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Errant Mercenary's page

314 posts. No reviews. 1 list. No wishlists.


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Piercing Weapons. Huge penalties on any other.

Feeling mean? Get something with.piercing DR.


you could pick volumes 5+6 of skull and shackles and reverse them.


Bandw2 wrote:
make vital strike add a single die instead of doubling, and it's pretty okay and non-expliotable outside some edge cases involving crazy druids.

I was writing how I hought VS should be, talking about several hits - realised VS is about ONE hit a round.

No idea how to balance. If you just double weapon die once a round its crap, if you tripple (3,4,5 iterations) it could work but nothing to do with this new system. (and perhaps makes some builds broken with large dmg die).

Take home message: Vital Strike is about ONE large hit per round.
New system means we all got free Bestial Leaper rage power for free for VS.


Thank you all for the finds, perfect! I will be going with a Vivisectionist. Get hit (cries of pain) then you flank/invis touch them (deliquescent gloves, any touch spell/touch injection/poisoners gloves) and the screaming stops.


ah great finds! Caustic blood is amazing but the reflex save makes it not work vs people with evasion (one of the reasons im looking for no save since I know I will encounter Evasion). The rest are fantastic too.

Here's more:
Hostile Juxtaposition, wiz 5 summ 3
Another I cant find atm which releases a 4th lvl or lower spell on contact.


I am looking to make a list of spells and abilities that damage attackers when they strike you. The least amount of saves the better. It is for a character concept called the "Touch Me Please" which likes to be hit, for the following reasons:

So far:
Vampiric Shadow Shield, 5
Fire Shield, 4
Vitriolic Mist, 4
Shocking Image, 4
Eruptive Postules, 3
Defensive Shock, 2

Any more suggestions? Any spell or class ability is fine, from growing spines to striking the enemy to attempting to make them trip with your blood while you both scream in pain.

No saves best but bring it all!


Matthew Downie wrote:
kestral287 wrote:
Natural attacks being three actions hurts. You can just kite a lot of them now if your Acrobatics doesn't suck (move in - attack - move away; it can either pursue and get one attack, which you counter with attack - attack - move away, or stay in position so you move - attack - move again).
That's possible with the standard action system too. Attack the dragon once and move away. If it moves up to attack you, it only gets one attack instead of six and you can hit it and back off again. If it doesn't chase you, use archery, Spring Attack, etc. The new system just makes it a bit easier.

This system is an integrated Spring Attack with AoO. Makes Mobility valuable along with many abilities/items toward AoO AC.

Good thinking on strategy. Makes combat more fluid, going around the map, being smart and on your toes.
You can still stand your ground and full attack, but it opens the other options as viable.

Again, with tweaks Im inclined to this system.

Edit
Forgot to mention something I LOVE about this.
Casters need to chose between 2 spells a round (quicken) or 1 spell and move.
Cant fire 2 scorching rays and fly out of range anymore, or similar. They are still supreme in battle but less stupidly so.


What about Combat Maneuvres?

If they are 1 act they become utterly scary! See Grapple.

Action 1- Grapple
Action 2- PIN
Action 3- tie down

Or
GRAPPLE
PIN
HIT

Or
Trip
Grapple (hi -4 dex from trip)
Hit (enemy has what, -8 dex?)

In one round. I hope I missed something, otherwise I would rule CMBs cost 2 acts. If not things with Grab/swallow got deadly, see T rex example earlier.

I would also rule 5ft is free and once a round, as it is with the chained system.

Otherwise I really like this system, breaks the "full attack or suck of martials" but needs some testing/watching specially on:
-Ranged (rapid shot working like TWF bad idea for me)
-TWF (i like this option)
-Vital Strike (3/round is perhaps too good)
-Feint (i welcome the change)
-Haste (i would rule the extra action you either attack or move, it was too good anyway)
-Swift abilities classes; need a work around. F.ex swash consuming a readied action instead of an Act. Limited 1/round. CR works as written.
-Magus (clusterf&** to be houseruled imo)
-Demoralise (new options!)
-Max attacks/round. Ranged vs. Melee.
-CMBs

I dont own the book so its my opinion from this thread. I am in favour of this system, it is less monotonous, fairer albeit perhaps needing tweaks, and opens further play styles and combat mobility (HUGE for me).


Hexcrafter magi, multiclassed with white haired witch probably do the most. Add a monk level to flurry for a dirty trick/cmb.

Full round:
Hair attack
Polearm attack

Grapple (hair), Fatigue (frostbite), entangle (frostbite metamagicked rime), Shaken (Enforcer feat), Sickened (cruel polearm), Dazzle (spear dancer).

Total: 6, just as a base chasis.


Fly and its cousins. Breaks a lot of wonderful tactics and shuts down too many options.

Mirror Image. Make it level 3 at least.

Invisivilities should have more available counters (spell wise).


Ashmit wrote:

Hey all,

So for my new campiagn I want to lower the HP for a more realistic and tactical feel. Ive come across the problem of spells doing massive damage though. Anyone have any ideas for lowered HP games?

Greater Invisibility + Spells will ruin any tactical feel and playing smart.

E6 sounds like a fun system.


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insaneogeddon wrote:
Or you could just soak your fists in the average alchemists urine ..

Bottle it and sell it. High for DAYS guaranteed.


Joe Hex wrote:

I love the Brawler; I think it's a really fun class, but I don't understand how to explain things 'in game', like their ability to bypass damage reduction, as if their fists were magic. I get it mechanically, but just not the 'how'.

The Monk can pull things like this off, because they're mystics. They harness Ki energy. But the Brawler's fists, are mundane, meet and bone.

The best I can do to make sense of it, is to look at it, as if during their mastery of general ass-kicking, they tap into something primal enough, it's related to Ki.

I dunno- anyone else scratch their head over this?

Physics. Something that breaks the sound barrier will punch a hole through a lot of things.

You could explain to us Magic though, because Im not getting it. (Without the tongue in cheek, I would say we are all too used to the concept of Magic and therefore it makes sense to us)


VampByDay wrote:

The issues I have is how long SHOULD I GIVE THE PLAYERS TO ACCOMPLISH THEIR GOALS. Not, 'how long should it take by sea chart time.' I can always adjust that by saying the weather is bad or whatever. From a metagame perspective I wanna know how much time I should give them to accomplish their goals without making it too easy, or impossible.

@Seannoss, thanks for the advice, though to be fair, the game makes it seem like the island is supposed to be done in like, an hour (as when you get to the shore, you see the ship sailing off.) I could adjust that by saying that there is a storm that hits after they hit the island, and that prevents the ship from leaving until the next day.

Running into a second issue, and this one is a bit more . . . odd.

So I've asked that my players make a SOMEWHAT balanced party for the game. I'm not saying that there has to be the standard fighter-rogue-wizard-cleric, far from it, but I'd like to see something more than just four barbarians.

But some of the players are having a hard time coming up with 'pirate-ey' character concepts. Anyone out there have any suggestions to throw out for an arcane character, a healer, and a fourthman that would be suitably pirateey? I will OF COURSE not tell my players to play those, but if I can give them ideas or jumping-off points that might be nice.

On the break between them leaving the island in hot equine pursuit of the ship you can give them a breather, perhaps camping up somewhere to rest the mounts. You could give the mounts a little extra speed so they catch up regardless.

Also making the sailing take more time gives more time to rest.

For difficulty of the last part I noticed most enemies are single entities or rather few. If Your players seem to have too good action economy on the first two parts Id consider adding some henchmen in part 3.


graystone wrote:
I didn't go over Kraken well as I'm not a fan of grapple. I could have done with less Combat Expertise/intelligence prerequisites, but that's more of an issue of me not liking those options vs something not working correctly as in the ACG.

Completely agree, as I mentioned that part was purely opinion. Now the rest...Im very much hopeful and optimistic though, them deciding to only release the acg erratas when all are ready is, i think, a good sign.


Snowblind wrote:


  • The ways of challenging him shouldn't screw other characters in the group. Things like dominate hurt him because he loses control of his character, but hurts other characters more because they die.

  • I find this the hardest. The OP stated he doesnt want to exploit his weaknesses (which is will save such as hold person or hardcounter archery spells/shenanigans). Therefore there is little to do that wont seriously hurt the otherplayers, because you play to his strengths and as stated, no one of their party is up to par. I agree dominate is too drastic.

    Another suggestion: Witch Evil Eye With Greater Invisibility, get those - rolling. For extra fun, hit him With Bestow Curse With Reach metamagic. Minus to hit is a good middle ground.

    Also, and I seriously mean this, change Manyshot/Clustered Shots. They are the problem or archery in combination. If you wont do it this campaign I suggest in future ones as a houserule.


    On melee toolbox some feats require heavy errata/clarification (see kraken chokehold discussion). Otherwise, and this is opinion, it misses the mark (by including Combat Expertise/intelligence too often, but this is also discussed on other threads.)

    Melee toolbox isnt a hardcover, so I dont expect the same quality control, but again, would be nice to not need a pile of erratas per book published.


    Nicos wrote:


    Everyone talk about the editing (which is understandable), but for me that is not even in the top 3 major problems with the book.

    When the editing makes the feats, classes, archetypes, spells, options etc unplayable it is a HUGE problem.

    More so for pfs games, though I dont play those. A book I need to modify for playing in its own system is by definition flawed.

    Edit: Im looking forward to the erratas, and while I value much of what people here mention (design, intent, story, etc) mechanics is a big part of this game for me. I am hoping they learnt the lesson from ACG and Unchained/Psionics will deliver quality everywhere.

    I usually buy the books straight away. This time, I will wait for reviews. ACG and Melee toolbox has made sure of this, so Yeah they do have to prove to me that the next books will be the quality Ive come to expect from this great company.


    Distances in the Shackles are minute, I would suggest doubling or tripplibg the distance between isles.
    From Ollo to Quent there are almost 100 miles, doable at an average speed of 6 knots within 20 hours, less than a day. In 2 and a half days you can cross all the Shackles. Its a can of sardines as written and with the amount of ships present youd be able to cross from Port Peril to Hell Harbour on foot accross boat decks (a la Caligula).

    Distance: 6 miles in an hour (good average)

    As for selling loot, the Quartermaster would have a lot of cash/valuables, sobif he thinks he can sell it somewhere else, he'll take it. Especially since he's partial to the Captain whom you are helping.


    I actually like the clarity of faq 2 though, stating which things stack and which dont. Good work on that point. (Had a gm that believed only one effect ever applied).
    As I said, I like clarity.

    At FAQ > RULES in words it starts to get heavy to use the system though.


    I like clarity, I dislike less (non traditional) options.

    Im a big advocate of one-hit-per-round builds which break the monotony of full attack robots. Then again few people were using all the increments at once, but its a trim on the wrong hedge I believe.

    The more they faq lately, the less I like it. I think its because, as said above, this is a way to not make a Version 2 PF. Unelegant and weak one in my opinion, but I mentioned Im biased in this faq.


    A Money lender / debt collector assasin. Gives out loans to those who cant pay them, then exacts repayment by killing them. He uses this as a justification for his murdering sprees.


    Shaun wrote:
    Regardless, these days a brawler more or less gets what anyone would want out of a monk with way more appropriate flavor for this AP.

    One could find inspiration for a monk in Eustass "the monk" though a little far fetched. There is a lot of tian influence in the Shackles so thats a niche for monks too.


    rstencel wrote:
    See a couple of Monk pirates. Thought Pirates where supposed to be Chaotic and Monks had to be Lawful.

    At sea nobody survives long being chaotic.


    Difficult. You dont want to exploit his weaknesess (will save/sunder) so you are only left with strengths.

    If someone builds a potent build I would most times let them do well. A few times? Dominate persom. Kill n ally in a single round. Or throw exactly the same at him.

    If this isnt an optiom because it wont be fun, then challenging them ks not what you/Your group is after. If they are making up his weaknesses by good tactics then I would say the are at a sweet spot.

    Perhaps use smart enemies that have 1 Level in acebolt/other touch AC ranged options who sniper. Theyd og for the most inmediate threat.

    Flyer that uses grab and tosses him somewhere?


    It is a really interesting feat, awesome combinations done!
    If MoMS had mamy attacks it would be Worth combining Panther, moongoose and Snake style. By Level 8 picking a Third style up.


    Seems for most CE seems to be ok as an isolated choice feat (I agree) but is generally despised as a prerequisite for martials (and that int requirement..we dont all play 30 point buys).

    However what truly still has me in wonder is WHY? Many threads like this before and the designer's approach is to put more CE and Int requirements in the soup. Why?

    I want to hit 100% with my trip so I'll trade hit for AC and dump my dex so I can have 13 int. Thanks. Hey want that Lunging Spell Touch? Better have Heavy Armour proficiency and 13 strength. I think that if you find this silly you ought to find the CE/Int issue silly too.

    And no, Improved Bullrush needing Power Attack is not an excuse for CE requirement because both hurt Your to-hit. They are just both poor design choices. And PWA is something someone with a lot of STR (bullrushers will have str) actually want.


    Combat Expertise, considered a feat tax which forces martials to up intelligence to 13. Makes you worse at doing many of the feat Chains that it opens (combat maneuvres). Pure feat tax without any reason.

    Melee tactics toolbox comes out and I quote:
    " Combat Expertise is a useful feat for combatants who qualify for it, either with sufficient Intelligence scores or equivalent class abilities such as brawler’s cunningACG and swashbuckler finesseACG."

    I am baffled at this sentence. So they put a book out for martials and they slap CE and 13 int requirements on many feats, then tell you it is a good feat (in fighting smarter section).

    Is this feat used by anyone as anything but a feat tax? There have been many posts about this feat so I am baffled Paizo decide to come with it as a banner of good tactics.

    Perhaps it is an effort to salvage it? What are the reasons this feat is being forced as prerequisite when it looked like they had unđerstood and abandoned it previously?


    Sell it to the highest bidder!


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    When comparing to other martials, the Barbarian would pick up the nearest enemy and proceed to murder each of them with their teammate. Those rage powers are CLASSY.


    Velxir wrote:
    What kind of stuff would Profession Sailor get you? I want to play a heavy armored warpriest that beats people down with an anchor for my pirate campaign I am in

    Marlin Spikes. Marlin Frikkin Deadly Spikes.


    Hey Bodhizen. First, thanks for the guide and work!

    I wanted to ask if you had thought more on the Heretic's Judgement:

    Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).

    And how it works -exactly-. It doesnt sound very exact.

    I am mostly interested in this one because it could be the basis with a very strong Vital Strike build with the right Domain (Rage/Ferocity) and feats (Moonlight Stalker, Furious Focus Power Attack).

    Does it work like Hide in Plain Sight?


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    Vod Canockers wrote:
    My bard does 5 points of damage every time a party member hits.

    Whenever you cast haste that extra attack is your damage - dont ever let them forget that! They are wet towels without us, just average adventurers with airs of grandeur. We make them shine and not die (so often).

    We give them attacks, hit, damage, rerolls, funny jokes /perform and make enemies feel insufficient, disorderly and lacking.

    They are but our pawns!

    What? No why would I do your laundry, wizard. Oh yes right 20 inititive and save or die. Of course your robes will be ready for tomorrow Sir.


    Magda, and for the rest of Reach bardbarians out there:

    Line in the Sand. If you can somehow get this spell, and get your team to move back with you leaving the affected area just before you, you could reliably use your Charisma for number of AoO, allowing for a focus on STR/CHA vs Dex.

    Example:

    Cast Line in the Sand. Move action into your song. 5 foot step back.
    P for Player, o for no effect, - for Line in the Sand effect.

    ooooooooo
    ooo---ooo
    ooo-P-ooo
    ooo---ooo
    ooooooooo

    5ft/move back

    ooooooooo
    ooo---ooo
    ooo---ooo
    ooo-P-ooo
    ooooooooo

    I would consider this in hallways for anyone that uses a reach weapon.

    As for other reach builds, a Whip with Slashing Grace build should do a lot of damage from very far away.


    Thanks for the answer. In the case of Fortune, it lasts 4 rounds on user which is beneficial.

    Thank you to the OP for making me aware of this item by the way!


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    Self Buffs make sense if you have time for it.

    There is something I notice at least with people I play. They charge in to action, they need to get there, they must charge!
    If you ready stay in your place and buff, let the enemy cut distance, then you can full attack with your buffs on while your enemy could only single attack you. Works if you are deadly enough with a full attack or if the distance is pretty large.

    Also, readied actions.


    I'm wondering how this rod would work on Fortune/Misfortune. At level 8 you get to benefit from it for 4 rounds?


    Nice! And yeah, the Arcane Duelist is a fantastic bard, my favourite melee one.
    It seems like most people are on the same page when playing a bard, everyone's giving out the song. I say the tyburn jig to those that don't.


    Please state how many rounds of buffing you're using. The OP mentioned anything after 3 rounds is not useful, however I think we should all give ourselves just 1 round of buffing for the Song and a buff, then a full round action.

    While ranged has the advantage of not needing to reposition (most of the times) we can ignore this for the sake of steady, comparable, numbers.

    Similary, remember to check in detail what the build includes. Some use a +3 weapon some just a +1 etc.

    Joe M: How do you calculate the DPR vs the foe? A simulation, a subtraction from the damage based on hit chance?


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    Level 9

    Race:
    Azata Blooded Aasimar

    5 feats (1,3,5,7,9):

    Point Blank Shot
    Precise Shot
    Many Shot
    Clustered Shot
    Deadly Aim
    Feat Level 11 or instead of Deadly Aim: Divine Protection (Cha to saves)

    Favoured Class Bonus:
    Bard, Aasimar (+1/2 total level to one song..Inspire Courage making us count as level 13, for a +3)


    15 point buy: :

    Str 10
    Dex 15 +1 (4th) + 2 (race)= 18
    Con 12
    Wis 10
    Int 9
    Cha 15 +1 (8th) + 2 (race)= 18

    Gear:
    Conductive Bow +1
    No extra items, no headbands or anything

    The action: We assume 1 round of buffing because we have a team that needs those juicy songs. We use a Standard Action to buff with Haste a Move to start a song. Next round full attack.

    To hit::

    Bab: +6/+1
    Dex: +4
    Rapid Shot: -2
    Song: +3
    Weapon: +1
    Haste: +1


    Attacks::

    Bab/Manyshot/Haste/Bab
    +13/-/+13/+8
    Deadly aim
    +11/-/+11/+6

    Damage::

    1d8
    Pbs: +1 (within 30 feet)
    Weapon: +1
    Song: +3
    Conductive: 1d8 + Cha (Once a round, non errata version, errata version is better)

    Single Attack
    1d8 + 5 + (once a round: 1d8 + 4)
    1d8 + 9 (deadly aim)

    All hit:
    (1d8 + 5 x 4) + (1d8+4) = 5d8+24
    DPR 29 - 64, AVG 46,5

    All hit Deadly Aim:
    (1d8 + 9 x 4) + (1d8+4) = 5d8 + 40
    DPR 48 - 80, AVG 64

    Note: Not using any + stats items, but counts Haste+Song (1 round of buffing)
    Advancement to be put into Charisma and Dexterity, Weapon Focus and anything that gives you to hit.


    Sound Striker using conductive ranged weapon. Will throw a build later on. I imagine you do not consider multiclassing/dipping within the rules, for a 1-2 level dip? It wouldn't be a bard challenge anymore.


    Interesting to read that about APs. I personally found more daunting having to come up with a campaign setting, a score of NPCs (mildy interesting at least), enemy NPCs, an interesting story line, stat up NPC humaoids that took class levels, etc, rather than have all of this printed and omit/included what you (don't)like. Perhaps because the comparison I did wasn't with short modules and one off sessions, in which case, yeah I agree with you.

    On the checking the AP behind the GM. Better just ask the GM how many there were. He can show you the page. If you just read what's behind...as stated, why bother playing at that table.

    The printed APs as is are not very difficult for 4 optimised characters. However with 3 and not very experienced, some parts will be mince grinders.


    LazarX wrote:

    ......

    You said that your GM had only been GMing for two months. That's a bit wet behind the ears for taking on an AP, and Runelords is not a gentle AP. With such a novice GM, he simply may not have the learned skill for a party that doesn't meet the AP's minimum expectations.

    I would suggest that the GM wet his chops with smaller things. I would highly recommend the following for practise.

    Silverhex Chronicles
    Confirmation

    and The Disapeared.

    These are all PFS chronicles, the first is a free download and the rest are 3 bucks each. You do not have to be members of the campaign to homeplay this.

    AP's are fantastic to guide new GMs into GM'ing.


    To quote the relevant rules, in Combat, Reposition maneuver states:

    "You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire."

    As to why, I guess it's to limit casting True Strike then throwing the bad guy into said lava, making the encounter a, well, non encounter.
    It's silly. If the GM puts the bad fella in a bridge and fire to each side, it's obvious he's prepared energy resistances and levitate at least.

    Since you're playing S&S I imagine it's a house game. I strongly suggest not using that rule.

    Note: Bullrush does not mention anything about dangerous squares.


    This AP is ideal for a brawler with witty bad intentions.

    Many humanoid enemies to grapple. Repositioning in dangerous squares isnt allowed I think, neither with bull rushes, but a swift houserule changes that. Even the AP itself skips over it, a mayor NPC bullrushing people off the ship in the first book.

    I'd suggest having a look at Grappling Style in the style feats and really really hammering down grapple rules because they are finicky.


    The Resetter

    The GM is writing the plot as it goes and in comparison the Illiad is a light after tea reading. It is so large he keeps losing the story within the sea of plotlines. Assures you he'll fill you in the world's details but that went to hide with wherever this-time-this-canpaign-reset-is-for-real's plot went to in vacation.
    Youre always level 3-7 and a few sessions later youre low level again. Hey it lets you try out character builds.

    Suggestion: Get the group an AP until that gm's gotten some order/energy.


    Good times in nightclubs which we don't talk about?

    A fantastic niche in fantasy, really portrays the intelligent resourcefulness that seeks to 1. Make things go BOOM or 2. See the applications of alchemical tinkering.
    Extremely flexible in how you build it too.
    It delivers the "I'm smart enough to solve any and every problem you throw at me" flawlessly. One of the best designed classes in Pathfinder.


    Found something! Blood Armour spell makes you stronger the more hits you receive.

    Blood Armor

    School transmutation; Level alchemist 2, bloodrager 2, sorcerer/wizard 2, summoner 2, witch 2
    CASTING

    Casting Time 1 standard action
    Components V, S
    EFFECT

    Range personal
    Target you
    Duration 1 minute/level

    DESCRIPTION

    Your blood becomes as hard as iron upon contact with air. Each time you take at least 5 points of piercing or slashing damage, your armor gains a +1 enhancement bonus to your AC. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. This enhancement bonus stacks with itself to a maximum enhancement bonus of +5. This spell has no effect while underwater or in environments that lack air.

    Pathfinder Roleplaying Game Advanced Class Guide


    rungok wrote:

    I was wanting to make a character that is pretty decent on average, but really shines the more beat down and overwhelmed he is. I guess the anime/manga hero who has that indominable spirit to rise up again and again, hit harder, and not give up no matter how badly things are stacked against him. Usually his spirit and determination is an inspiration to his allies.

    Is there any way to build a character that can fulfill those 'themes'?

    Problem in Pathfinder is that in 3 rounds you're dead or they are dead. Anime character style stuff goes on for 26 chapters and counting. So not many options are geared towards that.

    Death or glory perhaps, though mechanically different, could fit in with that.


    Relevant rules:

    "Combat Reflexes and Additional Attacks of Opportunity

    If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus."

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