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Clanartus Viliras

Darksmokepuncher's page

Pathfinder Society Member. 682 posts (6,477 including aliases). No reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 39 aliases.


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Male Human

Here's where we'll play.


Male Human

Welcome! We can use this thread to get started and hammer out details before beginning.


Let's so you got the go ahead to play a natural lycanthrope in carrion crown...

What class would you pick and why?

EDIT: The character will start at level one and not know he/she is a lycanthrope. Instead of a 2nd class level at level 2, he/she will become aware of her lycanthropic blood. Same question as above please.


@ Horrorshow - How would you feel about a coward? I'm thinking something rogue-ish: a true opportunist, and about as craven as they come. The character would be demure face-to-face with a viscous streak a mile wide. He/she would likely run from a fight if there was a chance to come back and kill you in your sleep, but if conered would fight like all seven hells were coming for him/her.


Male Human

Thanks for the selection! I'll get an alias set up for Manet soon.


Not to influence the decision (except that's precisely what I'm trying to do :P), but I think Manet and Joseph would make for some hilariously fun times.


Will Dirk Ehrhardt and Victor Freeman please head over to discussion. Congratulations!

Thank you to everyone else for some truly inspiring characters. I will not be checking this thread again, so please PM me if you need anything :)



Human Wizard 1
NG Medium humanoid (human)
Hero Points 1
Init -1; Senses Perception +0
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 8 (1d6+2)
Fort -1, Ref -1, Will +4
Speed 30 ft.
Special Attacks hand of the apprentice (8/day)
Wizard Spells Prepared (CL 1st; concentration +8):
. . 1st—sleep (DC 16), sleep (DC 16), vanish{super}APG{/super} (DC 16)
. . 0 (at will)—dancing lights, detect magic, jolt{super}UM{/super}
Str 8, Dex 9, Con 9, Int 20, Wis 14, Cha 18
Base Atk +0; CMB -1; CMD 8
Feats Scribe Scroll, Spell Mastery, Toughness
Traits bruising intellect, focused mind, underlying principles
Skills Acrobatics -3, Appraise +3, Bluff +4, Climb -3, Craft (alchemy) +9, Craft (blacksmith) +3, Craft (gemcutting) +3, Craft (jewelry) +3, Craft (sculpture) +3, Craft (weapons) +3, Diplomacy +4, Disguise +2, Escape Artist -3, Fly -3, Heal +0, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (nature) +9, Knowledge (religion) +9, Perception +0, Ride -3, Sense Motive +0, Spellcraft +9, Stealth -3, Survival +0, Swim -3, Use Magic Device +9
Languages Celestial, Common, Draconic, Elven, Infernal, Orc
SQ arcane bonds (arcane bond [object]), hero points, meticulous, silver tongued, specialized schools (universalist)
Other Gear 150 gp
Arcane Bond - 0/1
Hand of the Apprentice (8/day) (Su) - 0/8
Special Abilities
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Focused Mind +2 to Concentration checks
Hand of the Apprentice (8/day) (Su) Throw the melee weapon you are holding 8/day.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Meticulous -2 on all untrained skill checks
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Spell Mastery (Dancing Lights, Sleep, Mage Armor, Shield, Vanish) You can prepare the chosen spells without a spellbook.


Manet started his apprenticeship over 40 years ago. Ever the perfectionist, the now old man has to make sure everything is 'just so' before he can take his exams to move up the ranks. Suffice to say, that has yet to happen.

Finally, after his second heart attack, Manet decided to get out of the lab and live a bit. Boy was that a mistake...



Manet is a grouchy, irritable old man with a big heart and no patience. Every slight ailment is an emergency and and the young and talentless exist to carry his gear and generally make his life easier.

For all his gruff exterior though, Manet is a caring man and an excellent teacher.

Things that set him on edge::

Mistreatment of paper, loud music, giddiness, night owls, earlier risers, people who chew with their mouths open, overly amiable folk, squeaky vegetables, barking dogs, blue ink, partly cloudy days, unattended spells, mismatched socks, over long fingernails, poorly tailored clothing, books with no covers, feather pillows, food in bed, unlabeled vials, and others he cannot remember.

Things that turn him gooey::

New leather-bound books, freshly treated vellum, real, ostrich feather pens, bleached white paper, unrefined sea-salt, hard-cider, kittens, crisp, cool sheets.

His biggest quirks::

Huffs and clears throats obsessively, compelled to correct bad grammar, won't drink anything with ice in it, whiddles, carves, and/or draws runes on everything, collects anything that could be useful later, never misses a chance to take advantage of his age, has a quote for almost every occasion,


DM-Salsa, would a wizard have access to their spellbook or should such a caster prepare for literally no items, bonded or otherwise?


fnord72 wrote:

That will be interesting, an old wizard that never pushed himself to progress past journeyman rank until his twilight years...

And I was thinking of playing a gifted kid that ran away from home.

Should be quite the pair...

I like it! I hope we're both picked.


Dice Rolls:

4d6 ⇒ (5, 3, 3, 1) = 12 11
4d6 ⇒ (4, 6, 3, 6) = 19 16
4d6 ⇒ (6, 1, 4, 2) = 13 12
4d6 ⇒ (6, 6, 2, 6) = 20 18
4d6 ⇒ (2, 4, 6, 1) = 13 12
4d6 ⇒ (5, 3, 2, 2) = 12 10

Not bad. I think I'll try a wizard/sorcerer.

Do you mind using age categories? I'd like to make an grouchy, old man out for one last hoorah before he dies, but he regrets the decision more and more as time goes on. :)


I'd like to pitch a Tiefling or Orc/Half-Orc Monk

She is quite legalistic and a brutal sadist to boot. She enjoys cause pain and manipulating others into doing her bidding.

I would probably focus on combat utility and damage in a fight, and be the threatening promise of menace in a socila situation.

I may dip into rogue or ninja for some skills.

Hope you like it!


That's good for now Dirk. Just please add your stat block to your profile when you can.

And if you have secrets, please do tell :)


I've got it Lynxx_XVI :) No worries.


Just an FYI, Ahse, favored enemy still uses the PF base race tp consider, so it will not work 100% of the time.

It'd be too cheesey otherwise. Also, I don;t like surprising my players in game that their build doesn't work based on my rulings. I only do that with rules.


Male Human

Temper, temper! I wouldn't dream of challenging you. ;P


Should we apply any mythic tiers yet?


How does an Oracle of Life sound? Aasimar perhaps.



Interest from:

Ashe - Titus the Bralwer
fnord72 - Melee Druid
KakkarottoZ - Sword and Board Something
Lynxx_XVI - Mad Dog Barbarian
stormraven - Slayer
Cosmic Dream Lord - Melee Druid
WOLead - Cavalier (Huntsmaster)

Crunch from:

drbuzzard - Victor Freeman

I would like some backstory, please keep it generic so we can fit you into the setting nicely, OR an example of the roleplay the character would provide.

This is not necessary, but will go a long way to helping me decide who to take.


I would consider a slayer.


I haven't killed that many characters...





I am looking for ONE (maybe two) freedom fighters to join a Special Forces strike team who have been charged to champion democracy and freedom in a world full of slavery and oppression.

We currently have a wizard, a rogue, and an Oracle/fighter (archer).

What we need is a meat shield/ damager with decent survival and tracking skills.

This is a homebrew world and there is much information in the Campaign Tab and in the early pages of the Discussion thread.

People who follow the advice and conventions listed therein will be more heavily considered than those who don’t.

You will be an agent of or an ally of Amerys: the first and only country to abolish slavery. They are a true democracy and are zealous about ending slavery in the world.

There are three other primary countries you can be from, but you’ll need a good reason to be working for Amerys.

I am happy to answer any questions here.

Additional information can be found HERE.

Character Creation:

8th level characters

Roll 2d6+6 six times and arrange to your liking. (Rolls must be made in the recruitment thread. You may roll two sets and take your pick)

Standard Wealth by Level (No one item worth more than 25%)

Most PF races available, HOWEVER, PF races in this world represent the many variations of humanity. Therefore, they are purely for stat reasons. Everyone in this game is a human where RP is concerned.

No Alchemist, Gunslinger, Magus, Ninja, Paladin, Samurai, Summoner, or Witch

Advice: Look at the MAP. There are two ways to travel and trade: Land and sea. It would be a good idea to be able to do both.

You are from, have immigrated to, or are trying to immigrate to(this one is harder) Amerys: the country on the left of the horseshoe.

I should also mention that this is a relatively low magic campaign. Arcane casters (Please no application for mages) are exceptionally rare. Divine casters are slightly more common, but both a generally feared by the common folk.

World News:

Slavery in allowed in the Kingdoms of Erenon, Isteroth, and Thelkon. The Freeland of Amerys outlawed slavery 20 years ago and opposes it openly.

Erenon is known for training the best high-end slaves in the known world: bed slaves, scribes, healers, warriors; everything a ruling class could desire. They are very costly and take years to train. Erenon treats its slaves with dignity and respect when possible.

Isteroth is a Triarchy (Dagan(M), Ekur(M), and Ninbanda(F). Think a cross between Egypt, Sumeria, Mesopotamia and add a dash of Slaver's Bay from Game of Thrones.) Isteroth imports slaves from wherever they may and uses them for mining, farming, logging, and construction. They use they slaves hard and are cruel and careless with them, but they do not sell slaves and are therefore the only country with whom Amerys will openly trade.

Thelkon is a kingdom in that there is a High King (Jarl Magnus Torstein), but there are many, many kings that pay him allegiance. Thelkon sells the majority of the slaves in the world. With their love of reaving and their population crisis, slaves are easy to find and easier to sell. They are untrained, undisciplined things though.

The Freeland of Amerys is a true democracy. Education, Art, and Philosophy are paramount there. Don’t think them weak though, every citizen is conscripted to fight in the People’s Army from 16-21 and again from 38-50. It is said that if the whole nation was called to arms, they would have close to 100,000 trained swords.


Male Human

We won't have two attacks for a while without TWF, and that requires standing toe to toe with a martial (not ideal), I prefer to go into fainting as above action first, cause we need sneak as often as possible. Use rogue talent to pick up Finesse rogue. My 2 cents.


I'd like to put forth Weylyn Dell for consideration.

He is a street urchin with dreams of granduer. He started out stealing and fast-talking to get by, and, out of necessity, became pretty good at it.

Though he hides it under a practiced smile and mounds of rationalization, he is always ashamed of what he's become and longs for something more.

Fluff of the crunch:

Weylyn is a rogue or bard, may be archetyped, may not be. He focuses on not being caught and talking his way out more than a fight (at least at first).

Low level goal - Find a "family" or somewhere to belong where he doesn't have to worry about where his next meal comes from.

Mid level goal - Find a way to use his skills to help the people of his new community (Treasure hunter for cultural preservation: Indiana Jones, or maybe he runs the local thieves guild to keep the piece and shares a good chunk of the profits with the poor and orphaned children, something like that)

High level - Become a legendary, devil-may-care philanthropist with a knack for adventure and an eye for the ladies


Male Human

1d8+1 is the damage


Male Human

Please do not post here just yet.


Male Human



No worries there. Just PM me if you need anything :)


@ DM of the coins - I would definitely love to play.








Fantastic news! Thanks densestracer! I'll put an alias together :)


Is there anyone out there interested in running a gestalt campaign?

I'd love to play in one.


Looking good. Good luck everyone!


Can't wait :)


Careful. The more posts this thread gets, the more likely potential applicants will pass it over.


Look up pictures of RPG characters while drinking a bottle of wine!


*Bites nails* :)


May I submit Raziel: a redeemed, Demon-Spawn Tiefling from Minkai. A more fervent and zealous crusader Mendev has not seen in recorded history.

Character Stats:

Raziel of Mendev
Demon-Spawn Tiefling Ninja (Scout) 1
CG Medium outsider (native)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +6
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +0; +2 vs. Mind-Affecting effects of Evil Outsiders.
Defensive Abilities Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee dagger +4 (1d4+4/19-20) and
. . dagger +4 (1d4+4/19-20) and
. . katana +4 (1d8+6/18-20) and
. . sai +4 (1d4+4)
Ranged sling +2 (1d4+4)
Special Attacks sneak attack +1d6
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 14
Base Atk +0; CMB +4; CMD 17
Feats Dodge
Traits demon-proof mind, stolen fury
Skills Acrobatics +4, Bluff +6, Disable Device +6, Disguise +6, Perception +6, Sense Motive +4, Sleight of Hand +4, Stealth +4
Languages Abyssal, Common
SQ hero points, poison use
Other Gear lamellar (leather) armor, dagger, dagger, katana, sai, sling, sling bullets (20), backpack, bedroll, belt pouch, belt pouch, chalk, crusader's cross, flint and steel, wooden holy symbol (Sarenrae), rope, sack, soldier's uniform, string or twine, waterskin, wrist sheath, spring loaded, 9 gp, 5 sp, 8 cp
Dagger - 0/1
Dagger - 0/1
Mythic Power (5/day, Surge +1d6) - 0/5
Sling bullets - 0/20
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stolen Fury +2 trait bonus to CMB vs. Demons

The backstory is kinda long, but I wrote it in short bits, like a newspaper, so it should read pretty fast. :)


Years ago a crafty demon name Malegro made it past the wardstones of the Worldwound. He used his demonic powers to shift across the world until he finally decided to settle in Minkai.

Decades flew by and, disguised as a human, Malegro slowly wormed his way into a position of power. Then came the children. The demon was wiley for he was kind and good to his women, especially in public. What was odd is that they all seemed to die in childbirth.

The truth, of course was far more gruesome. Malegro would ritualistically sacrifice his wives in an effort to bring forth a more pure demon child.

The ritual killed all of the children: all but one. This child was somehow less demonic than he should have been; he was a water-blood, or "tiefling" to the mortals of Golarion.

This angered Melagro, but this was the only child to survive. He had to use what he had.

Next for the boy came years of intensive training in the ways of the ninja.

Some years later, Malegro decided to test the child to see what latent powers lay hidden in him. He sent the boy to Mendev: to the very place where he, himself had crawled from the Abyss. Malegro ordered the boy to murder a prominent priest of Sarenrae and make it back alive.

The boy obeyed.

Silent as a thought, the boy crept from his unseen position and laid his blade along the priest's neck.

"Ah, we meet at last." said the priest calmly. "What's it been now, 4 days? That's a long time to hide in someone's cupboard, son."

"Now, clearly, I know what you've come here for, but I'd like to know why. Would you tell me that at least?"

The boy remained silent. Stay focused.

"Are you here to prove yourself? Is this some bizzare test your sires put you up to?"

The boy's hand trembled.

The priest took a deep, empathetic breath. "I see. So killing me gets you a place in their ranks does it? Very well. I know the price you'll pay should you fail. However, allow me to write you a letter of safe passage before I die. I wouldn't want you to have come all this way and fail."

The boy's hand we shaking steadily now: his breath coming in soft, wheezing gasps.

The priest took a good, long time to write the letter. When he finished he turned in his chair, looked the boy in the eyes, and said, "You do not have a name and so you drift on the whims of others. I would name you Raziel for I sense a great mystery about you. There is power in you that know nothing of, and it will be used for good for your soul is pure and uncorrupted by the blood of your fathers. I hope this keeps you safe and brings you comfort as it did for me when I first came here."

The priest of Sarenrae pressed a small cross of the kind the crusaders carried. Scoured into the side was an inscription that read: Raziel, Angel of Mysteries.

The boy's breathing was ragged now and his hands shook so violently that his sword clattered to the ground at his feet.

The priest smiled, tucked the letter of safe passage in the young man's belt, then hugged him like a father hugs a son. "You will get passed this and you will do great things. Now, finish what you came here to do."

The priest pressed the weapon back into the boy's hands, then threw himself upon the point.

The boy wailed.

The boy woke bound and naked on a wooden chair in a stone room. Across from him crouched a man with large bronze pauldrons: for some reason the boy could only remember the pauldrons.

"This says the priest made you kill him. That you didn't want to do it. Is that true?" The man shakes a piece of paper at him: the letter.

The boy burst out in tears, shaking his head. No, I didn't want to. He thought.

"He says he saved your soul. He says you are filled with the fire of goodness. That true boy?"

The crying stopped. Suddenly the boy felt peace for the first time in his life. He nodded.

"The priest, what was his name?"

"Shafilka of Qadira. What is your name?"

"Raziel, and I would pledge my soul to the Mendevian Crusade."

The man in the bronze pauldrons smiled. "He said you'd say that."


By the way, densestracer, I sent you a Private message with a question. Since you're new to the boards and may not know, you can find them near the top-middle of the page right next to your name and where you can sign out.


Dotting :)


Cesare's Backstory

Cesare Mallato has been a loyal servant of Cardinal Thorn since his birth.

Given to the Asmodean Priest two weeks after his birth by his uncle who had murdered his parents, Cesare was given enough food to keep alive and hunger was his constant companion.

Stunted from malnutrition, Cesare never got very big. In fact, he’s much shorter than others of his kind with whipcord muscles like knotted rope under tightly stretched, sickly pale skin.

Cardinal Thorn was a cunning and ruthless mentor. He constantly set up situations with extreme outcomes, and Cesare was continually forced to choose in the face of impossible odds.


You can continue to sleep outside on the kitchen stoop and I’ll give you 1/3 more food or you can frame the kitchen boy for stealing, he’ll get thrown out, and you’ll get his spot by the hearth to sleep. In return though, you’ll have to do his chores, but you will have access to more food in the long run. If you choose the latter and get caught? I’ll throw you in the hole for a month.

In this way, Cesare learned to lie, steal, and manipulate. He’s learned the value of a good disguise and a juicy secret.

As he’s aged, Cesare decided that he is content to serve those he can’t beat for as long as he can’t beat them. He’s decided that life’s hierarchies are necessary, and he will never miss an opportunity to make those below him feel his power, and prove his worth to those above.

I may not ever wear a crown, but I will be the one who hands them out.


I'll have it in before 7 hours.


Here is my submission of an Asmodean Cleric with the fire and deception domains.

I am working on his backstory and will have it done by tomorrow evening (if that's not too late).

For now, I know that he is a quiet man always willing to help out - while keeping a running tally , of course. He curates secrets and favors, but he gets great pleasure when he can let loose the fires of hell on the unlawful and unbelieving.

Cesare believes that information is power, and while he has no desire to be the face of an Asmodean regime, he will certainly do his best to pull the strings behind the scenes.

Cesare Mallato:

Cesare Mallato
Dwarf Cleric (Hidden Priest) of Asmodeus 2
LE Medium humanoid (dwarf)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +3
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 15 (2d8)
Fort +3, Ref +3, Will +6; +1 trait bonus vs. divinations, domination, and effects that would compel you to speak the truth, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Speed 20 ft.
Melee dagger +3 (1d4+2/19-20) and
. . masterwork silver light mace +4 (1d6+2)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks channel negative energy 4/day (DC 12, 1d6), +1 on attack rolls against goblinoid and orc humanoids
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—fire bolt (1d6+1 fire)
Cleric (Hidden Priest) Spells Prepared (CL 2nd; concentration +5):
1st—burning disarm (DC 14), disguise self [D], summon monster i, summon monster i
0 (at will)—detect magic, mending, purify food and drink (DC 13), read magic
[D] Domain spell; Domains Deception, Fire, Trickery
Str 14, Dex 16, Con 10, Int 10, Wis 16, Cha 13
Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Spell Focus (conjuration)
Traits contract master, diabolical dabbler, secret-keeper
Skills Bluff +6, Disable Device +5, Disguise +7, Knowledge (arcana) +4, Spellcraft +4, Stealth +6
Languages Common, Dwarven
SQ aura, domains (deception, fire), false arcanist, hero points
Combat Gear alchemist's fire (2); Other Gear masterwork armored coat, crossbow bolts (30), dagger, light crossbow, masterwork silver light mace, backpack, masterwork, belt pouch, belt pouch, chalk, cleric's vestments, decorative trim (2), disguise kit, flint and steel, journal, sack, spell component pouch, spellbook, compact, thieves' tools, masterwork, twine (50'), silver unholy symbol (Asmodeus), wrist sheath, spring loaded, 91 gp, 6 sp, 8 cp
Alchemist's fire - 0/2
Cleric Channel Negative Energy 1d6 (4/day) (DC 12) (Su) - 0/4
Crossbow bolts - 0/30
dagger - 0/1
Disguise kit (10 uses) - 0/10
Fire Bolt (1d6+1 fire) (6/day) (Sp) - 0/6
Special Abilities
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Hidden Priest) Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Cleric (Hidden Priest) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Channel Negative Energy 1d6 (4/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
False Arcanist +1 (Ex) Gain +1 bonus on some skill checks; disguise divine spellcasting as other type with a skill check.
Fire Bolt (1d6+1 fire) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Secret-Keeper +1 on saves vs. divinations, domination, and effects that would compel you to speak the truth.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.


You've got a lot of good apps here. I respectfully withdraw. Good luck all!


I'll give you a summoner before midnight pacific time.


I will close recruitment on Monday. Anyone not fully finished by then will not be considered. Thanks.


I'm not liking those rolls very much, and I'm not feeling very inspired at the moment. I will respectfully drop out. Best of luck to all.

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