving back from the business trip, then the national holiday, then a concert, and now I finally have some time but the boards are excruciatingly slow tonight :( So not sure if I'll manage to put in a full post.
How can I get my hands on the Mythic playtest? I've seen some recruitments but I'd like to famiiliarize myself with the rules before I jump in.


Perception DC20:

The heavy door muffles most sounds, but you think you can hear several high-pitched voices screaming about something, followed by a more severe, almost barking voice.

A dark and tense silence falls for several drawn-out moments, as you lie on the wet and stinky floor trying not to move or breathe. After a short while, another similar click can be heard from exactly the same direction, but no one seems to come out.


Dario is none the wiser regarding the meaning of the symbol.
However his advice of caution really pays off, as Bishop jerks him away from nearly stepping on a pressure plate. As they get about 30ft. close to the door, Bishop thinks he hears a soft click coming from somewhere in front of them.


I don't think you're supposed to decipher how objects work based on how they are depicted. There is supposed to be an element of guesswork and surprise. The only thing you can be reasonably sure of is that all of them are supposed to help you get out in some way. You can identify the contents of the vial after you've materialized it, and if you ever find yourself thinking "I wish there was a window around", you'll know what to do.


Was this really necessary considered you already activated it once?
The veil appears to be somehow hold objects bound into a form of embroidered patches. Once a patch is torn off, it is no longer bound by the magic of the veil, and immediately turns into the actual item. This effect is non-reversible.


Dario - in your studies concerning Westcrown, you are positive you have never came across this symbol bearing any prominence.
You could attempt Knowledge Dungeoneering though


Mordred finds that the veil radiates moderate transmutation aura.

Tragen, to his mild surprise and amusement, finds that both guards register as Good, even if the auras are a bit hazy and mudded.

The guard does not feel comfortable in Treize's charge range and retreats back to the door, blocking it. That's as of Round 3.
He keeps the bow ready and replies "My death won't help you, you're still doomed. There's no way out for you.", but you notice his aim is wavering. he is Shaken

I have full actions from Kyrul, Tragen, Treize and Jack, but not Shalastar, Targi and Mordred. I will resolve Jack's attack after I know all the actions.


I am not clear on who does what. For the sake of moving on, I will assume that Dario accompanies Bishop on his scouting mission, Ferrucio and Dracius rest and refresh their spells, and Illithia is off to her own business.
Using Janiven's map, Bishop and Dario traverse the long and damp tunnel that goes under the riverbed. They arrive at a dark T-section which has them stumped for a while, but with the help of Dario's magical lights Bishop manages to spot some dirty tracks leading to the right. You follow the tracks for a while until you hear splashing footsteps some distance ahead, heading away from you. You dim the lights and try to keep a low profile, however you don't think you're very successful as after about a minute you hear a shriek and the footsteps greatly accelerate, quickly vanishing ahead. You decide not to engage in pursuit and turn the lights on again, treading carefully. This might have just saved your lives as you spot a thin wire running across the tunnel. It is approximately chest-high, so that a goblin could freely move underneath it. Quite clever and hard to set up for the little buggers, if it was indeed them who did it.
You crouch under the wire and move on. Not long afterwards, the tunnel ends with a set of sturdy wooden doors, looking distinctly out of place in the sewers, as if taken from a gate somewhere on the surface and fitted here. There is a small barred window roughly on the level of your waist. From your position roughly 80ft. away, you cannot spot any guards. The gate bears a symbol - a crudely drawn bloody fang.



After the guard battle the sequence was reset, so Jack->Shalastar->Targi. Jack gets the same amount of actions as Kyrul as Kyrul's first action was spent on freeing him.


Mordred was already free, he just didn't bother to act, what with being afflicted by Sloth and all.
To quote Kyrul from the last page: "Once Kyrul is free he helps Mordred and then Treize. If no guards come he frees Shalastar, and continues until everyone is free."
Guards came as he was about to free Shalastar.


Ha-ha, okay :)

Treize's threats stop the guard, who does not want to risk ending up in your place for allowing you to kill his comrade. He switches to a longbow and keeps it trained on you, but does not shoot.
"Surrender if you have any sense remaining in those branded skulls of yours! You are in the most secure prison in all Talingarde, you stand no chance! Release him and surrender and I promise we are not going to hurt you! Do any more violence and I swear you'll be begging for a swift death at the executioner's blade!"

The guard throws a swift glance back as he finishes his speech, in anticipation of something.

1d20 - 1 ⇒ (9) - 1 = 8

Sense Motive DC8:

The last part of what he says is sincere, but his belief in the Brandenscar security is not as strong as he makes it seem. But he takes reassurance in expecting more guards to be here soon.

Initiative is not important for the next 4 rounds. If you decide to attack the other guard, his turn will be right after the first attacker, and then you'll act in order of posting. I need to know what actions you're going to take, limited to 2 rounds for Targi, 3 rounds for Shalastar, and 4 rounds for everyone else. After you're finished, roll Initiative again.


You are technically still in combat. You can take 10, but I need the order in which you go about freeing people.


The guard is armored in a standard-issue chain shirt. Aside from the soft but heavy leather club and the heavy steel shield, he also carried a longsword and a longbow with an arrow quiver. A large keyring with the cell keys is attached to his belt, but even a cursory glance is enough to see that all of them are too big to be used on manacles. It is unlikely he would have any reason to unlock you before the day of your execution.

Taking an item from the guard's body is a move action. I'm not sure Treize's threat is actually viable in the game terms, as a coup-de-grace can only be performed while armed, and it's a full-round action, so cannot be readied... but it looks dangerous enough to be treated seriously.


The chains, though quite old and rusty, are far too thick for Jack to break. The DC was exactly 24, believe it or not


Mordred only gets to see a glimpse of a corner with a chair in it through the half-open door; the chair is empty and the guard is out of his field of view at the moment.

Tragen finds his charge path blocked by Treize, who seems to have snapped out of the combat. Still, by circling around him, he ends up flanking the guard with Kyrul, holds his chin with one hand and delivers a well-placed blow with the other hand. The guard comes down like a sandbag, knocked out and bleeding, but still alive.

Perception: 1d20 + 2 ⇒ (11) + 2 = 13 Well it's about freakin' time

The second guard pops out of the door again. "What's taking you so..." He stops halfway through the sentence in surprise and horror, upon seeing unshackled prisoners standing over the body of his partner in an unlocked cell. He pops back and you hear a sharp whistle, and a moment later the guard runs into the room, drawing his longsword and shield. GET BACK! he screams, in fury and terror.
Standard action - blow the signal, move action - move X22->Y16 and draw the weapons

DM roll:

1d8 ⇒ 5

Treize -> Kyrul -> Mordred -> Tragen


Sometimes, for the sake of flow, players act in order of posting and then the DM posts the results of all the actions and acts for all the bad guys (or good guys, as it were). This simplified system works well where all the set pieces are arranged from the start. This fight isn't really like this, so initiative is fairly important here.
EDIT: But still, if there is just one enemy for you to beat on, it does not matter much in which order you post, I can arrange the actions when doing my post and if there is a conflict or an extra action, I will offer you to re-take it.


Kyrul moves in for a kill, and this time hits the guard squarely in the head with the heavy manacles. Blood sprays and the guard has to grab the bars to avoid falling down. When he sees that Tragen has simply torn apart the chains which were holding him, his eyes widen and the jaw drops open. There is nothing but fear left in him.

Round 2

Mordred? -> Tragen -> Guard 1 -> Guard 2 -> Treize -> Kyrul -> Mordred


Treize, you're right about the AOO... Shame on me. I'll process the remaining actions now.


Okay, sorry for the delay. The last few days have been of the 'work hard, party hard' variety. I should be able to post more often until next Thursday now.

Next weekend 17th-18th I'll be flying back home so will be in the same situation as Treize. But I should be able to do an update on Monday 19th.

On a positive note, the campaign link should now have proper (if smallish) map with tokens which you should be able to move around. Further on in your combat posts please state the starting and ending positions of your token so that I could keep track of your movement (if there is any).

The state of the map is before Kyrul's turn. If Kyrul wants to get in a flanking position, he'll have to move past the guard and provoke an AOO. Please confirm or revise the action.

The cell door is placed awkwardly between the grid lines, but as it is about 5-feet wide, I will count that the guard blocks it completely. If you want to get from T10 to T11, you'll have do it through S10, which currently has the guard. If at some point you'll want to get from S10 to S11, you'll have to do it through T10.


If you agree on sending Bishop to scout alone, I'm going to need Stealth, Perception and Survival checks from him


Now this is getting interesting :)

Perception: 1d20 + 2 ⇒ (1) + 2 = 3
the other guard must have gone to use the loo...

In an impressive display of physical prowess fueled by the burning emotion, Tragen's chains creak and finally give in, allowing him to enter the fray.

Initiative: 1d20 + 1 ⇒ (18) + 1 = 19

The look Treize gives him, however, holds something more than simple surprise...

And we have our first Sin penalty kicking in!

Kyrul and perhaps Mordred yet to move in Round 1.


I think I didn't define the DM/player roll policy yet...

In general, if you didn't make some roll I require to process the event, then I'd like to be able to do it myself. This might include Initiative rolls when entering combat, opposed checks, passive rolls from special abilities etc. But if you went ahead and did the roll yourself in the anticipation of something - more power to you, I will use your result then. Hope that's alright.


The guard is standing in the doorway. And you can catch up as a 5-foot step. Disarming provokes an AOO and has a -4 penalty if attempted unarmed.

As the guard retreats to the doorway, he also readies a heavy wooden shield. Sorry, that was his move action for Round 1, what I meant when I wrote about the 'defensive stance'.

Treize attempts to take advantage of this distraction and wrestle the guard's club away, but in his current emaciated state cannot compete with the brute.
AOO: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Dmg: 1d6 + 2 ⇒ (3) + 2 = 5

Shalastar continues to scare and demoralize the guard with his poison-laced words.


Mordred:

No, you can't see him at the moment. But that's a good thing for you, anyway :)
I suppose you can ready an action vs the second guard's appearance.


I wanted to upload a better map with tokens and cell indices, but Google Docs are acting up and don't let me open an upload form :(

With +2 from FE and +2 from flanking that's a 13 vs a flat-footed guard without a shield. You barely miss.

As the guard abruptly reacts to Treize's sudden assault, Kyrul tries to knock him out but his blunt strike just harmlessly glances off the guard's chain shirt.

Round 1

Perception: 1d20 + 2 ⇒ (1) + 2 = 3
The guard attempts to call for aid, but to his horror, he finds that his voice abandons him and he lets out but a whimper. Nevertheless, he grips his club with two hands and attempts to club Treize into submission.
Atk: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13 - miss!
Dmg: 1d6 + 3 ⇒ (5) + 3 = 8

The heavy swing forces Treize to recoil to avoid it, and the guard seems to be restoring faith in himself. He takes a step back to block the exit with his body, and assumes defensive stance. no in-game effect

Treize->Kyrul->Mordred


I am just hesitant to kick off the Round 1 because it starts with the guards' turn, and Kyrul's surprise action has a potential to change what guards do (hell, even him failing to act will have its own outcome). I will be busy tonight so I might not move things forward until tomorrow night.

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