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Darigaaz the Igniter's page

Pathfinder Society Member. 1,228 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Neo2151 wrote:
How would you GM a Dragon attacking your party?

Step 1: prebuffing. If the dragon's attacking the party either it knows about their exploits through minions/allies/contacts or has spent some time observing them directly (from very far away) and any dragon worth their scales will plan accordingly.

Step 1a: if you hear them trying to prebuff (and you should), do so at the same time, setting up a counterstrategy. dragons should have huge perception and spellcraft scores, they will know what you're doing and how to best counter it.

Step 2: wear them down. Hit and runs attacks with spells and breath weapons. flyby attack. get in, blast them, get out, encounter over. come back several minutes later. you'll be burning through healing spells/items and wearing down protection from energy spells they might have. sic some of your minions on them in between flybys.

Step 3: most importantly, attack from unexpected directions. icy pass as you're a white dragon? pop out of the ice wall behind them. Rocky terrain for a copper? wall crawl like the demented spiderman you are. Forest for a green dragon? strike then fade into the foliage. Swamp for a black dragon? pop your head out of the water just long enough to strike, most parties hate underwater fighting and the water's surface provides you with total cover. Red dragon? light something on fire, use pyrotechnics for a smokescreen, use your natural ability to see through smoke to attack them, circling like a shark unseen.

Step 4: NEVER stand and fight unless you're sure you can shred one of them without being seriously injured in return. If they're important enough for you to warrant step one, you're not going to just land in the middle of them and blast away while their attacks bounce off your scales.

Step 5: Use the items in your hoard. Dragons may be vain (rightfully so), but they're not stupid. Even white dragons are smarter than your average human by the juvenile stage. A dragon's worth (among other dragons) is determined mostly by A) how big and strong they are; and B) the size and value of your hoard. Let me reiterate that: You are a dragon and what's in your hoard is just as important as how strong you are, there is no shame in using powerful items in it to augment your own power. You know what happens to dragons that are too proud to use their items? They get killed by those who aren't and their hoards become the property of their slayers.

Step 6: If all else fails, RUN. Living to fight another day is more valuable to your reputation than dying. A hoard can be rebuilt, stolen back. Your minions will still be out there for you to command. You will heal, you will plan, you will hunt them down make them pay. For you have seen them, know their faces, and have all the time in the world.

I personally like Paladin 2/Bard (archaeologist) 3/DD

For Barbarian, you want at least 2 levels so you can pick up the moment of clarity rage power. Maybe urban barbarian so your con score isn't fluctuating so wildly.

For your caster, summoner has a powerful spell list that is plenty geared for buffing natural attacks. You'll lose out on the two main class features by not advancing the eidolon or summon monster spell-like, but many consider those to be overpowered so perhaps it's for the best. Much as I think the synthesist is a cool concept, it's a nightmare mechanically so I would avoid. Alternately, bard makes a nice caster/combatant, especially an archaeologist with lingering performance. If you can live without armor, then sorcerer can work just fine.

One thing I like to do for DD is go half elf for the free skill focus and grab eldritch heritage: abyssal and improved eldtritch heritage to add an additional inherent bonus to str on top of the str boost you get from DD. Crossblooded draconic/abyssal also works for that, but crossblooded really hits your casting hard. You wouldn't know any spells of a spell level until one level after you got the spell slots for it. Although, the way DD interacts with your bloodline powers and casting does mean you'd get your bloodline spells on time with the new spell levels.

Instead of a reliquary shield, I'd just grab the birthmark trait and have it on your face or some other easily presentable body part.

the two easiest ways to do it are the quickdraw trick or just use a buckler on your off hand and accept the -1 attack penalty and loss of shield bonus when going 2 handed for the round.

For 25 point buy, I'd go something like
Str 18, Dex 14, Con 14, Int 10, Wis 15, Cha 8 for a human or half-human with the floating +2

01 Quick Draw
03 Power Attack, Precise Strike (bonus)
04 +1 Str
05 Furious Focus
06 Outflank (bonus)
07 (insert feat here)
08 +1 Str
09 (insert feat here), Escape Route (bonus)
11 (insert feat here)
12 +1 Wis, bonus teamwork feat

Lookout, Shake It Off, Stealth Synergy, and Pack Attack are also decent choices for your bonus teamwork feats. Inquisitors can change one of their bonus teamwork feats with a standard action, so play around with them to find ones that suit your playstyle and group.

As for the rest of the regular feats, pretty much anything you want. Improved Initiative is a staple, and compliments cunning initiative. If you go half orc, Deepsight can be really nice. Judgement Surge makes one of your judgements per day more effective (especially nice at 12th because all the judgements tick up a point at effective inquisitor level 15).

Ascalaphus wrote:
No worries. Bucklers are still good, and the -1 to hit can be worth it if you're a highly skilled archer who occasionally gets enemies in his face.

That always confused me about bucklers. In one sentence they say an archer can use them without penalty, but a couple sentences later they say any weapon used with that hand takes a -1. Which is it?

Corvino wrote:
3. A huge cave system. Hidden, atmospheric and you can rig it to collapse as booby traps. A solid all rounder that any villain should consider.

Bonus points if you permanently enchant the ceiling with reverse gravity and make that your actual lairspace while the maze 'above' you on the floor is full of nothing but dastardly traps a la grimtooth

Cavalier's challenge and smite evil both add the same amount of damage.

Challenge pros: work on anything
Challenge cons: no bonus to attack

Smite Evil pros: Cha to attack and AC
Smite Evil cons: only works on evil things

3 people marked this as FAQ candidate.

If a spell exists on multiple spell lists, both arcane and divine, am I allowed to treat that spell as either for the purposes of Mystic Past Life, or do I use the same method as determining whether a spell-like ability is arcane or divine?

2 people marked this as FAQ candidate.

When adding spells to a class's spell list with Mystic Past Life, what level do I assume the spell is?

Can I add Haste to a wizard's spell list as a 2nd level spell by taking it from the summoner's spell list?

Can I add Geas, Lesser to a Magus's spell list as a 3rd level spell by looking at the bard spell list, or do I have to make it a 4th level spell because that is the level it is on the wizard spell list? How does this interact with the usual 'spell list hierarchy'?

I'm Hiding In Your Closet wrote:
andreww wrote:
Darigaaz the Igniter wrote:
The difference in the summoner's summon sla comes from the class feature, not the spells themselves, sadly.

Not quite.

The benefit for wizards and sorcerers picking from the summoner list is that they get many spells one or more levels sooner than other classes. This is because the summoners spell list is really a 9th level caster list condensed into 6 levels.

So our samsaran wizard/sorcerer can grab the following spells at lower than normal levels:

Level 2: Haste, Slow
Level 3: Dimension Door, Black Tentacles
Level 6: Mass Charm Monster, Dominate Monster, Greater Planar Binding, Maze, Summon Monster VIII, Incendiary Cloud

Fixed that for you. :)

I'm still fairly certain you can't use mystic past life to add those to the wizard list since they're already on the wizard list. Yes, at different levels, but they're still on the spell list already.

Wasum wrote:
Is there a way to arrange them by class instead of names? that would be wtf amazing!


The difference in the summoner's summon sla comes from the class feature, not the spells themselves, sadly.

Anything class specific like some of the better paladin spells. Antimagic field for the arcane types. Or spells from the druid list like Flame Blade, Entangle, and Plant Growth

I would assume you can't use Mystic Past Life to add a spell to a spell list that it's already on, even if it's a different level. Such as adding Haste to the wizard list.

Remember that channel smite and arcane strike both take a swift to activate

Alchemist-bomb focused
Mystic Theurge-using darkness for early entry

and that's all for me. I prefer strength maguses (magi?).

channel negative + channel smite, go with Ferocity and Destruction for extra smityness

otherwise, Protean and Tactics for a nice selection of abilities and spells.

I like using it with an oread with the crystalline form alt racial, hehe.

Assuming shaping focus does let you access new forms, druid 6-8/barbarian X can pick up Vital Strike at 9, Furious Finish at 11, and Improved Vital Strike at 13. So, stacking all that onto the carnivorous crystal and assuming Strong Jaw will make the slam go from 7d8 to 14d8, a furious finish improved vital strike will do 336+(Str*1.5) damage to the unlucky target.


Hey Ravingdork, what are your thoughts on a Nudel-like character going cave druid 10/barbarian X and combining vital strike, furious finish, strong jaw, and the Carnivorous Crystal's 7d8 slam attack? I'm not sure, but it might be able to go as low as cave druid 6/barbarian X with shaping focus. Should be doing 14d8 vital strikes with furious finish by level 11, not even counting strong jaw.

3 people marked this as a favorite.

I especially like the ones that let you use a different stat for a skill. Wisdom in The Flesh, Pragmatic Activator, etc.

Darigaaz the Igniter wrote:

Archer Bard with a little extra

** spoiler omitted **

Well, sadly the new faq means the elritch hertiage for antimagic field won't work anymore. So, this one's going back to the drawing board. May end up just being bard 8/AA 10/bard 2.

Gregory Connolly wrote:
Corvino, that's why I said 10 not X. It definitely doesn't get going until level 7 and it doesn't catch up to the wizard version in power until level 19, but at that point the wizard is a joke chump compared to the sorcerer abusing Paragon Surge.

I'm guessing you haven't read the new paragon surge faq/errata

pair of half-elf sisters. both with improved eldritch heritage: abyssal

Paladin (oath of vengeance optional)
racial heritage: kobold
scaled disciple
Pal 4/Oracle 1/Dragon Disciple X

Pal2/Bard 1/Pal +2/DD X
archeologist, fate's favored, lingering performance, arcane strike

Here's my build for theurges.

Half Elf(drow magic) or Tiefling
Cleric (trickery domain or fate inquisition)

Clc 1/Wiz 2/MT 10/Wiz 7

You get your wizard spells one level behind like a sorcerer, and your cleric spells only 2 levels behind and they go up to 6th which is where Heal comes online

You want your highest stat in Int and put all level up into it, you can get away with a 14 Wis if you use an item to boost it, then Dex, Con, and you shouldn't need to worry too much about Str or Cha (your channel is going to be that of a 1st level cleric forever).

Whip it Good

Half Orc; City-Raised, Sacred Tattoo
Magus; Hexcrafter
+1 Hp/level
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Fate's Favored, Magical Lineage: Frostbite, Bruising Intellect, DRAWBACK

01 Arcane Strike
03 Wand Wielder, Rime Spell
04 HEX, +1 Str
05 Weapon Focus: Whip, Whip Mastery
07 Improved Whip Mastery
08 +1 Int
09 ARCANA, Enforcer
12 ARCANA, +1 Int
16 +1 Int
20 +1 Int

Not a super damage build, this focuses more on debuffs and resource longevity. Obviously the main trick is spell combating True Strike with combat maneuvers performed via the whip, enabled by Wand Wielder so you can use your spell slots for more Rime Frostbites. Rime Frostbite+Enforcer is thrown in there for a combo of damage and debuff.

Still playing around with the order of some things. Some potential alternatives include rearranging Arcane Strike, Rime Spell, and Enforcer; changing the stats up a bit; or rearranging things to grab a different arcana at 3rd and using Extra Arcana for Wand Wielder at 5th.

Nefreet wrote:
Darigaaz the Igniter wrote:
The carnivorous crystal actually has 7d8 slam, which sits right between the 6d8 and 8d8 on one of the progressions from the first post.

I think the carnivorous crystal can help immensely with determining a "general rule" for increasing damage dice. We don't need every possible dice combination included on a chart. If another critter comes along whose base damage is 3d4, or 5d6, we should quickly and easily be able to figure out what dice a larger version's attacks should be.

My vote for the crystal would be this:

7d8 for a "normal" crystal
7d6 for a "young" crystal
14d6 for a "giant" crystal
14d8 for a normal crystal w/ Strong Jaw
28d6 for a giant crystal w/ Strong Jaw

Although this seems like it could get out of hand quickly, consider this: when we look at progressing 6d6 two steps to 12d6, and 8d6 two steps to 16d6, doesn't progressing 7d6 two steps to 14d6 fit perfectly in between the other two?

That's about how I houserule it as well. Though I still want the faq.

The carnivorous crystal actually has 7d8 slam, which sits right between the 6d8 and 8d8 on one of the progressions from the first post.

I have a build for that

Gunslinger 5/Alchemist 2/Gunslinger +8/Alchemist +5

Wis 14, Int 13, as much dex as you can get, 12 con is enough

grab extra arm at 7th, start dual wielding pistols

Dracovar wrote:
I'll take 300K in simulacrums of really useful monsters, decoys of myself, etc, etc, over a golem any day of the week.

Make simulacra of golems

1 person marked this as a favorite.

Pretty much anything Omi from Xiaolin Showdown says.

"I would not count your ducks before they emerge from their shells!" count your chickens before they hatch
"He who is last to be laughing laughs most loudly!"
"Yes I believe everything is the correct temperature." in response to 'is everything cool?'
"Oh darn this sarcasm! It always seems to grab my goat!"
"I knew you would twice-cross me! So I twice-crossed you first!" double cross
"We may be outside, but we are not down." down but not out
"Now Dojo, you shouldn't kiss a horse on the lips before it gives you its' presents" kiss a gift horse on the mouth
"Well, what comes in circles goes the other way in circles" what goes around, comes around
"The jig is down! You're at the top of your rope! Spoon over that Wu!" the jig is up, at the end of your rope, fork it over

Cave Druid 6/Barbarian 1/Fighter 1/Barbarian X

07 Shaping Focus
08 Vital Strike
09 Furious Finish

At 10th level, Wild Shape into a Carnivorous Crystal, use Vital Strike for 112+(1.5*str). Sure you'll be fatigued for two rounds after, but what will still be alive? Casting Strong Jaw on yourself first will boost the damage, but since noone knows how 7d8 scales a conservative estimate is 6d8->8d8->12d8 which means 192+(1.5*str) on a vital strike. If you stay barbarian you'll qualify for Improved Vital Strike at 13th, which is 168+ or 288+ with Strong Jaw.

EDIT: You shouldn't have to worry about speed too much, the barbarian's fast movement and a Longstrider spell should still apply in ooze form.

EDIT 2: Just going Druid 6/Barb X still can qualify for this, but won't be able to take furious finish until level 11

All the 10 min per level buffs are good with extend past a certain point as well. CL 10th extended is over 3 hours, that should easily get you through a significant amount of exploration and battles.

See Invisibility
Freedom of Movement

and a few hour/level buffs I haven't seen yet

Mage Armor
False Life

Anzyr wrote:

Well lets start with the bests:

Planar Binding
Greater Create Demiplane
Aroden's Spellbane
Explosive Runes, Explosive Runes, and more Explosive Runes.

Good stuff:
Magic Vestments
Greater Heroism
Fickle Winds
Masterwork Transformation
Rope Trick
Shrink Item
Animate Dead

You forgot greater magic weapon

1 person marked this as a favorite.
Corvino wrote:

I had a problem today trying to come up with a Good-aligned Cleric of a Trickster God (for an early entry Mystic Theurge I'll never get round to). Despite there being many instances of Neutral-to-Good Tricksters in folklore across the world (Anansi, Coyote & Raven from Native American tales, Reynard the Fox, Brer Rabbit, Eshu, Odin, Puck etc) just about all gods with the Trickery domain are in the Evil camp. There seem to be one or two minor deities (Skrymir, the Storm Giant god) but next to none who fit the traditional "good natured, wise trickster" archetype.

If Paizo can magic me up a Puck (Good, Trickery, Charm, Chaos) I'll be happy as a sandboy.

Calistria has the trickery domain, and she's CN.

Torbyne wrote:

Additionally, could anyone point me at magic items to help a mount carry more or ignore difficult terrain? Best of the best option would be riding a T. Rex or a Velociraptor but they are bipeds and those usually don’t make for the best mounts.


Featherstep Slippers (2000gp) and Muleback Cords (1000gp) should still work on those two.

You would have it easier, antipaladins are allowed to work with good as long as the cause of evil is furthered in the end (and slaughtering many opponents in your wake could be considered evil, especially as all their souls further bolster the ranks of fiends) but the paladin might be required to go smite happy on you if he finds out you're an AP, so try to afford a ring of mind shielding.

I have a Dragon Disciple build for antipallies

Half Elf; alt racials: none
Str 16, Dex 11, Con 14, Int 12, Wis 10, Cha 15 assuming 20 point buy
Put all level-up bonuses to Cha
Antipaladin 2/Bard (archaeologist) 1/AP 2/Dragon Disciple 10/Brd 3/AP 2
AP 2/Brd 3/DD 10/Brd 1/AP 4
Traits: Fate's Favored, either armor expert or magical knack
level 1: Power Attack, Skill Focus (Knowledge: Planes)
level 3: Lingering Performance
level 9: Eldritch Heritage (Abyssal)
Level 11: Improved Eldritch Heritage

By level 20 your stats are Str 26, Dex 11, Con 16, Int 14, Wis 10, Cha 20 before any gear.
The Int 12 is so you can know Draconic without having to put a point into linguistics. An alternate take would be to Dex 10, Int 10, Cha 16 and use a rank from the bard level to grab linguistics.

Esk wrote:
Darigaaz the Igniter wrote:

Generic Rage Cycling Barbarian

** spoiler omitted **

Why do you take Urban Barbarian Archetype ?

(Just don't get it)

To avoid suddenly-dead syndrome, keep my AC up, and be able to cast even when raging.

Would a cone spell cast through this ability have the target in the area of effect, or originate from the target's square?

To answer the OP, 3 levels of Phalanx Soldier (fighter archetype) will let one use a polearm in one hand as long as you're also using a shield.

Oreads can sort of do this with the ferrous growth alternate racial ability, but you need the iron on hand first.

Seems fine to me. You're still spending 25000gp on it a pop.

Darigaaz the Igniter wrote:

Master of the Waters

** spoiler omitted **
Use your abilities to cast at up to +4 caster level. There are 2 reasons for the dip. 1) for the defensive benefits. 2) To make the levels you qualify for the wild shape feats match up with the levels you can actually take them.

Updated with alternative take

Treacherous Earth, Granite Skin
+1 skill point/druid level
Str 12, Dex 12, Con 14, Int 10, Wis 19, Cha 8
Beacon of Faith, TRAIT
Cave Druid, Caves Subdomain

01 Improved Initiative
04 +1 Wis
05 Barbarian, FEAT
07 Natural Spell
08 +1 Wis
09 Vital Strike
11 Furious Finish
12 +1 Wis
16 +1 WisT
20 +1 STAT

Much the same, but now with the option of transforming into a Carnivorous Crystal and smacking them for 112+str damage vital strikes from level 11 onwards. Buffing yourself with Strong Jaw first will of course make the hit even more stupidly strong, but currently there's a bit of rules confusion about how the 7d8 scales.

Mithral Breastplate counts as light for all purposes except for proficiency. However, if you pick up the Armor Expert trait, you reduce the ACP by 1. So the Mithral Breastplate would have an ACP of 0, therefor no penalty for wearing it.

I'm working on an Eldritch Knight build, but I'm having a hard time choosing between

Fighter 1/Wizard (Scryer subschool) 1/EK
Aasimar Sohei 1/Empyrial Sorcerer 1/EK
Aasimar Oracle (Battle or Metal; Skill at Arms) 1/Sorcerer 1/EK(/MT?)

Of course, each of them has their issues. The wizard build won't have automatic spell access, and the sorcerer builds won't be getting 2nd level spells until character level 6.

The issue here is Terrain Dominance giving "his favored terrain bonus for that terrain as a favored enemy bonus" against creature native to that terrain, and whether RAW/RAI you can use Instant Enemy to turn that on. Especially if you're somehow casting Instant Enemy when you don't have the Favored Enemy class feature.

I still think it's clearly no, but obviously some other people are harder to convince.

4 blockbuster wizards. Who cares what you face, you'll blow anything away in an epic conflagration. And still be wizards on top of it, so if you come across something that more fireball doesn't solve, switch spells.

Scavion wrote:
Like I said it wasn't a rules question.

It is completely a rules question

Not according to this debate it wasn't.

Tels wrote:

How about this, would Terrain Bond work better than Instant Enemy? It treats the current terrain as your most favored terrain. Now the wording is a little iffy but I see it as being interpreted in two ways.

1) You gain the bonuses equal to your highest terrain, and that's all.

2) The terrain you are in becomes swapped to that of your most favored terrain. For example, if you chose Terrain Dominance (Urban), and you were currently in the forest, you would treat the forest as if it were the Urban terrain, so for all intents and purposes forest = urban and therefore any creature that is native to either urban or forest terrains are now subject to your Terrain Dominace.

It's absolutely no help if you encounter something like a pack of Gnolls in the forest, but it might be a more RAW legal method of making your Terrain Dominance more versatile.

That spell, yes I see as being much closer to the intent. In fact, the wording is iffy enough that I'm not sure whether 1 or 2 would be closer to RAI.

The RAW for Instant Enemy are clear enough to me, but in an attempt to not derail this thread any more than I already have, I have made a rules forum thread about it here.

I'm posting this because of the debate that started here.

My personal stance is that even RAW; No, changing a creature's effective creature type does not change what native terrain it comes from, therefore Terrain Dominance does not activate.

prd wrote:

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

prd wrote:
Instant Enemy With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.
prd wrote:

Terrain Dominance: At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures.This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.

Each terrain dominance grants additional abilities, detailed below. When the horizon walker gains a new terrain dominance he may, if he prefers, instead pick an additional terrain mastery.


prd wrote:
Creature Types Each creature has one type, which broadly defines its abilities. Some creatures also have one or more subtypes. A creature cannot violate the rules of its subtype without a special ability or quality to explain the difference—templates can often change a creature's type drastically.

I certainly can't find any creature types that say "always native to this terrain". The closest I can find are ones like Agathion or Devil, but those are not valid choices for Favored Enemy.

Tels wrote:

I understand exactly what you meant, which is why I called it out as a nitpick. You said that Terrain Dominance (Deserts) doesn't necessarily work on Gnolls just because all printed Gnolls are native to deserts.

Even if you were to encounter a tribe of gnolls that has lived in the arctic regions for generations, they are still native to deserts and would therefore fall under the sway of Terrain Dominace (Deserts).

However, if Paizo were to print a subtype of Gnolls that aren't native to deserts, your statement would be true. They very well could come out with something like Winter Gnolls that have adapted to, and become native to, arctic regions.

Despite that, however, you will (probably) never see a creature with the aquatic subtype that isn't native to water. It would stand to reason that treating a creature as part of the aquatic subtype would also treat them as native to the aquatic/water terrain.

[Edit] I should add I would never allow this to work. Choosing Urban/Mountains/Underground are powerful enough choices that you're basically guaranteed to find something like 85% of the bestiary in those three terrains.

Well then lets get hypothetical. Theoretically, if an aquatic subtype creature was printed that was not native to aquatic terrain, would it invalidate your argument?

And for clarification, I said it would not work on Humanoid(Gnoll). Not that it would not work on Gnolls (the creature with an entry in the bestiary).

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