Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Clanartus Viliras

Darksmokepuncher's page

Pathfinder Society Member. 627 posts (5,531 including aliases). No reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 35 aliases.


RSS

1 to 50 of 627 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Sczarni

Is it too late to throw in on this? I have a few niffty ideas I'd like to try if selected.

Please let me know, or I'll make my submissions ASAP. :)

Sczarni

Male Human

The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Border Wood speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an uneasy presence in the woods, as well as new, dangerous predators. No one knows what this even means, but the town's soothsayer, Old Mother Theodora, claims dark times lie ahead.

As in in proof of that dire prophecy, a badly wooded mercenary arrived in town yesterday, claiming to be a bodyguard of Lady Argenta Malassene. He told the village council that the noblewoman's escort came under attack by bandits and strange, wintry creatures near the edge of the Border Wood. He alone escaped, and Lady Argenta was dragged away into the forest. Now the townsfolk cast fearful eyes toward the snowy forest, worried what else might emerge to threaten their peaceful village.

Sczarni

Male Human

The game has not started officially yet, but go ahead and play out a night in the tavern if you wish to get a feel for your character in relation to others. NPCs are fair game too if you happen to spot them. :)

Sczarni

Male Human

I will go over Held red's population in a bit.

Good thinking so far.

Sczarni

Well...

This has been a harrowing experience. I have been keeping up with all applications as they've been submitted/edited and I am comfortable making my decisions now.

First of all, congratulations to you all. Your characters were so compelling that I've decided to run 6 players instead of the original 5. Moreover, I am running two groups of 6!

Secondly, if you were not selected, I am truly sorry. I ended up taking the best combinations of backstory and crunch in as far as they fit to make a cohesive unit.

If you wish to discuss your exclusion further, please send me a private message.

NOW! WITHOUT FURTHER ADO: THE GROUPS ARE...

Group 1 - GO HERE
Ryksa the White - Human (Jadwiga) Witch (Winter Witch) - Failed Winter Witch
Sciath Nalis - Human (Taldan) - Inquisitor (Witch Hunter) - Warded Against Witchery
Ragnarok Fimbulwinter - Human (Ulfen) Druid (Mountain Druid) - Blood of Giants
Ulfgard Strongarm - Dwarf Fighter (Foehammer) - Blood of Giants
Grandma Mable - Human (Ulfen) Oracle of Battle - Northern Ancestry
Salvia Hardheart - Human (Taldan) - Rogue (Survivalist) - Vigilante Witch Hunter

Group 2 - GO HERE
Daevin Arkinfald - Human - Bard (Arcane Duelist) - Northern Ancestry
Jack Speed-Runner - Vanara Ranger (Infiltrator) - Restless Wayfarer
Ellowin Jax - Human (Taldan) Ranger - Northern Ancestry
Kara Soltani - Human (Varisian) - Sorcerer (Destined) - Restless Wayfarer
Narsius - Human (Taldan) Magus - Adaptive Magic
Kyrianna Idereen - Half-Elf - Cavalier - Northern Ancestry

Sczarni

Time is officially up folks.

I will be reviewing submissions starting now and will post my decision between now and Sunday night.

Best of luck all!

Sczarni

I'm so sorry maprovencher. You are definitely in the pool.

Sczarni

Okay. We have 20 applicants with completed(ish) characters, so I am closing submissions as of now.

I would like everyone who is on the list of completions to state whether or not they are still interested.

It is nearly 7am on the west coast now, and I will consider everyone who reaffirms their interest by Noon. If I have not heard from you by then, I will assume you have dropped out.

Once I have the final list, I will take until Sunday evening (or sooner) to make my decisions.

Sczarni

Ryksa the White - Human (Jadwiga) Witch (Winter Witch) - Failed Winter Witch - COMPLETE
Ellowin Jax - Human (Taldan) Ranger - Northern Ancestry - COMPLETE
Kætilmund - Human (Ulfen/Taldan) Barbarian - Northern Ancestry - COMPLETE
Ulfgard Strongarm - Dwarf Fighter (Foehammer) - Blood of Giants - COMPLETE
Jack Speed-Runner - Vanara Ranger (Infiltrator) - Restless Wayfarer - COMPLETE
Grandma Mable - Human (Ulfen) Oracle of Battle - Northern Ancestry - COMPLETE
Iosef Magdason - Human (Taldan) Fighter (Taldan Duelist) - Northern Ancestry - COMPLETE
Bronan Krass - Aasimar (Agathion-Blooded) Cavalier (Huntmaster) - Restless Wayfarer - COMPLETE
Keth Andrin - Arctic Elf Wizard - Adaptive Magic - COMPLETE
Ragnarok Fimbulwinter - Human (Ulfen) Druid (Mountain Druid) - Blood of Giants - COMPLETE
Narsius - Human (Taldan) Magus - Adaptive Magic - COMPLETE
Hege Vargsdóttir - Human (Ulfen/Taldan?) Oracle of Winter - Northern Ancestry - COMPLETE
Oliver Hoffman - Half-Elf - Oracle (Lore) - Adaptive Magic - COMPLETE
Kyrianna Idereen - Half-Elf - Cavalier - Northern Ancestry - COMPLETE
Kaelifax - Human (Ulfen) - Bard (Savage Skald) - Northern Ancestry - COMPLETE
Kekaul - Human (Shoanti) - Ranger (Falconer) - Vigilante Witch Hunter - COMPLETE
Daevin Arkinfald - Human - Bard (Arcane Duelist) - Northern Ancestry - COMPLETE
Ilya Mxyzptlk - Slyph - Witch (Winter Witch) - Failed Winter Witch - INCOMPLETE (Race not allowed)
Kara Soltani - Human (Varisian) - Sorcerer (Destined) - Restless Wayfarer - COMPLETE
Sciath Nalis - Human (Taldan) - Inquisitor (Witch Hunter) - Warded Against Witchery - COMPLETE

-----
Adaptive Magic - 3
Blood of Giants - 2
Failed Winter Witch - 2
Northern Ancestry - 8
Restless Wayfarer - 3
Vigilante Witch Hunter - 1
Warded Against Witchery - 1
-----
Aasimar - 1
Dwarf - 1
Elf - 1
Half-Elf - 2
Human - 13
Sylph - 1
Vanara - 1
-----
Barbarian - 1
Bard - 1
Cavalier - 1
Druid - 1
Fighter - 2
Inquisitor - 1
Magus - 1
Oracle - 2
Ranger - 3
Sorcerer - 1
Witch - 2
Wizard - 1

Sczarni

I've started looking through submissions and this is going to be so difficult...

...good work people.

Sczarni

Yes and yes

Sczarni

I have no issue with Harrowing. I actually like it a lot.

There are traits for Varisians (maybe from ROTRL) that would give you a harrow deck. I'm OK with you taking one of those. :)

Sczarni

Doppleganger Rogue/Ninja/Assassin recently disillusioned with his profession and has turned his talents toward good and rooting out the evil in the land.

Sczarni

Thanks Ilya and maprovencher!

Please finish up your submissions beofre 12am PST on Saturday, 04/12/2014.

If you have questions let me know here or PM me.

I will be taking Sunday to make decisions. :)

Sczarni

Ryksa the White - Human (Jadwiga) Witch (Winter Witch) - Failed Winter Witch - COMPLETE
Ellowin Jax - Human (Taldan) Ranger - Northern Ancestry - COMPLETE
Kætilmund - Human (Ulfen/Taldan) Barbarian - Northern Ancestry - COMPLETE
Ulfgard Strongarm - Dwarf Fighter (Foehammer) - Blood of Giants - COMPLETE
Jack Speed-Runner - Vanara Ranger (Infiltrator) - Restless Wayfarer - COMPLETE
Grandma Mable - Human (Ulfen?) Oracle of Battle - Northern Ancestry - COMPLETE
Iosef Magdason - Human (Taldan) Fighter (Taldan Duelist) - Northern Ancestry - COMPLETE
Bronan Krass - Aasimar (Agathion-Blooded) Cavalier (Huntmaster) - Restless Wayfarer - COMPLETE
Keth Andrin - Arctic Elf Wizard - Adaptive Magic - COMPLETE
Ragnarok Fimbulwinter - Human (Ulfen) Druid (Mountain Druid) - Blood of Giants - COMPLETE
Narsius - Human (Taldan?) Magus - Adaptive Magic - COMPLETE
Hege Vargsdóttir - Human (Ulfen/Taldan?) Oracle of Winter - Northern Ancestry - COMPLETE
Oliver Hoffman - Half-Elf - Oracle (Lore?) - Adaptive Magic - COMPLETE
Kyrianna Idereen - Half-Elf - Cavalier - Northern Ancestry - COMPLETE
Kaelifax - Human (Ulfen) - Bard (Savage Skald) - Northern Ancestry - COMPLETE
Kekaul - Human (Shoanti) - Ranger (Falconer) - Vigilante Witch Hunter - COMPLETE
Daevin Arkinfald - Human - Bard (Arcane Duelist) - Northern Ancestry - INCOMPLETE
-----
Adaptive Magic - 3
Blood of Giants - 2
Failed Winter Witch - 1
Northern Ancestry - 8
Restless Wayfarer - 2
Vigilante Witch Hunter - 1
Warded Against Witchery - 0
-----
Aasimar - 1
Dwarf - 1
Elf - 1
Half-Elf - 2
Human - 11
Vanara - 1
-----
Barbarian - 1
Bard - 1
Cavalier - 1
Druid - 1
Fighter - 2
Magus - 1
Oracle - 2
Ranger - 3
Witch - 1
Wizard - 1

Sczarni

Ryksa the White - Human (Jadwiga) Witch (Winter Witch) - Failed Winter Witch - COMPLETE
Ellowin Jax - Human (Taldan) Ranger - Northern Ancestry - COMPLETE
Kætilmund - Human (Ulfen/Taldan) Barbarian - Northern Ancestry - COMPLETE
Ulfgard Strongarm - Dwarf Fighter (Foehammer) - Blood of Giants - COMPLETE
Jack Speed-Runner - Vanara Ranger (Infiltrator) - Restless Wayfarer - COMPLETE
Grandma Mable - Human (Ulfen?) Oracle of Battle - Northern Ancestry - COMPLETE
Iosef Magdason - Human (Taldan) Fighter (Taldan Duelist) - Northern Ancestry - COMPLETE
Bronan Krass - Aasimar (Agathion-Blooded) Cavalier (Huntmaster) - Restless Wayfarer - COMPLETE
Keth Andrin - Arctic Elf Wizard - Adaptive Magic - COMPLETE
Ragnarok Fimbulwinter - Human (Ulfen) Druid (Mountain Druid) - Blood of Giants - COMPLETE
Narsius - Human (Taldan?) Magus - Adaptive Magic - COMPLETE
Hege Vargsdóttir - Human (Ulfen/Taldan?) Oracle of Winter - Northern Ancestry - COMPLETE
Oliver Hoffman - Half-Elf - Oracle (Lore?) - Adaptive Magic - INCOMPLETE (need backstory)
Kyrianna Idereen - Half-Elf - Cavalier - Northern Ancestry - COMPLETE
Kaelifax - Human (Ulfen) - Bard (Savage Skald) - Northern Ancestry - INCOMPLETE (need backstory)
Kekaul - Human (Shoanti) - Ranger (Falconer) - Vigilante Witch Hunter - COMPLETE
Daevin Arkinfald - Human - Bard (Arcane Duelist) - Northern Ancestry - INCOMPLETE
-----
Adaptive Magic - 3
Blood of Giants - 2
Failed Winter Witch - 1
Northern Ancestry - 8
Restless Wayfarer - 2
Vigilante Witch Hunter - 1
Warded Against Witchery - 0
-----
Aasimar - 1
Dwarf - 1
Elf - 1
Half-Elf - 2
Human - 11
Vanara - 1
-----
Barbarian - 1
Bard - 1
Cavalier - 1
Druid - 1
Fighter - 2
Magus - 1
Oracle - 2
Ranger - 3
Witch - 1
Wizard - 1

Sczarni

I'll be reviewing submissions and post a decision by 12am PST on Saturday.

Please finished up or submit your applications by then.

Best of luck to everyone.

Sczarni

Kaelifax is now complete. :) (minus crunch tweaks)

Sczarni

Ryksa the White - Human (Jadwiga) Witch (Winter Witch) - Failed Winter Witch - COMPLETE
Ellowin Jax - Human (Taldan) Ranger - Northern Ancestry - COMPLETE
Kætilmund - Human (Ulfen/Taldan) Barbarian - Northern Ancestry - COMPLETE
Ulfgard Strongarm - Dwarf Fighter (Foehammer) - Blood of Giants - COMPLETE
Jack Speed-Runner - Vanara Ranger (Infiltrator) - Restless Wayfarer - COMPLETE
Grandma Mable - Human (Ulfen?) Oracle of Battle - Northern Ancestry - COMPLETE
Iosef Magdason - Human (Taldan) Fighter (Taldan Duelist) - Northern Ancestry - COMPLETE
Bronan Krass - Aasimar (Agathion-Blooded) Cavalier (Huntmaster) - Restless Wayfarer - COMPLETE
Keth Andrin - Arctic Elf Wizard - Adaptive Magic - COMPLETE
Ragnarok Fimbulwinter - Human (Ulfen) Druid (Mountain Druid) - Blood of Giants - COMPLETE
Narsius - Human (Taldan?) Magus - Adaptive Magic - COMPLETE
Hege Vargsdóttir - Human (Ulfen/Taldan?) Oracle of Winter - Northern Ancestry - COMPLETE
Oliver Hoffman - Half-Elf - Oracle (Lore?) - Adaptive Magic - INCOMPLETE (need backstory)
Kyrianna Idereen - Half-Elf - Cavalier - Northern Ancestry - COMPLETE
Kaelifax - Human (Ulfen) - Bard (Savage Skald) - Northern Ancestry - INCOMPLETE (need backstory)
-----
Adaptive Magic - 3
Blood of Giants - 2
Failed Winter Witch - 1
Northern Ancestry - 7
Restless Wayfarer - 2
Vigilante Witch Hunter - 0
Warded Against Witchery - 0
-----
Aasimar - 1
Dwarf - 1
Elf - 1
Half-Elf - 2
Human - 9
Vanara - 1
-----
Barbarian - 1
Cavalier - 1
Druid - 1
Fighter - 2
Magus - 1
Oracle - 2
Ranger - 2
Witch - 1
Wizard - 1

Sczarni

Thank you Silvertounge!

@ maprovencher - ST was exactly right.

I'm going to start certifying characters as complete throughout the day.

If you find yourself uncertified, I will tell you why.

Good job so far everyone.

Sczarni

@ Ionia - I honestly have not even tried to understand that system yet. That said, I don't have any reason to be opposed, but I tend to avoid things I haven't GM'd before as a reflex.

If you wanted to stat out the character and write a backstory, I'll commit to looking into it if you get picked and worst case scenario is you play a normal caster?

Sound ok?

Sczarni

Nice Kara! I remember.

When I say advanced classes, I mean: Shaman, Skald, Slayer, Archanist, etc.

Sczarni

Indeed it was.

Sczarni

For the purposes of starting the game, no crafting checks are allowed. However, you can, for story reasons, have crafted your own armor.

Sczarni

@ Iosef and ICTSpiceMerchant: Yes.

Sczarni

Thanks for the help there Ryksa. You were spot on with your answer to Gotthammer.

I'm liking the submissions so far guys! Let me know if you need any help with anything.

I haven't decided when to close recruitment yet.

Sczarni

Snow buries the spring. Ice claims ocean, lake, river. Winter's come: Hope dies.

Hello Paizo community!

It is time to gather your courage and save Golarian from eternal winter.

Expectations
- You will read the Player's Guide.

- You will write a backstory that includes at least the following: Why you live or are in Heldren, how you make your living, one short and one long term goal, one fear, one living person you care deeply for.

- You will not PvP

- You will keep player and character knowledge seperate

- You will post at least 3 times between Monday and Friday and 1 time during the weekends. (If you cannot make this, you must let us know)

- You will respect the GM's and each other's time and the fact that we all have real lives too.

Character Creation
- 20 Point Buy

- No evil, no chaotic neutral

- Core Races, Aasimar, Hobgoblin, Ifrit, Oread, Tiefling, Arctic Goblin, Vanara only. Disclaimer: the more outlandish your character, the harder time you may have as the campaign progresses to new and exciting places.

- No Antipaladin, gunslinger, samurai, or summoner. Also, no advanced classes are allowed.

- Two traits: 1 must be a campaign trait. An optional third trait is allowed if you take a drawback. Disclaimer: I will enforce these.

- No gold traits allowed.

- All players may choose one skill to make a class skill that they don't already have.

- No Leadership feat.

- Average starting gold.

- Players who live in or have relations in Heldren may have a winter blanket OR a cold weather outfit in storage (Free of charge). If you are not from Heldren and do not have family there, you carry summer gear as it is summer time when the game starts.

Hints

- Actions (or inactions) have consequences.

- Creativity (within reason) will be rewarded when possible

- Stupidity will be deterred.

- Helping other player's characters shine is the path to mystical treasures.

If it's not listed, ask. If you have a question, ask.

I'm look for 4 additional characters to make up a party of 5.

GOOD LUCK!

Sczarni

Male Human

Check the map in the campaign info tab. Also, you started in Port Maverick.

Sczarni

:)

Sczarni

I have an Oracle that would provide buffs and heals to the party. Mystery is up in the air, but the role would be the same.

Sczarni

Most adventures assume 4 players. That being said, 6 people is not a huge difference, but unless you adjust the encounters for 6 players, they will have an easier time than they should.

Sczarni

My submission:

Unnamed Hero
Dwarf Barbarian (Titan Mauler) 2/Gunslinger (Gun Tank) 5
CG Medium humanoid (dwarf)
Hero Points 1
Init +8; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 19 (+9 armor, +4 Dex)
hp 97 (2d12+5d10+23)
Fort +10, Ref +8, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 adamantine earth breaker +9/+4 (2d6+4/×3)
Ranged +1 adamantine flamethrower, lawrence 1917 +8/+3 ()
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, rage (9 rounds/day), rage powers (guarded stance +1)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 16, Int 8, Wis 12, Cha 7
Base Atk +7; CMB +10; CMD 24 (28 vs. bull rush, 28 vs. trip)
Feats Gunsmithing, Iron Will, Opening Volley, Power Attack, Quick Draw
Traits reactionary, reckless contempt
Skills Acrobatics +12 (+8 jump), Climb +5, Knowledge (local) +5, Perception +11 (+13 to notice unusual stonework), Sleight of Hand +6, Survival +5, Swim +5
Languages Common, Dwarven
SQ armor training, big game hunter, bullet defection, deed: deadeye, deed: gun tank's resolve, deed: gunslinger initiative, deed: pistol-whip, deed: quick clear, deed: utility shot, grit, gun training, gun training, hero points, jotungrip, tireless rage
Other Gear +1 mithral o-yoroi, +1 adamantine earth breaker, +1 adamantine flamethrower, lawrence 1917, 960 gp
--------------------
TRACKED RESOURCES
--------------------
Grit (1/day) - 0/1
Rage (9 rounds/day) (Ex) - 0/9
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs foes larger than self.
Bullet Defection (+5) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any n
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Guarded Stance +1 (3 rds) (Ex) Gain a +1 dodge bonus to AC vs. melee attacks while raging.
Gun Training +4 (-Choose-) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gun Training +4 (-Choose-) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
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.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Contempt +1 trait bonus on firearm attack roll that provokes an attack of opportunity.

I haven't named him yet, but this dwarf is a typical hot head. He is a fun-loving bro-type who is too quick to take offense and has a hard time letting things go. He acts as a shocktrooper whenever possible, and love setting things on fire.

More to come ASAP.

Sczarni

I'm almost done. Building a Gun Tank with 2 levels of Titan Mauler. He wields a flame-thrower in one hand and a giant mace in the other.

:)

Sczarni

This could be fun. Dotting for interest.

Sczarni

Thanks all!

We start on the 22nd. I'll try to let you know how it goes.

Sczarni

Thanks so much! Great advice!

Does anyone else have words of wisdom or caution for me? Any different experiences?

Sczarni

I will! Thanks MattR1986.

Does anyone else have words of wisdom or caution for me? Any different experiences?

Sczarni

Greetings fellow Pathfinders!

I am about to run my homegroup through Rise of the Runelords Anniversary Edition, and I wondered how difficult/advisable it is to run it for 6 rather than 4 players.

I hesitate only because I ran 6 players for a 2+ year Kingmaker campaign and I had to be a fair amount of work to adjust challenge ratings and encounters because of it. Other factors were the presence of a gunslinger who hit way too easily and the fact that many fights we agains one BBEG.

Will I run into these issues if I wanted to run 6? Any advice to make the work load a bit less?

Sczarni

Greetings fellow Pathfinders!

I am about to run my homegroup through Rise of the Runelords Anniversary Edition, and I wondered how difficult/advisable it is to run it for 6 rather than 4 players.

I hesitate only because I ran 6 players for a 2+ year Kingmaker campaign and I had to be a fair amount of work to adjust challenge ratings and encounters because of it. Other factors were the presence of a gunslinger who hit way too easily and the fact that many fights we agains one BBEG.

Will I run into these issues if I wanted to run 6? Any advice to make the work load a bit less?

Sczarni

Male Human
Vrog Skyreaver wrote:
what were you making those checks on baergar? Gallowspire, Tar-Baphon, or the whispering way. you can get info on all three groups that could potentially help you during your little jaunt.

Just to get general tidbits on all of the above. I can roll more sets.

1d20 + 16 ⇒ (15) + 16 = 31
1d20 + 16 ⇒ (19) + 16 = 35
1d20 + 16 ⇒ (13) + 16 = 29
1d20 + 16 ⇒ (3) + 16 = 19
1d20 + 16 ⇒ (17) + 16 = 33
1d20 + 16 ⇒ (7) + 16 = 23
1d20 + 16 ⇒ (7) + 16 = 23

1d20 + 16 ⇒ (3) + 16 = 19
1d20 + 16 ⇒ (20) + 16 = 36
1d20 + 16 ⇒ (12) + 16 = 28
1d20 + 16 ⇒ (6) + 16 = 22
1d20 + 16 ⇒ (6) + 16 = 22
1d20 + 16 ⇒ (8) + 16 = 24
1d20 + 16 ⇒ (7) + 16 = 23

Sczarni

what are we waiting for? :)

Sczarni

Haha! Perfect.

Sczarni

Is it Friday yet? I'm so excited for this game. I'll read it even if I don't get in. :)

Sczarni

Thanks!

Sczarni

In that case can you put Baergar in the HIghly Skilled group? He fits there too.

Sczarni

4d6 ⇒ (5, 6, 4, 5) = 20
4d6 ⇒ (5, 6, 5, 2) = 18
4d6 ⇒ (4, 3, 3, 4) = 14
4d6 ⇒ (3, 4, 1, 2) = 10 1d6 ⇒ 4
4d6 ⇒ (5, 3, 2, 5) = 15
4d6 ⇒ (3, 2, 5, 6) = 16

20, 18, 16, 15, 14, 13

Sczarni

Would you accept multiple applications from the same person? I'm feeling masochistic and may want to make another character. :)

Sczarni

Hiram, your character is really cool.

I want to say good luck to you especially since we're the two martial types (with a twist, but there it is).

I think you'd give Baergar a run for his money. In fact, if you'd like, at some point after recruitment is over, would you like to duel them?

Sczarni

I am Martial with a hint of divine!

Sczarni

The Saga of Baergar, Master of Mammoths and High King of the Ulfen and Freefolk:

Baergar was born in sadness as his first cry of life coincided with the death throes of his proud mother. His father, Bolgrind, a king among the dwarves of Kalsgard succommed to grief and spent most of his waking hours hunting dangerous game in hope of a good death.

As with all death wishes, Bolgrind's was eventually answered by the legendary Father of Linnorms, Fafnheir.

No sooner than word of his father's death reached the capital did Sveinn called Blood-Eagle seize power for himself by presenting the head of a slain linnorm. Baergar was put out of his home to fend for himself.

The young dwarf hired himself as a guide and guard to Varisian caravans where he distinguished himself as a canny tracker and a capable peacemaker, for more than once did his quiet menace and iron honor buy safe passage through what would have been a hostile engagement.

Some years passed in this manner and Baergar drew ever more inward to himself, often forsaking the companionship of sentient beings for months at a time. Finally, the young ranger decided that he would gain a worthy companion that was as true and honorable as himself.

He trooped into the Realm of the Mammoth Lords unannounced, unknown, and uninvited.

Through skill at arms, strength of word, and depth of honor, Baergar became a constant symbol in that wild land. Eventually, he encountered a young bull mastodon full of spirit and bravado. The dwarf communed with this noble creature through fleeting encounters for nearly a year before they struck a bond. Baergar remained with Hunrik for so he named the mammoth, as he raised about him a mighty herd becoming a grandsire of his kind.

Satisfied that his kin were well cared for by the great tusks of his many sons, Hunrik allowed himself to be turned south to Absalom for Baergar had the itch to adventure.

The Pathfinder Society was good to Baergar for a good, long time, but mission after futile mission revealed no end in sight for the endless rivalries facing the society and Baergar became tired of the politics.

Baergar and Hunrik traveled north to the Five Kings Mountains hoping to live peacefully among his people. Alas it was not to be. Baergar's skills at arms were undeniable and soon he was convinced, for the greater good, to join the war effort against the Orcs of Belkzen. During this war, mighty Hunrik was slain and Baergar lost himself in a raging grief. He disappeared behind enemy lines alone and was not seen for nearly 10 years. The dwarves of the Sky-Citadels were awestruck when Baergar appeared wearing bracers and belt studded with the ears of hundreds of orcs. On his shoulders, worn as a cloak, was the battle standard of the Blood Worg clan. He had wiped them out, and to this day, none have risen again.

The fires of anger and grief subsided, but the mountains of his kin held nothing but sadness now for Baergar. After crafting a fine bone knife from the right tusk of his old friend, he traveled once again to Realm of the Mammoth Lords via the River Kingdoms where he aided, for a small time, a fledgling kingdom recently abandoned by the Brevic lords that had sent them there.

Upon reaching the wintery steppes where the mammoth herds flourished, a great, strong bull charged Baergar on sight. Not willing to harm such a noble creature, the dwarf simply kneeled and awaited his death. Amazingly though, the beast stopped short and drew the ivory dagger from Baergar's belt. The creature gazed at it a long time, then turned and presented it to his herd. A mournful, keening chorus of trumpeting calls sounded from the herd long into the night. The whole time, the bull mammoth held aloft the fragment of Hunrik's tusk.

Astounded, Baergar wept and wailed along with the mastodons, his grief finally finding the release denied him for so long.

When the funeral was completed, The chief male pulled another sizable bull forward and the two locked gazes for a long moment. Each inclined his head to the other, then the first mammoth padded over to a softly sobbing Baergar. It laid the knife on the ground between them and knelt.

Baergar, touched beyond words, pressed his forehead into the beast's forehead and whispered. "Your father was my greatest friend, and I gladly accept your friendship and thank you for it. I will name you Mûmak if it please you."

The great elephant blew a tremendous blast from its trunk which was answered in kind by the herd.

Smiling broadly, Baergar swung up onto the Mûmak's back and the two trooped off into the rising sun.

A few more years passed and Baergar dwelt fitfully on the memory of father, unburied and dishonored in the lair of that foul linnorm, Fafnheir. He made up his mind to face the beast.

The Grungir forest was quiet and dark when Baergar passed its border. No sooner did his foot pass the threshold that a great wind whipped out from the center of the wood.

After a day of walking, Baergar stepped into a clearing of newly felled trees.

A booming voice dripping with hatred and malice filled his ears as the draconic beast sneered at his presumption.

Their battle lasted one night and two days.

After recovering from his wounds, Baergar passed the gates of Kalsgard with the head of the Father of Linnorms and the bones of a long dead dwarven chieftain.

Holding aloft the head he called in a loud voice. "Svein Blood-Eagle! You rein is ended and I have come home to claim what is mine!"

The aging lord accepted Baergar with a deferential nod, then the shout of the people rang out their acclaim.

Word spread throughout the Lands of the Linnorm Kings and Baergar was crowned High King of the Ulfen and Freefolk.

He and Mûmak are still boon companions and Baergar rules his people with Justice and Respect.
____________
Appellations: of the North, Mammoth Master, the Swift, adopted of the Family, Peace-Bringer, Bane of Orcs, Slayer of Dragons, and High King of the Ulfen and Freefolk.

Stats for Baergar and Mûmak:

Baergar of the North
Male Dwarf Ranger 17/Dual Path: Champion/Guardian 10
LN Medium humanoid (dwarf)
Hero Points 1
Init +17; Senses darkvision 60 ft.; Perception +28
--------------------
Defense
--------------------
AC 37, touch 20, flat-footed 32 (+12 armor, +5 Dex, +5 natural, +5 deflection)
hp 311 (17d10+186)
Fort +24 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +22, Will +20; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion, hard to kill, improved evasion, mythic saving throws, unstoppable; SR 19
--------------------
Offense
--------------------
Speed 50 ft.
Melee +5 flaming, frost, ghost touch, holy adamantine falchion +34/+34/+29/+24 (2d4+23/15-20/×2+1d6 fire+1d6 cold+2d6 vs. Evil) and
. . gore +29 (1d6+18/×2) and
. . +1 holy ivory dagger +30/+30/+25/+20 (1d4+11/19-20/×2+2d6 vs. Evil)
Ranged +5 adaptive, distance, flaming, frost, holy composite longbow +29/+29/+24/+19 (1d8+17/×3+1d6 fire+1d6 cold+2d6 vs. Evil)
Special Attacks favored enemies (dragons +6, humans +4, magical beasts +2, monstrous humanoids +2), hatred, mythic power (23/day, surge +1d12)
Ranger Spells Prepared (CL 14th; concentration +22):
4th (3/day)—freedom of movement, freedom of movement, freedom of movement
3rd (4/day)—greater magic fang, instant enemy, instant enemy, instant enemy
2nd (5/day)—protection from energy, protection from energy, carry companion, cauterizing weapon, cauterizing weapon
1st (6/day)—lead blades, lead blades, lead blades, gravity bow, gravity bow, gravity bow
--------------------
Statistics
--------------------
Str 34, Dex 24, Con 26, Int 20, Wis 26, Cha 14
Base Atk +17; CMB +29; CMD 49
Feats Armor Proficiency (Heavy), Blind-Fight, Boon Companion, Breadth of Experience, Deadly Aim, Dual Path [M], Endurance, Far Shot, Improved Critical (falchion), Improved Critical [M], Improved Precise Shot, Iron Will, Iron Will [M], Manyshot, Power Attack, Power Attack [M], Quick Draw, Rapid Shot, Rapid Shot [M]
Traits spirit animal: mammoth (realm of the mammoth lords), weapon of peace
Skills Acrobatics +20 (+28 jump), Climb +15, Handle Animal +22 (+27 regarding elephant-like creatures, +26 to force this mount into an Unnatural Aura.), Heal +20, Knowledge (arcana) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (dungeoneering) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (geography) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids, +18 while in cold terrain, +16 while in mountainous terrain, +18 while in urban terrain), Knowledge (local) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (nature) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (planes) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (religion) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Linguistics +22, Perception +28 (+34 vs. dragons, +32 vs. humans, +30 vs. magical beasts, +30 vs. monstrous humanoids, +32 while in cold terrain, +30 while in mountainous terrain, +32 while in urban terrain, +30 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +24 (+29 regarding elephant-like creatures, +28 to force this mount into an Unnatural Aura.), Spellcraft +24, Stealth +24 (+28 while in cold terrain, +26 while in mountainous terrain, +28 while in urban terrain), Survival +28 (+34 vs. dragons, +32 vs. humans, +30 vs. magical beasts, +30 vs. monstrous humanoids, +32 while in cold terrain, +30 while in mountainous terrain, +32 while in urban terrain, +36 to track), Swim +15 (+19 to resist nonlethal damage from exhaustion), Use Magic Device +19
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Goblin, Hallit, Ignan, Infernal, Orc, Shoanti, Skald, Sylvan, Terran, Thassilonian, Varisian
SQ amazing initiative, camouflage, combat styles (archery), favored terrains (cold +4, mountainous +2, urban +4), force of will, greed, hardy, hero points, hide in plain sight, hunter's bonds (mûmak, wooly mammoth), immortal, legendary champion, legendary hero, quarry, recuperation, slow and steady, stability, stonecunning, swift tracker, track, wild empathy, woodland stride
Combat Gear Acid (5), Alchemist's fire (5), Healer's kit; Other Gear Mithral Heavy Brigadine of Spell Resistance, +5 Adaptive, Distance, Flaming, Frost, Holy Compos, +5 Flaming, Frost, Ghost touch, Holy Adamantine Fa, The +1 Holy Ivory Dagger, Amulet of natural armor +5, Belt of physical perfection +4, Boots of speed (10 rounds/day), Cloak of resistance +5, Handy haversack (10 @ 10 lbs), Handy haversack (11 @ 27 lbs), Headband of mental prowess (Int & Wis +4) (Linguis, Helm of the Mammoth Lord, Ring of protection +5, Coffee pot, Crowbar, Dungeoneering kit, deluxe, Explorer's outfit, Fishhook (2), Grooming kit, Poncho, Sewing needle (2), Signet ring, Spell component pouch, String or twine, Thread (50 ft.), Wrist sheath, spring loaded (empty), 36332 GP, 7 SP, 3 CP
--------------------
TRACKED RESOURCES
--------------------
Acid - 0/5
Alchemist's fire - 0/5
Amazing Initiative (1/round) (Ex) - 0/1
Boots of speed (10 rounds/day) - 0/10
Detect Animals or Plants (elephant-like only) (At will) - 0/0
Endure Elements (vs cold only) (Constant) - 0/0
Healer's kit - 0/10
Mythic Power (23/day, Surge +1d12) - 0/23
Speak with Animals (elephant-like only) (At will) - 0/0
The +1 Holy Ivory Dagger - 0/1
--------------------
Special Abilities
--------------------
Absorb Blow (50 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) You have a link with your Animal Companion.
Blind-Fight Re-roll misses because of concealment, other benefits.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Boots of speed (10 rounds/day) Affected by haste
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Draw Fire (Su) When ally within 30 ft. is targeted by ranged attack, imm. action or mythic powe to become target.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Far Shot Halve the range increment penalty for extended range.
Favored Enemy (Dragons +6) (Ex) +6 to rolls vs Favored Enemy (Dragons).
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Monstrous Humanoids).
Favored Terrain (Cold +4) (Ex) +4 to rolls vs Favored Terrain (Cold).
Favored Terrain (Mountain +2) (Ex) +2 to rolls vs Favored Terrain (Mountain).
Favored Terrain (Urban +4) (Ex) +4 to rolls vs Favored Terrain (Urban).
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Helm of the Mammoth Lord Gore overcomes DR as magic, +5 to Handle An./Ride/wild empathy vs elephant like targets.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Impossible Speed (+100 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mythic Power (23/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Power Attack -5/+15 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Quarry +2 to hit and other bonuses against your designated quarry.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Raise Animal (true resurrection) (Su) Spend 1 power to raise animal companion, familiar, or bonded mount from dead overnight.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (19) You have Spell Resistance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +8 Add the listed bonus to survival checks made to track.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Weapon of Peace When using a melee weapon to deal nonlethal dam, penalty is only -2.
Wild Empathy +19 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Mûmak
Male Wooly Mammoth
N Large animal
Init +4; Senses low-light vision, scent; Perception +15
--------------------
Defense
--------------------
AC 37, touch 13, flat-footed 33 (+7 armor, +4 Dex, -1 size, +17 natural)
hp 174 (+68)
Fort +14, Ref +14 (+2 bonus to avoid falling.), Will +9 (+4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion; SR 21
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +20 (2d6+9/×2) and
. . slam +20 (1d8+9/×2)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (2d6+13, DC 27)
--------------------
Statistics
--------------------
Str 28, Dex 18, Con 18, Int 4, Wis 14, Cha 7
Base Atk +12; CMB +22; CMD 36 (40 vs. trip)
Feats Armor Proficiency (Light), Blind-Fight, Combat Reflexes, Iron Will, Run, Spell Sponge, Stable Gallop, Sure-Footed, Valiant Steed
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Cinderbrave [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Exclusive [Trick], Guard [Trick], Heel [Trick], Serve [Trick] (Allies), Stay [Trick], Work [Trick]
Skills Acrobatics +13 (+15 to keep balance., +17 jump, +17 to jump with a running start), Perception +15
Languages Common
SQ attack any target, cinderbrave, combat riding, devotion, exclusive, hero points, improved evasion, multiattack / extra attack, serve, stay, work
Other Gear +3 Chain shirt, Collar of the true companion, Mantle of spell resistance, Blanket, winter (2), Cot, Linnorm mead (per mug) (20), Mammoth goad, Mastodon brush, Ranger's kit, Riding kit, exotic, Saddlebags (24 @ 44.5 lbs), Saddlebags (3 @ 43 lbs), Shovel, Umbrella, Waterproof bag (empty)
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Collar of the true companion After 1 week non sentient animal is awakened, but loses magic. Feebleminds sentients.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Exclusive [Trick] Takes orders only from its trainer.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Serve [Trick] (Allies) Takes orders from designated creature.
Spell Resistance (21) You have Spell Resistance.
Spell Sponge Double duration when master targets you with a harmless spell with a target of "you".
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Stay [Trick] The animal will stay where it is.
Sure-Footed +2 to Acrobatics to balance and Ref vs falls. Full speed upslope & can't fall if run downslope.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Work [Trick] The animal pulls or pushes a medium or heavy load.

1 to 50 of 627 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.