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DM Talomyr's page

1,406 posts. Alias of Talomyr.


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Grand Lodge

DM Rolls:

Encounter Chance 15%: 1d100 + 10 ⇒ (45) + 10 = 55 - None

Base Chance 25% - Modified for camp and medic below

Disease - Adara: 1d100 + 10 + 5 ⇒ (7) + 10 + 5 = 22 Type: 1d2 ⇒ 1 = Mindfire
Disease - Dereje: 1d100 + 10 + 5 ⇒ (14) + 10 + 5 = 29
Disease - Estietre: 1d100 + 10 + 5 ⇒ (40) + 10 + 5 = 55
Disease - Lawdrak: 1d100 + 10 + 5 ⇒ (12) + 10 + 5 = 27
Disease - Mizu: 1d100 + 10 + 5 ⇒ (74) + 10 + 5 = 89
Disease - Aerys: 1d100 + 10 + 5 ⇒ (16) + 10 + 5 = 31
Disease - Gelik: 1d100 + 10 + 5 ⇒ (49) + 10 + 5 = 64
Disease - Ishirou: 1d100 + 10 + 5 ⇒ (74) + 10 + 5 = 89
Disease - Jask: 1d100 + 10 + 5 ⇒ (22) + 10 + 5 = 37
Disease - Sasha: 1d100 + 10 + 5 ⇒ (50) + 10 + 5 = 65

Morale - Aerys: 1d20 + 1 + 2 - 2 ⇒ (4) + 1 + 2 - 2 = 5 - Panicked
Morale - Gelik: 1d20 + 2 + 2 - 2 ⇒ (4) + 2 + 2 - 2 = 6 - Panicked
Morale - Ishirou: 1d20 - 1 + 2 - 2 ⇒ (3) - 1 + 2 - 2 = 2 - Frightened
Morale - Jask: 1d20 + 8 + 2 - 2 ⇒ (9) + 8 + 2 - 2 = 17 - Normal
Morale - Sasha: 1d20 - 1 + 2 ⇒ (2) - 1 + 2 = 3 - Shaken

You awaken to an already steamy, rainy morning on the Shiv. Weather aside, the night was not too terrible. The morning finds the feeling of dread taking a tighter grip on a number of your companions Aerys, Gelik, Ishirou, and Sasha have noticeably more dire thoughts about being stuck on the island and their chances of escape. Though Jask seems a bit more upbeat.

You all rested about as well as could be expected save for Adara who is feeling fatigued in both mind and body.

Adara, give me a DC 15 Fort save for yesterday's disease and a DC 12 Fort Save for this morning's.

Adara if DC 15 Save fails:
Take 1d6 ⇒ 4 STR damage

Grand Lodge

In a completely unrelated note, Lawdrak, there was a potion of lesser restoration that you all found on the most recent shipwreck.

Also now that you have leveled you have the opportunity to try and identify the potions that were not successfully identified from the Jenivere.

Grand Lodge

Looks good to me.

Grand Lodge

The potion brings the Kellid druid back to consciousness, though still badly injured.

Shortly after getting Lawdrak back on his feet, the party returns to camp, arriving shortly after sunset.

"You folks look like you ran into a spot of trouble. Let me see if I can help out a bit." Jask says.

Gathering the group around, Jask asks Nethys for aid for his fellow castaways.

Channel Positive Energy: 1d6 ⇒ 2
Channel Positive Energy: 1d6 ⇒ 6
Channel Positive Energy: 1d6 ⇒ 5

"There, now you all look a bit better."

Anything you would like to do at camp before I make the requisite checks for during the night? When you awake in the morning you will all be Level 2. Please put your leveling changes in the discussion thread.

Grand Lodge

Despite Adara's best efforts, the young Kellid continues to drift in and out of consciousness.

There were a few potions of cure light wounds in the Jenivere. Who has those? As is, Lawdrak is at 0 hp and staggered.

Grand Lodge

Between Mizu, Dereje, and Sharpmaw, the remaining zombie is hacked to ribbons.

Searching the hold and what is left of what you assume to be the captain's quarters, you do not find much in terms of gear for survival other than a few tattered, but still usable blankets. On the other hand you do find a couple handfuls worth of assorted coins, two potions, a tanglefoot bag, and fine quality cutlass, crafted of alchemical silver.

Perception DC 11 - Potion 1:
Potion of Enlarge Person

Perception DC 12 - Potion 2:
Potion of Lesser Restoration

The coins are Chelish in mint and consist of 35 gp, 105 sp, and 35 cp. The blade is a masterwork alchemical silver cutlass.

What now?

Grand Lodge

Mizu and Dereje combine to hack into one of the zombies, but fails to drop the undead monstrosity.

Sharpmaw chomps down on the other zombie's neck, separating its head from its body.

DM Rolls:

Target (1=M, 2=E, 3=D): 1d3 ⇒ 1
Slam: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

The remaining zombie bashes into Mizu with a thunderous blow, still intent on feeding its unholy hunger on the flesh of the samurai-ko.

Mizu takes 7 damage. The party is up.

Grand Lodge

Mizu and Dereje both score damaging strikes on the zombie, Mum is not so fortunate as her spear strike goes wide.

Adara drags the unconscious druid out of harms way and casts a curative spell on the Kellid. Unfortunately, Lawdrak's wounds were so great that the spell was not able to revive him.

Lawdrak at -3 and stable. Sharpmaw has an action before the zombies go again.

Grand Lodge

Adara, Oracle of Fire wrote:

Did I get skipped?

Sorry about that Amara. I will update tonight.

Grand Lodge

In the chaos of trying to maneuver around the hold of a old shipwreck and attempting to fend off burning undead, the party is lucky just maintain their ground let alone finish off the zombies.

DM Rolls:

Orange Zombie
Target (1=M, 2=E, 3=L, 4=A): 1d4 ⇒ 3
Orange Slam: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Green Zombie
Target (1=L, 2=A, 3=S): 1d3 ⇒ 1
Orange Slam: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

One of the burning zombies begins to lurch out at Mizu, but falls to the ground in flames before it can do much of anything. Perhaps smelling something particularly appetizing on Lawdrak the remaining zombies claw and tear at the young Kellid's flesh, severely damaging the druid.

Ouch. My apologies Lawdrak feel free to look at the spoiler above the dice seem to have it in for you. Lawdrak takes 15 damage. The party is up.

Grand Lodge

5ft step is not a problem. Now hopefully for the party's sake, someone can land a hit!

Grand Lodge

Estietre's shot sinks into the hold's floor, falling short of her intended target.

DM Rolls:

Blue Zombie Slam, Mizu: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Orange Zombie Slam, Dereje: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Green Zombie Slam, Adara: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Confirm Orange Zombie Slam?, Dereje: 1d20 + 4 ⇒ (10) + 4 = 14
Extra Damage: 1d6 + 4 ⇒ (1) + 4 = 5

The lone remaining zombie that is not ablaze shuffles forward and tears into Dereje's flesh. The most badly damaged creature flails at Mizu unsuccessfully, while another claws at Adara, leaving long finger width gashes in the oracle's already withered arm.

Dereje just barely avoids a critical hit and takes 7 damage. Adara takes 6 damage. The party is up. (Yes I have account for the burn damage the two burning zombies take this round.)

Grand Lodge

Lawdrak does his best to heal the injured paladin while his faithful companion removes the head of the zombie in front of him.

Estietre is up. Sharpmaw has a move action remaining if you would like to do something with it.

Grand Lodge

@Adara: Are you casting defensively? If so, give me a roll.

Two of the zombies catch fire, including the one badly damaged by Mizu and Dereje.

DM Rolls:

Reflex Blue: 1d20 + 0 ⇒ (1) + 0 = 1 1d4 ⇒ 4
Reflex Orange: 1d20 + 0 ⇒ (20) + 0 = 20
Reflex Green: 1d20 + 0 ⇒ (6) + 0 = 61d4 ⇒ 4

Grand Lodge

As Estietre loads her crossbow, two of the zombies, hungry for flesh, grab and claw at Dereje while a third lurches toward him. The agile paladin is able to avoid the attack of one of the undead, but is struck heavily by the one coming up on his side.

Meanwhile, the zombie Sharpmaw took a chunk out of, unsuccessfully tries to repay the favor.

DM Rolls:

Blue Zombie Slam @ Dereje: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Green Zombie Slam @ Dereje: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Red Zombie Slam @ Sharpmaw: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Dereje takes 8 damage. The entire party is up.

Grand Lodge

Sharpmaw stomps over toward one of the zombies, taking a large, disgusting bite out of the undead creature.

Estietre is up. Followed by the zombies.

Grand Lodge

Adara launches a javelin, but it deflects off a beam and lands well short of its intended target.

Mizu's strike just glances off of the rubbery, water-logged flesh of undead monstrosity.

Dereje has a bit more luck as he slices deep into the creature's rotting flesh, releasing a gush of foul-smell combination of sea water and liquefied internal organs.

Lawdrak, Sharpmaw, and Estietre are up.

Grand Lodge

Be thinking about what you would like to do for 2nd level. After the fight in the shipwreck, you will level.

Grand Lodge

The Golden Bow

Having decided it was worth their while to investigate another ship, the party boarded the wreckage of the Golden Bow. Fortunately the remains of the Golden Bow were in significantly better condition than those of the Tattooed Lady.

Carefully walking across the creaky, worn planks of the ship's deck, the castaways descend into the ship's hold. There is a heavy smell of rot and decay in the hold. The noise of shuffling bodies and the moans of eternal torment fill the air.

DM Rolls:

Stealth: 1d20 + 0 ⇒ (3) + 0 = 3

Adara Perception: 1d20 + 0 ⇒ (10) + 0 = 10
Dereje Perception: 1d20 + 0 ⇒ (14) + 0 = 14
Estietre Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Lawdrak Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Mizu Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Sharpmaw Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Adara Init: 1d20 + 3 ⇒ (13) + 3 = 16
Dereje Init: 1d20 + 3 ⇒ (6) + 3 = 9
Estietre Init: 1d20 + 2 ⇒ (12) + 2 = 14
Lawdrak Init: 1d20 + 0 ⇒ (20) + 0 = 20
Mizu Init: 1d20 + 3 ⇒ (7) + 3 = 10

Zombie Init: 1d20 + 0 ⇒ (9) + 0 = 9

Initiative Order
Lawdrak & Sharpmaw
Rotting, Shambling Corpses

The entire party is up.

Grand Lodge

The castaways travel southeast, running across an empty dimorphodon nest about twenty minutes into their latest journey. Seeing nothing of note in the nest the party travels along the coast, trudging slowly along rocky, sandy beaches.

Along the way you see two small islands, similar to that which you found the remains of the Tattooed Lady. Roughly an hour into this leg of the trip you run across the remains of another ship beached on the shore of the Shiv.

As you approach the shipwreck you see just barely discernible in golden paint the words Golden Bow.

Current time: 1730.

Grand Lodge


You are at the red "X" on the Roll20 map. The shoreline continues southeast where you are at, or you could continue inland. Where to?

Grand Lodge

The party quickly sweeps the wreckage of The Tattooed Lady finding little of note. The few items that have not been swept out to sea are very badly damaged by the daily cycle of sea water and scorching sun.

Back to the main island I assume, where to from there? It is ~1630. Sunset is at 2000.

Grand Lodge

High tide is a few hours off. Baring a very significant delay, you will be long gone before it hits.

Grand Lodge

Looks like all of you, including Estietre's familiar, but not Sharpmaw, can make it across without having to actually make a roll. Sharpmaw will have to roll a swim should you want him to cross. If you do not intend to cross let me know.

The party reaches the shore of the small island. Most of the plant life is low lying vegetation. The most distinct feature on the island is the shipwreck. Getting a bit closer you can see what looks like it may have once said The Tattooed Lady painted on the exposed, port side of the wreckage.

Upon closer inspection it appears that the wreckage has been here for quite some time and is in very poor shape as the starboard side has been impaled upon several large, jagged rocks.

Survival or Knowledge (Nature) DC 12:
You imagine it is not uncommon for the majority of this island to be underwater at high tide.

Grand Lodge

Looking out over the waters you see that there is a bit of churn, but not so much that the swim out to the island would be overly difficult

DC 10 for those without an actual swim speed. This a role you may "take 10" on. Please make sure you take any armor check penalties you may have into account.

As she scans the island as best she can from shore, beyond the shipwreck, Adara does not see anything of note on the island beyond some low level plant growth and the occasional crab.

Grand Lodge

DM Rolls:
1d100 + 10 ⇒ (88) + 10 = 98

The worst of the heat of the day passes uneventfully. Shortly after the scorching conditions nominally subside, the party gathers up and heads out to the east.

After traveling and exploring for just shy of a hour, you reach east coast of the island. Looking out into the sea, you see a small island about a ten minute swim off the coast of the main island. Nestled into the southeastern shore of the smaller island you see the remains of a ship.

The map on Roll20 has been updated. Where to? Continue to explore the main island? Swim out to the shipwreck? Something else entirely?

Grand Lodge

Campaign Tab updated

Grand Lodge

While relaxing as best she can during the sweltering heat, Sasha confesses something of note to the rest of the castaways.

"I really do appreciate you retrieving these delightful little creatures for me. Mother never really allowed me to have a pet, but then again we were always on the move with her being a rather high ranking member within the Red Mantis Assassins." she says, almost matter-of-factly, and certainly not pausing for any of her fellow castaways to interject.

"Anyway, I picked up a few tricks here and there and would be happy to teach you one of them if you have the time."

Anyone who spends a day practicing her techniques gains a permanent +1 (un-typed) bonus on Initiative checks.

Grand Lodge

"Mizu is right, Adara. A superficial wound more than anything, although you are certainly fortunate to have fought off the snake's venom." Jask says, inspecting the wound before unleashing a burst of positive energy.

Channel Positive Energy: 1d6 ⇒ 2

As the heat drags on Sasha curls up with one of the dimorphodons. "After this blasted heat lets up a bit, I'll go back out to see about some meat to go along with the fruit."

Ishirou and Aerys keep watch at opposite sides of the camp, not necessarily trying to avoid each other, but more trying to keep a more balanced and diligent watch over the camp.

Gelik approaches the exploration party and asks, "Anything interesting? Find any shipwrecks?"

Grand Lodge

1) I will update the campaign tab this evening when I get home, yes Sasha's quest has been fulfilled.

2) As far as antitoxin goes, I would say use the standard alchemical agent crafting rules in the CRB, using the viper venom as your starting material. One catch is making a successful survival check to safely remove the venom glands.

3) No, you do not have to keep making diplomacy roles. The NPCs will have to continue to make daily morale checks until they reach a certain point.

Grand Lodge

The heat is really beginning to become unbearable as the group trudges back into camp.

"Welcome back. Find anything of note?" Jask says as you arrive.

Sasha seems to have the young dimorphodons well in hand and even managed to gather a fair amount of edible fruit while you were gone.

Anything you wish to do/anyone you want to talk to during the three hours you are in camp?

Grand Lodge

Roughly 5 hours.

Grand Lodge

The party continues westward after the minor altercation with a viper.

As you reach the southern shore of this portion of the island you see sitting upon cliff side some fifty feet above you another winged reptile. This one, larger than the dimorphodons you have previously encountered, must have a wingspan of at least thirty feet.

At least for now, the creature seems to either not notice you, or is simply paying you no mind.

Looking inland, you see significant tree cover. You imagine that you could seek shelter there should you not wish to return to camp immediately.

Knowledge (Nature) DC 13:
This creature is a pteranodon. Unlike its smaller cousin, the dimorphodon, pteranodons are not known to be venomous.

You have now been traveling for 1 hour. 1 hour back to camp would put you at 1200, just in time for the hot part of the day.

Grand Lodge

Angered and perhaps causing her to strike too wildly, Mizu chops at the snake with her katana, sinking the blade deep into the earth. As the serpent slithers to the side to avoid Mizu's attack, Dereje steps up and cuts a long gash into the body of the snake.

Adara sets her arms aflame and lashes out at the viper, dealing it a leathal blow as the smell of burning snake flesh fills the area. Adara's strike is not without consequence as the viper sinks its fangs deep into the suli's arm with its dying breath.

Fortunately for Adara, she is able to fight off the venom injected by the snakes's bite.

DM Rolls:

AoO on Adara: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 ⇒ 3

Adara Fort Save DC 13: 1d20 + 1 ⇒ (18) + 1 = 19

Adara takes 3 damage. Combat over. You have traveled approximately 30 minutes. Continue west?

Grand Lodge

The viper coils back and lashes out at Mizu again. This time the serpent's fangs find their mark biting into the samurai-ko's leg.

DM Rolls:

Viper, Bite: 1d20 + 2 ⇒ (17) + 2 = 19 vs. Flat Footed AC
Damage: 1d4 ⇒ 1

Mizu takes 1 point of damage.

Mizu Fort Save DC 13: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 (guidance)

Mizu, Dereje, Lawdrak & Sharpmaw are up to end Round 1. Adara and Estietre can post Round 2 actions.

Grand Lodge

The party gathers up and begins to travel west, leaving the care of the young dimorphodons to the their fellow castaway, Sasha in particular.

Heading west, the group trudges through thick over-growth. Sticky humid conditions and biting insects are problematic, but nothing that can not be overcome.

The trip through the jungle-like conditions is uneventful until Mizu feels something strike at her boot, fortunately the bite glanced off of the protective leather as she quickly looks down to see a seven foot long blue and black serpent.

With only one creature, I'm not going to bother with a map for this one. Adara and Estietre are up before the Viper goes. The viper is directly next to Mizu and well within a move action of the rest of you.

DM Rolls:

Viper Stealth: 1d20 + 8 ⇒ (18) + 8 = 26

Adara Perception: 1d20 + 0 ⇒ (2) + 0 = 2
Dereje Perception: 1d20 + 0 ⇒ (6) + 0 = 6
Estietre Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Lawdrak Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Mizu Perception: 1d20 + 3 ⇒ (17) + 3 = 20

Target: 1d5 ⇒ 5

Surprise Round Bite: 1d20 + 2 ⇒ (10) + 2 = 12 vs. FF AC

Adara Init: 1d20 + 3 ⇒ (20) + 3 = 23
Dereje Init: 1d20 + 3 ⇒ (3) + 3 = 6
Estietre Init: 1d20 + 2 ⇒ (12) + 2 = 14
Lawdrak Init: 1d20 + 0 ⇒ (1) + 0 = 1
Mizu Init: 1d20 + 3 ⇒ (5) + 3 = 8

Viper Init: 1d20 + 5 ⇒ (7) + 5 = 12

Initiative Order
Lawdrak & Sharpmaw

Grand Lodge

Which way? I've heard both east and west. It is possible to find shelter for the few hours of the day that are too hot do much else if you want to go further than an hour out.

Grand Lodge

Between Lawdrak's and Adara's efforts, the young dimorphodons are eased enough that they allow themselves to be drug along behind the part in their nest.

Large bits and pieces fall off of the nest during the hour and half long journey back to camp and by time you arrive the nest is in shambles.

Seeing the party return, Sasha's eyes widen. "You've brought five of the little darlings! How wonderful!" she exclaims rushing over toward the now badly damaged nest.

Current time ~1000. Two hours until it starts to get really hot."

Grand Lodge

What do you want to do about the dimorphodons? Take them with you? How? How many?

Grand Lodge

At first the young dimorphodon snaps at Lawdrak, out of fear more than anything, but eventually warms up to the Kellid druid.

The hatchlings are bit stand-offish when Adara kneels down as well, but after a bit of time the dimorphodons begin to warm up to her as well.

Call it another 30 minutes to get all five to the point where they aren't going to immediately bite you. Current time ~0830.

Grand Lodge

The dimorphodon hatchlings are currently tiny and will be small in a couple of weeks, assuming they live. Dragging them in their nest is a possiblity, but will increase your required travel time by 50%. (i.e. 45 minutes to get back to the cliff base and an additional 45 minutes to get back to the camp. The only concern is that the hatchlings will likely try to bite whomever tries to pick them up and they are venomous. Might be a good time for Wild Empathy.

Grand Lodge

The party follows Lawdrak through the thick undergrowth leading up to the top of the cliff side.

Arriving at the top of the cliff you see the dimorphodon nest, containing five young and noisy dimorphodon hatchlings.

How many do you wish to take? Who is removing them from the nest and how are you transporting them back?

Grand Lodge

You would also have the option of seeking shade/shelter while you are out if you are inclined to a longer trip out.

Grand Lodge

Ok. I think I will continue to roll initiative for you and will begin rolling saves (in combat) and standard perception checks that I put in spoilers (like the most recent check to hear the dimorphodons).

For a critical (life/death or incapacitation) type save, I will still leave those to you.

Fair enough?

Any other thoughts or requests?

Grand Lodge

Visually following the cliff line, you imagine it would take you easily another thirty minutes to reach the top via a safer route.

Recap of potential timing: 30 min out from camp. An additional 30 min to reach the cliff top. 30 more min to get back to where you are and another 30 min to return to camp. Assuming you left camp 0700, that would put you back at camp at 0900 (also assuming no other delays). 1200 - 1500 is the time that is dangerous due to heat.

Grand Lodge

Standard climb is at 1/4 speed DC 15. Accelerated climb is 1/2 speed and DC 20. The cliff is 40 feet, so for a character with a 30 move at standard speed, 4 checks (5 ft, 10 ft, 5 ft, 10 ft). 3 checks at accelerated speed (15 ft, 15 ft, 15 (10) ft). Obviously the DC can be decreased with a climbing kit or finding a good place to anchor a rope.

Grand Lodge

Quick poll.

In situations when we start a combat, I roll initiative for you.

Would you like me to do the same for perception checks like the one you have at the cliff side in order to try and pick up the pace a bit?

Any other suggestions? Feel free to reply here or PM me, which ever you feel more comfortable with.

Grand Lodge

Adara, Oracle of Fire wrote:

Do I need to mark anything down as the result of the illness, DM Talomyr?

Not as of yet. You have contracted a disease, but haven't suffered any actual mechanical effects as of yet. Tomorrow morning you will have to make another save or suffer the ill effects of the disease. Two consecutive successful saves will be needed to clear the disease.

Grand Lodge

The party travels roughly thirty minutes to return to the cliff side where the dimorphodon nest resides.

The height of the cliff side looks a bit daunting, to Lawdrak and Adara in particular. The former still weakened from the dimorphodon's venom and the later due to a general feeling of weakness and muscle soreness.

Perception DC 15:
You hear the shrieks of the young dimorphodons from the top of the cliff.

Survival DC 12 if you succeed on the Perception check:
The noises being made by the young dimorphons indicate that they are both scared and hungry.

DC 15 to climb the cliff side without aid.

Grand Lodge

Are you heading back to the dimorphodon nest before heading east or are you heading out right away? If it helps, there are more dimorphodon nests on the island.

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