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Kech Hunter

Ed Girallon Poe's page

206 posts. Alias of Erik Herrin.


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Cool. Thanks.

Ultimate Equipment Pg. 49 wrote:
Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.

Is the additional 2,000 GP cost for cold iron reduced by half when crafting it yourself?

I second all the hubbub about inquisitor, but with that said, does your gaming group allow or have you read into dreamscarred press' psionics?

The Marksman can make an insane archery build in gestalt, especially with zen archer, and there is surprisingly little overlap.

Full Bab, Wisdom synergy, and the option of The Shroud archetype can make you even more of a tactical espionage beast.

Just a thought.

Isonaroc wrote:
Do you have a reference for that? Not saying you're wrong, but most interpretations I've seen went the other way.

No problem.

Core Rulebook, Pg. 12 under heading "Multipling" wrote:
When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.

Bold is mine. The rule only ever specifies what to do with multipliers on rolls, making an an acceptation altering normal math for the game balance. If a roll is not involved, normal math takes precedence.

Thank you very much!

Let's just go ahead and ship them on their own, please.

I've followed the advice in the FAQ and I can't seem to find a way into my sidecart to make adjustments. What am I missing?

If at all possible, I need someone to remove all of the Star Wars miniatures from my sidecart, as I no longer have a need for them. I would still like to purchase the bank, medallion, and Pale Tower guard miniature, however. Thanks in advance.

seebs wrote:
What happens if you combine these? The obvious answer would be that if you double something twice, in 3e/3.5e/PF, you triple it, so you can make 3,000gp per day. The one counterargument I could see is that one of these is halving the time taken to produce 1000gp, not doubling the value per day, and the other is doubling the value per day, which would let you make 4k per day.

The rules on multiplying being added percentages (x2 = +100%) only applies to numbers and variables involved in die rolls. For static game numbers, such as carrying capacity, overland movement, and hours spent crafting, normal multiplication applies.

Lessah wrote:

The Spriggan does not follow the Monster Advancement Size Chart. If it did, it would lose 4 Dex upon going Small -> Large.

Giant Crab, Goblin Dog, Llama, Giant Leech, Monitor Lizard, Panda, Stag & Thylacine are all animal (or vermin) companions that goes Small -> Medium and does not follow the Monster Advancement Size Chart.

There are plenty of animals that goes Medium -> Large and gain different stats then the Monster Advancement Size Chart claims.

Granted, Animal companions could probably have just been worded as 'follow the normal rules for monster advancement', but instead each and every one was given their own listed stat bonus. Just like the Spiggan : )

There is one part of the monster advancement section you are forgetting. "These values are not absolute." When the developers and editors look over the final product for those creatures, they skewed them for their intended role. That does not mean that the other numbers do not fall within the charts capabilities.

The spriggan and animal companions stat modifications for size follow monster advancement, with the stated variation, and most certainly do not follow the polymorph size chart.

21 months...
I't seems like only yesterday...




The big eye opener for me: All my characters need to be self sufficient. If they have to rely on a party member for something, it's not an option for very long.

As a fighter, I will let the caster "fly" me once or twice, but if it becomes apparent that it will continue, I will spend an enormous chunk of change so I can fly by myself.

If I'm the caster I will still, somehow, find a way to have the highest AC in the party, cause I don't trust the front-lines to always be there.

And I think teamwork feats are a waste of a slot unless I'm playing both characters.

I love the idea of rogues, but I will not play one on the assumption of flanking being how I get sneak attack.

..I, Apparently, have trust issues... ('_')

Lessah wrote:
Nothing in game that I can think of uses the first table, except during Monster Creation.

The spriggan is the only monster I can find with an (SU) size altering ability and its stat boosts are in line with the monster advancement table. Likewise, EVERY animal companion uses that table to determine their bonuses upon size increase. In fact, I've only ever seen the Polymorph size table used for spell and spell-like effects. Maybe the editors use the ability type as a rule of thumb for which table to use; polymorph for (SP) & spells and Monster Advancement for (SU) & (EX).

Just a thought.

Arachnofiend wrote:
The Spriggan is from Tome of Horrors Complete, a third party supplement. As denoted by the big "This product was created by a 3rd party publisher" tag on the top right of the page.

..and has a similar stat block in Bestiary 2, pg. 257.

Edit* altered previous link to more appropriate one.

Ravingdork wrote:
Protoman wrote:
Issac Daneil wrote:

The fox is a tiny creature, and the size increases in the universal size chart for monsters has it gain 8 points of strength when it goes from Tiny to Small to Medium. Then, the Battle form gives it 2 Str. I was using a Human with Eye for Talent to give him +2 to Str at creation, and at lvl 3, the Mauler Familiar gains +1 to str

So, it's 9 (Base) + 8 (Size related, but not called a Size bonus) + 1 (Mauler's lvl) + 2 (Battle Form increase) + 2 (Eye for Talent) = 22

Mark Seifter clarified that Battle Form follows the polymorph rules so there isn't a benefit from small to medium.

So a fox would be:
9 base + 4 size + 1 mauler level + 2 battle form = 16. 18 with Eye for Talent.

And Mark Seifter would be wrong. Not only is there is nothing in the rules that support his interpretation whatsoever, but his clarification in this case actually creates more problems and gray areas.

I don't know if this helps or hurts the argument, but the Spriggan has a non-polymorph supernatural size alteration that has bonuses that vaguely resemble the stat changes from the monster advancements table, not the polymorph table.

So the feat should have said "Non-mythic creatures that could take damage from your channel energy...". Got it.

Bradley Mickle wrote:
Damage isn't done until they roll a save. If they succeed at a will save, they take half damage. It's like a fireball, make a reflex save. If you succeed, you take half damage. Channel Energy is similar except that its a will save.

Then you see my problem. As written, mythic improved channel doesn't cause anyone to roll twice until AFTER they're damaged.

Improved Channel (Mythic), pg.66 wrote:

As a divine conduit for energy, you're unmatched.

Prerequisite: Improved Channel.

Benefit: Non-mythic creatures that take damage from
your channel energy must roll their saving throws twice
and take the lower result.

But how do they roll a save twice after they were damaged by it when damage is determined by a successful or failed save?

What is the duration? How long after a creatures is damaged by your channel do they have to roll saving throws twice?

Or is this feat worded wrong? Are they supposed to make two saves before they're damaged?

(1) It looks as though once its created, it's set. Your GM may be nice, however, and let you gain another 20-foot cube's worth of customization when your tier raises.

(2) "Conjuring the door automatically dismisses any other active door." Before you create another door, the first one would dismiss instantly, shunting out all creatures (save familiar) inside.

(3) As the object becomes a construct creature, I would say yes.

(4) Yes, Sanctum doesn't remove the food clause, Bon Appétit!. As for the amount, my guess is 32 people per tier (20' cube per tier is 33% more than 6 10' cubes per 2 levels, ergo, 12 people x 2 levels per tier x 33% increase = 32 people. Sanctum does not change the description of the unseen servants, so they are most likely visible.

(5) Unseen servants would most likely be able to repair any object created by the mansion, given time. However, if you furnished your Sanctum with elaborate mechanical apparatuses or expensive crystal everything, I might require outside help.

(6) As the rules would allow you to 'furnish' your Sanctum with a solid gold couch, I'm inclined to believe mundane traps would be fine.

(Bonus from Ultimate2099) Yes. It is not location based. It's your own hermit crab pocket dimension.

Also, though it's not in the rules, I would allow a character to cast a Mage's Magnificent Mansion spell on the sanctum to rearrange it's floor plan and fix any broken furniture (Imagine how bummed a player might feel if he accidentally left the oven on or something and burned his Mythic Sanctum to a crisp and the GM just said, "Too bad. Enjoy the desolate rathole you wasted a mythic path ability on." I would also let a player use a spell such as Dimensional Anchor, Dimensional Lock or Binding during the creation of a construct to bind it to the Sanctum, but it would have to remain inside.

I don't have abandonment issues!
I don't have abandonment issues!
I don't have abandonment issues!

...i swear...:(

As all maneuverability does is give you a modifier on (all) fly checks, I would say it's answer B.

Quick list of what I could find:

Damned; story feat - completion grants a +2 to stat of choice and a +2 to caster level checks.

All-seeing eye, wondrous item - +1 to dispel vs. divination.

Deep Magic, Duergar alternate racial trait - +2 to overcome spell resistance and on dispel checks.

Strength of the Land, Dwarven (magic) trait - +1 trait bonus on caster level checks while touching the ground.

Unusual Heritage, Changeling teamwork feat - +2 to concentration checks and dispel checks within 30ft of 2 other changelings; +4 if one of them also has this feat.

Innocent Blood; story feat - +1 unnamed bonus on caster level checks for 1 min after you kill an intelligent creature.

Mage of the Wild; Elf feat - +2 to caster level checks in chosen terrain.

Scepter of Heaven; magic rod - +2 sacred bonus on caster level checks to dispel magic against evil descriptor or effects by evil outsiders. must be good to use.

Otherworldly Kimono; wondrous item - +4 on caster level checks, +6 if someone is trapped inside it. Best option

Pipes of Dissolution; wondrous item - +2 on caster level checks in 30ft while played.

Good to know; thank you!

Can I stop using acrobatics in the middle of my movement?

Specifically, can I use acrobatics to avoid attacks of opportunity in a creature's extended reach (10' and beyond) but stop using acrobatics when adjacent to provoke for the purposes of Panther Style and Snake Fang?

My guess is there should be a part that says ", or monk level 12th." at the end.

Would a Polymorph Any Object spell be able to turn you into a quickling? Base speed 120 could be a good starting point.

Look into pummeling style. There is currently debate on it's rules as intended, but as written it works with all weapons and balls all their attacks into one shot. Clear with your DM how it will work with your critical fumbles rule. I have a zen archer that, after applying pummeling style, lets him deal 36d6+324 (when all attacks hit and at least one crits successfully; he crits approx. 46.8559% of the time) with a longbow.

Do the people who advocate an "only punches work" side of the argument also require only hand attacks when using the following feats: Crusader's Fist, Dispelling Fist, Elemental Fist, Gorgon's Fist, Nightmare Fist, One Finger, Stunning Fist, Unblinking Flame Fist?

What about feet attacks and Punishing Kick or Vicious Stomp?

The way I believe the critical pummeling style full attack would work is each attack crits for itself then adds together. Lets say we are doing the kukri / heavy pick combo:
Attack with heavy pick - success; add 1d6+bonuses to pool
Attack with kukri - critical threat; add 1d4+offhandbonuses to pool
Roll conformation - success; add 3d6+3x(bonuses) for pick
and add 1d4+offhandbonuses for kukri

Total for 2 attacks, one with each weapon is 4d6+4x(bonuses)+2d4+2x(offhandbonuses)

This feat does seem a little powerful, but I selfishly hope it stays with flurry-able weapons because I have a zen archer who would love this.

I really like that I can finally make One-Punch Man, though!

have the PCs already cleared out the Old Light?

If so did they destroy the sinspawn-pool-thingy? *Edit* Runeforge was the word!

Maybe Nualia decides to make one last kamikaze run at Sandpoint with some sinspawn from the caverns in tow? Some patron of the hagfish alerts the authorities (the PCs) that something is going on down the beach near the old light. PCs arrive to find the remainder of Nualia's entourage plus some sinspawn/mutated goblin fodder.

For extra epic points have the combat be on the beach at night.

Extra style points are awarded for increasing the size and scope of the battle on both sides, higher CR baddies and reinforcements for goodies (like Sherif Hemlock, Shelalu, and Ameiko).

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Last I remember, Pathfinders iconic wizard, Ezren, was an atheist. His philosophy (if I remember correctly) was that if gods can be born, can be killed, and any mortal could become one, what's so special?

Just because this player doesn't believe Pelor is a god doesn't mean Pelor does not exist. It sounds more like he is either anti-theist or anti-religious; he doesn't believe (or trust) in god or religions, respectively. You should clear up whether this character is atheist, anti-theist, or merely anti-religious by informing him of how those concepts would interact with the populous. Have him describe his philosophy and reasoning, which should help you determine how future events may unfold (and whether he's just trying to dick you around).

1 person marked this as a favorite.

Ruloc is still alive!

1 person marked this as a favorite.


Ruloc...You made me feel this way.

Was planning on using this little gem in a mythic seafaring game I have coming up.

Imbue with flight

Use this to sail into the wild blue or tag an enemy ship and have it do a barrel roll! Fun stuff:)

Just found out about this game and I have to say it's amazing. It's like taking the pathfinder card game and mixing it with old school D&D.

2 people marked this as a favorite.
toxicpie wrote:

In my GM's game, Draconic is pretty much dead though it was once used as a powerful tongue for spellcasting.

However, I talked to my GM and said it would be cool for my character to say some phrases in Draconic in the midst of battle, to inspire himself and the party with the might of wyrmkind. So yeah, I'm inventing a language with a weird grammar system and a vocabulary partially based off Gaelic, so please give me phrases to roar!
So far I've translated "Death before dishonour" and "Honour in all things".

114 Witty Paladin Sayings

1. And now, judgement!
2. The day your sins rise against you is at hand!
3. EVERY day is judgement day!
4. (to the tune of the Ride of the Valkyrie)
fight for justice, Kill For Truth, SLAY ALL EVIL, ta t-t-taaaa
5. The cherry blossom falls upon the soil; the sword falls upon the foe.
6. Come out and fight foul spawn of the underworld.
7. I challenge you in the name of Tyr, God of Justice!
8. Die creature of darkness!
9. I am ___, champion of justice! In the name of ___ I
will right wrongs and triumph over evil; and that means you!
10. Die, head-in-the-clouds!"
11. Come eat cold steel, things of the underworld!
12. Throw down your swords and prepare to be judged!
13. Drain this, fang-boy!
14. You! Yes, you! The boney thing! Die!
15. Yo, she-b!%*&! (Unsheaths sword) Let's go!
16. Nighty-night, zombies!
17. Hey, ugly, green, and terminally unwashed! Come here
and fight like a man!
18. SPOON! - Not in the face! Not in the face!
19. Ad majorem dei gloriam. - For the greater glory of god
20. Go bleech your roots, creep!
21. Allright boys, let's dance!
22. It's a great day to be a Paladin.
23. Get some!
24. Punish or be punished.
25. Squeal like a pig!
26. Start prayin' boy, and you better pray real good.
27. Hey, foul villains! Knock off all that evil!!
28. The first step in making friends is *not to eat people*.
29. Evildoers! Eat my Justice!
30. Let's hang ten for Justice!
31. Avaunt foul feindish thingy!!!
32. Un-tentacle that fair ingenou!
33. Eat my shorts, dark spawn of fat women!!!
34. I`ll slay the evil fiend, and smile, because I smile a lot and have a lot of teeth.
35. You had better watch your manners demon or I`ll give one hell of a wedgie!!!!
36. Your shoes are untied!
37. Evil doers beware!
38. I've come to demand the surrender of Hell!
39. There can't be more than 50 of them, I won't be hurt!
40. To have the courage for fighting means to have the courage for victory!"
41. Within our quest we are invincible.
42. Prepare to meet thy highest judge.
43. Thy soul be blessed and thy sins forgiven.
44. You ____ ! -infidel
46. I'm going to cut your heart out with a kender!
47. WHAT.... is the capitol of Assyria?
48. WHAT.... is the airspeed velocity of an unladen swallow?
49. Prepare to feel the Wrath of all that is good, Hell Spawn!
50. Evil always turns in on itself - Justice shall prevail!
51. For God and country!
52. All that is good and holy, aid me now as I confront this vile evil!
53. Prepare to atone for your sins!
54. Renounce your foul deeds now and I shall spare you.
55. I claim this land for all that is good, leave now and I shall not destroy you.
56. Repent now or spend your after life in eternal damnation.
57. With Justice <insert favorite deity> judges and makes war upon the foul and unrighteous!
58. <insert favorite deity> has deemed you unworthy - I am
his/her sword hand, prepare to meet damnation.
59. When Evil walks abroad, I must confront it.
60. May my sword do my God's will!
61. Prepare to make your maker!
62. I am prepared to meet my maker, are you?
63. With my dying breath I shall continue to remove the tarnish of your shadow from this world!
64. Summon your faith! It shall make us strong in the face of this obscene evil!
65. The courage of one can change the destiny of many.
66. Prepare to feel the iron gauntlet of Tyr the Evenhanded!
67. Surrender, cowardly followers of evil!
68. I'm gonna KICK your sorry ass!
70. DOOM!
71. I am Ergol the magnificent: small in stature, large
in power, narrow of purpose, and wide of vision. I
have the power to make your piss turn blue!"
while unsheathing sword: Let me introduce you to a
friend of mine...
72. (with a look of boredom and frustration) More <enemy type>!! Gods, and I just finished cleaning up from the last bunch!!"
73. Can you, like, surrender NOW or something?
74. Uhhhh...I'm like, gonna kick your ass. Uh huh huh, huh huh.
75. while charging:
78. Don't MAKE me come over there after you!
79. Surrender now or face me!, no... Give up now and I mean it! still have a chance to surr(finishes his charge and attacks), oh, never mind.
80. (If fighting some beautiful enemy)Back foul temptress! Even though thine image dost set my loins afire, I shall not be deterred from my task!
81. while attacking: "OUCH! Now that's GOTTA hurt!"
82. So, come here often?"
83. OH YEAH, want some more, do ya'. Come and get it, and get it.YEAH! Hey, I got some for you too! Here ya' go. Feels good, don't it!?!
84. Just a flesh wound.
85. I see that your schwartz is as BIG as mine! Now, let's see how well you handle it!
86. Fight, fight, fight. That's all I do around here. Day-in, day-out.
87. Bash this, slice that, castrate whatever. How come I don't get to do any of the fun stuff?"
88. after battle: "That's it?"
89. Has anyone seen my sword?(amidst piles of bodies)
90. Whoa, lookit the gash on that one!
91. Well, I don't know about ya'all, but I could use a drink.
92. If you kill me, I will only become more powerful!
93. I am not a coward, but it is not fitting for me to get my suit of armor dirty, I gotta be an example to the kids!
94. WHAT.... is the average rainfall of the amazon baisin?
95. After defeating but not dispatching..."Remember, no matter where you go, or how powerful you become, there will always be someone out there mightier than you. And that someone is me."
96. Let me convince you of the error of your ways.
97. Tell me if this hurts.
98. This is your ticket to the afterlife.
99. (talking to his sword) "Here's the goblin I promised you.
100. It wouldn't be proper for me to put this back without killing SOMETHING!
101. Try not to bleed all over my boots.
102. You demons are all alike... blah, blah, blah."
103. Why am I not worried?
104. To the undead..."You won't be so lucky this time."
105. Save your diseases for the less righteous."
106. Looks like you've lost a few fights in your day."
107. God befriend us, as our cause is just!"
108. Doomsday is near; die all, die merrily"
109. Say thy prayers, and farewell.
110. ...and you shall know that I am the Lord when I strike upon thee with great vengence...
111. Holy Avenger Batman!
112. (after a brawl to opponent) Here are your teeth...
113. Ahhh c'mon its not so bad... Its just the Abyss
114. (to a demon) You are one ugly m!&@!+$#@*~+.

chaoseffect wrote:

So I have a random rules question that I would like some expert opinions on. How does Grab interact with Spring Attack? If I hit with my attack in Spring Attack and successfully start the grapple via Grab, what happens then? Am I forced to stop if I want to hold the grapple, or does my new friend get to come along with me?

Any thoughts?

Core Rules wrote:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity.

As both of you gain the grappled condition after the successful grab, I'd rule that you would stop moving if you wanted to maintain the grapple.

One word. Synthesist.

...Though a dip in maneuver master monk is useful.


If a vampire has successfully pinned a creature, does he deal negative levels in addition to constitution damage on subsequent successful grapple checks so long as he is choosing the 'deal damage' option and using a natural weapon?

Does he have to make an attack roll with a natural weapon to deal negative levels or is dealing natural attack damage enough?

Marked for interest.

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Hear these words, hear my cry,
Spirit from the other side.
Come to me, I summon thee,
Cross now the great divide.
Beloved spirit, Ruloc,
We seek your guidance
Commune with us
And move amongst us

I'm just wondering if the lack of skin makes it impossible to "scar" your hexes or if you could technically do so with your new wriggling flesh.


...without losing access to her hexes?

Creatures w/ hands (can use conductive weapons)-
Devourer (devour soul; melee),
Ghost (corrupting touch & draining touch; melee),
Green Hag (weakness; melee),
Lamia (wisdom drain; melee),
Pleroma Aeon (sphere of oblivion: ranged 1/day),
Banshee (terror; melee),
Hydrodaemon (sleep spittle; ranged),
Lamia Matriarch (wisdom drain; melee),
Shining Child (burning touch; melee),
Berbalang (incorporeal touch [only usable while projection]; melee),
Caulborn (consume thoughts; melee),
Dybbuk (pain touch; melee),
Toshigami Kami (touch of ages; melee),
Ice Yai Oni (icy missile; ranged),
Pale Stranger (pistols; ranged),
Tzitzimitl (eye beam; ranged)

Creatures w/out hands (can only us conductive amulet)-
Electric Eel (electricity),
Rust monster (rust),
Vargouille (kiss),
Shoggti Qlippoth (braincloud),
Vampiric Mist (blood siphon),
Cerebric fungus (touch of madness),
Disenchanter (disenchant)

This list only contains Bestiaries I,II, & III. will add more later.

These are all supernatural abilities; I didn't look at spell-like. A couple of these monsters have abilities that already trigger once per round through a weapon (lamia matriarch and toshigami from memory) which a conductive weapon would allow them to use a second time.

The weird one on this list is the pale stranger, as his pistols area supernatural ability that requires a ranged touch attack. You could give him a conductive rifle and his pistols will still shot them :)

Other than lich, any good races or monsters that can benefit from a conductive weapon (or Amulet of Mighty Fists as the case may be)?

1 person marked this as a favorite.
Natrim wrote:

I think the scariest we've come up with, was a Lich Magus smacking PC's around and grinning. 'Here's various magus combinations for large amounts of damage at higher level, AND my paralyzing touch. Oooh, look, I critted! What was your health again? Dead?'

Either that or the Vampire cleric, with channel smite on a conductive weapon for both his level drain and his channel damage... Paladin? What Paladin? *nudges ash pile out of sight with foot*

Also consider options such as the Talons of Leng, although I believe that might not combine at all with Conductive... *too tired to actually look up wording tonight*

Sorry to point out, but conductive won't work with a vampire's energy drain or the Talons of Leng because neither are touch attacks. Both effects occur when using a natural weapon (specifically the claws in the case of the talons) and are not independent from those attacks.

I just remember a thread awhile back about Fighting defensively / Combat expertise / Defensive weapon property stuff. I thought they had come to the conclusion that if you didn't attack then the bonuses and penalties didn't apply. Thanks for clearing that up.

Just coming by to clean some of the cobwebs of this thread. Don't mind me.

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