Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

Pathfinder Adventure Path #56: Raiders of the Fever Sea (Skull & Shackles 2 of 6) (PFRPG)
***** by Talyseon

Pathfinder Society Scenario #4–17: Tower of the Ironwood Watch (PFRPG) PDF
****( ) by Itzeebitzee

Pathfinder Battles—Shattered Star: Gug
***** by Itzeebitzee

Pathfinder Battles—Shattered Star: Iron Golem
***( )( ) by Itzeebitzee

Pathfinder Battles—Shattered Star: Cleric of Zon-Kuthon
*( )( )( )( ) by Itzeebitzee

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Foxdie13's page

75 posts. No reviews. No lists. No wishlists.

RSS

Search Posts
Search Foxdie13's posts:

1 to 50 of 75 << first < prev | 1 | 2 | next > last >>

Hello everyone.

I'm still going on with my lvl 10 game and I would need assistance from all of you. I got a urban ranger with the kit for disarming traps, so I like placing a few traps to let that person shine from time to time. Fact is: he is surpassing by far the average traps. Yes of course I could just increase the perception check needed and the disable device roll BUT it would not be that fun.

I know it was a discussion a while ago but: can you share with me some trap idea you know that is not only perception/disable device? And at the same time, how the players would need to disable it?


Well seems it will be a busy day for me than...thanks a lot everyone :)


So I'm helping a new player makes a character for my game. Since he has no books and I have all the core books and ultimates, I'm giving him the d20 website so we can work togheter via ventrilo. He is going for a monk and here is what he can read:

At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

http://www.d20pfsrd.com/classes/core-classes/monk

So at 7th level he could bypass cold iron and silver?
I have the book in front of me and I don't see that. Can someone tell me if things have changed or is it a major error on the website?

thank you


This is my campaign:

Home brew...My players had the mission to rescue a village. some trolls attacked the village, got hostages, pillaging...regular stuff.

My team examine the village at night because they want to infiltrate the village and clear it, metal gear solid style. They hear screaming coming from the barn. The paladin: ok guys this is where we will start. They stealth their way there and once they are all at the door, here is the discussion they had.

Paly: So I'll enter there, calm the hostages and ill free them, you and you, stay here and if you see people coming here, alert me.

1,2,3 GO

My player called this move: I enter in the barn, and my character try to calm everyone like: everything will be all right we are here to help.

Me (GM): you notice an ogre right in front of you actually eating half a cow. He seems pissed that you disturb his lunch. Now you understand why the hostages are yelling.

Awkward moment.

Ogre attack....with the cow as a club. Paly got 2 hp left (team lvl 3)
Rogue outside the house: are you ok? (talking to the paladin)

Me: the only thing you see is a ?*%#?* of blood flying from the barn. (part from the paly, part from the cow)

Rogue: oh....


Thanks a lot everyone.

So far this is what I have: creatures immune to sleep, cannon fodder, deflect arrow and maybe raise the CR.

@Rynjin: Yeah my ranger don't have any spells but got some tricks, one of them is the equivalent of point blank master. He can use that 7 times a day so even melee him is not that much of a problem for him.

Question to all of you: any monsters you know that is good with stuff like deflect arrow? monk is not the kind of encounter that would fit well in my game right now. It's kinda like a good vs evil classic. Evil monk would be ok, but can't really go all out monk for a whole game let's say :P


Hello everyone,

Here is my question of the day: I'm doing a brand new game starting level 10. So Here is my new team: Melee paladin, urban ranger (archer) and a witch.

So my first game was more a test, since I never played creatures cr 8-9-10 and the players never played more than lvl 6. Add to that the fact that its the first time we see a witch at my table.

We discovered 3 things today:

1-for the witch: hex is unlimited times per day (except max 1 per creature for certain type of hex)...wow
2-Slumber is VERY strong
3-An archer can dish a **** tons of damage.

So here is the big question: whats your best suggestion so that all of my monsters are not getting destroyed by slumber except just using undead and construct? + What is the best way to give a challenge to a ranger lvl 10 that can mostly ignore anything less than total cover (he also took the ranger kit that is not using spells but trick so that he can shoot in melee)

DISCLAIMER: I'm not trying to counter the player so they do nothing (I've placed different encounters so that some of my players have their shining moments....flying creatures for my archer, demon for the paladin and....stuff to kill for the witch) I simply like to challenge my players in a different way so they accomplish something.

Thank you


https://docs.google.com/document/d/1gD4kwJXJPMUDGuKsvYiL03ACj-ZqiwDcMrkHtV9 mmKI/edit?pli=1

that's your best start my friend


Reynard_the_fox wrote:
Also look into the feat Gang Up. A friend of mine went crazy with throwing stars as a ninja - 5 sneak attacks in one turn at level 9.

wow thats solid. IT cost 2 feat so its a hard price to pay but after a few level that would be nice


Hudax wrote:
So is he roleplaying his rogue as cowardly, calculating, or too good to get his hands dirty?

definitely calculating + making sure the team is doing fine


Reynard_the_fox wrote:

Question, OP: Does he actually WANT to be no good in combat? Or does he just want to put all his resources into non-combat things? Because if it's the latter, a "brute" rogue is really feat-nonintensive. Just crank up the strength a bit and give him a two-handed weapon to make sneak attacks with. He can still have a high dex (and a million skill points), and put all of his feats and rogue talents into noncombat stuff. Check out Rogue Eidolon's Guide to Rogues if you're interested.

Sample point buys if a) he doesn't care about charisma:
Str 18 (including human/halfelf/halforc bonus)
Dex 16
Con 12
Int 10
Wis 10
Cha 8

or b) if he wants to be the party face or use UMD

Str 15 (boost at 4th)
Dex 16 (with human bonus)
Con 12
Int 11
Wis 10
Cha 14

With a Rogue's skill points, a Charisma boost of +2 is plenty to be a social face.

Maybe I'll clarify: he does not WANT to be ineffective in combat, just that he is not gonna be in combat a lot, he is the kind of guy to join half fight, so even if he takes all feat and skills to be good in combat, it will be a waste. BUT if he can do good and be the skill monkey at the same time, its just better.

I'll read the guide, that's a good idea.


Thanks a lot everyone. So far It gives me lots of idea.

One thing I mentionned is the only class possible would be rogue. MAYBE (call me) archeologist would pass, but like I said he is a dnd player back from first edition so convincing him that others archetype or class could do the job is kind of hard.

So far the range rogue with trap smith is pretty solid, archeologist indiana jones style is good too.

If anyone got other idea, would be appreciated. But its helping me a lot


Orc Boyz wrote:
play a rogue... and dont fight.

Thank you for your comments...

Kamelguru wrote:

Soak his feats into archery. As a controller wizard, you will be depriving people of their dex all the time, and make him useful by virtue of sneak attacks.

If he sinks both feats into getting PBS and Rapid Shot at lv1 he is more or less free to do whatever later on.

Not a bad idea, might be pretty good actually. What kind of spell would allow sneak attack from him?


So I've finished my campaign as a GM and the next one is starting with a new GM (yeah I can play!!!) So I got my character done but my friend is new to PF. He was an old D&D player from first edition (yeah I know) and a big shadowrun GM (AKA I'm always paranoid).

He is the kind of guy to build a rogue based to disarm trap but hate fighting, or at the most the guy that will give the final blow in a fight. I'm looking at possibilities, not complete build to know what would be the best form him.

He is not an optimizer (forget about dumb stats)
We play with ARG (base race are forbidden for campaign reasons)+ he is the kind of guy to pick a race just because it looks cool
20 points
No starting gear (same reason as race)
Start level 4
Rogue only (no prestige or multiclass)
Archetype allowed (I know there is one for trap, just don't have my book with me)

Team if it can help: Wizard (me) controller, rogue (more like a fighting one), ranger (sword and shield with no spells), and a Melee divine (paly or oracle or cleric, still not sure) and him (rogue based on traps)

I'm asking here if someone can give me advice for him so he can still be useful in a fight, without being always present?


The NPC wrote:

I've only just skimmed this thread mind you, but it has been said that the child of human and a kitsune has equal chances chances of being either.

Not trying to shoot anybody to shoot anybody down. It just seemed pertinent is all.

Not sure to understand what you mean but it seems interesting. Can you explain me more?


lets forget about the tail for right now and just say that the character have a tail that can do nothing and its ONLY there for visual(like a fox) (can't edit my first post from job)

what about the rest?


I guess if the tail can do something or not will depend on my GM, I'll accept both decision (I'm a GM in my actual campaign so I can see both sides). Its just that I was going point by point in the book to see what would/would not fit and I saw that point.

If someone would have to create that half kitsune, anyone would have done it differently?


melee shifter are quite strong. Summons too. If you have a player who really know the good shapechange to do and the best summons possible, it can be hard to counter as a GM.

The pet can be quite strong too, depending on choice.

Caster druid seems balanced, with summons its still powerful but not game breaking


for the 16 RP: the number of point is not really important, its really more for balance than anything else.

for the tail: maybe I read it wrong but it seems the 2 RP tail is doing nothing except being there and being able to pick really light object on myself (no attack or grab or nothing else). It was more just for the visual than anything that's gonna be useful in a fight or anything. (like the guy who have to hide his tail to pass as a human)

dual minded is already removed, took the suggestion earlier, thanks to point it out.

I'll update my original post before going to my job so people see where I'm at right now.

thank you for your comments appreciated


thats cool actually I'll try to keep in line with this opinion and work out somthing. You have some good points there that I'll probably change before showing this to my gm.

any other suggestions?

edit: what kind of magical traits would fit the kitsune (except the one that the pure kitsune get)?


So I was playing around with my new book (advanced rage guide) and was fooling around with the race builder. Now for my next game, DM told me that we will be monstrous race (ARG or monster as pc) coming from different places. He got a story to mix everything, didnt told me all the details.

Long story short: I was looking at the kitsune for my sorcerer and was not quite satisfied. I was trying to make a half kitsune and I know its gonna be GM approuval as always, but I wanted to confirm (or not) with you if what I builded would be balanced.

WE work with 20 points systems and everyone will have strange races, mostly like the one you see in the ARG (forget about drow noble right away). So here it is:

shapechanger-humanoid (kitsune blood trait)
medium size 0
medium speed 0
standard (+2 choice) 0
standard language 0
flexible bonus feat 4
skilled 4? (that or changing it for a flat bonus on perception?)
kitsune magic? 2 (working to find something that would fit)
low light vision 1
prehensile tail 2 (only for visual, no in game effect intended)

total: +13

So story style: he got some of the bonus from human, keep his tail but cannot shift back to human form. He got the face of a human, but must hide his tail constantly. 16 race point seemed to me like something in line with other special races like aasimar with 15 points and such.

p.s. I know it will be a few point more than human, but thats normal fr this campaign. To give you exemple, we will have a damphir and a aasimar, so it gives you the average

EDIT: adjusted original post with build of the race so far. Suggestion still needed


selective channeling first

then choices are combat casting if melee guy, improved initiative if range/not in melee.

scribe scroll depend on your team comp


I'm not good with melee character but I would not take improved natural attack at all. Passing from 1d4 to 1d6 change almost nothing in the DPR anyway but you use a feat for that.

you could save those 2 feats for extra rage powers, weapon focus (claws), power attack and such


totally forgot about the fact that I won't have favored class, good point. If im going barb sorc, for sure the will save will change at that time your right on that.

As for lvl 4 with no items, its just temporary for the beginning of the campaign. Its just that I won't start with stuff, so can't choose them in advance.

I will switch for Half elf.

So far I think ill rearange my stats, lower charisma a bit and use spell with no DC (scorching ray, etc) with a few point in dex. More to come


question: paly 2 for save and smite evil

OR

barbarian 2 with rage power lesser fiend totem: gore attack as a primary (so gore, claw, claw....and eventually gore bite claw claw)


Paly 2 was mainly for the saves, smite evil and the RP behind it (paladin and gold dragon blood = ultimate good guy). I was hesitating between that and barb 1/sorc 4 (opinion needed?)

Spell wise I won't go FULL blaster, still have to cover some spells for the group (general buff spells) so thats why I want human.

for defense, I was mainly planning no armor, so 10+4(mage armor) + any defense gear I should have. Not sure if thats the best way to go. I'm not 100% convinced about armor training, maybe thats why.

any other thought?


Ty for your quick answer.

Switching quicken for later is a really good suggestion that I will change

Extend was more for some buff spells like mage armor and eventually greater magic weapon (In my group, I am the only one that really know stuff about spells since the others are mostly new players) That feat will depend a lot on the gear I'll get I guess.

For spells: I totally forgot that I have burning hand as a bonus, will change it for something else.

For high level spells: I planned absolutly nothing so far.

The question I was not sure about my build: should I stick with 1 element and switch to melee when resistant/immune or should I go for dual element (im gold dragon for fire damage but would take elemental to change it for ice)


Hello everyone,

I've been playing around with a few build ideas about a dragon disciple. For sure I already saw Oterisk'guide to the Dragon Disciple and here is what I wanted as a concept that I need help with:

1-I don't want FULL optimization, because the rest of my group won't, so don't want to unbalance everything
2-I want a character that can do damage with spells, but if in melee will still be effective (1/4 - 3/4)
3-I prefer a little bit of diversity over full damage (prefer elemental bloodline to switch fire to ice than just full fire)

Here is what I have so far. We start at level 4, 20 point builds, no items to start with (story):

dragon disciple build

paladin (divine hunter)2/ sorcerer gold dragon/elemental water 2
Human (for extra spell known)
str:17+1=18(level 4)
dex:10
con:14
int:7
wis:7
cha:16+2=18 (racial)

hp:30
skills:
appraise
craft
diplo 1
fly
handle animal
heal
intimidate
knowledge arcana 4
knowledge nobility
knowledge religion
knowledge plane 3
linguistique: 1
profession
ride
sense motive
spellcraft 4
use magic device 1

total 14

fort:9
reflex:4
will:8

feat:
skill focus knowledge plane
arcane strike
eldritch heritage abyssal
5-improve ini
7- quicken (free), extend
9-craft wonderous items
11-sorcerous bloodstrike
13-
15-spell perfection

spell:
lvl 0:
acid splash, prestidigitation, open/close, detect magic, read magic
lvl 1: burning hand, color spray

P.S. skills and saves might be off, don't worry, not so important for the discution right now.


hello everyone.

I am always reading all the guides I see on this forum (even for class that I don't play) cause its showing me some stuff I would have missed.

Now I wonder if there is any list of the best spells with hour/level duration in the game?

I knew mage armor as a classic, discovered that greater magic weapon was one also.

Im looking mostly arcane (as I'm gonna play a paladin 2/sorcerer 3/dragon disciple X) but divine might be interesting for my team also.


I am making a sorcerer for my next game and i was looking at the bloodlines. For sure eldritch heritage is awsome but I need to know:

is there something blocking me from taking 2 eldritch heritage?

Lets say I go with skill focus knowledge planes...

Can I take eldritch heritage abyssal (I need plane) AND with another feat take eldritch heritage arcane (I need skil focus on ANY).


1 person marked this as a favorite.

permanent time stop.

GG


switch hitter ranger all day long: perfect combination with that team set up


I was running a few idea in my head for my next game and by reading my books I was questioning myself. Have you ever destroyed or dispelled something against your players?

I know that if your party is having too much gear for your needs, you can always make some magic items vanish, but in the end I'm pretty sure the players would be pissed.

To all the GM who've already done this: share your experience please. I'm curious


quick question for fireball: rod of selective metamagic = win?

I mean you can't take it as a feat before lvl 10 because of the requirement, but a lesser rod cost 3k gold only. easy enough to fit that in in your item build, and assuming you got 18 in your casting stats, you can cast fireball and ignore 4 person inside AKA your allies.

Am I wrong or forgetting something here?


Mudfoot wrote:

If you consider Deadly Aim in this, an extra +1 counts as +3 damage to anything (and multiplied on crits, so effectively +3.3 or +3.6 with ImpCrit) compared to +3.5 on something for flaming/etc. Obviously that's not an entirely fair comparison but it gives the right idea.

Also, each + on the bow gives it +2 hardness and +10 hp, which might be nice when Sunder the Barbarian steams up to you.

Save the weird additions for the arrows. Then you can get a whole sackload of flaming, frost, shocking, x-bane or whatever arrows, as required for the task.

As a related question, is it possible to upgrade the Str of a bow? It would be a real pain to have to scrap the thing and make a new one just because you've found a better Str buffer. RAW isn't explicit, but it seems only fair.

AS a GM, a player with craft feat or seeking an NPC with one would be able to do that easly with a few gp. If not, it would be hard as hell for the player


CalebTGordan wrote:

Watch movies like, "Master and Comander," where the focus is on real naval war. There are plenty of events in that film that you could use in your own game.

Use the vehicle combat rules in Ultimate Combat and the chase rules in the Gamemastery Guide. You could also use the rules for naval encounters in 3.5 Stormwrack, which is more narrative and roleplay then roll play. Chasing after, or trying to run from, other ships is just as fun as fighting them.

Have some crew members do something that calls for punishment. This doesn't have to be mutiny. It could be that they stole rum or treasure some another crew member, or they killed an albatross. They could have also struck an officer, or refused to do their duty on the ship.

Accidents do happen, like ropes snapping or people falling over board. Maybe someone was hurt or the party has to rescue a passenger from the sea. Having something happen where there is more roleplay of how the PCs handle it will break up the roll play and combat.

I won't use the rules from ultimate combat because my players are pretty new so I don't want to add any fency rules.

The idea of the crew members having problems or doing bad stuff is an interesting idea.


first: thanks A LOT for all these comments, its giving me some great idea (its gonna take more than one game session for sure, and thats perfect)

second: here is my team (gestalt like i said + they are all lvl 5)
divine hunter paladin/summoner (pet is serpentine focus on grapple, pally is one of the best DPR of the team)

ninja/monk (If i can find something special for him to do that would be perfect cause last game was pretty standard for him compared to the others)

ranger(natural weapon)/alchemist

cleric/wizard (wizard side is based on control, cleric domains is made vs undead with channel energy)

General info I got so far:
-the pirate is an anti paladin (yes its gonna be a duel vs the paladin)
-in the final showdown the pirate will summon undead to let my cleric have some fun
-I was planing to have a big fatty guy on the ennemy ship (giving orders the the crew, like a butcher diablo 1 style)
-an ennemy cleric (summoning the undead)
-I want to give some utility to my ninja/monk player (like I said before because I know he wont have traps to disarm or stuff like that. I have to look what a lvl 5 monk can do with accrobatic stuff like jump or anything like that.)


So here is the deal: I'm GM for a gestalt campaign and my players just got level 5. The next goal of my players are to find a famous pirate and kill him (they need his weapon). So they are ready to take a boat and go hunting. Now for the fight itself between the 2 crew, I got it covered already and its gonna be epic.

The prob is How can I complete this next game with something else than 1 big fight. I hate when my game are just fights after fights but I have some imagination problem for a game on the ocean.

Suggestion?


karkon wrote:
Maximum number you can draw. Because you have to draw all your cards and usually you get enough good to make up for the bad.

you know the bad thing can kill you with no chance of comming back?, im curious how that can be compensated with good :P


yeah I know but most of them are at least resistant to


too many bad stuff for me to use it. My mage got 1 one time and use it in my spellbook to keep my page. If *** hit the fan, I show it to my opponents. Maybe that will save my life. Never used it


least: acid, second most: cold(all undead type of things)


The most funny trap I've seen is reverse gravity trap spell. here is how to do it:

set up: spike on the Ceiling of the room. If you really want to be mean, hide it with an illusion spell. Then put a trap on the floor with a X ft drop into more spike (don't remember the range of reverse gravity). At the same time you put a reverse gravity trap with a reset timer. So here is how its gonna work:

1-trap open, falling damage
2-spike damage upon arrival down there
3-reverse gravity trap activate
4-spike damage on the ceiling of the room
5-reverse gravity trap turn off
6-the character falls down AGAIN
7-???
8-profit

rinse and repeat. Bloody funny to watch


1 person marked this as a favorite.

I never used the spell in my games but I heard a friend telling me a story about a dwarf who asked to have the power to change water in beer. Then he challenged the archmage guild leader that he was able to cast a spell that even him would not know. He accepted and said: if you can pull that trick, you will become one of us.

Thats the first time he saw a dwarven fighter accepted in a mage guild.


keith goudreau wrote:

Noted: 2nd level in paladin, that was one of the bigger questions that was picking at me.

I am not too concerned with loosing the higher level spells. Most if the interesting combat buffs are low-mid level.

Any feat recommendations?

The power attack feat line is good, don't go with stuff like lightning reflexes, since you'll have charisma for that.


I don't like oracle but I really like sorc, so i'll give you the same advice for sorc and oracle: get pally 2 for massive save bonus (and BAB in your case)


1 person marked this as a favorite.

what doesnt kill you make you stronger. so yes


ok if your expecting the other players to be really good at min maxing (lets assume this) here is how the FIRST round will go: Wizards will be passing first (conjuring lvl 20 I think?) since they have an automatic 20 on ini, they will cast time stop, with 3 rounds extra approximatly, they will summon lots of s!#+, part of the with quickened metamagic (or rod), and they will be sure to dispel anything that they think you might have on you.

considering that the first round will be the worst, prepare for that specific situation.

P.S. all the other non wizards will have that same problem


Wow thanks a lot for the suggestion...must admit the barb paly is really cool...strong and pretty cool rp wise....seems like a fanatic to me.


Druid/Barbarian(invulnarable): its one pissed of kitty incoming

Go with melee build, buff, then transform and rage. have fun


FuelDrop wrote:

Hello all.

i've been hanging out on a couple of the guide threads recently, and i noticed that many of the spellcasters had a large hunk of sub-optimal choices which, on first glance, seemed to be a waste of spellbook pages.

that got me wondering. with our vast, combined and geeky (not to mention shenanigan loving!) intelects, surely we can think of some inovative uses for these spells.

format goes: spell name, source (if known), brief description, alternate use.

i'll start.
Hypnotism. core rulebook.

facinates 2d4 hd creatures, allows implanted suggestion, and those that fail their save don't remember getting hit by it.

this spell is generally inferior to charm person, but the victim not remembering he got hit with it leaves it open to a lot of fun. for use on the party fighter if you're bored, or to bypass a group of warehouse guards if you insist on being practical. as there's no time limit on the implanted suggestion, you can use this as a cheap failsafe against dominate by setting up safe-words at low levels (when you hear Ye-ting-iddle-i-po, stop attacking. gives them an extra save against that particular order, at least).

be creative, be crazy, be ludicrously specific in circumstancialnesnes. begin!

OK this one I've done it in a Shadowrun game (wiki if you dont know what it is) but it's working in Pathfinder too

Power of the elements (or how to kill with non combat spells)

Shape earth (create a hole so that the ennemy falls in)
+
Create water (fill the hole)
+
Shape earth (close the hole)

Have fun

P.s. I dont know if its working that good with Pathfinder rules, but at least you must admit its funny

1 to 50 of 75 << first < prev | 1 | 2 | next > last >>



©2002–2013 Paizo Publishing, LLC®. 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 Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, 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 Publishing, LLC. 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 Publishing 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.