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Damon Griffin's page

Goblin Squad Member. RPG Superstar 2013 Marathon Voter. Pathfinder Campaign Setting, Companion Subscriber. 1,191 posts. No reviews. 5 lists. 1 wishlist.


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Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

I agree with Persistent and/or Bouncing. Since many of the witch's hexes only have one chance to affect a given target, it helps to give her spells additional opportunities to be effective.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

Three-dimensional spatial coordinates don't matter much, but as far as the fourth dimensional coordinate goes, I'd like the point where I die to be several decades in the future.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

Silverado, Blazing Saddles, Hunt For Red October, Glory, Apollo 13, Princess Bride, The Magnificent Seven...

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Krensky wrote:
Yeah. Read the whole thing again. I used those words but I did not say what you replied to.

You absolutely did. I not only read the whole thing, I quoted (above, not in my original message) your entire response to Fergie. The bolded part is exactly what I replied to. I don't get where you think you're being misquoted, taken out of context or whatever.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Krensky wrote:
Damon Griffin wrote:
Um, I'm not sure why you responded to something I never said. I was reaponding to Fergie's belief that veterans are dangerous crazy people ready to violently snap and kill us all.

Um, you did say it.

Saturday, 4:46pm (emphasis mine)

Krensky wrote:

Correlation does not equal causation Fergie, and you haven't even shown that. Just as many, heck, more violent crimes have been committed by civilians.

Also, there are massive differences in kind between those three events that make linking them together ridiculous.

Marathon Voter 2013

3 people marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber
ShadowcatX wrote:
It might seem like it happens a lot,but the truth is, over all it doesn't. There are thousands of cities across the U. S. and many of those with their own police force, not to mention state and national law enforcement agencies, and other random law enforcement agencies (like tribal police). And still, most officers never fire their weapon.

Agreed; as a percentage of total policemen on the job, most never fire outside the target range, and most of the shootings that do occur may be legitimate. As an absolute value though, the number of unecessary shootings by cops is both Much Too High and Unknown, since despite 20-year-old DOJ requirements, no one is actually tracking the number of shootings/killings by policemen.

And the job does tend to attract, along with those with a sincere desire to protect and serve, those who get off on power trips or who think they need to weapon up to protect themselves from the dangerous/godless/filthy <insert any group here.> Krensky mentioned that law enforcement is a popular career for former military, which tends to attract the same mindsets.

ShadowcatX wrote:
Also, no a policeman's job is not to bring the suspect in alive or die trying, that would be ridiculous. Their job is to serve and protect the public interest. Sometimes that requires violence, but it should never require the officer surrender his life.

Agreed, it is not a policeman's job to recklessly endanger his own life to protect the life and health of a suspect. However:

1) the use of lethal force needs to be a last resort, not a first instinct;

2) the person the cop is aiming at is a suspect who has not had the benefit of due process and may not even be the person he's looking for;

3) even if the only way to stop a suspect from fleeing is to shoot him, it never makes any sense to kill someone over a non-violent misdemeanor (especially given #2 above);

4) the cop accepts some risk, including risk to his life, when he puts on the uniform; he's not entitled to try to create a zero-risk environment for himself by shooting a suspect without legitimate provocation;

5) policemen should be held to a standard of reasonable fear/suspicion as a justification for the use of lethal force.

ShadowcatX wrote:

Where America falls down is in following up on shootings. Look at the Michael Brown shooting for instance, that might have been a good shooting or it might not have, but the response to it by the police has been horrible. (If the circumstances had been reversed and Brown had shot an officer I bet they damn sure would have gotten crime scene photos, dead batteries not with standing.)

Which isn't to say that the police in America aren't overly violent, especially against minorities, but it isn't a nationwide plot to oppress people, it is a few bad apples who get away with murder because they're buddies with the people who are investigating.

One thing that feeds into this is that state/local laws are poorly or too broadly written. In many jurisdictions, as long as a policer officer says he was in fear for his life, he's automatically covered by local law. No need to justify his fear or prove anything, just the "fear for my life" statement on record will do it, and that's absurd.

A second thing that feeds the problem is the "thin blue line" or "brotherhood in blue" mentality that creates an "us vs. them" perspective that goes beyond cops vs. thugs to cops vs. civilians. This is not to say that the police are against anyone who isn't in a blue uniform, more like "civilians don't understand what it is to be a cop; us cops have to stick together." In sticking together, a lot of very good cops fail to speak up when bad cops are bad, so they aid in concealing and perpetuating the bad behavior simply through inaction. Nohwear and Fergie touched on this.

Third, what investigations are made into bad behavior are made internally, either by the agency itself or by the local DA's office, who work with and depend on the agency they've been asked to investigate. Independent investsigators should be used.

Krensky wrote:

Just as many, heck, more violent crimes have been committed by civilians.

Yes, but there's not usually an expectation of walking free without even an indictment. Even George Zimmerman, covered by Florida's absurdly worded Stand Your Ground law, was indicted and tried for second degree murder and manslaughter. You're comparing apples and oranges when you compare shootings by civilians to shootings by policemen, since it seems the latter group is rarely indicted.

JonGarrett wrote:

A year ago, I'd have said police officers should wear cameras for both their own protection from complaints (of you can show a video of the person complaining about being talked to was naked, smothered in mayo and wielding a 2x4 then the complaint tends to be less likely to take too seriously) and for the public's protection, but honestly...we've seen police officers shooting people to death, choking people to death and in one video that still haunts my dreams spending ten minutes beating a mentally ill man to death while he screams for his daddy to save him.

And none of these of are apparently crimes.

It remains true that police should wear body cameras for their own protection and that of those they encounter. The more video out there of police misbehaving, the larger the public outcry for change. Such video has been able to get charges of assault on a cop or resisting arrest dismissed. Suspect's word against the cop's isn't generally going to go in the suspect's favor -- and the suspect may actually be a criminal scumbag, though innocent of assault/going for a weapon/etc. -- which will allow that minority of bad cops to keep on lying.

Charlie D. wrote:

My police officer friend has a stellar multi-year record in law enforcement. He testifies as a expert witness. He should not have to have a camera on him to prove his innocence, his word should be good enough unless evidence shows something to the contrary.

My friend has a wife and kids. He is active in the community.

Say he tells a big guy to get down on the ground (the guy just roughed up a shopkeeper). The big guy attacks, punches my friend, fights him in his squad car.

Should my friend die for this felon? Or should he shoot the criminal and go home to his family?

My friend deals with the scum of the earth. Child molesters, child abusers, pimps, rapists you name it.

He needs to be able to threaten them and rough them up if they don't comply so he can stay safe and so can the rest of us.

How about an armed intruder? Say some criminal goes to an elementary school and is killing kids and teachers. If my friend is first on the scene he may have to go in alone to protect those people. He has training and gear but so many things can go wrong. Yet cops go in to those situations all the time to protect life. And what other option is there? No police response? Those opposed to police officers using violence should decide what other option is there? Criminals running over everyone?

Do some small number of cops violate procedure or break the law? Sure. Should all cops be judged as guilty until proven innocent? Hell...

I accept your word that your friend is an exemplary human being and is representative of most of those who share his job description. He has a smms there. Here's the problem: cops don't deal with those types exclusively, and a small but active minority of cops treats eveyone they encounter as if they automatically belong in that category.

And I don't think anyone here has suggested cops can't defend themselves, using up to and including lethal force if necessary. A lot of cops -- not the ones like your friend -- are too ready to jump to lethal force in order to take down a dangerous jaywalker who shoplifted a handful of cigars, or to dogpile a seller of unlicensed cigarettes, or anyone who commits the capital crime of Not Doing Any Damn Thing I Say Fast Enough.

I haven't seen anyone here suggest cops should be regarded as guilty until proven innocent or that all cops should be painted with the same brush. But they're not entitled to a guarantee of innocence or immunity from consequences, either. Cops are people. They're not saints or angels.

Charlie D. wrote:
A police officer is more trustworthy and valuable to society than a criminal. So if a person can be proven to be a criminal (robbed and roughed up someone on video, hit a police officer, etc.) and gets hurt by the police, I would side with the police in that case. I do not want to live in a society where the police have to prove they are trustworthy if they have done nothing wrong and criminals can hurt people without fear of police using deadly force against them.

I trust you never find yourself on a jury where a cop is involved. Based on your statements here I do not think you could possibly be objective. A good police officer is valuable to society. A bad police officer is the complete opposite of valuable. You can't pretend the bad ones don't exist just because they are a minority of cops. And if you know there are bad apples out there, you can't grant blanket immunity from suspicion to everyone in uniform. They are entitled to what the rest of us are and no more: innocent until proven guilty, and a requirement to document your actions is not an oppressive, intrusive or prejudicial requirement. "Why do I have to clock in to work? I said I got here on time. I'm an honest person. Why do they make me prove I was punctual?"

Charlie D. wrote:
It makes no sense to me to trust criminals and feel bad for them at the expense of police officers who have no record of wrong doing. Especially when the trauma of a violent confrontation with a criminal will be something the police officer has to live with the rest of his or her life. Or hopefully he or she gets to live with, if the police officer survives in the first place.

First, if you automatically take all cops at their word, the bad ones will never have a record of wrong doing.

Second, even a career criminal may be 100% innocent of the crime for which he's being sought/detained/beaten/tased/shot and if he lives through it he may be traumatized long term; if he doesn't live through it, his family will be. You believe that if a cop kills a murder suspect who did no more than refuse to get down on the ground fast enough, and is in fact innocent of that crime, it's okay because the guy had a list of misdemeanor drug charges as long as his arm?

I can't even respond to your comments on the whole Feguson thing. I just -- no, I think thejeff covered it pretty well.

Charlie D. wrote:
You notice in this story no one looked at training issues, leadership issues, or other possible failures at a department level (for example something like encouraging racial profiling). Only the police officer is determined to be at fault by the very person who would likely next take the blame if the police officer had poor training or directives.

Now this is a good point. The officer who did the shooting is the one who gets into the news because he's the one that can be definitely identified. Many parts of his support system may have contributed to the outcome, but determing that is a long term process subject to a great deal of interpretation, so it doesn't get as much airplay.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

Elves are immune to magical sleep effects, but I see nothing in the racial writeup to suggest they don't sleep naturally on their own; the slaying arrow does its thing when it "strikes" a creature of its keyed type, but nothing says it has to be fired from a bow/crossbow.

Wait for the elf to go to sleep, then you and the witch simultaneously stab him in the neck with both bolts of elf slaying. Coup de grace automatically hits, elf needs to make two DC 20 Fort saves withhis low CON. Failing one might still kill him, you didn't list his hit points. Failing both saves definitely will kill him. Then you just have to figure out how to save yourselves from all those crusader paladins.

But as you mentioned, you don't really need him dead, you just need to get the ring off him. Wait until he's asleep and take the ring off his hand. If you have the grease spell via a scroll or wand, use that on the ring first.

If the ring has started to talk to him, the GM might decide it's intelligent, always awake and would warn the elf he's being robbed, causing him to awaken. For that reason, cast hold person on the sleeping elf before anything else. "Can't take any action" means he can't open his eyes, so he won't know it's you even if he wakes up and feels someone tugging on his hand.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Kirth Gersen wrote:
I had a book, supposedly chronicling interstellar journeys, with absolutely gorgeous paintings of the natives of each planet. Doesn't sound like the one you're talking about, but, damn, I wish I still had it now that Miss Gersen Jr. is on the way. All I remember is that one dude was mounted on a colorful giant lizard, and one planet had a "native water shrew."

Could this be your book?

Reading this thread triggered a memory of a book I had decades ago. It wasn't a novel. The book was laid out in such a way as to tell a traveller to made-up planet <I forget the name; and I think the book covered several planets, all invented just for this book> what to expect in terms of both the journey, and the desination's gravity and so on. No lavish color illustrations, but there were diagrams. I think the book was directed more at immigrants than tourists, but can't be sure after...what, 40 years?

EDIT: And I think I just found it.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

Bundle received! Thank you!

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
MMCJawa wrote:
There is plenty of horror fiction dealing with evil incarnate in the shape of a child. The Omen series, The War of the Flowers, Eden Lake, The Children, Children of the Corn, etc. Where protagonists are faced with the choice of letting a child go who is destined to destroy the world, or worse, having to choose between defending themselves with lethal force, or letting a pack of murderous children do them in. You can do complex stories on the theme without being immature.

I'm not familiar with all of the sources you cited, but for the most part I agree in principle.

As for "a child who is destined to destroy the world", I don't believe in destiny as an immutable thing. This is basically the "kill Hitler as a child" situation. In our timeline, Hitler was shaped by his experiences, made choices, and did what he did. Different experiences could have led to different choices. He wasn't born evil.

Now, in some stories the child isn't truly a child at all, but a demon who is masquerading as a human child. That you can kill with no qualms. I'm not sure how Damien would qualify here. Was he a human child who was molded into the Antichrist by guided experience, or was he a demon soul brought into the world through the mechanism of human birth?

If you are being attacked by a pack of murderous children, you are entitled to use whatever means are necessary to survive, but the key word there is necessary. You can't outrun them? You can't stop at injuring/disabling them? Perhaps you can't, and if you can't, using lethal force in self defense isn't evil.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

I believe many people here are addressing the wrong point, for a couple of reasons.

First, the race of the creature is mere detail. The main issue seems to me to be that the helpless young of intelligent beings were slain out of hand, for the heinous crime of existing. That's evil.

Second, it doesn't matter whether all orcs are evil or not. A PC's morality is determined by what he does, not what other creatures do. If killing helpless, elderly/infirm, or surrendered adults of good alignment is an evil act, it remains an evil act if those helpless, elderly/infirm, or surrendered adults are neutral or evil.

Now, committing a single evil act shouldn't change the PC's alignment, espdecially if he feels conflicted about it, but...yeah, killing kids is evil. It just is.

I do agree with thejeff that the GM set up a no-win situation, but the players could have tried to force the issue. Just because the GM hadn't previously established the existence of an orphanage to reform non-human infants, doesn't mean there wasn't one somewhere; the PCs apparently didn't ask.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Senko wrote:
Not sure how you plan to suspend the collar aa it's tight up against your neck. However I'd rather instead of people trying to outthink the scenario I'd rather just an answer to the question.

I think you should be responding to someone else here; I never mentioned the collar.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

I'm running two PCs in Carrion Crown with extra traits (had to take the Additional Traits feat to do it) and in both cases it's been more flavorful than powerful:

Aasimar Cleric


Combat Anatomist
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer.
Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.

Faith Sacred Conduit
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most.
Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Regional Soldier of the Faith
You have served as a faithful enforcer of your faith.
Benefit: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Campaign Inspired by Greatness
Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the influence and impact of your idol.
Benefit: Choose one spell you can cast. From now on, you always cast this spell at +1 caster level.

Ratfolk Ranger


Combat Threatening Defender
You know how to avoid a blow while still maintaining your offensive posture.
Benefit: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Social Rich Parents
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances.
Benefit: Your starting cash increases to 900 gp.

Regional Dim Seer
You were raised in the shadows and are accustomed to noticing things there.
Benefit: You gain a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.

Campaign On the Payroll
Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long career, thousands of people throughout the world served his needs and benefited from his generous wages (usually covered by his academic benefactor at the time). He had contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times. Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best.
Benefit: Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Zhayne wrote:
So ... I'd probably just grab a big-aft weapon (well, the biggest I can lift) and, if a fight starts, hope I can at least serve as a distraction.

"Biggest weapon you can lift" is a big mistake. Even from SCA mock combat decades ago, I can tell you that holding things out away from your body tires your arms quickly. You need to be able to swing, keep swinging and resume swinging at something else without overtaxing your arm(s).

Shields are especially tiring, as they tend to weigh more and you have to hold them up and out for defense against an active opponent even when you aren't attacking. If you forego a shield in favor of using your weapon to block/parry, you want to be able to move that weapon quickly, not draaaaag it from one side of your body to the other.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

True dat.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

Yes, the GM bundle.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Guang wrote:
I'm not about to try to prove that dragons can or can't fly because of their wingspan or anything like that.

FWIW, I always assume that dragons, pegasi and other such creatures have a racial psionic ability to provide lift, and that the wings are only there for thrust and steering. That takes care of the wingspan problem.

We now return to the dicussion of fantasy astrophysics. One of my favorite things about gamers is that threads like this exist.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

Patrons are a core ability for witches, same as major hexes. If the patron grants you the spell, I would think that shocking grasp counts as a core spell for you.

However, shocking grasp caps at 5d6 regardless of your caster level, so unless you can somehow apply the intensified metamagic feat to a spell-like ability (not normally possible), you'll still be limited to 5d6.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

I think you are dreaming if you think a decent setting book would not eventually produce, or at least generate mass requests for, additional supplements.

With that in mind, Paizo shouldn't do any non-GU (Golarion Universe) settings. They have more than enough irons in the fire already. No matter what they say about adding staff to cover new product lines, I find it hard to believe that developing Pathfinder Elder Dragon Firely Scrolls of Malazan wouldn't further delay setting releases detailing Arcadia, Vurda and Southern Garund.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Senko wrote:
Putting the stuff on doesn't seem to be turning people into their characters.

So, my Response #1, then.

Senko wrote:
As for how I'd react in this situation I'd dress up as what I'd like to be because even if there is no magic I'm out of shape and not really a fighter so I'll probably be dead by dawn anyway I'm going out with a LARP to remember.

I do not want you, or anyone with a "screw it, we're doomed anyway" attitude, in my party. Feel free to run ahead of everyone else and get yourself killed. Your death may be instructive.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

TV Guide (magazine) had listed a new episode for tonight, mentioning Gordon at Arkham, but my DVR's on-screen menu listed "Grandma Got Run Over by a Reindeer."

Possibly the network changed the schedule after the magazine went to print. Something similar happened with tonight's "Scorpion" on CBS: TV Guide listed a new episode at 9:00 Eastern, but instead there was a rerun at 10:00.

Personally, I think this is evidence of our timeline having been altered by persons from the future. Presumably some major tragedy (present or future) was averted within a few days after the magazine went to print, with the ripple effects causing tonight's TV network schedules to change.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

No to all of them. Given the drawbacks, nothing there is even a bit tempting.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

Response #1: It would require a lot more than waking up in a warehouse full of fantasy props to convince any rational person that magic is suddenly real, so there'd be no point to dressing up as a wizard or cleric; there's no expectation you'd be able to exploit their class strengths. Ditto the racial "suits"; no reason to believe that giving myself pointed ears would suddenly grant low-light vision or whatever. (On the other hand, that would be a simple enough experiment, so see Response #2 below.)

I would suspect I'd been dropped into an RPG-themed version of "Saw" by some lunatic, ignore the racial suits and adopt light armor and a couple of weapons I might reasonably expect to use untrained: staff and a light sword, probably. This is not because I consider myself to be a competent Fighter; I don't. It's because the Fighter's skill set is the easiest of the four for a mundane to fake and the easiest of the four to pick up quickly.

Response #2: Assuming that from observing others it becomes apparent that adopting a racial suit or class-appropriate gear does somehow grant the abilities linked to that race/class combination, I would still stay away from Wizard, because there are too many unknown variables in terms of spells available, etc. I'd probably stick with Fighter, but on the assumption that whatever is granting racial and class abilities will now make me compenent with whatever gear I choose, I'd get slightly heavier armor and weapons, and add a bow. I presumably don't know what game system/edition is being simulated here, but I would probably add a racial suit that has the best chance of increasing my STR and CON: dwarf or half-orc.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

In no particular order:

Evil Roy Slade
Doc Savage: The Man of Bronze
The Shadow
The Stand (TV miniseries)
Shogun (TV miniseries)
Shawshank Redemption
Monty Python and the Holy Grail
Princess Bride
The Magnificent Seven

Yeah, that's 11. I'm sure I can find a half ounce of cargo to jettison.

Marathon Voter 2013

1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber
Joe Homes wrote:
My favorite part of this job, therefore, has been encountering those issues before they get published, then bugging the designers and developers about them directly.

You have just become one of my favorite people.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Hama wrote:
Speed force can feed that calculations into his mind, giving him perfect speed sense.

Huh. Well, since no one knows how the Speed Force works, I can't argue with that. :)

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Cthulhudrew wrote:
His suit has a radio transceiver or wi-fi or something built in it, as well as all kinds of instrumentation they use to check his vitals; who's to say it doesn't have a speedometer, too?

Perhaps it does, but there's never been any indication that Barry has direct access to any of the data collected by the suit. It's transmitted back to the rest of the team who read it on monitors. The suit doesn't have a heads-up display. I kind of doubt it has internal audio he can activate to give him a private "...515mph...637mph...716mpg...823mph..." he could react to in real (accelerated) time, which is more or less what he'd need in order to make any real use out of "How fast to I have to go in order to...?"

Yes, they have definitely been clocking and recording his speeds, whether by using an onboard speedometer or by rapidly refreshing his GPS location and calculating the speed from that. But do you think the average track star can run "twice as fast" with any precision on the first try just by deciding to pump his legs harder? I'm not talking about a normal human runner deciding to increase his speed from 27.44mph (highest on record, and that's Usain Bolt on a 100-meter sprint) to 54.88mph, I'm talking about someone who has always trained at a running speed of 12mph suddenly being asked to sprint at a speed of not less than 24mph. That speed may well be achievable for that runner, but how can he reliably hit 24mph rather than 22, 23 or 23.7mph without trial and error? He can't.

Similarly, I don't see Barry being able to hit/exceed the speed needed to run up a building, and the different speed needed to run on water, and the different speed needed to punch Girder given a running start of 5.3 miles, all on his first try. I'd like to have seen 5 seconds of film -- or even 5 seconds of expository dialogue -- where he tries crossing water in an outdoor training/test session and doesn't have the speed quite right; tries to run up a wall and falls back onto a pile of air mattresses. Anything to show he's building up to things, rather than being dropped into a dramatic situation where he not only has to exceed past performance, but do so by a fairly precise margin, and on the first try, or face disaster.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

The Great Refuge, in the Himlayas, is one of three different locations the city of Attilan occupied in the comics. The Himalayas do not border Hunan province, but who knows how far from "home" Skye was when she was found?

The "Asians" in the last episode might have been intended to represent Tibetans or Nepalese.

If Skye's father is the Inhuman called Maximus the Mad, well, he's persona non grata in Attilan and might as easily have been in Hunan as anywhere.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

Maps? Yes, please! griffin AT idworld DOT net

Thanks very much.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
ShinHakkaider wrote:

The end of IRON GIANT?

That is a great ending. "...Superman..."

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Fallen_Mage wrote:
And I agree, who in their right mind would complain about the Flash running on water or up a building?

The Flash absolutely should be doing those things, but it did bug me that both times he waited to ask Cisco "how fast would I have to run in order to...?"

It's not like he wears a wrist speedometer; he doesn't know how fast he's going unless someone clocks him. Dude, just run as fast as you can and hope for the best.

Marathon Voter 2013

7 people marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber
havoc xiii wrote:

Can hipsters watch Marvel movies?

Yes, so long as they watch them ironically.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

But did she leave the house to Howard or to Stuart?

Marathon Voter 2013

7 people marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber

Boxing glove arrow FTW!

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

The Aunt May movie was never happening, it was just a rumor that took off.

How I wish that were true of Blogger von Doom. :(

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Mark Moreland wrote:
That's what the Aztecs thought. Colonists often have other plans...

In many parts of the Americas, the spread of disease did a lot of the European colonists' work for them. That probably won't be the case in a world where remove disease can stop a disease vector well before 80-90% of the native population has been lost. That will leave the colonists vastly outnumbered, even assuming a technological advantage.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

I'm hoping that the human population of Arcadia won't be entirely ecovative of the Central and Southern native cultures (Aztec, Maya, Inca, Olmec, Toltec, etc.)

While I won't say those influences have been done to death, and I trust Paizo to do a good job, those civilizations have been used more often in fantasy games and literature than the Anasazi or Mississipian Mound Builders, or even tribes familiar to our own 17th-19th Century North American settlers.

Golarion has never been intended as a collection of direct Earth culture analogues, so it's understood that Azlanti art and architecture, and that of any cultural descendants in Arcadia, are not Aztec or Mayan. But the inspiration is obvious, and I hope to see examples of Arcandian cultures as obviously influenced by North American indigenous peoples as well.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
justaworm wrote:

From what I remember, the "friendly" faction of morlocks behave quite neutrally. Were they all stated evil? If so, this was an easy thing for the GM to change though. One problem here is that due to the nature of the darklands, seemingly nothing sentient is non-evil. It would also have been nice if your only allies weren't also the "food" for everything else living in the city, but it does kind of add to the flavor ... ;)

They didn't behave as evil toward us, but since the Bestiary stats them as evil and notes a predeliction toward cannibalism, they were presented to us as sort of "alignment Pathetic Evil." Udarra pinged the detect evil radar. It's true the urdefhan were worse, and we were in the position of having to ally with both the lesser and least of three evils against the worst of the lot: the serpentfolk. This is not a position a LG Cleric or a Paladin care to be in. It didn't much trouble our LN Ranger or LN Fighter, though they did think the urdefhan were pretty much a-holes, continually rude and threatening toward us for no particular reason, even after we killed their traitor and brought back his gear.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

Some of the draw effects seem problematic, as they occur at some undetermined future time.

Comet - Single-handedly defeat the next hostile monster or monsters encountered to attain the next experience level.

That's not easy information to convey in-character.

Flames - Fight a randomly generated outsider to the death, and assume that it attacks the character within 1d20 days.

Someday soon a random outsider of unknown type/power will fight you to the death? Unhelpful.

Rogue - One of the character's NPC friends (preferably a cohort) is totally alienated and made forever hostile. If the character has no cohorts, the enmity of some powerful personage (or community, or religious order) can be substituted. The hatred is secret until the time is ripe for it to be revealed with devastating effect.

So the drawer has no clue about the card's effect. "Huh, guess this one was a dud..."

The Fates - Avoid (or reverse) even an instantaneous occurrence if so desired. Note that this card does not enable something to happen; It can only stop something from happening or reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure the situation.

Vizier - This card empowers the character drawing it with the one-time ability to call upon a source of wisdom to solve any single problem or answer fully any question upon her request. The query or request must be made within 1 year. Whether the information gained can be successfully acted upon is another matter entirely.

As cool as these last two are, it would feel unsatisfactory to me to have a tattoo appear on the back the the PC's hand along with a mental download advising them of the specifics of when it can be used. I would probably try to insert an encounter with some fey creature in trouble, who "blesses" the PC with the effect stipulated by the card when given the needed assistance. But then like the Rogue, the card will appear to have no effect when drawn.

Marathon Voter 2013

1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber

Speaking as someone who just finished as a player in this AP, I can tell you we weren't as put out by Kline having arrived (as noted by Zhangar, in Ilmurea rather than Saventh-Yhi) before us as we were by:

(a) the high reverence he receives from the morlocks, who think he's the Second Coming of the old Azlanti (minutes after we rescued an Eando Kline who could barely stand on his own, we freed and armed a couple hundred morlock prisoners, and joked that those who survived the escape would tell everyone the story of how the Great Kline freed them.)

(b) the rather facile info-dump the PCs get from Kline, which amounts to "No need for you to investigate anything, I already know what's going on and have a plan for what you should do next. Just follow my lead." He also made a big deal out of the fact that he would be able to lock the seven spears into place at the start of Book 6 (thus preserving the fiction of Azlanti blood and his status with the morlocks.) Kind of wish we'd taken him down a peg by using UMD to do that ourselves, but IIRC there was a chance -- maybe 15%? -- of not achieving the needed result that way, so we let him use his ioun stone.

So, yeah, I'd agree with those who advocate removing Kline from the story. It doesn't matter how many people reach the lost city ahead of us if we're the first to successfully exploit it, but handing over the directorial reins to a pompous and deceitful NPC 2-3 levels below us was a bit irritating.

EDIT: On a completely different note, our group would have much preferred that the whole morlock community had been replaced with something neutrally aligned. Our players always have Good or well-behaved Neutral characters, but every AP puts them in situations where theye have to ally with evil characters or groups to get things done. That sort of thing can be an interesting roleplaying challenge if done rarely, but quickly gets tiresome.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

The OP said it was hardbound, otherwise Serpent's Skull would fit. Our group just finished that one.

We killed Ydersius and all we got was this lousy t-shirt.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

Ah, right, forgot about that one. No telling what's in there, I believe it's basically a vertical stack of independent dungeons.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

The only hardcover Paizo adventures are Shackled City (which isn't Pathfinder and AFAIK doesn't involve snake-kin) and the anniverary edition of Rise of the Runelords, which definitely does not feature snake-kin, so it much be 3pp.

Doesn't sound like Razor Coast, either.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
Adahn_Cielo wrote:
Also, remember that a wand of Ill omen is a very powerful and cheap "weapon" for your familiar, and it meshes well with the SoS nature of the witch.

Agreed. It was one of the six wands my lyrakien carried in her quiver.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
zanbato13 wrote:
That sounds very useful but I won't be able to afford a lot of that in Society, and not to critique, I don't think a lot of that would be an issue or compatible for Society.

I don't keep up with what is and is not PFS-legal, but apart from potent weapon, which is a 3pp spell, I can't think what in my description should be a problem.

zanbato13 wrote:
What kind of witch were you? Hexes?

Plain vanilla witch. Agility patron (which in retrospect was probably not my best choice, but I'd be our group's only arcane caster and I wanted access to cat's grace and haste.)

Hexes (incl. one Extra Hex from feat): Cackle, Evil Eye, Flight, Fortune, Misfortune, Slumber, Ward

Major Hexes: Ally (3pp), Retribution, Major Healing

Grand Hex: Life Giver

I also took the Split Hex feat.

zanbato13 wrote:
What dangers affected your lyrakien?

Mainly area of effect spells. And she was damn near killed by our own Ranger once, when he got hit with confusion and she was the only nearby ally.

zanbato13 wrote:
If you had a nycar and the hex vulnerability spell, how do you think things would have gone?

It's just a matter of personal taste, but I wouldn't have taken a nycar. It just seems a lot more useful to me to have a familiar who can speak, fly, detect auras at range, use magic items and employ spell-like abilities than one who can swim and is hard to kill, but otherwise offers me nothing in the way of "Improved". Before I chose a lyrakien I was considering a brownie.

I'll grant you that with the familiar doing double duty as a witch's "spellbook", a nycar probably saves you from the expense of a stone familiar as a backup hard drive.

Hex vulnerability, though, I'd have been all over if it had been available earlier in the game. As it is I picked it up as a favored class bonus when I hit 17th level -- the end of the AP, but ahead of the added-on part our GM ran (we ended up at 19th level/Mythic Tier 3.)

zanbato13 wrote:
Also, what is the ultimate grand use of commune? I don't see it as that helpful

I don't think I suggested there was anything "ultimate" or "grand" about commune. It's useful to have, and even better if you don't have to shell out 500gp to ask a few Yes/No questions.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber
thejeff wrote:
Well, if it wants to follow the standard Batman origin, Bruce should eventually leave town for years and travel the world becoming the best at everything. All of which should be off camera, since the show's called Gotham.

The background you describe happens to be the one I subscribe to, but it's not the only one, nor explicity spelled out in the original version. Although it certainly makes sense, it isn't vital to Batman's core identity that he leave Gotham and travel the world, only that he train to be excellent in the skills he needs. He's still "absent" from Gotham in the sense that he's a kid, largely sequestered in the Manor, with no power to affect things.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

She would often back up our Rogue for scouting ahead. The Rogue was stealthy and had great Perception, but lacked darkvision or the constant detect evil/detect magic the familiar brought to the table. We were much better prepared when the two of them went forward together.

She also wore a tiny efficient quiver to carry up to six wands (javelin- or spear-sized objects, for her) so she could save the 'casters a round or two applying abundant ammunition or potent weapon or whatever, or to toss off an extra sound burst or 5d6 lightning bolt for that little extra bit of damage. One of her carried wands was cure critical wounds, and having her fly around (80', perfect) tapping our badly wounded as needed freed the Cleric and Paladin up for offense throughout the battle.

We relied on her commune ability several times, both before our Cleric reached 9th level and on days when he didn't prepare that spell. Once or twice her truespeech came in handy. I think the last useful thing we had her do was carry a portable hole that contained a certain deity's skull; anyone carrying the item, even within an extradimensional space, incurred 3 temporary negative levels for as long as contact persisted, and we didn't need any of the PCs under that cloud while we went off to battle the god in question.

Marathon Voter 2013

3 people marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber

Batman should never appear on the show.

I think someone else may have said this already (it could have been on a different messageboard) but the show should run as long as it runs, with Bruce gradually learning about fighting, forensics, etc. as a B plot; the final scene of the last episode should show a bat flying in through Bruce's window, while Bruce gets a look of "That's it!" on his face.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

The myrakien's abilty to remove fatigue and exhaustion once a day can be very useful. Having access to commune once a week without your cleric having to spend 500gp on incense is great. Constant detect magic, detect evil and freedom of movement are pretty awesome as well.

My witch has never regretted her choice of a lyrakien.

BTW, I later gave mine Evolved Familiar: Skilled for a +8 racial bonus on UMD.

Marathon Voter 2013

Pathfinder Campaign Setting, Companion Subscriber

Our party of six (all Level 17 + 2 Mythic tiers) just capped the AP by fighting a CR 29/MT 10 version of Ydersius and no one was really happy with the way it went. As scary as Ydersius looked and as concerned as the GM was that we'd TPK, it went very much the other way. (NOTE: This was close to Lizander's version but not identical. I haven't done a line-by-line comparison of the two, but our opponenet had AC 50, Init +28/+8, 702 HP, etc.)


Mighty Mythic Avatar of Ydersius CR 29 / MR 10
XP 6,553,600
CE Huge outsider (chaotic, evil, extraplanar, mythic)

Init +28/+8; Senses blindsight 120 ft., darkvision 120 ft., scent, true seeing; Perception +34
Aura frightful presence (300 ft., DC 39), unholy aura (DC 33)
AC 50, touch 36, flat-footed 36 (+4 deflection, +9 Dex, +24 natural,
–2 size, +5 dodge)
hp 702 (28d10+168); regeneration 30
Fort +33, Ref +27, Will +33, second save

Defensive Abilities DR 15/lawful and silver and epic, DR 9/- (does not stack with DR15), block attacks, fortification (50%); Immune acid, fire, mind-affecting effects, paralysis, petrification, poison, sleep; Resist electricity 20; SR 40
Weaknesses vulnerable to decapitation

Speed 80 ft., climb 70 ft.
Melee bite +51/+51 (2d6+30/19–20/x3 plus poison), 2 claws +51 (2d6+27), tail slap +46 (2d8+15 plus grab)
Space 15 ft.; Reach 15 ft. (20 ft. with tail)
Special Attacks constrict (2d8+20), fast strike, noxious breath, poison, powerful bite, toxic blood, mythic power (10/day, surge +1d12), mythic magic (3/day)
Spell-Like Abilities (CL 20th; concentration +28)
Constant—true seeing, unholy aura (DC 33)
At will—dream, geas/quest, greater dispel magic, permanent image (DC 31), poison (DC 29), unhallow
3/day—baleful polymorph (viper only, DC 30), demand (DC 33), dominate monster (DC 34), maximized flame strike (DC 30), freedom of movement, mass suggestion (DC 31)
1/day—blasphemy (DC 32)

Before Combat Ydersius casts freedom of movement before climbing from the chasm.
During Combat Ydersius attacks with the savagery of a constrictor and the speed of a viper. He attempts to subject as many foes as possible to his poisonous attacks, using Awesome Blow to knock opponents into the Chasm of Retreat, if possible. He uses his tail to constrict spellcasters, and casts baleful polymorph on dangerous warriors to take them out of the fight.
Morale Ydersius fights until his head is severed from his body, at which point his headless body thrashes mindlessly around the cavern before once more fleeing into the Chasm of Retreat.

Str 41, Dex 29, Con 24, Int 10, Wis 23, Cha 26 (+5 to all Ability Checks – Mighty)
Base Atk +28; CMB +55 (+61 grapple); CMD 74

Feats Awesome Blow, Combat Reflexes, Critical Focus, Great Fortitude, Greater Grapple, Improved Bull Rush, Improved Critical (bite), Improved Great Fortitude, Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Sickening Critical, Stand Still, Power Attack (Mythic), Iron Will (Mythic), Great Fortitude (Mythic), Improved Critical (Mythic) (Bite), Improved Initiative (Mythic)

Skills Acrobatics +28 (+36 jump), Bluff +30, Climb +37, Escape Artist +39, Intimidate +40, Knowledge (nobility) +22, Knowledge (planes) +22, Knowledge (religion) +22, Perception +39, Sense Motive +28, Stealth +34; Racial Modifiers +8 Escape Artist, +4 Perception, +4 Stealth

Languages Aklo; telepathy 200 ft.

SQ bound to Material Plane, powerful blows (claws)

Special Abilities

Bound to Material Plane (Ex) Although he is an extraplanar creature, Ydersius is bound to the Material Plane until he has fully regenerated and is completely restored. As a result, spells such as banishment, dismissal, and the like have no effect on him.

Fast Strike (Ex) Ydersius strikes with unnatural speed and precision, allowing him one extra bite attack at his full base attack bonus. This effect is not cumulative with similar effects such as haste, and does not actually grant a second action.

Noxious Breath (Su) Ydersius can exhale a venomous cloud of mind-numbing pheromones in a 30-foot spread every 1d4 rounds. Breath—inhaled; save Fort DC 37; frequency 1/round for 6 rounds; effect 1d4 Wis; cure 2 consecutive saves.

Poison (Ex) Bite—injury; save Fort DC 37; frequency 1/round for 6 rounds; effect 1d6 Con; cure 2 consecutive saves.

Powerful Bite (Ex) Ydersius applies twice his Strength modifier to bite damage.

Regeneration (Ex) No form of attack can suppress Ydersius’s regeneration—the snake-god regenerates even if disintegrated or slain by a death effect. If Ydersius fails a save against an effect that would kill him instantly, he rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon his remains.

Toxic Blood (Ex) Ydersius’s blood is both acidic and poisonous to those it contacts. A creature that strikes Ydersius with a slashing or piercing melee weapon, an unarmed strike, or a natural weapon takes 2d8 points of acid damage and exposes itself to a contact poison. Touch—contact; save Fort DC 37; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.

Vulnerable to Decapitation (Ex) Ydersius can only be defeated by severing his head from his body, either with a vorpal weapon or by reducing him to fewer than 0 hit points, then decapitating him with a coup de grace attack. Even then, both Ydersius’s head and body live on. His head immediately decays into an inert skull, while his body is blind, deaf, mindless, and limited to claw and tail slap attacks. If the head is held to the body, it reattaches, eventually restoring the snake-god.


Mythic Abilities - Should have 11

Block Attacks, Dual Initiative, Fortification, Mythic Magic, Powerful Blows, Second Save

Block Attacks (Ex)
Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed).

Dual Initiative (Ex)
The monster gets two turns each round, one on its initiative count and another on its initiative count – 20. For example, if the monster's initiativeis 23, for its first turn it could make a full attack (and take a 5 foot step) atinitiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monsterspell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature's round or the start of its turn such as saving throws against ongoing effects or taking bleeddamage), only the monster's first turn each round counts toward such durations.

Fortification (Ex)
The monster has an 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.

Mythic Magic (Su)
Up to three times per day, when the creature casts a spell, it can cast the mythic version instead (as with all mythic spells, the creature must expend mythic power to cast a mythic spell in this way).

Powerful Blows (Ex)
The specified attack adds 1-1/2 times the creature's Strength bonus on damage rolls instead of its normal Strength bonus or half its Strength bonus.

Second Save (Ex)
Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if it's still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as if it had succeeded at its initial saving throw.

If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.

Once in the Boneyard, we put the head back in place, and got a surprise round the instant he regenerated above 0 hp. We hurt him pretty bad there. The group's archer alone did 179 HP, this being just before the paladin's shared smite activated.

Ydersius had the highest initiative (as well as the lowest, thanks to his Dual Initiative) and his first action was to try casting baleful polymorph on the archer who'd taken his headless avatar from full HP to well below zero in a single round, back in the Darklands. The spell didn't go off, because three PCs got attacks of opportunity -- a paladin, plus a fighter and rogue under the effects of a shared smite; they hit him for a combined total of 187 points, bypassing all his DR.

Then we all got our regular turns, killed him most sincerely dead before his end-of-round inititive came up, and cut off his head so Pharasma could judge him. I didn't catch every PC's damage that round, but it was 281 from the fighter and 459 from the archer.

Not one PC took a single point of damage or was affected by a single spell or spell-like ability. We've gotten very attached to our characters over the course of the AP -- these are the same six we started the adventure with -- but we'd all have enjoyed the final battle more if it had lasted several rounds and cost the lives of multiple characters. We'd have been able to resurrect the casualties later as long as the cleric or witch survived.

On the other hand, I believe things would have gone very differently if the GM had chosen to full-attack the paladin instead of trying to polymorph the archer. He would have saved himself 187 HP of damage from AOO's and very likely reduced the paladin to single-digit hit points if not killed her outright in the first round. That would end the shared smite, which as it was added over 400 bonus HP to the collective damage done by the paladin, fighter, rogue and archer in the [only] round following the surprise round.

One crit against the paladin, or a loss of 6 CON from the poison bite plus better-than-average damage rolls from the four attacks, would have put the paladin below her negative CON score. The archer had fewer HP to start with and would have been even easier to take out at the end of the same round. After that, the remaining PCs would probably have had zero chance of survival.

At these levels it really is all about who wins initiative.

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