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Golem in Progress

"Father"'s page

108 posts. Alias of Troy Malovich.


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This is Delia's Eidolon

GM Twilight:
The thing is, his spirit doesn't really inhabit the mannequin. It is just a manifestation of her summoning energies into a form and personality that she equates with her father. She may have an inkling that it's not really him, and Father knows it isn't, but he doesn't want to be the one to tell her and she's in a bit of denial for her own comfort. Basically, for ease of use, there's no need to establish mechanics for it, as it's not really what she thinks it is.

The eidolon is just her way of holding on to him, even though he's lost to her. However, if you wanted to work it into the story that there is an actual connection, it's up to you and fine by me. All the same, I left both the absence of her mother and the mystery of her father's murder open so that if you so choose you could tie them in at any given point.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father knows that his absence will only send him back to the beyond, so he focuses less on escaping and instead on putting an end to the creature before it can harm Delia.

Slam, power attacking 1d20 + 4 + 1 - 2 ⇒ (11) + 4 + 1 - 2 = 14, damage 2d6 + 7 ⇒ (4, 1) + 7 = 12
Here's hoping that the grapple penalties help make that a hit. Ooh, I don't happen to have flank at all do I?


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Considering we were single file, and it sprung up in front of Ried, Father is not close enough to attack and can't charge in difficult terrain. He just moves closer with his action.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Survival 1d20 + 4 ⇒ (13) + 4 = 17


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father seems almost relieved, like he didn't like the idea of being separated from Delia as much as she didn't want him gone. Used to taking what she says as settled, he also calls out, though not quite as sweetly as Delia. His voice coming out wooden as if echoed through a hollow log. "Alesse. Where are you?"


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father stays back as asked, but cannot help but do what he can to try and lend his own aid. As Aerick tries to find tracks, Father looks for any tell-tale signs, or something he might point out to the crusader against the undead. "I have a little training. I want to help."

Perception 1d20 + 12 ⇒ (9) + 12 = 21 to find tracks
Survival (trained) to aid Aerick in following 1d20 + 4 ⇒ (12) + 4 = 16


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Sense Motive 1d20 + 5 ⇒ (13) + 5 = 18

As Delia speaks, Ftaher just watches the reactions of the Crooked Kin, seeing if they look ready to act. As she turns to speak with the others privately, he lingers a bit longer, allow her time to get a little safe distance before he turns to follow her.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father merely responds with his usual, "Yes, Princess." as he quickly follows, and easily overtakes, her to walk one pace ahead and to the left of her.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

At her request, Father rushes back into the kitchen with a hastily replied, "Yes, Princess."

He emerges in the lead with a platter festooned with enough bowls for everyone, well all but one. A dish is set down for Kendra, Valachi, Ried, Ember, Agnar, Delia, the two guests Aerick and Zeth, but not one for Father. Instead he just stands, with his arms crossed, behind Delia's chair after placing the dishes.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Disguise 1d20 + 4 ⇒ (9) + 4 = 13

"Yes, Princess." comes the answer in a deep baritone. From the kitchen comes a tall, broad man. An odd rune on his face, glows softly. It's composed of a line running across his eyebrows, one running down each side of his nose angled slightly outward, and they connect to a last line running across his upper lip to to each of his cheeks.

Perception DC 13:
At least he looks mostly like a man, but the clothes fit a little off, and the face lacks a certain level of detail that is somewhat hidden by the light of the rune. At closer inspection, he looks more like a tailor's dressing mannequin than a human.

He comes out, and before offering to do anything for the men, he gives each one a serious once over. He looks like he is heavily scrutinizing the newcomers as either threats or with bad intentions. He steps forward, keeping himself between the men and the kitchen, and reaching out with big meat hook hands, simply offers, without a hint of hospitality, "Can I take your coats?" turning to Ember he adds, "Lady Ember, can I accompany you as you speak with them?" although it's a question, it is clear that he almost insists but has been taught better.

Perception, for anything hidden on Aerick 1d20 + 12 ⇒ (15) + 12 = 27
Perception, for anything hidden on Zeth 1d20 + 12 ⇒ (7) + 12 = 19
Sense Motive, Hunch on Aerick 1d20 + 5 ⇒ (19) + 5 = 24
Sense Motive, Hunch on Zeth 1d20 + 5 ⇒ (20) + 5 = 25


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Okay, forgot to add it to his profile before, but his Evolution was Skilled (giving him a +8 to Perception).

Also, I disagree with the interpretation of claws/slam trade-off

Originally it starts with the names, Claws is plural, but Slam isn't. Then claws specifically says you get two attacks, but slam doesn't. Lastly, Slam does a d8 base, but claws do 1d4. It would be too much to give the same number of attacks but for 2 die types larger. Also, primary natural attacks get Str to damage, but a single natural attack, like slam, gets Str and 1/2.

So the trade-off is 2 claws at 1d4+str ea, for a single slam at 1d8+str and 1/2.

From what I can remember, whenever a creature in the Bestiary gets slam, they only have 1, but those with claws have multiple. I think that was the intent behind the trade-off.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father finally got more HD, so do I roll his as well? JIC, here is his roll.

HP 1d10 ⇒ 6


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Given the small passage, and crowded room with a creature in the middle, I figured it is kind of tough for everyone to get in. Reid went first, said he stepped back, and loaded so I went ahead and moved him. Ember said she swung melee, so moved her the only safe step into the room. Then Father goes, and any further movement and he will provoke. Not sure where Valachi is in the order, I think his Init was missed.

Father listens to Reid's warnings, but it doesn't affect him, as he doesn't use either. He steps in before Delia protectively, as he always does, and swings at the thing. Given it's location as a puddle, Father clasps his hands together, bringing them both down with an overhead swing into the gooey mess.

Move into the room
Standard, Slam attack, 1d20 + 4 ⇒ (16) + 4 = 20, damage 1d10 + 4 ⇒ (10) + 4 = 14


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

As the device closes its doors on Valachi, Father doesn't need to be told what he must do, despite his urge to protect Ember. He rushes towards the Iron Maiden, and tries to find a handhold to pull the doors open. Sadly, he doesn't even know where to start as he paws uselessly at the thing.

Move, to the Iron Maiden
Standard, Str check to open. 1d20 + 3 ⇒ (2) + 3 = 5


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Perception 1d20 + 4 ⇒ (1) + 4 = 5

Father looks around the room, making no connection with the equipment or its purpose. At Delia's concerns, he stands in front of her protectively, uncertain what threats may lie within.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father Thinks this dwarf may be one of those unhittable things that they have faced so many of in this place. He decides instead to try and go for the last skull. Those he has been able to hit. Still uncertain of the dwarf, he tries to move carefully past Valachi to the other side of him, but his big ungainly form is too clunky to do it with any skill. When he gets to the other side, his swings poorly, trying to recover from his atrocious dance past Valachi.

Acrobatics to move w/o provoking (to other side of Valachi) 1d20 + 1 ⇒ (3) + 1 = 4
Slam on skull1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father also swings at the ghostly dwarf, despite his experience of not being able to actually hit with an unmagiced fist.

Slam 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12, if by chance that can affect it even if it hits 1d10 + 4 ⇒ (9) + 4 = 13


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father steps just inside the door, and takes a swing at the nearest skull harassing Valachi. He sees the ghostly dwarf swing, but he doesn't see how it's affecting Valachi, so he is uncertain if he can affect it without one of Delia's special spells for him. He sticks to attacking a kind of enemy he has fought before.

5' step into room
Slam nearest skull, 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20, if hits, damage 1d10 + 4 ⇒ (7) + 4 = 11


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

I can't see any grid labels. So, I'm just moving him on the map, and will try to explain it as best I can.

Father hears the sounds of another enemy before the group, and tries to move up as best he can to see what it is they face. He passes the doorway with Valachi in it, and stands beside the portcullis on Valachi's other side. He prepares himself to deal with any enemy that should try to leave the room and threaten anyone else.

Move to where he is on the map.
Ready action to attack any enemy that comes within range 1d20 + 4 ⇒ (15) + 4 = 19, damage if anything even gets close 1d10 + 4 ⇒ (5) + 4 = 9
Man, I hate wasting good rolls.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father moves in to face the spirit like the others, crowding around it.

Move from N29 to I31
Slam attack 1d20 + 5 ⇒ (20) + 5 = 25, damage 1d10 + 5 ⇒ (5) + 5 = 10
Crit confirm (can you crit them?) 1d20 + 5 ⇒ (18) + 5 = 23, extra crit damage 1d10 + 5 ⇒ (10) + 5 = 15


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Ember, are you staying put, or going to 5' into the empty space so Father can get in to attack the ghost?


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father will only move and attack if Ember steps out of her square. If so, he does the following:

Father moves into the new opening, swinging again.

Move from O30 to M30
Slam attack 1d20 + 5 ⇒ (16) + 5 = 21, damage 1d10 + 5 ⇒ (9) + 5 = 14

If her space doesn't open up, he will just stay where he is and ready for if it comes near him.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Reminder, Father's initiative is now after Delia's from his delay earlier.

Father once again rushes in after the enemy, trying to keep with Valachi in providing a threat and a target besides the others.

Move, from K29 to O30
Slam attack 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 (with flank from fire elemental), damage 1d10 + 5 ⇒ (4) + 5 = 9


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father follows as the thing tries to move awy from him and Valachi. It didn't move far, so he steps over and swings again.

Move I29 to K29
Attack 1d20 + 5 ⇒ (8) + 5 = 13


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father continues to follow after the thing, accepting that he will need to stand over Reid's prone from to strike at the once-man.

Move, 5' step from I28 to I29
Slam attack (magic fang) 1d20 + 5 ⇒ (13) + 5 = 18, damage 1d10 + 5 ⇒ (8) + 5 = 13


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father moves up after Delia gives him her magical enhancements. Not wanting to step on Reid's prone form, he moves to stand beside him as he takes a swing at the thing that was once a man.

Delay until after Delia's turn
Move from M29 to I28
Slam attack (with magic fang) 1d20 + 5 ⇒ (17) + 5 = 22, damage 1d10 + 5 ⇒ (4) + 5 = 9


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Stabilize 1d20 + 1 - 11 ⇒ (5) + 1 - 11 = -5, down to -12
Okay, OOC, I'm going to let him disappear before she gets to him, mainly since I know it's a drain on resources to try and heal him back up at this point. That way, next day she at least gets him back at 1/2 HP.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Previous round's fire aura 4 dmg, puts Father at -10.
Stabilize, 1d20 + 1 - 10 ⇒ (11) + 1 - 10 = 2
Missed it by that much, now at -11


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Previous round's fire aura 1 dmg, puts Father at -6.
Stabilize, 1d20 + 1 - 6 ⇒ (15) + 1 - 6 = 10
Again, he just makes it.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Took 2 damage from aura, stabilize attempt 1d20 + 1 - 5 ⇒ (14) + 1 - 5 = 10Just made it.
I am at the point where I'd rather he bleed out, and hope it happens before Delia can heal him. If she unsummons him, he comes back at the bad state. If he dies, and she waits til next day, he returns with half HP. Also, with him gone, she can summon more than 1 at a time. The only prob is she will do what she can to keep him around.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father is unconscious (-9), Stabilize check 1d20 - 8 ⇒ (18) - 8 = 10
Stabilized
Turn ends, he is adjacent and takes 1d?? fire damage, and unstabilizes.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

WIth his quarry having flown away, Father swings instead at the axe-wielding skeleton in front of him.

Slam Attack 1d20 + 4 ⇒ (9) + 4 = 13, certain it misses, since Val's 20 missed.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father waits for her to heal, about to move into the space beside Reid. He decides instead to wait to see what the others do first. After Valachi moves up, and Reid moves out, Father moves in to fill the gap left by Reid. Instead of attacking the skeleton Valachi went after, he goes after the floating head, hoping a good solid hit will take it out of the fight.

Move, S29 to R29
Slam attack on skull 1d20 + 4 ⇒ (15) + 4 = 19, damage 1d10 + 4 ⇒ (10) + 4 = 14 blunt damage


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Will Save 1d20 + 2 ⇒ (18) + 2 = 20


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father relaxes with only one of them left, and decides to move out and finish it. He makes his way carefully across the greasy spot on the floor, and takes a heavy swing at the thing.

Move from Z37 to X35, Acrobatics 1d20 + 1 ⇒ (18) + 1 = 19
Slam Attack on last skeleton 1d20 + 4 ⇒ (15) + 4 = 19, damage 1d10 + 4 ⇒ (5) + 4 = 9


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father swings now at the skeleton standing before him, ready to hold his position and fight to keep those behind him safe. His focuses much of his attention on protecting, and his swing falls short.

Fight defensively, Slam attack on Z36 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father waits, his adopted stance one of protection. He doesn't want to rush ahead of the group as they wait in the tunnel for the best time to strike.

Full defense


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father moves up to stand before most of the others.

Move to Z38


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father takes a swing at the one most likely to be able to get past him toward those he stands protectively before. The amount of damage he suffered from the attack of the other has weakened his strike, and he misses it by a long shot.

Attack X45, 1d20 + 4 ⇒ (1) + 4 = 5


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Don't know if it was intentional, but I am able to move Father on the map, and I like it. If we shouldn't he was in W43.

Father steps forward toward the creatures, but realizes that he should wait until everyone is down so he doesn't get surrounded. He steps forward, and assumes a defensive posture for when the creatures approach.

5' step, and total defense
AC 19


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Okay, maybe it wasn't a work issue. I just realized, the giant stirge is the only thing left.

Father decides that it seems clear enough that he will take the opportunity to step out and pick a better spot to fight from. He steps out of the room and put his back to the nearby corner. He scans the environs for the remaining enemy Reid mentioned.

Move to -L/11
Perception 1d20 + 4 ⇒ (8) + 4 = 12


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father's frustration comes to a head. He growls before hauling back and throwing his all into a single punch at the leading skeleton.

Slam attack, on skeleton in (-L/12) 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20, crit confirm 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20, damage 2d10 + 8 ⇒ (5, 9) + 8 = 22 (blunt)


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

With so many others able to help Valachi with the bat things, he tries to remove some of the bigger things in the doorway. He grows frustrated at his inability to connect with anything around him.

Slam attack, on skeleton in (-L/12) 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father scowls at the idea that he not come to Delia's aid, but there are more enemies where he is at presently. He strikes out again, but his swing is still hindered by the confines of the room.

Attack the nearest Stirge, 1d20 + 4 ⇒ (2) + 4 = 6


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father, waiting until they were closer, strikes out at the first one within his reach. He swings his big inhuman fist at the skeleton in the doorway, but the tight space they are all in restricts his movements, and causes him to make an awkward swipe.

Standard, attack Skele in -L/12, 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6 (accounting for cover)


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Initiative 1d20 + 1 ⇒ (11) + 1 = 12


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Perception 1d20 + 4 ⇒ (17) + 4 = 21

Father eyes the entryway suspiciously, "Careful, young ladies, the dead here seem to show up anywhere."

Father would try to always be in front of both Kendra and Delia, in his singular role of defending the young ladies, but Kendra keeps ending up in front of him.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Downstairs

Father waits until the men that tend to be in the front go in, but as soon as either Kendra or Delia make for the ladder, he steps in right before them. Primarily Kendra, as Delia knows that she doesn't exactly belong in the front.

Basically, he will go right after both Agnar and Valachi have gone down, assuming Agnar will also be toward the front.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

The Dungeon

As they stand around the dark wet hole in the floor, Father looks to each of the others, and decides to act. Some times the best way to overcome reluctance is to just charge in head first and not think about it. He shrugs, grabs the ladder carted in, and begins to maneuver it to lower into the darkness below.


Eidolon Biped (AC: 18 [T: 12 /F: 16]; CMD 17; HP: 18/18; F+4, R+1, W+3; Init: +1; Perc: +12)

Father nods at Delia's request, and stoops to help the two injured near him. He lifts them as best he can and makes his way to the door.

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